use std::{f32::consts, iter, mem::size_of, ops::Range, sync::Arc};
use bytemuck::{Pod, Zeroable};
use wgpu::util::{align_to, DeviceExt};
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
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: glam::Mat4,
rotation_speed: f32,
color: wgpu::Color,
vertex_buf: Arc<wgpu::Buffer>,
index_buf: Arc<wgpu::Buffer>,
index_format: wgpu::IndexFormat,
index_count: usize,
uniform_offset: wgpu::DynamicOffset,
}
struct Light {
pos: glam::Vec3,
color: wgpu::Color,
fov: f32,
depth: Range<f32>,
target_view: wgpu::TextureView,
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct LightRaw {
proj: [[f32; 4]; 4],
pos: [f32; 4],
color: [f32; 4],
}
impl Light {
fn to_raw(&self) -> LightRaw {
let view = glam::Mat4::look_at_rh(self.pos, glam::Vec3::ZERO, glam::Vec3::Z);
let projection = glam::Mat4::perspective_rh(
self.fov * consts::PI / 180.,
1.0,
self.depth.start,
self.depth.end,
);
let view_proj = projection * view;
LightRaw {
proj: view_proj.to_cols_array_2d(),
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, Pod, Zeroable)]
struct GlobalUniforms {
proj: [[f32; 4]; 4],
num_lights: [u32; 4],
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct EntityUniforms {
model: [[f32; 4]; 4],
color: [f32; 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,
entity_bind_group: wgpu::BindGroup,
light_storage_buf: wgpu::Buffer,
entity_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_or_array_layers: Self::MAX_LIGHTS as u32,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
fn generate_matrix(aspect_ratio: f32) -> glam::Mat4 {
let projection = glam::Mat4::perspective_rh(consts::FRAC_PI_4, aspect_ratio, 1.0, 20.0);
let view = glam::Mat4::look_at_rh(
glam::Vec3::new(3.0f32, -10.0, 6.0),
glam::Vec3::new(0f32, 0.0, 0.0),
glam::Vec3::Z,
);
projection * view
}
fn create_depth_texture(
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
) -> wgpu::TextureView {
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
label: None,
view_formats: &[],
});
depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
}
}
impl crate::framework::Example for Example {
fn optional_features() -> wgpu::Features {
wgpu::Features::DEPTH_CLIP_CONTROL
}
fn init(
config: &wgpu::SurfaceConfiguration,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
_queue: &wgpu::Queue,
) -> Self {
let supports_storage_resources = adapter
.get_downlevel_capabilities()
.flags
.contains(wgpu::DownlevelFlags::VERTEX_STORAGE)
&& device.limits().max_storage_buffers_per_shader_stage > 0;
let vertex_size = size_of::<Vertex>();
let (cube_vertex_data, cube_index_data) = create_cube();
let cube_vertex_buf = Arc::new(device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Cubes Vertex Buffer"),
contents: bytemuck::cast_slice(&cube_vertex_data),
usage: wgpu::BufferUsages::VERTEX,
},
));
let cube_index_buf = Arc::new(device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Cubes Index Buffer"),
contents: bytemuck::cast_slice(&cube_index_data),
usage: wgpu::BufferUsages::INDEX,
},
));
let (plane_vertex_data, plane_index_data) = create_plane(7);
let plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Plane Vertex Buffer"),
contents: bytemuck::cast_slice(&plane_vertex_data),
usage: wgpu::BufferUsages::VERTEX,
});
let plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Plane Index Buffer"),
contents: bytemuck::cast_slice(&plane_index_data),
usage: wgpu::BufferUsages::INDEX,
});
struct CubeDesc {
offset: glam::Vec3,
angle: f32,
scale: f32,
rotation: f32,
}
let cube_descs = [
CubeDesc {
offset: glam::Vec3::new(-2.0, -2.0, 2.0),
angle: 10.0,
scale: 0.7,
rotation: 0.1,
},
CubeDesc {
offset: glam::Vec3::new(2.0, -2.0, 2.0),
angle: 50.0,
scale: 1.3,
rotation: 0.2,
},
CubeDesc {
offset: glam::Vec3::new(-2.0, 2.0, 2.0),
angle: 140.0,
scale: 1.1,
rotation: 0.3,
},
CubeDesc {
offset: glam::Vec3::new(2.0, 2.0, 2.0),
angle: 210.0,
scale: 0.9,
rotation: 0.4,
},
];
let entity_uniform_size = size_of::<EntityUniforms>() as wgpu::BufferAddress;
let num_entities = 1 + cube_descs.len() as wgpu::BufferAddress;
let uniform_alignment = {
let alignment =
device.limits().min_uniform_buffer_offset_alignment as wgpu::BufferAddress;
align_to(entity_uniform_size, alignment)
};
let entity_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: num_entities * uniform_alignment,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let index_format = wgpu::IndexFormat::Uint16;
let mut entities = vec![{
Entity {
mx_world: glam::Mat4::IDENTITY,
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Arc::new(plane_vertex_buf),
index_buf: Arc::new(plane_index_buf),
index_format,
index_count: plane_index_data.len(),
uniform_offset: 0,
}
}];
for (i, cube) in cube_descs.iter().enumerate() {
let mx_world = glam::Mat4::from_scale_rotation_translation(
glam::Vec3::splat(cube.scale),
glam::Quat::from_axis_angle(
cube.offset.normalize(),
cube.angle * consts::PI / 180.,
),
cube.offset,
);
entities.push(Entity {
mx_world,
rotation_speed: cube.rotation,
color: wgpu::Color::GREEN,
vertex_buf: Arc::clone(&cube_vertex_buf),
index_buf: Arc::clone(&cube_index_buf),
index_format,
index_count: cube_index_data.len(),
uniform_offset: ((i + 1) * uniform_alignment as usize) as _,
});
}
let local_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(entity_uniform_size),
},
count: None,
}],
label: None,
});
let entity_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &entity_uniform_buf,
offset: 0,
size: wgpu::BufferSize::new(entity_uniform_size),
}),
}],
label: None,
});
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("shadow"),
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,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
label: None,
view_formats: &[],
});
let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut shadow_target_views = (0..2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("shadow"),
format: None,
dimension: Some(wgpu::TextureViewDimension::D2),
usage: None,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: i as u32,
array_layer_count: Some(1),
}))
})
.collect::<Vec<_>>();
let lights = vec![
Light {
pos: glam::Vec3::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: glam::Vec3::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 * size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_storage_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: light_uniform_size,
usage: if supports_storage_resources {
wgpu::BufferUsages::STORAGE
} else {
wgpu::BufferUsages::UNIFORM
} | wgpu::BufferUsages::COPY_SRC
| wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let vertex_attr = wgpu::vertex_attr_array![0 => Sint8x4, 1 => Sint8x4];
let vb_desc = wgpu::VertexBufferLayout {
array_stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &vertex_attr,
};
let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
let shadow_pass = {
let uniform_size = size_of::<GlobalUniforms>() as wgpu::BufferAddress;
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0, visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(uniform_size),
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("shadow"),
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
push_constant_ranges: &[],
});
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: uniform_size,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
}],
label: None,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_bake"),
compilation_options: Default::default(),
buffers: &[vb_desc.clone()],
},
fragment: None,
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
unclipped_depth: device
.features()
.contains(wgpu::Features::DEPTH_CLIP_CONTROL),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: 2, slope_scale: 2.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let forward_pass = {
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0, visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(
size_of::<GlobalUniforms>() as _,
),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1, visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: if supports_storage_resources {
wgpu::BufferBindingType::Storage { read_only: true }
} else {
wgpu::BufferBindingType::Uniform
},
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(light_uniform_size),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
],
label: None,
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("main"),
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
push_constant_ranges: &[],
});
let mx_total = Self::generate_matrix(config.width as f32 / config.height as f32);
let forward_uniforms = GlobalUniforms {
proj: mx_total.to_cols_array_2d(),
num_lights: [lights.len() as u32, 0, 0, 0],
};
let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::bytes_of(&forward_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: light_storage_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
},
],
label: None,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("main"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[vb_desc],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some(if supports_storage_resources {
"fs_main"
} else {
"fs_main_without_storage"
}),
compilation_options: Default::default(),
targets: &[Some(config.view_formats[0].into())],
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let forward_depth = Self::create_depth_texture(config, device);
Example {
entities,
lights,
lights_are_dirty: true,
shadow_pass,
forward_pass,
forward_depth,
light_storage_buf,
entity_uniform_buf,
entity_bind_group,
}
}
fn update(&mut self, _event: winit::event::WindowEvent) {
}
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue,
) {
let mx_total = Self::generate_matrix(config.width as f32 / config.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
queue.write_buffer(
&self.forward_pass.uniform_buf,
0,
bytemuck::cast_slice(mx_ref),
);
self.forward_depth = Self::create_depth_texture(config, device);
}
fn render(&mut self, view: &wgpu::TextureView, device: &wgpu::Device, queue: &wgpu::Queue) {
for entity in self.entities.iter_mut() {
if entity.rotation_speed != 0.0 {
let rotation =
glam::Mat4::from_rotation_x(entity.rotation_speed * consts::PI / 180.);
entity.mx_world *= rotation;
}
let data = EntityUniforms {
model: entity.mx_world.to_cols_array_2d(),
color: [
entity.color.r as f32,
entity.color.g as f32,
entity.color.b as f32,
entity.color.a as f32,
],
};
queue.write_buffer(
&self.entity_uniform_buf,
entity.uniform_offset as wgpu::BufferAddress,
bytemuck::bytes_of(&data),
);
}
if self.lights_are_dirty {
self.lights_are_dirty = false;
for (i, light) in self.lights.iter().enumerate() {
queue.write_buffer(
&self.light_storage_buf,
(i * size_of::<LightRaw>()) as wgpu::BufferAddress,
bytemuck::bytes_of(&light.to_raw()),
);
}
}
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
encoder.push_debug_group("shadow passes");
for (i, light) in self.lights.iter().enumerate() {
encoder.push_debug_group(&format!(
"shadow pass {} (light at position {:?})",
i, light.pos
));
encoder.copy_buffer_to_buffer(
&self.light_storage_buf,
(i * size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.shadow_pass.uniform_buf,
0,
64,
);
encoder.insert_debug_marker("render entities");
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &light.target_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
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, &self.entity_bind_group, &[entity.uniform_offset]);
pass.set_index_buffer(entity.index_buf.slice(..), entity.index_format);
pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
}
}
encoder.pop_debug_group();
}
encoder.pop_debug_group();
encoder.push_debug_group("forward rendering pass");
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.forward_depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
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, &self.entity_bind_group, &[entity.uniform_offset]);
pass.set_index_buffer(entity.index_buf.slice(..), entity.index_format);
pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
}
}
encoder.pop_debug_group();
queue.submit(iter::once(encoder.finish()));
}
}
pub fn main() {
crate::framework::run::<Example>("shadow");
}
#[cfg(test)]
#[wgpu_test::gpu_test]
static TEST: crate::framework::ExampleTestParams = crate::framework::ExampleTestParams {
name: "shadow",
image_path: "/examples/src/shadow/screenshot.png",
width: 1024,
height: 768,
optional_features: wgpu::Features::default(),
base_test_parameters: wgpu_test::TestParameters::default()
.downlevel_flags(wgpu::DownlevelFlags::COMPARISON_SAMPLERS)
.expect_fail(wgpu_test::FailureCase::backend_adapter(
wgpu::Backends::VULKAN,
"V3D",
)),
comparisons: &[wgpu_test::ComparisonType::Mean(0.02)],
_phantom: std::marker::PhantomData::<Example>,
};