Implements deferred_pipeline.rs with pipeline creation functions: gbuffer_camera_bind_group_layout (dynamic offset), create_gbuffer_pipeline (MeshVertex input, 4 color targets), lighting_gbuffer_bind_group_layout (non-filterable position + filterable rest + NonFiltering sampler), lighting_lights_bind_group_layout, lighting_shadow_bind_group_layout, and create_lighting_pipeline (FullscreenVertex, no depth stencil). All wgpu 28.0 fields (immediate_size, multiview_mask, cache) included. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
315 lines
12 KiB
Rust
315 lines
12 KiB
Rust
use crate::vertex::MeshVertex;
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use crate::fullscreen_quad::FullscreenVertex;
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use crate::gpu::DEPTH_FORMAT;
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use crate::gbuffer::{
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GBUFFER_POSITION_FORMAT, GBUFFER_NORMAL_FORMAT, GBUFFER_ALBEDO_FORMAT, GBUFFER_MATERIAL_FORMAT,
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};
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use crate::light::CameraUniform;
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/// Bind group layout for the G-Buffer pass camera uniform (dynamic offset, group 0).
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pub fn gbuffer_camera_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("GBuffer Camera Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: wgpu::BufferSize::new(
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std::mem::size_of::<CameraUniform>() as u64,
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),
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},
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count: None,
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},
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],
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})
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}
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/// Create the G-Buffer geometry pass render pipeline.
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pub fn create_gbuffer_pipeline(
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device: &wgpu::Device,
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camera_layout: &wgpu::BindGroupLayout,
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texture_layout: &wgpu::BindGroupLayout,
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material_layout: &wgpu::BindGroupLayout,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("GBuffer Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("deferred_gbuffer.wgsl").into()),
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});
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("GBuffer Pipeline Layout"),
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bind_group_layouts: &[camera_layout, texture_layout, material_layout],
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immediate_size: 0,
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});
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("GBuffer Pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[MeshVertex::LAYOUT],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[
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Some(wgpu::ColorTargetState {
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format: GBUFFER_POSITION_FORMAT,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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Some(wgpu::ColorTargetState {
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format: GBUFFER_NORMAL_FORMAT,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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Some(wgpu::ColorTargetState {
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format: GBUFFER_ALBEDO_FORMAT,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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Some(wgpu::ColorTargetState {
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format: GBUFFER_MATERIAL_FORMAT,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview_mask: None,
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cache: None,
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})
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}
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/// Bind group layout for the lighting pass G-Buffer textures + sampler (group 0).
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/// position is Float non-filterable; normal/albedo/material are filterable.
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pub fn lighting_gbuffer_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Lighting GBuffer Bind Group Layout"),
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entries: &[
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// binding 0: position texture (Rgba32Float → non-filterable)
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 1: normal texture (filterable)
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 2: albedo texture (filterable)
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 3: material texture (filterable)
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 4: non-filtering sampler (required for non-filterable texture)
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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],
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})
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}
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/// Bind group layout for the lighting pass lights + camera position uniforms (group 1).
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pub fn lighting_lights_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Lighting Lights Bind Group Layout"),
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entries: &[
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// binding 0: LightsUniform
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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// binding 1: CameraPositionUniform
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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})
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}
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/// Bind group layout for shadow map + BRDF LUT (group 2).
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pub fn lighting_shadow_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Lighting Shadow Bind Group Layout"),
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entries: &[
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// binding 0: shadow depth texture
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 1: comparison sampler
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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},
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// binding 2: ShadowUniform
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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// binding 3: BRDF LUT texture
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 4: filtering sampler for BRDF LUT
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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})
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}
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/// Create the deferred lighting pass render pipeline.
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pub fn create_lighting_pipeline(
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device: &wgpu::Device,
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surface_format: wgpu::TextureFormat,
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gbuffer_layout: &wgpu::BindGroupLayout,
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lights_layout: &wgpu::BindGroupLayout,
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shadow_layout: &wgpu::BindGroupLayout,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Deferred Lighting Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("deferred_lighting.wgsl").into()),
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});
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Deferred Lighting Pipeline Layout"),
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bind_group_layouts: &[gbuffer_layout, lights_layout, shadow_layout],
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immediate_size: 0,
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});
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Deferred Lighting Pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[FullscreenVertex::LAYOUT],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: surface_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview_mask: None,
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cache: None,
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})
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}
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