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https://github.com/EmbarkStudios/rust-gpu.git
synced 2024-11-22 06:45:13 +00:00
Sky shader Improvements. (#245)
* Added some constants to the shader * did something for a certain video i forgot to revert * removed unused function * cleanup * cpu runner now works * explicit naming * removed paranthesis * clippy * CLIPPY
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@ -32,6 +32,18 @@ macro_rules! offset_of {
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}
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}};
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}
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#[allow(dead_code)]
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struct ShaderConstants {
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width: u32,
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height: u32,
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time: f32,
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}
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unsafe fn any_as_u8_slice<T: Sized>(p: &T) -> &[u8] {
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::std::slice::from_raw_parts((p as *const T) as *const u8, ::std::mem::size_of::<T>())
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}
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/// Helper function for submitting command buffers. Immediately waits for the fence before the command buffer
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/// is executed. That way we can delay the waiting for the fences by 1 frame which is good for performance.
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/// Make sure to create the fence in a signaled state on the first use.
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@ -632,7 +644,14 @@ fn main() {
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.create_shader_module(&shader_info, None)
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.expect("Shader module error");
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let layout_create_info = vk::PipelineLayoutCreateInfo::default();
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let push_constant_range = vk::PushConstantRange::builder()
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.offset(0)
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.size(std::mem::size_of::<ShaderConstants>() as u32)
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.stage_flags(vk::ShaderStageFlags::all())
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.build();
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let layout_create_info = vk::PipelineLayoutCreateInfo::builder()
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.push_constant_ranges(&[push_constant_range])
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.build();
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let pipeline_layout = base
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.device
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@ -750,6 +769,8 @@ fn main() {
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let graphic_pipeline = graphics_pipelines[0];
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let start = std::time::Instant::now();
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base.render_loop(events_loop, move |base| {
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let (present_index, _) = base
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.swapchain_loader
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@ -796,6 +817,19 @@ fn main() {
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);
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device.cmd_set_viewport(draw_command_buffer, 0, &viewports);
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device.cmd_set_scissor(draw_command_buffer, 0, &scissors);
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let push_constants = ShaderConstants {
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width: 1280, // ash runner currently does not support resizing.
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height: 720,
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time: start.elapsed().as_secs_f32(),
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};
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device.cmd_push_constants(
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draw_command_buffer,
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pipeline_layout,
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ash::vk::ShaderStageFlags::all(),
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0,
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any_as_u8_slice(&push_constants),
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);
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device.cmd_draw(draw_command_buffer, 3, 1, 0, 0);
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// Or draw without the index buffer
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// device.cmd_draw(draw_command_buffer, 3, 1, 0, 0);
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@ -1,6 +1,6 @@
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use minifb::{Key, Window, WindowOptions};
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use rayon::prelude::*;
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use spirv_std::glam::{vec2, Vec4};
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use spirv_std::glam::{vec2, Vec2, Vec4};
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use std::time::Instant;
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use sky_shader as shader_module;
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@ -35,6 +35,12 @@ fn main() {
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)
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.expect("Window creation failed");
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let push_constants = shader_module::ShaderConstants {
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width: WIDTH as u32,
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height: HEIGHT as u32,
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time: 0f32,
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};
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// Limit to max ~60 fps update rate
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window.limit_update_rate(Some(std::time::Duration::from_micros(16600)));
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@ -48,8 +54,12 @@ fn main() {
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-((i / WIDTH) as f32 / HEIGHT as f32 * 2.0 - 1.0),
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);
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let frag_coord = (vec2(screen_pos.x(), -screen_pos.y()) + Vec2::one())
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/ Vec2::splat(2.0)
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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(screen_pos);
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let color = shader_module::fs(&push_constants, frag_coord);
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color_u32_from_vec4(color)
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})
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@ -1,10 +1,17 @@
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use super::{shader_module, Options};
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use super::{shader_module, Options, ShaderConstants};
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use winit::{
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event::{Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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unsafe fn any_as_u32_slice<T: Sized>(p: &T) -> &[u32] {
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::std::slice::from_raw_parts(
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(p as *const T) as *const u32,
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::std::mem::size_of::<T>() / 4,
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)
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}
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async fn run(
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options: &Options,
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event_loop: EventLoop<()>,
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@ -31,12 +38,18 @@ async fn run(
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.await
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.expect("Failed to find an appropriate adapter");
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let features = wgpu::Features::PUSH_CONSTANTS;
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let limits = wgpu::Limits {
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max_push_constant_size: 256,
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..Default::default()
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};
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// Create the logical device and command queue
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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features,
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limits,
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shader_validation: true,
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},
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None,
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@ -50,7 +63,10 @@ async fn run(
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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push_constant_ranges: &[wgpu::PushConstantRange {
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stages: wgpu::ShaderStage::all(),
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range: 0..std::mem::size_of::<ShaderConstants>() as u32,
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}],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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@ -90,6 +106,8 @@ async fn run(
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.as_ref()
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.map(|surface| device.create_swap_chain(&surface, &sc_desc));
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let start = std::time::Instant::now();
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event_loop.run(move |event, _, control_flow| {
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// Have the closure take ownership of the resources.
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// `event_loop.run` never returns, therefore we must do this to ensure
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@ -98,6 +116,9 @@ async fn run(
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*control_flow = ControlFlow::Wait;
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match event {
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Event::MainEventsCleared => {
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window.request_redraw();
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}
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Event::Resumed => {
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let s = unsafe { instance.create_surface(&window) };
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swap_chain = Some(device.create_swap_chain(&s, &sc_desc));
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@ -138,7 +159,15 @@ async fn run(
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}],
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depth_stencil_attachment: None,
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});
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let push_constants = ShaderConstants {
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width: window.inner_size().width,
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height: window.inner_size().height,
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time: start.elapsed().as_secs_f32(),
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};
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rpass.set_pipeline(&render_pipeline);
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rpass.set_push_constants(wgpu::ShaderStage::all(), 0, unsafe {
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any_as_u32_slice(&push_constants)
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});
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rpass.draw(0..3, 0..1);
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}
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@ -11,6 +11,13 @@ pub enum RustGPUShader {
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Compute,
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}
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#[allow(dead_code)]
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pub struct ShaderConstants {
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width: u32,
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height: u32,
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time: f32,
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}
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fn shader_module(shader: RustGPUShader) -> wgpu::ShaderModuleSource<'static> {
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match shader {
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RustGPUShader::Simplest => wgpu::include_spirv!(env!("simplest_shader.spv")),
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@ -6,8 +6,8 @@
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#![register_attr(spirv)]
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use core::f32::consts::PI;
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use spirv_std::glam::{const_vec3, Mat4, Vec2, Vec3, Vec4};
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use spirv_std::{Input, MathExt, Output};
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use spirv_std::glam::{const_vec3, Vec2, Vec3, Vec4};
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use spirv_std::{Input, MathExt, Output, PushConstant};
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const DEPOLARIZATION_FACTOR: f32 = 0.035;
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const MIE_COEFFICIENT: f32 = 0.005;
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@ -25,6 +25,13 @@ const SUN_INTENSITY_FACTOR: f32 = 1000.0;
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const SUN_INTENSITY_FALLOFF_STEEPNESS: f32 = 1.5;
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const TURBIDITY: f32 = 2.0;
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#[derive(Copy, Clone)]
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pub struct ShaderConstants {
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pub width: u32,
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pub height: u32,
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pub time: f32,
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}
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// TODO: add this to glam? Rust std has it on f32/f64
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fn pow(v: Vec3, power: f32) -> Vec3 {
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Vec3::new(v.x().pow(power), v.y().pow(power), v.z().pow(power))
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@ -149,19 +156,22 @@ fn sky(dir: Vec3, sun_position: Vec3) -> Vec3 {
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lin + l0
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}
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pub fn fs(screen_pos: Vec2) -> Vec4 {
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fn get_ray_dir(uv: Vec2, pos: Vec3, look_at_pos: Vec3) -> Vec3 {
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let forward = (look_at_pos - pos).normalize();
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let right = Vec3::new(0.0, 1.0, 0.0).cross(forward).normalize();
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let up = forward.cross(right);
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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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let mut uv = (frag_coord - 0.5 * Vec2::new(constants.width as f32, constants.height as f32))
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/ constants.height as f32;
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uv.set_y(-uv.y());
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// hard-code information because we can't bind buffers at the moment
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let eye_pos = Vec3::new(0.0, 0.0997, 0.2);
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let sun_pos = Vec3::new(0.0, 75.0, -1000.0);
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let clip_to_world = Mat4::from_cols(
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Vec4::new(-0.5522849, 0.0, 0.0, 0.0),
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Vec4::new(0.0, 0.4096309, -0.061444636, 0.0),
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Vec4::new(0.0, 99.99999, 199.99998, 999.99994),
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Vec4::new(0.0, -0.14834046, -0.98893654, 0.0),
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);
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let world_pos = clip_to_world.transform_point3(screen_pos.extend(1.0));
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let dir = (world_pos - eye_pos).normalize();
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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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@ -174,8 +184,15 @@ pub fn fs(screen_pos: Vec2) -> Vec4 {
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#[allow(unused_attributes)]
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#[spirv(fragment)]
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pub fn main_fs(in_pos: Input<Vec2>, mut output: Output<Vec4>) {
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let color = fs(in_pos.load());
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pub fn main_fs(
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#[spirv(frag_coord)] in_frag_coord: Input<Vec4>,
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#[spirv(push_constant)] constants: PushConstant<ShaderConstants>,
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mut output: Output<Vec4>,
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) {
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let constants = constants.load();
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let frag_coord = Vec2::new(in_frag_coord.load().x(), in_frag_coord.load().y());
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let color = fs(&constants, frag_coord);
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output.store(color);
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}
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@ -184,7 +201,6 @@ pub fn main_fs(in_pos: Input<Vec2>, mut output: Output<Vec4>) {
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pub fn main_vs(
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#[spirv(vertex_index)] vert_idx: Input<i32>,
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#[spirv(position)] mut builtin_pos: Output<Vec4>,
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mut out_pos: Output<Vec2>,
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) {
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let vert_idx = vert_idx.load();
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@ -194,7 +210,6 @@ pub fn main_vs(
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let pos = 2.0 * uv - Vec2::one();
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builtin_pos.store(pos.extend(0.0).extend(1.0));
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out_pos.store(pos);
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}
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#[cfg(all(not(test), target_arch = "spirv"))]
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