Added skybox to renderer and reflections to shader. Builds and runs. Flickering with many objects in scene, assuming swap chain issue.

This commit is contained in:
Christian Lincoln 2026-09-03 22:18:48 +01:00
parent efe98454d9
commit 3231ed9190
10 changed files with 1829 additions and 1449 deletions

View file

@ -1,131 +1,187 @@
use crate::render::{MaterialProperties, SimpleTexture};
use bytemuck::{Pod, Zeroable};
use env_logger::Env;
use glam::{Affine3A, EulerRot, Mat3A, Mat4, Vec3, Vec4};
use glam::camera::lh::proj::directx::perspective;
use wgpu::{Device, Queue};
use glam::{Affine3A, EulerRot, Mat3A, Mat4, Vec3, Vec4};
use wgpu::util::DeviceExt;
use wgpu::{Device, Queue};
pub(crate) struct Eye {
pub(crate) frame: Affine3A,
pub(crate) environment: Environment,
aspect_ratio: f32,
z_near: f32,
z_far: f32,
fov_y: f32,
pub(crate) environment_buffer: wgpu::Buffer,
pub(crate) buffer: wgpu::Buffer,
pub(crate) layout: wgpu::BindGroupLayout,
pub(crate) group: wgpu::BindGroup,
pub(crate) frame: Affine3A,
pub(crate) environment: Environment,
aspect_ratio: f32,
z_near: f32,
z_far: f32,
fov_y: f32,
pub(crate) environment_buffer: wgpu::Buffer,
pub(crate) camera_buffer: wgpu::Buffer,
pub(crate) layout: wgpu::BindGroupLayout,
pub(crate) group: wgpu::BindGroup,
}
#[repr(C)]
#[derive(Pod, Copy, Clone, Zeroable)]
struct Environment {
ambient: Vec4,
light: Vec4,
dir: Vec4,
pub struct Environment {
ambient: Vec4,
light: Vec4,
dir: Vec4,
}
impl Eye {
pub(crate) fn view(&self) -> Mat4 {
let projection = perspective(self.fov_y, self.aspect_ratio, self.z_near, self.z_far);
projection * self.frame.inverse()
}
pub(crate) fn write(&mut self, queue: &Queue) {
queue.write_buffer(&self.buffer,0,bytemuck::cast_slice(&[
self.view(),
Mat4::from_mat3_translation(self.frame.matrix3.into(), Vec3::from(self.frame.translation))
]));
queue.write_buffer(&self.environment_buffer,0,bytemuck::cast_slice(&[self.environment]));
}
pub(crate) fn new(device: &Device, width: u32, height: u32) -> Eye {
let buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[Mat4::from_translation(Vec3::new(0.0,2.0,-8.0)),Mat4::IDENTITY]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
}
);
let dir = Vec3::new(1.0,0.5,1.0).normalize();
let environment = Environment {
ambient: Vec4::new(0.15,0.15,0.15, 0.0),
light: Vec4::new(1.0,1.0,1.0, 0.0),
dir: Vec4::new(dir.x,dir.y,dir.z,0.0),
};
let environment_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some(""),
contents: bytemuck::cast_slice(&[environment]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
}
);
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
],
label: Some("eye_bind_group_layout"),
});
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: environment_buffer.as_entire_binding(),
}
],
label: Some("eye_bind_group"),
});
Eye {
aspect_ratio: width as f32 / height as f32,
frame: Affine3A::IDENTITY,
fov_y: 90.0,
z_near: 0.1,
z_far: 1000.0,
buffer,
group,
layout,
environment,
environment_buffer,
pub(crate) fn write(&mut self, queue: &Queue) {
let camera = Mat4::from_mat3_translation(
self.frame.matrix3.into(),
Vec3::from(self.frame.translation),
);
let projection = perspective(self.fov_y, self.aspect_ratio, self.z_near, self.z_far);
queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[
projection,
camera * projection.inverse(),
camera.inverse(),
camera,
]),
);
queue.write_buffer(
&self.environment_buffer,
0,
bytemuck::cast_slice(&[self.environment]),
);
}
}
pub(crate) fn resize(&mut self, width: u32, height: u32) {
self.aspect_ratio = width as f32 / height as f32
}
pub(crate) fn control(&mut self, delta: Vec3) {
self.frame *= Affine3A::from_translation(delta);
}
pub(crate) fn rotate(&mut self, yaw: f32, pitch: f32) {
let (mut y,mut x,z) = self.frame.matrix3.to_euler(EulerRot::YXZ);
x = (x + pitch * 0.005).clamp(-1.4,1.4);
y += yaw * 0.005;
self.frame.matrix3 = Mat3A::from_euler(EulerRot::YXZ,y,x,z);
}
}
pub(crate) fn new(device: &Device, width: u32, height: u32, skybox: SimpleTexture) -> Eye {
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[
Mat4::from_translation(Vec3::new(0.0, 2.0, -8.0)),
Mat4::IDENTITY,
Mat4::IDENTITY,
Mat4::IDENTITY,
]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let dir = Vec3::new(1.0, 0.5, 1.0).normalize();
let environment = Environment {
ambient: Vec4::new(0.15, 0.15, 0.15, 0.0),
light: Vec4::new(1.0, 1.0, 1.0, 0.0),
dir: Vec4::new(dir.x, dir.y, dir.z, 0.0),
};
let environment_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(""),
contents: bytemuck::cast_slice(&[environment]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
],
label: Some("eye_bind_group_layout"),
});
let group = Eye::bind_group(&layout, device, &camera_buffer, &environment_buffer, skybox);
Eye {
aspect_ratio: width as f32 / height as f32,
frame: Affine3A::IDENTITY,
fov_y: 90.0,
z_near: 0.1,
z_far: 1000.0,
camera_buffer,
group,
layout,
environment,
environment_buffer,
}
}
fn bind_group(
layout: &wgpu::BindGroupLayout,
device: &wgpu::Device,
camera: &wgpu::Buffer,
environment: &wgpu::Buffer,
skybox: SimpleTexture,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: environment.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(
&MaterialProperties::default().sampler(device),
),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&skybox.view),
},
],
label: Some("eye_bind_group"),
})
}
pub fn skybox(&mut self, device: &wgpu::Device, texture: SimpleTexture) {
self.group = Eye::bind_group(
&self.layout,
device,
&self.camera_buffer,
&self.environment_buffer,
texture,
)
}
pub(crate) fn resize(&mut self, width: u32, height: u32) {
self.aspect_ratio = width as f32 / height as f32
}
pub(crate) fn control(&mut self, delta: Vec3) {
self.frame *= Affine3A::from_translation(delta);
}
pub(crate) fn rotate(&mut self, yaw: f32, pitch: f32) {
let (mut y, mut x, z) = self.frame.matrix3.to_euler(EulerRot::YXZ);
x = (x + pitch * 0.005).clamp(-1.4, 1.4);
y += yaw * 0.005;
self.frame.matrix3 = Mat3A::from_euler(EulerRot::YXZ, y, x, z);
}
}