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https://github.com/EmbarkStudios/rust-gpu.git
synced 2024-11-21 14:24:13 +00:00
example-runner-ash: use NumPad +/- to control sky-shader
's "sun intensity" through a specialization constant.
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af2a9ee445
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@ -187,6 +187,19 @@ pub fn main() {
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});
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}
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}
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Some(key @ (VirtualKeyCode::NumpadAdd | VirtualKeyCode::NumpadSubtract)) => {
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let factor =
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&mut ctx.sky_fs_spec_id_0x5007_sun_intensity_extra_spec_const_factor;
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*factor = if key == VirtualKeyCode::NumpadAdd {
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factor.saturating_add(1)
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} else {
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factor.saturating_sub(1)
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};
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// HACK(eddyb) to see any changes, re-specializing the
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// shader module is needed (e.g. during pipeline rebuild).
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ctx.rebuild_pipelines(vk::PipelineCache::null());
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}
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_ => *control_flow = ControlFlow::Wait,
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},
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WindowEvent::Resized(_) => {
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@ -657,6 +670,9 @@ pub struct RenderCtx {
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pub rendering_paused: bool,
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pub recompiling_shaders: bool,
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pub start: std::time::Instant,
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// NOTE(eddyb) this acts like an integration test for specialization constants.
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pub sky_fs_spec_id_0x5007_sun_intensity_extra_spec_const_factor: u32,
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}
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impl RenderCtx {
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@ -702,6 +718,8 @@ impl RenderCtx {
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rendering_paused: false,
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recompiling_shaders: false,
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start: std::time::Instant::now(),
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sky_fs_spec_id_0x5007_sun_intensity_extra_spec_const_factor: 100,
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}
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}
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@ -723,6 +741,18 @@ impl RenderCtx {
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}
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pub fn rebuild_pipelines(&mut self, pipeline_cache: vk::PipelineCache) {
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// NOTE(eddyb) this acts like an integration test for specialization constants.
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let spec_const_entries = [vk::SpecializationMapEntry::builder()
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.constant_id(0x5007)
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.offset(0)
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.size(4)
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.build()];
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let spec_const_data =
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u32::to_le_bytes(self.sky_fs_spec_id_0x5007_sun_intensity_extra_spec_const_factor);
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let specialization_info = vk::SpecializationInfo::builder()
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.map_entries(&spec_const_entries)
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.data(&spec_const_data);
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self.cleanup_pipelines();
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let pipeline_layout = self.create_pipeline_layout();
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let viewport = vk::PipelineViewportStateCreateInfo::builder()
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@ -754,6 +784,7 @@ impl RenderCtx {
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module: *frag_module,
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p_name: (*frag_name).as_ptr(),
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stage: vk::ShaderStageFlags::FRAGMENT,
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p_specialization_info: &*specialization_info,
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..Default::default()
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},
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]))
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@ -141,7 +141,7 @@ fn main() {
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* vec2(WIDTH as f32, HEIGHT as f32);
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// evaluate the fragment shader for the specific pixel
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let color = shader_module::fs(&push_constants, frag_coord);
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let color = shader_module::fs(&push_constants, frag_coord, 1);
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color_u32_from_vec4(color)
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})
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@ -71,7 +71,7 @@ fn sun_intensity(zenith_angle_cos: f32) -> f32 {
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)
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}
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fn sky(dir: Vec3, sun_position: Vec3) -> Vec3 {
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fn sky(dir: Vec3, sun_position: Vec3, sun_intensity_extra_spec_const_factor: u32) -> Vec3 {
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let up = vec3(0.0, 1.0, 0.0);
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let sunfade = 1.0 - (1.0 - saturate(sun_position.y / 450000.0).exp());
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let rayleigh_coefficient = RAYLEIGH - (1.0 * (1.0 - sunfade));
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@ -96,7 +96,12 @@ fn sky(dir: Vec3, sun_position: Vec3) -> Vec3 {
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let beta_r_theta = beta_r * rayleigh_phase(cos_theta * 0.5 + 0.5);
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let beta_m_theta = beta_m * henyey_greenstein_phase(cos_theta, MIE_DIRECTIONAL_G);
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let sun_e = sun_intensity(sun_direction.dot(up));
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let sun_e = sun_intensity(sun_direction.dot(up))
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// HACK(eddyb) this acts like an integration test for specialization constants,
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// but the correct value is only obtained when this is a noop (multiplies by `1`).
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* (sun_intensity_extra_spec_const_factor as f32 / 100.0);
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let mut lin = pow(
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sun_e * ((beta_r_theta + beta_m_theta) / (beta_r + beta_m)) * (Vec3::splat(1.0) - fex),
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1.5,
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@ -130,7 +135,11 @@ fn get_ray_dir(uv: Vec2, pos: Vec3, look_at_pos: Vec3) -> Vec3 {
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(forward + uv.x * right + uv.y * up).normalize()
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}
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pub fn fs(constants: &ShaderConstants, frag_coord: Vec2) -> Vec4 {
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pub fn fs(
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constants: &ShaderConstants,
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frag_coord: Vec2,
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sun_intensity_extra_spec_const_factor: u32,
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) -> Vec4 {
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let mut uv = (frag_coord - 0.5 * vec2(constants.width as f32, constants.height as f32))
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/ constants.height as f32;
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uv.y = -uv.y;
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@ -141,7 +150,7 @@ pub fn fs(constants: &ShaderConstants, frag_coord: Vec2) -> Vec4 {
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let dir = get_ray_dir(uv, eye_pos, sun_pos);
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// evaluate Preetham sky model
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let color = sky(dir, sun_pos);
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let color = sky(dir, sun_pos, sun_intensity_extra_spec_const_factor);
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// Tonemapping
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let color = color.max(Vec3::splat(0.0)).min(Vec3::splat(1024.0));
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@ -154,9 +163,12 @@ pub fn main_fs(
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#[spirv(frag_coord)] in_frag_coord: Vec4,
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#[spirv(push_constant)] constants: &ShaderConstants,
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output: &mut Vec4,
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// NOTE(eddyb) this acts like an integration test for specialization constants.
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#[spirv(spec_constant(id = 0x5007, default = 100))] sun_intensity_extra_spec_const_factor: u32,
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) {
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let frag_coord = vec2(in_frag_coord.x, in_frag_coord.y);
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*output = fs(constants, frag_coord);
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*output = fs(constants, frag_coord, sun_intensity_extra_spec_const_factor);
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}
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#[spirv(vertex)]
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