- Hosek-Wilkie inspired procedural sky (Rayleigh/Mie scattering, sun disk) - L2 Spherical Harmonics irradiance (9 coefficients, CPU computation) - SH evaluation in shader replaces sample_environment for diffuse IBL - GPU compute BRDF LUT (Rg16Float, higher precision than CPU Rgba8Unorm) - SkyParams (sun_direction, turbidity) in ShadowUniform Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
625 lines
24 KiB
Rust
625 lines
24 KiB
Rust
use winit::{
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application::ApplicationHandler,
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event::WindowEvent,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::WindowId,
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};
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use voltex_math::{Vec3, Mat4};
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use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
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use voltex_renderer::{
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GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
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Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
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ShadowMap, ShadowUniform,
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IblResources, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group,
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};
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use wgpu::util::DeviceExt;
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const NUM_OBJECTS: usize = 6; // 5 spheres + 1 ground plane
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struct MultiLightApp {
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state: Option<AppState>,
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}
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struct AppState {
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window: VoltexWindow,
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gpu: GpuContext,
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pipeline: wgpu::RenderPipeline,
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sphere_mesh: Mesh,
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ground_mesh: Mesh,
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camera: Camera,
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fps_controller: FpsController,
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camera_buffer: wgpu::Buffer,
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light_buffer: wgpu::Buffer,
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material_buffer: wgpu::Buffer,
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camera_light_bind_group: wgpu::BindGroup,
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_albedo_tex: GpuTexture,
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_normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler),
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_orm_tex: GpuTexture,
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_emissive_tex: GpuTexture,
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pbr_texture_bind_group: wgpu::BindGroup,
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material_bind_group: wgpu::BindGroup,
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shadow_bind_group: wgpu::BindGroup,
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_shadow_map: ShadowMap,
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_ibl: IblResources,
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input: InputState,
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timer: GameTimer,
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cam_aligned_size: u32,
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mat_aligned_size: u32,
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time: f32,
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}
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fn camera_light_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("Camera+Light 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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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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fn align_up(size: u32, alignment: u32) -> u32 {
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((size + alignment - 1) / alignment) * alignment
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}
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impl ApplicationHandler for MultiLightApp {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let config = WindowConfig {
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title: "Voltex - Multi-Light Demo".to_string(),
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width: 1280,
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height: 720,
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..Default::default()
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};
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let window = VoltexWindow::new(event_loop, &config);
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let gpu = GpuContext::new(window.handle.clone());
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// Dynamic uniform buffer alignment
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let alignment = gpu.device.limits().min_uniform_buffer_offset_alignment;
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let cam_aligned_size = align_up(std::mem::size_of::<CameraUniform>() as u32, alignment);
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let mat_aligned_size = align_up(std::mem::size_of::<MaterialUniform>() as u32, alignment);
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// Generate sphere mesh (shared by all 5 spheres)
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let (vertices, indices) = generate_sphere(0.5, 32, 16);
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let sphere_mesh = Mesh::new(&gpu.device, &vertices, &indices);
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// Ground plane: cube.obj scaled to (10, 0.1, 10)
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let obj_src = include_str!("../../../assets/cube.obj");
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let obj_data = obj::parse_obj(obj_src);
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let ground_mesh = Mesh::new(&gpu.device, &obj_data.vertices, &obj_data.indices);
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// Camera at (0, 5, 12), looking down slightly
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let aspect = gpu.config.width as f32 / gpu.config.height as f32;
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let mut camera = Camera::new(Vec3::new(0.0, 5.0, 12.0), aspect);
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camera.pitch = -0.3;
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let fps_controller = FpsController::new();
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// Initial lights uniform
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let mut lights_uniform = LightsUniform::new();
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lights_uniform.add_light(LightData::directional([0.0, -1.0, -0.5], [1.0, 1.0, 1.0], 0.3));
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// Point lights at initial positions (will be updated per frame)
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lights_uniform.add_light(LightData::point([5.0, 2.0, 0.0], [1.0, 0.0, 0.0], 15.0, 15.0));
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lights_uniform.add_light(LightData::point([0.0, 2.0, 5.0], [0.0, 1.0, 0.0], 15.0, 15.0));
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lights_uniform.add_light(LightData::point([-5.0, 2.0, 0.0], [0.0, 0.0, 1.0], 15.0, 15.0));
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lights_uniform.add_light(LightData::point([0.0, 2.0, -5.0], [1.0, 1.0, 0.0], 15.0, 15.0));
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lights_uniform.add_light(LightData::spot(
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[0.0, 5.0, 0.0], [0.0, -1.0, 0.0], [1.0, 1.0, 1.0],
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20.0, 10.0, 20.0, 35.0,
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));
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// Camera dynamic uniform buffer (one CameraUniform per object)
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let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Camera Dynamic Uniform Buffer"),
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size: (cam_aligned_size as usize * NUM_OBJECTS) as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light Uniform Buffer"),
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contents: bytemuck::cast_slice(&[lights_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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// Material dynamic uniform buffer (one MaterialUniform per object)
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let material_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Material Dynamic Uniform Buffer"),
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size: (mat_aligned_size as usize * NUM_OBJECTS) as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Bind group layouts
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let cl_layout = camera_light_bind_group_layout(&gpu.device);
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let pbr_tex_layout = pbr_full_texture_bind_group_layout(&gpu.device);
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let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
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// Camera+Light bind group
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let camera_light_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Camera+Light Bind Group"),
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layout: &cl_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &camera_buffer,
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offset: 0,
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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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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: light_buffer.as_entire_binding(),
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},
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],
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});
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// PBR texture bind group (albedo + normal + ORM + emissive)
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let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device);
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let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
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let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue);
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let orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
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let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
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let pbr_texture_bind_group = create_pbr_full_texture_bind_group(
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&gpu.device,
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&pbr_tex_layout,
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&albedo_tex.view,
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&albedo_tex.sampler,
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&normal_tex.1,
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&normal_tex.2,
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&orm_tex.view,
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&orm_tex.sampler,
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&emissive_tex.view,
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&emissive_tex.sampler,
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);
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// IBL resources
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let ibl = IblResources::new(&gpu.device, &gpu.queue);
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// Material bind group
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let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Material Bind Group"),
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layout: &mat_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &material_buffer,
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offset: 0,
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size: wgpu::BufferSize::new(
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std::mem::size_of::<MaterialUniform>() as u64,
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),
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}),
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}],
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});
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// Shadow resources (dummy — shadows disabled)
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let shadow_map = ShadowMap::new(&gpu.device);
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let shadow_layout = ShadowMap::bind_group_layout(&gpu.device);
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let shadow_uniform = ShadowUniform {
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light_view_proj: [[0.0; 4]; 4],
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shadow_map_size: 0.0,
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shadow_bias: 0.0,
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_padding: [0.0; 2],
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sun_direction: [0.5, -0.7, 0.5],
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turbidity: 3.0,
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sh_coefficients: [[0.0; 4]; 7],
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};
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let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Shadow Uniform Buffer"),
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contents: bytemuck::cast_slice(&[shadow_uniform]),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let shadow_bind_group = shadow_map.create_bind_group(
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&gpu.device,
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&shadow_layout,
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&shadow_uniform_buffer,
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&ibl.brdf_lut_view,
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&ibl.brdf_lut_sampler,
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);
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// PBR pipeline
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let pipeline = create_pbr_pipeline(
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&gpu.device,
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gpu.surface_format,
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&cl_layout,
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&pbr_tex_layout,
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&mat_layout,
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&shadow_layout,
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);
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self.state = Some(AppState {
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window,
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gpu,
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pipeline,
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sphere_mesh,
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ground_mesh,
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camera,
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fps_controller,
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camera_buffer,
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light_buffer,
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material_buffer,
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camera_light_bind_group,
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_albedo_tex: albedo_tex,
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_normal_tex: normal_tex,
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_orm_tex: orm_tex,
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_emissive_tex: emissive_tex,
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pbr_texture_bind_group,
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material_bind_group,
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shadow_bind_group,
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_shadow_map: shadow_map,
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_ibl: ibl,
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input: InputState::new(),
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timer: GameTimer::new(60),
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cam_aligned_size,
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mat_aligned_size,
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time: 0.0,
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});
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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_window_id: WindowId,
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event: WindowEvent,
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) {
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let state = match &mut self.state {
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Some(s) => s,
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None => return,
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};
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::KeyboardInput {
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event:
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winit::event::KeyEvent {
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physical_key: PhysicalKey::Code(key_code),
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state: key_state,
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..
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},
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..
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} => {
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let pressed = key_state == winit::event::ElementState::Pressed;
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state.input.process_key(key_code, pressed);
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if key_code == KeyCode::Escape && pressed {
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event_loop.exit();
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}
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}
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WindowEvent::Resized(size) => {
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state.gpu.resize(size.width, size.height);
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if size.width > 0 && size.height > 0 {
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state.camera.aspect = size.width as f32 / size.height as f32;
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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state.input.process_mouse_move(position.x, position.y);
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}
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WindowEvent::MouseInput {
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state: btn_state,
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button,
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..
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} => {
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let pressed = btn_state == winit::event::ElementState::Pressed;
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state.input.process_mouse_button(button, pressed);
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}
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WindowEvent::MouseWheel { delta, .. } => {
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let y = match delta {
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winit::event::MouseScrollDelta::LineDelta(_, y) => y,
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winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
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};
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state.input.process_scroll(y);
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}
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WindowEvent::RedrawRequested => {
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state.timer.tick();
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let dt = state.timer.frame_dt();
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// Camera input
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if state
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.input
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.is_mouse_button_pressed(winit::event::MouseButton::Right)
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{
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let (dx, dy) = state.input.mouse_delta();
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state
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.fps_controller
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.process_mouse(&mut state.camera, dx, dy);
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}
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let mut forward = 0.0f32;
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let mut right = 0.0f32;
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let mut up = 0.0f32;
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if state.input.is_key_pressed(KeyCode::KeyW) {
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forward += 1.0;
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}
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if state.input.is_key_pressed(KeyCode::KeyS) {
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forward -= 1.0;
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}
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if state.input.is_key_pressed(KeyCode::KeyD) {
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right += 1.0;
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}
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if state.input.is_key_pressed(KeyCode::KeyA) {
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right -= 1.0;
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}
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if state.input.is_key_pressed(KeyCode::Space) {
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up += 1.0;
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}
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if state.input.is_key_pressed(KeyCode::ShiftLeft) {
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up -= 1.0;
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}
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state
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.fps_controller
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.process_movement(&mut state.camera, forward, right, up, dt);
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state.input.begin_frame();
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state.time += dt;
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// Compute view-projection
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let view_proj = state.camera.view_projection();
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let cam_pos = [
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state.camera.position.x,
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state.camera.position.y,
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state.camera.position.z,
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];
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let cam_aligned = state.cam_aligned_size as usize;
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let mat_aligned = state.mat_aligned_size as usize;
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// Build staging data for camera and material uniforms
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let cam_total = NUM_OBJECTS * cam_aligned;
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let mat_total = NUM_OBJECTS * mat_aligned;
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let mut cam_staging = vec![0u8; cam_total];
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let mut mat_staging = vec![0u8; mat_total];
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// Object layout: indices 0..4 = spheres, index 5 = ground plane
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// Spheres at y=0, x = [-4, -2, 0, 2, 4], metallic varies 0.0..1.0
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for i in 0..5usize {
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let x = -4.0 + i as f32 * 2.0;
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let model = Mat4::translation(x, 0.0, 0.0);
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let cam_uniform = CameraUniform {
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view_proj: view_proj.cols,
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model: model.cols,
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camera_pos: cam_pos,
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_padding: 0.0,
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};
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let bytes = bytemuck::bytes_of(&cam_uniform);
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let offset = i * cam_aligned;
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cam_staging[offset..offset + bytes.len()].copy_from_slice(bytes);
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let metallic = i as f32 / 4.0;
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let mat_uniform = MaterialUniform::with_params(
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[0.8, 0.2, 0.2, 1.0],
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metallic,
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0.3,
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);
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let bytes = bytemuck::bytes_of(&mat_uniform);
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let offset = i * mat_aligned;
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mat_staging[offset..offset + bytes.len()].copy_from_slice(bytes);
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}
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// Ground plane at y=-0.5, scale (10, 0.1, 10)
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{
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let i = 5;
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let model = Mat4::translation(0.0, -0.5, 0.0)
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.mul_mat4(&Mat4::scale(10.0, 0.1, 10.0));
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let cam_uniform = CameraUniform {
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view_proj: view_proj.cols,
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model: model.cols,
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camera_pos: cam_pos,
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_padding: 0.0,
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};
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let bytes = bytemuck::bytes_of(&cam_uniform);
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let offset = i * cam_aligned;
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cam_staging[offset..offset + bytes.len()].copy_from_slice(bytes);
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let mat_uniform = MaterialUniform::with_params(
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[0.5, 0.5, 0.5, 1.0],
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0.0,
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0.8,
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);
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let bytes = bytemuck::bytes_of(&mat_uniform);
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let offset = i * mat_aligned;
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mat_staging[offset..offset + bytes.len()].copy_from_slice(bytes);
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}
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state
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.gpu
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.queue
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.write_buffer(&state.camera_buffer, 0, &cam_staging);
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state
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.gpu
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.queue
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.write_buffer(&state.material_buffer, 0, &mat_staging);
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// Update lights with orbiting point lights
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let radius = 5.0f32;
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let time = state.time;
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let mut lights_uniform = LightsUniform::new();
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|
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// Directional fill light
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lights_uniform.add_light(LightData::directional(
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[0.0, -1.0, -0.5], [1.0, 1.0, 1.0], 0.3,
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));
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// 4 orbiting point lights
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let offsets = [0.0f32, std::f32::consts::FRAC_PI_2, std::f32::consts::PI, 3.0 * std::f32::consts::FRAC_PI_2];
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let colors = [
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[1.0, 0.0, 0.0], // Red
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|
[0.0, 1.0, 0.0], // Green
|
|
[0.0, 0.0, 1.0], // Blue
|
|
[1.0, 1.0, 0.0], // Yellow
|
|
];
|
|
for j in 0..4 {
|
|
let angle = time + offsets[j];
|
|
let px = radius * angle.cos();
|
|
let pz = radius * angle.sin();
|
|
lights_uniform.add_light(LightData::point(
|
|
[px, 2.0, pz], colors[j], 15.0, 15.0,
|
|
));
|
|
}
|
|
|
|
// Spot light from above
|
|
lights_uniform.add_light(LightData::spot(
|
|
[0.0, 5.0, 0.0], [0.0, -1.0, 0.0], [1.0, 1.0, 1.0],
|
|
20.0, 10.0, 20.0, 35.0,
|
|
));
|
|
|
|
state.gpu.queue.write_buffer(
|
|
&state.light_buffer,
|
|
0,
|
|
bytemuck::cast_slice(&[lights_uniform]),
|
|
);
|
|
|
|
// Render
|
|
let output = match state.gpu.surface.get_current_texture() {
|
|
Ok(t) => t,
|
|
Err(wgpu::SurfaceError::Lost) => {
|
|
let (w, h) = state.window.inner_size();
|
|
state.gpu.resize(w, h);
|
|
return;
|
|
}
|
|
Err(wgpu::SurfaceError::OutOfMemory) => {
|
|
event_loop.exit();
|
|
return;
|
|
}
|
|
Err(_) => return,
|
|
};
|
|
|
|
let view =
|
|
output
|
|
.texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
let mut encoder = state.gpu.device.create_command_encoder(
|
|
&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Render Encoder"),
|
|
},
|
|
);
|
|
|
|
{
|
|
let mut render_pass =
|
|
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("Multi-Light Render Pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &view,
|
|
resolve_target: None,
|
|
depth_slice: None,
|
|
ops: wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(wgpu::Color {
|
|
r: 0.05,
|
|
g: 0.05,
|
|
b: 0.08,
|
|
a: 1.0,
|
|
}),
|
|
store: wgpu::StoreOp::Store,
|
|
},
|
|
})],
|
|
depth_stencil_attachment: Some(
|
|
wgpu::RenderPassDepthStencilAttachment {
|
|
view: &state.gpu.depth_view,
|
|
depth_ops: Some(wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(1.0),
|
|
store: wgpu::StoreOp::Store,
|
|
}),
|
|
stencil_ops: None,
|
|
},
|
|
),
|
|
occlusion_query_set: None,
|
|
timestamp_writes: None,
|
|
multiview_mask: None,
|
|
});
|
|
|
|
render_pass.set_pipeline(&state.pipeline);
|
|
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
|
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
|
|
|
// Draw 5 spheres (objects 0..4)
|
|
render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..));
|
|
render_pass.set_index_buffer(
|
|
state.sphere_mesh.index_buffer.slice(..),
|
|
wgpu::IndexFormat::Uint32,
|
|
);
|
|
for i in 0..5u32 {
|
|
let cam_offset = i * state.cam_aligned_size;
|
|
let mat_offset = i * state.mat_aligned_size;
|
|
render_pass.set_bind_group(
|
|
0,
|
|
&state.camera_light_bind_group,
|
|
&[cam_offset],
|
|
);
|
|
render_pass.set_bind_group(
|
|
2,
|
|
&state.material_bind_group,
|
|
&[mat_offset],
|
|
);
|
|
render_pass.draw_indexed(0..state.sphere_mesh.num_indices, 0, 0..1);
|
|
}
|
|
|
|
// Draw ground plane (object 5)
|
|
render_pass.set_vertex_buffer(0, state.ground_mesh.vertex_buffer.slice(..));
|
|
render_pass.set_index_buffer(
|
|
state.ground_mesh.index_buffer.slice(..),
|
|
wgpu::IndexFormat::Uint32,
|
|
);
|
|
{
|
|
let cam_offset = 5u32 * state.cam_aligned_size;
|
|
let mat_offset = 5u32 * state.mat_aligned_size;
|
|
render_pass.set_bind_group(
|
|
0,
|
|
&state.camera_light_bind_group,
|
|
&[cam_offset],
|
|
);
|
|
render_pass.set_bind_group(
|
|
2,
|
|
&state.material_bind_group,
|
|
&[mat_offset],
|
|
);
|
|
render_pass.draw_indexed(0..state.ground_mesh.num_indices, 0, 0..1);
|
|
}
|
|
}
|
|
|
|
state.gpu.queue.submit(std::iter::once(encoder.finish()));
|
|
output.present();
|
|
}
|
|
|
|
_ => {}
|
|
}
|
|
}
|
|
|
|
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
|
|
if let Some(state) = &self.state {
|
|
state.window.request_redraw();
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
env_logger::init();
|
|
let event_loop = EventLoop::new().unwrap();
|
|
let mut app = MultiLightApp { state: None };
|
|
event_loop.run_app(&mut app).unwrap();
|
|
}
|