use std::{mem, ops::Range, rc::Rc};
#[path = "../framework.rs"]
mod framework;
#[derive(Clone, Copy)]
struct Vertex {
_pos: [i8; 4],
_normal: [i8; 4],
}
fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
Vertex {
_pos: [pos[0], pos[1], pos[2], 1],
_normal: [nor[0], nor[1], nor[2], 0],
}
}
fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
vertex([-1, -1, 1], [0, 0, 1]),
vertex([1, -1, 1], [0, 0, 1]),
vertex([1, 1, 1], [0, 0, 1]),
vertex([-1, 1, 1], [0, 0, 1]),
vertex([-1, 1, -1], [0, 0, -1]),
vertex([1, 1, -1], [0, 0, -1]),
vertex([1, -1, -1], [0, 0, -1]),
vertex([-1, -1, -1], [0, 0, -1]),
vertex([1, -1, -1], [1, 0, 0]),
vertex([1, 1, -1], [1, 0, 0]),
vertex([1, 1, 1], [1, 0, 0]),
vertex([1, -1, 1], [1, 0, 0]),
vertex([-1, -1, 1], [-1, 0, 0]),
vertex([-1, 1, 1], [-1, 0, 0]),
vertex([-1, 1, -1], [-1, 0, 0]),
vertex([-1, -1, -1], [-1, 0, 0]),
vertex([1, 1, -1], [0, 1, 0]),
vertex([-1, 1, -1], [0, 1, 0]),
vertex([-1, 1, 1], [0, 1, 0]),
vertex([1, 1, 1], [0, 1, 0]),
vertex([1, -1, 1], [0, -1, 0]),
vertex([-1, -1, 1], [0, -1, 0]),
vertex([-1, -1, -1], [0, -1, 0]),
vertex([1, -1, -1], [0, -1, 0]),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20, ];
(vertex_data.to_vec(), index_data.to_vec())
}
fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
vertex([size, -size, 0], [0, 0, 1]),
vertex([size, size, 0], [0, 0, 1]),
vertex([-size, -size, 0], [0, 0, 1]),
vertex([-size, size, 0], [0, 0, 1]),
];
let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
(vertex_data.to_vec(), index_data.to_vec())
}
struct Entity {
mx_world: cgmath::Matrix4<f32>,
rotation_speed: f32,
color: wgpu::Color,
vertex_buf: Rc<wgpu::Buffer>,
index_buf: Rc<wgpu::Buffer>,
index_count: usize,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
}
struct Light {
pos: cgmath::Point3<f32>,
color: wgpu::Color,
fov: f32,
depth: Range<f32>,
target_view: wgpu::TextureView,
}
#[repr(C)]
#[derive(Clone, Copy)]
struct LightRaw {
proj: [[f32; 4]; 4],
pos: [f32; 4],
color: [f32; 4],
}
impl Light {
fn to_raw(&self) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
let projection = PerspectiveFov {
fovy: Deg(self.fov).into(),
aspect: 1.0,
near: self.depth.start,
far: self.depth.end,
};
let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
let mx_view_proj = mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
LightRaw {
proj: *mx_view_proj.as_ref(),
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
color: [self.color.r as f32, self.color.g as f32, self.color.b as f32, 1.0],
}
}
}
#[repr(C)]
#[derive(Clone, Copy)]
struct ForwardUniforms {
proj: [[f32; 4]; 4],
num_lights: [u32; 4],
}
#[repr(C)]
#[derive(Clone, Copy)]
struct EntityUniforms {
model: cgmath::Matrix4<f32>,
color: [f32; 4],
}
#[repr(C)]
struct ShadowUniforms {
proj: [[f32; 4]; 4],
}
struct Pass {
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
}
struct Example {
entities: Vec<Entity>,
lights: Vec<Light>,
lights_are_dirty: bool,
shadow_pass: Pass,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
light_uniform_buf: wgpu::Buffer,
}
impl Example {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
depth: 1,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(3.0f32, -10.0, 6.0),
cgmath::Point3::new(0f32, 0.0, 0.0),
cgmath::Vector3::unit_z(),
);
let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
mx_correction * mx_projection * mx_view
}
}
impl framework::Example for Example {
fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &wgpu::Device) -> (Self, Option<wgpu::CommandBuffer>) {
let vertex_size = mem::size_of::<Vertex>();
let (cube_vertex_data, cube_index_data) = create_cube();
let cube_vertex_buf = Rc::new(
device
.create_buffer_mapped(cube_vertex_data.len(), wgpu::BufferUsage::VERTEX)
.fill_from_slice(&cube_vertex_data),
);
let cube_index_buf = Rc::new(
device
.create_buffer_mapped(cube_index_data.len(), wgpu::BufferUsage::INDEX)
.fill_from_slice(&cube_index_data),
);
let (plane_vertex_data, plane_index_data) = create_plane(7);
let plane_vertex_buf = device
.create_buffer_mapped(plane_vertex_data.len(), wgpu::BufferUsage::VERTEX)
.fill_from_slice(&plane_vertex_data);
let plane_index_buf = device
.create_buffer_mapped(plane_index_data.len(), wgpu::BufferUsage::INDEX)
.fill_from_slice(&plane_index_data);
let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let local_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
],
});
let mut entities = vec![{
use cgmath::SquareMatrix;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &plane_uniform_buf,
range: 0 .. entity_uniform_size,
},
}],
});
Entity {
mx_world: cgmath::Matrix4::identity(),
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf),
index_buf: Rc::new(plane_index_buf),
index_count: plane_index_data.len(),
bind_group,
uniform_buf: plane_uniform_buf,
}
}];
struct CubeDesc {
offset: cgmath::Vector3<f32>,
angle: f32,
scale: f32,
rotation: f32,
}
let cube_descs = [
CubeDesc {
offset: cgmath::vec3(-2.0, -2.0, 2.0),
angle: 10.0,
scale: 0.7,
rotation: 0.1,
},
CubeDesc {
offset: cgmath::vec3(2.0, -2.0, 2.0),
angle: 50.0,
scale: 1.3,
rotation: 0.2,
},
CubeDesc {
offset: cgmath::vec3(-2.0, 2.0, 2.0),
angle: 140.0,
scale: 1.1,
rotation: 0.3,
},
CubeDesc {
offset: cgmath::vec3(2.0, 2.0, 2.0),
angle: 210.0,
scale: 0.9,
rotation: 0.4,
},
];
for cube in &cube_descs {
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
let transform = Decomposed {
disp: cube.offset.clone(),
rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
scale: cube.scale,
};
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
entities.push(Entity {
mx_world: cgmath::Matrix4::from(transform),
rotation_speed: cube.rotation,
color: wgpu::Color::GREEN,
vertex_buf: Rc::clone(&cube_vertex_buf),
index_buf: Rc::clone(&cube_index_buf),
index_count: cube_index_data.len(),
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. entity_uniform_size,
},
}],
}),
uniform_buf,
});
}
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_layer_count: Self::MAX_LIGHTS as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
let mut shadow_target_views = (0 .. 2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
format: Self::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
}))
})
.collect::<Vec<_>>();
let lights = vec![
Light {
pos: cgmath::Point3::new(7.0, -5.0, 10.0),
color: wgpu::Color {
r: 0.5,
g: 1.0,
b: 0.5,
a: 1.0,
},
fov: 60.0,
depth: 1.0 .. 20.0,
target_view: shadow_target_views[0].take().unwrap(),
},
Light {
pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: 45.0,
depth: 1.0 .. 20.0,
target_view: shadow_target_views[1].take().unwrap(),
},
];
let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
});
let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Char4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Char4,
offset: 4 * 1,
shader_location: 1,
},
],
};
let shadow_pass = {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
}],
});
let vs_bytes =
framework::load_glsl(include_str!("bake.vert"), framework::ShaderStage::Vertex);
let fs_bytes =
framework::load_glsl(include_str!("bake.frag"), framework::ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 2, depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc.clone()],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let forward_pass = {
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
},
},
wgpu::BindGroupLayoutBinding {
binding: 1, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
},
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let forward_uniforms = ForwardUniforms {
proj: *mx_total.as_ref(),
num_lights: [lights.len() as u32, 0, 0, 0],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let uniform_buf = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[forward_uniforms]);
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buf,
range: 0 .. light_uniform_size,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_view),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
},
],
});
let vs_bytes =
framework::load_glsl(include_str!("forward.vert"), framework::ShaderStage::Vertex);
let fs_bytes = framework::load_glsl(
include_str!("forward.frag"),
framework::ShaderStage::Fragment,
);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
let this = Example {
entities,
lights,
lights_are_dirty: true,
shadow_pass,
forward_pass,
forward_depth: depth_texture.create_default_view(),
light_uniform_buf,
};
(this, None)
}
fn update(&mut self, _event: winit::event::WindowEvent) {
}
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &wgpu::Device) -> Option<wgpu::CommandBuffer> {
let command_buf = {
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
let temp_buf = device
.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(mx_ref);
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.uniform_buf, 0, 64);
encoder.finish()
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
self.forward_depth = depth_texture.create_default_view();
Some(command_buf)
}
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &wgpu::Device) -> wgpu::CommandBuffer {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let temp_buf_data =
device.create_buffer_mapped(self.entities.len(), wgpu::BufferUsage::COPY_SRC);
for (i, entity) in self.entities.iter_mut().enumerate() {
if entity.rotation_speed != 0.0 {
let rotation =
cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
entity.mx_world = entity.mx_world * rotation;
}
temp_buf_data.data[i] = EntityUniforms {
model: entity.mx_world.clone(),
color: [
entity.color.r as f32,
entity.color.g as f32,
entity.color.b as f32,
entity.color.a as f32,
],
};
}
let temp_buf = temp_buf_data.finish();
for (i, entity) in self.entities.iter().enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
i as wgpu::BufferAddress * size,
&entity.uniform_buf,
0,
size,
);
}
}
if self.lights_are_dirty {
self.lights_are_dirty = false;
let size = (self.lights.len() * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let temp_buf_data =
device.create_buffer_mapped(self.lights.len(), wgpu::BufferUsage::COPY_SRC);
for (i, light) in self.lights.iter().enumerate() {
temp_buf_data.data[i] = light.to_raw();
}
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buf,
0,
size,
);
}
for (i, light) in self.lights.iter().enumerate() {
encoder.copy_buffer_to_buffer(
&self.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.shadow_pass.uniform_buf,
0,
64,
);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.shadow_pass.pipeline);
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(&entity.index_buf, 0);
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
}
}
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.forward_depth,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.forward_pass.pipeline);
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(&entity.index_buf, 0);
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
}
}
encoder.finish()
}
}
fn main() {
framework::run::<Example>("shadow");
}