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[rs] Demonstrate obj loading in the skybox example
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.gitattributes
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2
.gitattributes
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@ -0,0 +1,2 @@
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*.mtl binary
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*.obj binary
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@ -56,9 +56,10 @@ ddsfile = "0.4"
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log = "0.4"
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naga = { git = "https://github.com/gfx-rs/naga", tag = "gfx-10", features = ["wgsl-in"] }
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noise = "0.7"
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obj = "0.10"
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png = "0.16"
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rand = { version = "0.7.2", features = ["wasm-bindgen"] }
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winit = { version = "0.24.0", features = ["web-sys"] }
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winit = { version = "0.24", features = ["web-sys"] }
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[target.'cfg(not(target_arch = "wasm32"))'.dev-dependencies]
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async-executor = "1.0"
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@ -76,8 +77,8 @@ path="examples/hello-compute/main.rs"
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test = true
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[patch."https://github.com/gfx-rs/wgpu"]
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#wgpu-types = { version = "0.6", path = "../wgpu/wgpu-types" }
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#wgpu-core = { version = "0.6", path = "../wgpu/wgpu-core" }
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#wgpu-types = { path = "../wgpu/wgpu-types" }
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#wgpu-core = { path = "../wgpu/wgpu-core" }
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[patch."https://github.com/gfx-rs/subscriber"]
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#wgpu-subscriber = { version = "0.1", path = "../subscriber" }
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@ -12,7 +12,8 @@ All framework-based examples render to the window.
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## Feature matrix
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| Feature | boids | cube | mipmap | msaa-line | shadow | skybox | texture-arrays | water |
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| ---------------------- | ------ | ------ | ------ | --------- | ------ | ------ | -------------- | ------ |
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| vertex attributes | :star: | :star: | :star: | :star: | :star: | | :star: | :star: |
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| WGSL shaders | :star: | :star: | :star: | :star: | :star: | :star: | | |
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| vertex attributes | :star: | :star: | :star: | :star: | :star: | :star: | :star: | :star: |
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| instancing | :star: | | | | | | | |
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| lines and points | | | | :star: | | | | |
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| dynamic buffer offsets | | | | | :star: | | | |
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@ -26,20 +27,21 @@ All framework-based examples render to the window.
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| multisampling | | | | :star: | | | | |
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| off-screen rendering | | | | | :star: | | | :star: |
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| stencil testing | | | | | | | | |
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| depth testing | | | | | :star: | | | :star: |
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| depth testing | | | | | :star: | :star: | | :star: |
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| depth biasing | | | | | :star: | | | |
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| read-only depth | | | | | | | | :star: |
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| blending | | :star: | | | | | | :star: |
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| render bundles | | | | :star: | | | | :star: |
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| compute passes | :star: | | | | | | | |
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| optional extensions | | | | | | | :star: | |
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| *optional extensions* | | | | | | | :star: | |
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| - binding indexing | | | | | | | :star: | |
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| - push constants | | | | | | | :star: | |
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| - depth clamping | | | | | :star: | | | |
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| - compressed textures | | | | | | :star: | | |
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| - polygon mode | | :star: | | | | | | |
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| - queries | | | :star: | | | | | |
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| WGSL shaders | :star: | :star: | :star: | :star: | :star: | :star: | | |
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| *integrations* | | | | | | | | |
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| - obj loading | | | | | | :star: | | |
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## Hacking
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@ -1,6 +1,7 @@
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# skybox
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This animated example demonstrates rendering a skybox.
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This animated example demonstrates oading a Wavefront OBJ model, and rendering it with skybox and simple reflections.
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It hooks up `winit` mouse controls for camera rotation around the model at the center.
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## To Run
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@ -11,5 +12,3 @@ cargo run --example skybox
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## Screenshots
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![Skybox](./screenshot.png)
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![Skybox 2](./screenshot2.png)
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@ -1,45 +1,75 @@
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#[path = "../framework.rs"]
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mod framework;
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use bytemuck::{Pod, Zeroable};
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use cgmath::SquareMatrix;
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use std::borrow::Cow;
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use wgpu::util::DeviceExt;
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const IMAGE_SIZE: u32 = 128;
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type Uniform = cgmath::Matrix4<f32>;
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type Uniforms = [Uniform; 2];
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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struct Vertex {
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pos: [f32; 3],
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normal: [f32; 3],
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}
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fn raw_uniforms(uniforms: &Uniforms) -> [f32; 16 * 2] {
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let mut raw = [0f32; 16 * 2];
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raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&uniforms[0])[..]);
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raw[16..].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&uniforms[1])[..]);
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raw
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struct Entity {
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vertex_count: u32,
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vertex_buf: wgpu::Buffer,
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}
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// Note: we use the Y=up coordinate space in this example.
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struct Camera {
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screen_size: (u32, u32),
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angle_y: f32,
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angle_xz: f32,
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dist: f32,
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}
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const MODEL_CENTER_Y: f32 = 2.0;
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impl Camera {
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fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect, 1.0, 50.0);
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let cam_pos = cgmath::Point3::new(
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self.angle_xz.cos() * self.angle_y.sin() * self.dist,
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self.angle_xz.sin() * self.dist + MODEL_CENTER_Y,
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self.angle_xz.cos() * self.angle_y.cos() * self.dist,
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);
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let mx_view = cgmath::Matrix4::look_at_rh(
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cam_pos,
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cgmath::Point3::new(0f32, MODEL_CENTER_Y, 0.0),
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cgmath::Vector3::unit_y(),
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);
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let proj = framework::OPENGL_TO_WGPU_MATRIX * mx_projection;
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let proj_inv = proj.invert().unwrap();
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let view = framework::OPENGL_TO_WGPU_MATRIX * mx_view;
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let mut raw = [0f32; 16 * 3 + 4];
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raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
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raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view)[..]);
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raw[48..51].copy_from_slice(AsRef::<[f32; 3]>::as_ref(&cam_pos));
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raw[51] = 1.0;
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raw
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}
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}
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pub struct Skybox {
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aspect: f32,
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pipeline: wgpu::RenderPipeline,
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camera: Camera,
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sky_pipeline: wgpu::RenderPipeline,
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entity_pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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uniforms: Uniforms,
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entities: Vec<Entity>,
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depth_view: wgpu::TextureView,
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staging_belt: wgpu::util::StagingBelt,
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}
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impl Skybox {
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fn generate_uniforms(aspect_ratio: f32) -> Uniforms {
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use cgmath::SquareMatrix;
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
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let mx_view = cgmath::Matrix4::look_at_rh(
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cgmath::Point3::new(1.5f32, -5.0, 3.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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let proj_inv = (mx_correction * mx_projection).invert().unwrap();
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[proj_inv, mx_correction * mx_view]
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}
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}
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
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impl framework::Example for Skybox {
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fn optional_features() -> wgpu::Features {
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@ -54,6 +84,39 @@ impl framework::Example for Skybox {
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> Self {
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let mut entities = Vec::new();
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{
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let source = include_bytes!("models/teslacyberv3.0.obj");
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let data = obj::ObjData::load_buf(&source[..]).unwrap();
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let mut vertices = Vec::new();
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for object in data.objects {
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for group in object.groups {
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vertices.clear();
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for poly in group.polys {
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for end_index in 2..poly.0.len() {
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for &index in &[0, end_index - 1, end_index] {
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let obj::IndexTuple(position_id, _texture_id, normal_id) =
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poly.0[index];
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vertices.push(Vertex {
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pos: data.position[position_id],
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normal: data.normal[normal_id.unwrap()],
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})
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}
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}
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}
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let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsage::VERTEX,
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});
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entities.push(Entity {
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vertex_count: vertices.len() as u32,
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vertex_buf,
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});
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}
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}
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}
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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@ -103,11 +166,16 @@ impl framework::Example for Skybox {
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flags,
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});
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let aspect = sc_desc.width as f32 / sc_desc.height as f32;
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let uniforms = Self::generate_uniforms(aspect);
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let camera = Camera {
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screen_size: (sc_desc.width, sc_desc.height),
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angle_xz: 0.2,
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angle_y: 0.2,
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dist: 30.0,
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};
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let raw_uniforms = camera.to_uniform_data();
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let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Buffer"),
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contents: bytemuck::cast_slice(&raw_uniforms(&uniforms)),
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contents: bytemuck::cast_slice(&raw_uniforms),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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@ -117,25 +185,63 @@ impl framework::Example for Skybox {
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push_constant_ranges: &[],
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});
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// Create the render pipeline
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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// Create the render pipelines
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let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Sky"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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entry_point: "vs_sky",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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entry_point: "fs_sky",
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targets: &[sc_desc.format.into()],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: None,
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depth_stencil: Some(wgpu::DepthStencilState {
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format: DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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clamp_depth: false,
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}),
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multisample: wgpu::MultisampleState::default(),
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});
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let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Entity"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_entity",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float3, 1 => Float3],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_entity",
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targets: &[sc_desc.format.into()],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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clamp_depth: false,
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}),
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multisample: wgpu::MultisampleState::default(),
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});
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@ -228,31 +334,51 @@ impl framework::Example for Skybox {
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label: None,
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});
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: DEPTH_FORMAT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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label: None,
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});
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Skybox {
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pipeline,
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camera,
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sky_pipeline,
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entity_pipeline,
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bind_group,
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uniform_buf,
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aspect,
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uniforms,
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entities,
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depth_view: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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staging_belt: wgpu::util::StagingBelt::new(0x100),
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}
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}
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fn update(&mut self, _event: winit::event::WindowEvent) {
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//empty
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fn update(&mut self, event: winit::event::WindowEvent) {
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match event {
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winit::event::WindowEvent::CursorMoved { position, .. } => {
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let norm_x = position.x as f32 / self.camera.screen_size.0 as f32 - 0.5;
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let norm_y = position.y as f32 / self.camera.screen_size.1 as f32 - 0.5;
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self.camera.angle_y = norm_x * 5.0;
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self.camera.angle_xz = norm_y;
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}
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_ => {}
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}
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}
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fn resize(
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&mut self,
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sc_desc: &wgpu::SwapChainDescriptor,
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_device: &wgpu::Device,
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queue: &wgpu::Queue,
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_queue: &wgpu::Queue,
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) {
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self.aspect = sc_desc.width as f32 / sc_desc.height as f32;
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let uniforms = Skybox::generate_uniforms(self.aspect);
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let mx_total = uniforms[0] * uniforms[1];
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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queue.write_buffer(&self.uniform_buf, 0, bytemuck::cast_slice(mx_ref));
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self.camera.screen_size = (sc_desc.width, sc_desc.height);
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}
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fn render(
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@ -266,9 +392,7 @@ impl framework::Example for Skybox {
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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// update rotation
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let rotation = cgmath::Matrix4::<f32>::from_angle_x(cgmath::Deg(0.25));
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self.uniforms[1] = self.uniforms[1] * rotation;
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let raw_uniforms = raw_uniforms(&self.uniforms);
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let raw_uniforms = self.camera.to_uniform_data();
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self.staging_belt
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.write_buffer(
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&mut encoder,
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@ -297,11 +421,25 @@ impl framework::Example for Skybox {
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &self.depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: false,
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}),
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stencil_ops: None,
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}),
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});
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.set_pipeline(&self.entity_pipeline);
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for entity in self.entities.iter() {
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rpass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
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rpass.draw(0..entity.vertex_count, 0..1);
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}
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rpass.set_pipeline(&self.sky_pipeline);
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rpass.draw(0..3 as u32, 0..1);
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}
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62
wgpu/examples/skybox/models/teslacyberv3.0.mtl
Normal file
62
wgpu/examples/skybox/models/teslacyberv3.0.mtl
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@ -0,0 +1,62 @@
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# Blender MTL File: 'teslacyberv3.0.blend'
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# Material Count: 6
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newmtl Material
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Ns 65.476285
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Ka 1.000000 1.000000 1.000000
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Kd 0.411568 0.411568 0.411568
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Ks 0.614679 0.614679 0.614679
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||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 36.750000
|
||||
d 1.000000
|
||||
illum 3
|
||||
|
||||
newmtl Материал
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Материал.001
|
||||
Ns 900.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.026240 0.026240 0.026240
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 1
|
||||
|
||||
newmtl Материал.002
|
||||
Ns 0.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.031837 0.032429 0.029425
|
||||
Ks 0.169725 0.169725 0.169725
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 0.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Материал.003
|
||||
Ns 900.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.023585 0.083235 0.095923
|
||||
Ks 1.000000 1.000000 1.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 45.049999
|
||||
d 1.000000
|
||||
illum 3
|
||||
|
||||
newmtl Материал.004
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
6617
wgpu/examples/skybox/models/teslacyberv3.0.obj
Normal file
6617
wgpu/examples/skybox/models/teslacyberv3.0.obj
Normal file
File diff suppressed because it is too large
Load Diff
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Before Width: | Height: | Size: 345 KiB After Width: | Height: | Size: 484 KiB |
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Before Width: | Height: | Size: 170 KiB |
@ -5,30 +5,49 @@ var<out> out_position: vec4<f32>;
|
||||
|
||||
[[block]]
|
||||
struct Data {
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>;
|
||||
// from screen to camera
|
||||
proj_inv: mat4x4<f32>;
|
||||
// from world to camera
|
||||
view: mat4x4<f32>;
|
||||
// camera position
|
||||
cam_pos: vec4<f32>;
|
||||
};
|
||||
[[group(0), binding(0)]]
|
||||
var r_data: Data;
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main() {
|
||||
fn vs_sky() {
|
||||
// hacky way to draw a large triangle
|
||||
var tmp1: i32 = i32(in_vertex_index) / 2;
|
||||
var tmp2: i32 = i32(in_vertex_index) & 1;
|
||||
const pos: vec4<f32> = vec4<f32>(
|
||||
f32(tmp1) * 4.0 - 1.0,
|
||||
f32(tmp2) * 4.0 - 1.0,
|
||||
0.0,
|
||||
1.0,
|
||||
1.0
|
||||
);
|
||||
|
||||
// transposition = inversion for this orthonormal matrix
|
||||
const inv_model_view: mat3x3<f32> = transpose(mat3x3<f32>(r_data.view.x.xyz, r_data.view.y.xyz, r_data.view.z.xyz));
|
||||
var unprojected: vec4<f32> = r_data.proj_inv * pos; //TODO: const
|
||||
out_uv = inv_model_view * unprojected.xyz;
|
||||
out_position = pos;
|
||||
}
|
||||
|
||||
[[location(0)]] var<in> in_pos: vec3<f32>;
|
||||
[[location(1)]] var<in> in_normal: vec3<f32>;
|
||||
[[location(1)]] var<out> out_normal: vec3<f32>;
|
||||
[[location(3)]] var<out> out_view: vec3<f32>;
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_entity() {
|
||||
out_normal = in_normal;
|
||||
out_view = in_pos - r_data.cam_pos.xyz;
|
||||
out_position = r_data.proj * r_data.view * vec4<f32>(in_pos, 1.0);
|
||||
}
|
||||
|
||||
[[group(0), binding(1)]]
|
||||
var r_texture: texture_cube<f32>;
|
||||
[[group(0), binding(2)]]
|
||||
@ -36,8 +55,19 @@ var r_sampler: sampler;
|
||||
|
||||
[[location(0)]] var<in> in_uv: vec3<f32>;
|
||||
[[location(0)]] var<out> out_color: vec4<f32>;
|
||||
[[location(3)]] var<in> in_view: vec3<f32>;
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main() {
|
||||
fn fs_sky() {
|
||||
out_color = textureSample(r_texture, r_sampler, in_uv);
|
||||
}
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_entity() {
|
||||
const incident: vec3<f32> = normalize(in_view);
|
||||
const normal: vec3<f32> = normalize(in_normal);
|
||||
const reflected: vec3<f32> = incident - 2.0 * dot(normal, incident) * normal;
|
||||
|
||||
var reflected_color: vec4<f32> = textureSample(r_texture, r_sampler, reflected);
|
||||
out_color = vec4<f32>(0.1, 0.1, 0.1, 0.1) + 0.5 * reflected_color;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user