wip: 4 bind group limit 😱 combine bind groups

This commit is contained in:
Quaternions 2023-09-20 17:09:53 -07:00
parent f9a725b767
commit f457acef2f
2 changed files with 78 additions and 85 deletions

View File

@ -113,21 +113,14 @@ impl Camera {
}
}
pub struct SamplerBindGroups {
clamp: wgpu::BindGroup,
repeat: wgpu::BindGroup,
}
pub struct GraphicsBindGroups {
camera: wgpu::BindGroup,
skybox_texture: wgpu::BindGroup,
sampler: SamplerBindGroups,
}
pub struct GraphicsPipelines {
skybox: wgpu::RenderPipeline,
entity: wgpu::RenderPipeline,
model: wgpu::RenderPipeline,
}
pub struct GraphicsData {
@ -290,7 +283,7 @@ impl strafe_client::framework::Example for GraphicsData {
],
});
let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
label: Some("Skybox Texture Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
@ -302,13 +295,8 @@ impl strafe_client::framework::Example for GraphicsData {
},
count: None,
},
],
});
let texture_filter_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
@ -316,7 +304,7 @@ impl strafe_client::framework::Example for GraphicsData {
],
});
let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Model"),
label: Some("Model Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
@ -328,9 +316,46 @@ impl strafe_client::framework::Example for GraphicsData {
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Clamp Sampler"),
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::Linear,
..Default::default()
});
let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Repeat Sampler"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
});
// Create the render pipeline
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
@ -388,6 +413,14 @@ impl strafe_client::framework::Example for GraphicsData {
binding: 0,
resource: model_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&squid_texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&repeat_sampler),
},
],
label: Some(format!("ModelGraphics{}",i).as_str()),
});
@ -407,14 +440,13 @@ impl strafe_client::framework::Example for GraphicsData {
&camera_bind_group_layout,
&model_bind_group_layout,
&skybox_texture_bind_group_layout,
&texture_filter_bind_group_layout,
],
push_constant_ranges: &[],
});
// Create the render pipelines
let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Sky"),
label: Some("Sky Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
@ -440,8 +472,8 @@ impl strafe_client::framework::Example for GraphicsData {
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Entity"),
let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Model Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
@ -472,27 +504,6 @@ impl strafe_client::framework::Example for GraphicsData {
multiview: None,
});
let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Clamp Sampler"),
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::Linear,
..Default::default()
});
let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Repeat Sampler"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let device_features = device.features();
let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
@ -583,29 +594,12 @@ impl strafe_client::framework::Example for GraphicsData {
binding: 0,
resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
},
],
label: Some("Sky Texture"),
});
let clamp_sampler_texture_filter_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_filter_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
binding: 1,
resource: wgpu::BindingResource::Sampler(&clamp_sampler),
},
],
label: Some("Clamp Sampler Bind Group"),
});
let repeat_sampler_texture_filter_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_filter_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Sampler(&repeat_sampler),
},
],
label: Some("Repeat Sampler Bind Group"),
label: Some("Sky Texture"),
});
let depth_view = Self::create_depth_texture(config, device);
@ -616,15 +610,11 @@ impl strafe_client::framework::Example for GraphicsData {
physics,
pipelines:GraphicsPipelines{
skybox:sky_pipeline,
entity:entity_pipeline
model:model_pipeline
},
bind_groups:GraphicsBindGroups{
camera:camera_bind_group,
skybox_texture:skybox_texture_bind_group,
sampler:SamplerBindGroups{
clamp:clamp_sampler_texture_filter_bind_group,
repeat:repeat_sampler_texture_filter_bind_group,
}
},
camera_buf,
models,
@ -798,9 +788,8 @@ impl strafe_client::framework::Example for GraphicsData {
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
rpass.set_bind_group(3, &self.bind_groups.sampler.repeat, &[]);
rpass.set_pipeline(&self.pipelines.entity);
rpass.set_pipeline(&self.pipelines.model);
for model in self.models.iter() {
rpass.set_bind_group(1, &model.bind_group, &[]);
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
@ -812,8 +801,6 @@ impl strafe_client::framework::Example for GraphicsData {
}
rpass.set_pipeline(&self.pipelines.skybox);
rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
rpass.set_bind_group(3, &self.bind_groups.sampler.clamp, &[]);
rpass.draw(0..3, 0..1);
}

View File

@ -8,6 +8,8 @@ struct Camera {
// camera position
cam_pos: vec4<f32>,
};
//group 0 is the camera
@group(0)
@binding(0)
var<uniform> camera: Camera;
@ -39,13 +41,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
return result;
}
struct EntityOutputTexture {
@builtin(position) position: vec4<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
};
const MAX_ENTITY_INSTANCES=1024;
//group 1 is the model
@group(1)
@binding(0)
var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
@ -53,7 +50,19 @@ var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
//the texture transform then maps the texture coordinates to the location of the specific texture
//how to do no texture?
@group(1)
@binding(1)
var model_texture: texture_2d<f32>;
@group(1)
@binding(2)
var model_sampler: sampler;
struct EntityOutputTexture {
@builtin(position) position: vec4<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
};
@vertex
fn vs_entity_texture(
@builtin(instance_index) instance: u32,
@ -70,19 +79,17 @@ fn vs_entity_texture(
return result;
}
//group 2 is texture bindings
//group 2 is the skybox texture
@group(2)
@binding(0)
var cube_texture: texture_cube<f32>;
//group 3 is texture sampler
@group(3)
@binding(0)
var texture_sampler: sampler;
@group(2)
@binding(1)
var cube_sampler: sampler;
@fragment
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
return textureSample(cube_texture, texture_sampler, vertex.sampledir);
return textureSample(cube_texture, model_sampler, vertex.sampledir);
}
@fragment
@ -92,8 +99,7 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
let d = dot(normal, incident);
let reflected = incident - 2.0 * d * normal;
let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
let fragment_color = textureSample(cube_texture, texture_sampler, dir).rgb;
let reflected_color = textureSample(cube_texture, texture_sampler, reflected).rgb;
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
}