add lighting, debug ui and controlls from example

This commit is contained in:
Robin Appelman 2022-02-18 18:37:14 +01:00
commit 3f651944b6

View file

@ -18,6 +18,12 @@ enum Error {
Other(&'static str),
}
#[derive(Debug, Eq, PartialEq)]
enum Pipeline {
Forward,
Deferred,
}
fn main() -> Result<(), Error> {
miette::set_panic_hook();
@ -43,40 +49,223 @@ fn main() -> Result<(), Error> {
let context = window.gl().unwrap();
let mut cpu_mesh = model_to_mesh(world_model);
cpu_mesh.compute_normals();
let forward_pipeline = ForwardPipeline::new(&context).unwrap();
let mut deferred_pipeline = DeferredPipeline::new(&context).unwrap();
let mut camera = Camera::new_perspective(
&context,
window.viewport().unwrap(),
vec3(0.0, 0.0, 2.0),
vec3(2.0, 2.0, 5.0),
vec3(0.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
degrees(45.0),
0.1,
10.0,
)?;
30.0,
)
.unwrap();
let mut control = OrbitControl::new(*camera.target(), 1.0, 100.0);
let mut gui = three_d::GUI::new(&context).unwrap();
let cpu_mesh = model_to_mesh(world_model);
let material = PhysicalMaterial {
albedo: Color {
r: 128,
g: 128,
b: 128,
a: 255,
},
..Default::default()
};
// Construct a model, with a default color material, thereby transferring the mesh data to the GPU
let mut model = Model::new(&context, &cpu_mesh)?;
let model = Model::new_with_material(&context, &cpu_mesh, material)?;
// Start the main render loop
window.render_loop(move |frame_input: FrameInput| // Begin a new frame with an updated frame input
let mut lights = Lights {
ambient: Some(AmbientLight {
color: Color::WHITE,
intensity: 0.2,
..Default::default()
}),
directional: vec![DirectionalLight::new(
&context,
1.0,
Color::WHITE,
&vec3(0.0, -1.0, 0.0),
)
.unwrap()],
..Default::default()
};
// main loop
let mut shadows_enabled = true;
let mut directional_intensity = lights.directional[0].intensity();
let mut current_pipeline = Pipeline::Forward;
window.render_loop(move |mut frame_input| {
let mut change = frame_input.first_frame;
let mut panel_width = frame_input.viewport.width;
change |= gui
.update(&mut frame_input, |gui_context| {
use three_d::egui::*;
SidePanel::left("side_panel").show(gui_context, |ui| {
ui.heading("Debug Panel");
ui.label("Light options");
ui.add(
Slider::new(&mut lights.ambient.as_mut().unwrap().intensity, 0.0..=1.0)
.text("Ambient intensity"),
);
ui.add(
Slider::new(&mut directional_intensity, 0.0..=1.0)
.text("Directional intensity"),
);
lights.directional[0].set_intensity(directional_intensity);
if ui.checkbox(&mut shadows_enabled, "Shadows").clicked() {
if !shadows_enabled {
lights.directional[0].clear_shadow_map();
}
}
ui.label("Lighting model");
ui.radio_value(&mut lights.lighting_model, LightingModel::Phong, "Phong");
ui.radio_value(&mut lights.lighting_model, LightingModel::Blinn, "Blinn");
ui.radio_value(
&mut lights.lighting_model,
LightingModel::Cook(
NormalDistributionFunction::Blinn,
GeometryFunction::SmithSchlickGGX,
),
"Cook (Blinn)",
);
ui.radio_value(
&mut lights.lighting_model,
LightingModel::Cook(
NormalDistributionFunction::Beckmann,
GeometryFunction::SmithSchlickGGX,
),
"Cook (Beckmann)",
);
ui.radio_value(
&mut lights.lighting_model,
LightingModel::Cook(
NormalDistributionFunction::TrowbridgeReitzGGX,
GeometryFunction::SmithSchlickGGX,
),
"Cook (Trowbridge-Reitz GGX)",
);
ui.label("Pipeline");
ui.radio_value(&mut current_pipeline, Pipeline::Forward, "Forward");
ui.radio_value(&mut current_pipeline, Pipeline::Deferred, "Deferred");
ui.label("Debug options");
ui.radio_value(&mut deferred_pipeline.debug_type, DebugType::NONE, "None");
ui.radio_value(
&mut deferred_pipeline.debug_type,
DebugType::POSITION,
"Position",
);
ui.radio_value(
&mut deferred_pipeline.debug_type,
DebugType::NORMAL,
"Normal",
);
ui.radio_value(&mut deferred_pipeline.debug_type, DebugType::COLOR, "Color");
ui.radio_value(&mut deferred_pipeline.debug_type, DebugType::UV, "UV");
ui.radio_value(&mut deferred_pipeline.debug_type, DebugType::DEPTH, "Depth");
ui.radio_value(&mut deferred_pipeline.debug_type, DebugType::ORM, "ORM");
});
panel_width = gui_context.used_size().x as u32;
})
.unwrap();
let viewport = Viewport {
x: panel_width as i32,
y: 0,
width: frame_input.viewport.width - panel_width,
height: frame_input.viewport.height,
};
change |= camera.set_viewport(viewport).unwrap();
change |= control
.handle_events(&mut camera, &mut frame_input.events)
.unwrap();
// Draw
{
// Ensure the viewport matches the current window viewport which changes if the window is resized
camera.set_viewport(frame_input.viewport).unwrap();
if shadows_enabled {
lights.directional[0]
.generate_shadow_map(4.0, 1024, 1024, &[&model])
.unwrap();
}
// Start writing to the screen and clears the color and depth
Screen::write(&context, ClearState::color_and_depth(0.8, 0.8, 0.8, 1.0, 1.0), || {
// Set the current transformation of the triangle
model.set_transformation(Mat4::from_angle_y(radians((frame_input.accumulated_time * 0.005) as f32)));
// Geometry pass
if change && current_pipeline == Pipeline::Deferred {
deferred_pipeline
.render_pass(
&camera,
&[(
&model,
DeferredPhysicalMaterial::from_physical_material(&model.material),
)],
)
.unwrap();
}
// Render the triangle with the color material which uses the per vertex colors defined at construction
model.render(&camera, &Lights::default())?;
// Light pass
Screen::write(&context, ClearState::default(), || {
match current_pipeline {
Pipeline::Forward => {
match deferred_pipeline.debug_type {
DebugType::NORMAL => {
model.render_with_material(
&NormalMaterial::from_physical_material(&model.material),
&camera,
&lights,
)?;
}
DebugType::DEPTH => {
let depth_material = DepthMaterial::default();
model.render_with_material(&depth_material, &camera, &lights)?;
}
DebugType::ORM => {
model.render_with_material(
&ORMMaterial::from_physical_material(&model.material),
&camera,
&lights,
)?;
}
DebugType::POSITION => {
let position_material = PositionMaterial::default();
model.render_with_material(&position_material, &camera, &lights)?;
}
DebugType::UV => {
let uv_material = UVMaterial::default();
model.render_with_material(&uv_material, &camera, &lights)?;
}
DebugType::COLOR => {
model.render_with_material(
&ColorMaterial::from_physical_material(&model.material),
&camera,
&lights,
)?;
}
DebugType::NONE => {
forward_pipeline.render_pass(&camera, &[&model], &lights)?
}
};
}
Pipeline::Deferred => {
deferred_pipeline.lighting_pass(&camera, &lights)?;
}
}
gui.render()?;
Ok(())
}).unwrap();
})
.unwrap();
}
FrameOutput::default()
})?;
Ok(())
}
@ -88,7 +277,8 @@ fn model_to_mesh(model: Handle<vbsp::data::Model>) -> CPUMesh {
]
.into_iter()
.max_by(|a, b| a.partial_cmp(b).unwrap())
.unwrap();
.unwrap()
/ 10.0;
let positions: Vec<f32> = model
.faces()
.filter(|face| face.is_visible())