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use bevy::{ |
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camera_controller::free_camera::{FreeCamera, FreeCameraPlugin}, |
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core_pipeline::{ |
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core_3d::CORE_3D_DEPTH_FORMAT, |
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deferred::{ |
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copy_lighting_id::copy_deferred_lighting_id, node::late_deferred_prepass, |
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DEFERRED_LIGHTING_PASS_ID_FORMAT, DEFERRED_PREPASS_FORMAT, |
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}, |
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prepass::{DeferredPrepass, DepthPrepass, ViewPrepassTextures}, |
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Core3d, Core3dSystems, FullscreenShader, |
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}, |
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pbr::{ |
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per_view_shadow_pass, shared_shadow_pass, DefaultOpaqueRendererMethod, ShadowView, |
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ViewLightEntities, LATE_SHADOW_PASS, |
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}, |
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prelude::*, |
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render::{ |
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globals::{GlobalsBuffer, GlobalsUniform}, |
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render_resource::{binding_types::uniform_buffer, *}, |
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renderer::{RenderContext, ViewQuery}, |
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view::{ViewDepthStencilTexture, ViewUniform, ViewUniformOffset, ViewUniforms}, |
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RenderApp, RenderStartup, |
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}, |
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}; |
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|
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fn main() { |
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App::new() |
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|
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.insert_resource(DefaultOpaqueRendererMethod::deferred()) |
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.add_plugins((DefaultPlugins, DeferredRaymarchPlugin, FreeCameraPlugin)) |
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.add_systems(Startup, setup) |
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.run(); |
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} |
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|
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const SHADER_ASSET_PATH: &str = "shaders/deferred_raymarch.wesl"; |
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|
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fn setup( |
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mut commands: Commands, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(4.0, 3.0, 6.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y), |
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|
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Msaa::Off, |
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DepthPrepass, |
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DeferredPrepass, |
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AmbientLight { |
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brightness: 200.0, |
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..default() |
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}, |
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FreeCamera::default(), |
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)); |
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))), |
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), |
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Transform::from_xyz(0.0, -1.5, 0.0), |
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)); |
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|
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::from_length(1.2))), |
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MeshMaterial3d(materials.add(StandardMaterial { |
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base_color: Color::srgb(0.2, 0.4, 0.9), |
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perceptual_roughness: 0.4, |
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..default() |
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})), |
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Transform::from_xyz(2.2, -0.9, 0.5), |
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)); |
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commands.spawn(( |
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DirectionalLight { |
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illuminance: 8_000.0, |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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struct DeferredRaymarchPlugin; |
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|
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impl Plugin for DeferredRaymarchPlugin { |
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fn build(&self, app: &mut App) { |
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else { |
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return; |
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}; |
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|
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render_app |
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.add_systems(RenderStartup, init_raymarch_pipelines) |
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.add_systems( |
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Core3d, |
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( |
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|
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|
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|
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raymarch_gbuffer_pass |
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.in_set(Core3dSystems::Prepass) |
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.after(late_deferred_prepass) |
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.before(copy_deferred_lighting_id), |
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|
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raymarch_directional_shadow_pass |
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.after(per_view_shadow_pass::<LATE_SHADOW_PASS>) |
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.before(Core3dSystems::MainPass), |
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raymarch_shared_shadow_pass |
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.after(shared_shadow_pass::<LATE_SHADOW_PASS>) |
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.before(Core3dSystems::MainPass), |
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), |
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); |
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} |
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} |
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|
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#[derive(Resource)] |
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struct RaymarchGBufferPipeline { |
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layout: BindGroupLayoutDescriptor, |
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pipeline_id: CachedRenderPipelineId, |
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} |
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#[derive(Resource)] |
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struct RaymarchShadowPipeline { |
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layout: BindGroupLayoutDescriptor, |
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pipeline_id: CachedRenderPipelineId, |
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} |
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|
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fn init_raymarch_pipelines( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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fullscreen_shader: Res<FullscreenShader>, |
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pipeline_cache: Res<PipelineCache>, |
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) { |
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let layout = BindGroupLayoutDescriptor::new( |
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"raymarch_bind_group_layout", |
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&BindGroupLayoutEntries::sequential( |
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ShaderStages::FRAGMENT, |
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( |
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uniform_buffer::<ViewUniform>(true), |
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uniform_buffer::<GlobalsUniform>(false), |
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), |
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), |
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); |
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|
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let shader = asset_server.load::<Shader>(SHADER_ASSET_PATH); |
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let vertex_state = fullscreen_shader.to_vertex_state(); |
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|
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let depth_stencil = DepthStencilState { |
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format: CORE_3D_DEPTH_FORMAT, |
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depth_write_enabled: Some(true), |
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depth_compare: Some(CompareFunction::GreaterEqual), |
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stencil: StencilState::default(), |
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bias: DepthBiasState::default(), |
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}; |
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let gbuffer_pipeline_id = pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor { |
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label: Some("raymarch_gbuffer_pipeline".into()), |
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layout: vec![layout.clone()], |
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vertex: vertex_state.clone(), |
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fragment: Some(FragmentState { |
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shader: shader.clone(), |
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entry_point: Some("fragment".into()), |
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targets: vec![ |
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Some(ColorTargetState { |
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format: DEFERRED_PREPASS_FORMAT, |
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blend: None, |
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write_mask: ColorWrites::ALL, |
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}), |
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Some(ColorTargetState { |
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format: DEFERRED_LIGHTING_PASS_ID_FORMAT, |
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blend: None, |
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write_mask: ColorWrites::ALL, |
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}), |
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], |
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..default() |
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}), |
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depth_stencil: Some(depth_stencil.clone()), |
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..default() |
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}); |
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let shadow_pipeline_id = pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor { |
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label: Some("raymarch_shadow_pipeline".into()), |
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layout: vec![layout.clone()], |
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vertex: vertex_state, |
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fragment: Some(FragmentState { |
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shader, |
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entry_point: Some("fragment_shadow".into()), |
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targets: vec![], |
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..default() |
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}), |
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depth_stencil: Some(depth_stencil), |
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..default() |
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}); |
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|
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commands.insert_resource(RaymarchGBufferPipeline { |
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layout: layout.clone(), |
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pipeline_id: gbuffer_pipeline_id, |
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}); |
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commands.insert_resource(RaymarchShadowPipeline { |
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layout, |
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pipeline_id: shadow_pipeline_id, |
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}); |
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} |
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|
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fn raymarch_bind_group( |
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ctx: &RenderContext, |
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pipeline_cache: &PipelineCache, |
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layout: &BindGroupLayoutDescriptor, |
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view_uniforms: &ViewUniforms, |
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globals: &GlobalsBuffer, |
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) -> Option<BindGroup> { |
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let view_binding = view_uniforms.uniforms.binding()?; |
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let globals_binding = globals.buffer.binding()?; |
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Some(ctx.render_device().create_bind_group( |
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"raymarch_bind_group", |
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&pipeline_cache.get_bind_group_layout(layout), |
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&BindGroupEntries::sequential((view_binding, globals_binding)), |
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)) |
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} |
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|
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fn raymarch_gbuffer_pass( |
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view: ViewQuery<( |
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&ViewUniformOffset, |
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&ViewDepthStencilTexture, |
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&ViewPrepassTextures, |
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)>, |
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pipeline: Option<Res<RaymarchGBufferPipeline>>, |
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pipeline_cache: Res<PipelineCache>, |
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view_uniforms: Res<ViewUniforms>, |
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globals: Res<GlobalsBuffer>, |
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mut ctx: RenderContext, |
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) { |
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let Some(pipeline) = pipeline else { |
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return; |
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}; |
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let Some(render_pipeline) = pipeline_cache.get_render_pipeline(pipeline.pipeline_id) else { |
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return; |
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}; |
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let (view_uniform_offset, view_depth, view_prepass_textures) = view.into_inner(); |
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|
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let (Some(deferred), Some(lighting_pass_id)) = ( |
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&view_prepass_textures.deferred, |
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&view_prepass_textures.deferred_lighting_pass_id, |
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) else { |
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return; |
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}; |
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|
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let Some(bind_group) = raymarch_bind_group( |
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&ctx, |
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&pipeline_cache, |
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&pipeline.layout, |
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&view_uniforms, |
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&globals, |
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) else { |
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return; |
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}; |
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|
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{ |
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|
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let mut pass = ctx.begin_tracked_render_pass(RenderPassDescriptor { |
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label: Some("raymarch_gbuffer_pass"), |
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color_attachments: &[ |
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Some(deferred.get_attachment()), |
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Some(lighting_pass_id.get_attachment()), |
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], |
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depth_stencil_attachment: Some(view_depth.get_attachment(StoreOp::Store)), |
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timestamp_writes: None, |
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occlusion_query_set: None, |
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multiview_mask: None, |
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}); |
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|
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pass.set_render_pipeline(render_pipeline); |
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pass.set_bind_group(0, &bind_group, &[view_uniform_offset.offset]); |
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pass.draw(0..3, 0..1); |
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} |
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|
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|
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|
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if let Some(prepass_depth) = &view_prepass_textures.depth { |
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ctx.command_encoder().copy_texture_to_texture( |
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view_depth.texture().as_image_copy(), |
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prepass_depth.texture.texture.as_image_copy(), |
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view_prepass_textures.size, |
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); |
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} |
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} |
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|
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fn raymarch_directional_shadow_pass( |
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view: ViewQuery<&ViewLightEntities>, |
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shadow_views: Query<(&ShadowView, &ViewUniformOffset)>, |
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pipeline: Option<Res<RaymarchShadowPipeline>>, |
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pipeline_cache: Res<PipelineCache>, |
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view_uniforms: Res<ViewUniforms>, |
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globals: Res<GlobalsBuffer>, |
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mut ctx: RenderContext, |
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) { |
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let Some(pipeline) = pipeline else { |
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return; |
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}; |
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let Some(render_pipeline) = pipeline_cache.get_render_pipeline(pipeline.pipeline_id) else { |
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return; |
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}; |
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|
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let view_lights = view.into_inner(); |
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for light_entity in view_lights.lights.iter().copied() { |
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let Ok((shadow_view, view_uniform_offset)) = shadow_views.get(light_entity) else { |
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continue; |
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}; |
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draw_raymarch_shadow( |
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&mut ctx, |
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&pipeline_cache, |
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&pipeline.layout, |
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&view_uniforms, |
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&globals, |
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render_pipeline, |
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shadow_view, |
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view_uniform_offset, |
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); |
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} |
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} |
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|
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fn raymarch_shared_shadow_pass( |
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view: ViewQuery<(&ShadowView, &ViewUniformOffset)>, |
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pipeline: Option<Res<RaymarchShadowPipeline>>, |
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pipeline_cache: Res<PipelineCache>, |
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view_uniforms: Res<ViewUniforms>, |
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globals: Res<GlobalsBuffer>, |
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mut ctx: RenderContext, |
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) { |
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let Some(pipeline) = pipeline else { |
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return; |
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}; |
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let Some(render_pipeline) = pipeline_cache.get_render_pipeline(pipeline.pipeline_id) else { |
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return; |
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}; |
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|
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let (shadow_view, view_uniform_offset) = view.into_inner(); |
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draw_raymarch_shadow( |
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&mut ctx, |
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&pipeline_cache, |
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&pipeline.layout, |
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&view_uniforms, |
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&globals, |
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render_pipeline, |
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shadow_view, |
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view_uniform_offset, |
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); |
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} |
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|
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fn draw_raymarch_shadow( |
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ctx: &mut RenderContext, |
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pipeline_cache: &PipelineCache, |
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layout: &BindGroupLayoutDescriptor, |
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view_uniforms: &ViewUniforms, |
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globals: &GlobalsBuffer, |
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render_pipeline: &RenderPipeline, |
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shadow_view: &ShadowView, |
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view_uniform_offset: &ViewUniformOffset, |
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) { |
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let Some(bind_group) = raymarch_bind_group(ctx, pipeline_cache, layout, view_uniforms, globals) |
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else { |
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return; |
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}; |
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|
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let mut pass = ctx.begin_tracked_render_pass(RenderPassDescriptor { |
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label: Some("raymarch_shadow_pass"), |
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color_attachments: &[], |
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depth_stencil_attachment: Some(shadow_view.depth_attachment.get_attachment(StoreOp::Store)), |
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timestamp_writes: None, |
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occlusion_query_set: None, |
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multiview_mask: None, |
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}); |
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|
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pass.set_render_pipeline(render_pipeline); |
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pass.set_bind_group(0, &bind_group, &[view_uniform_offset.offset]); |
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pass.draw(0..3, 0..1); |
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} |