mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-25 08:13:27 +00:00
Fix depth projection in the examples, add some rotation to the shadow
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5ada8d9943
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@ -11,4 +11,6 @@ layout(set = 0, binding = 0) uniform Locals {
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void main() {
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v_TexCoord = a_TexCoord;
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gl_Position = u_Transform * a_Pos;
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@ -13,4 +13,6 @@ layout(set = 1, binding = 0) uniform Entity {
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void main() {
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gl_Position = u_ViewProj * u_World * vec4(a_Pos);
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@ -19,4 +19,6 @@ void main() {
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v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
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v_Position = u_World * vec4(a_Pos);
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gl_Position = u_ViewProj * v_Position;
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@ -105,7 +105,7 @@ impl Example {
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}
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impl framework::Example for Example {
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fn init(device: &mut wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Self {
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fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
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use std::mem;
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let mut init_encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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@ -303,12 +303,14 @@ impl framework::Example for Example {
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}
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}
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fn update(&mut self, event: wgpu::winit::WindowEvent) {
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if let wgpu::winit::WindowEvent::Resized(size) = event {
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let mx_total = Self::generate_matrix(size.width as f32 / size.height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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self.uniform_buf.set_sub_data(0, framework::cast_slice(&mx_ref[..]));
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}
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fn update(&mut self, _event: wgpu::winit::WindowEvent) {
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//empty
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}
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fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, _device: &mut wgpu::Device) {
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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self.uniform_buf.set_sub_data(0, framework::cast_slice(&mx_ref[..]));
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}
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fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
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@ -42,7 +42,8 @@ pub fn load_glsl(name: &str, stage: ShaderStage) -> Vec<u8> {
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}
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pub trait Example {
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fn init(device: &mut wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Self;
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fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self;
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fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device);
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fn update(&mut self, event: wgpu::winit::WindowEvent);
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fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device);
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}
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@ -83,7 +84,7 @@ pub fn run<E: Example>(title: &str) {
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let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
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info!("Initializing the example...");
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let mut example = E::init(&mut device, &sc_desc);
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let mut example = E::init(&sc_desc, &mut device);
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info!("Entering render loop...");
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let mut running = true;
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@ -99,7 +100,7 @@ pub fn run<E: Example>(title: &str) {
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sc_desc.width = physical.width as u32;
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sc_desc.height = physical.height as u32;
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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example.update(WindowEvent::Resized(size));
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example.resize(&sc_desc, &mut device);
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}
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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@ -83,6 +83,7 @@ fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
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struct Entity {
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mx_world: cgmath::Matrix4<f32>,
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rotation_speed: f32,
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color: wgpu::Color,
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vertex_buf: Rc<wgpu::Buffer>,
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index_buf: Rc<wgpu::Buffer>,
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@ -159,6 +160,7 @@ struct Example {
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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light_uniform_buf: wgpu::Buffer,
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}
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@ -170,6 +172,7 @@ impl Example {
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height: 512,
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depth: 1,
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::D32Float;
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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@ -183,7 +186,7 @@ impl Example {
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}
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impl framework::Example for Example {
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fn init(device: &mut wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Self {
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fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
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// Create the vertex and index buffers
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = create_cube();
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@ -242,6 +245,7 @@ impl framework::Example for Example {
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});
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Entity {
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mx_world: cgmath::Matrix4::identity(),
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rotation_speed: 0.0,
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color: wgpu::Color::WHITE,
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vertex_buf: Rc::new(plane_vertex_buf),
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index_buf: Rc::new(plane_index_buf),
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@ -255,27 +259,32 @@ impl framework::Example for Example {
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offset: cgmath::Vector3<f32>,
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angle: f32,
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scale: f32,
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rotation: f32,
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}
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let cube_descs = [
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CubeDesc {
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offset: cgmath::vec3(-2.0, -2.0, 2.0),
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angle: 10.0,
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scale: 0.7,
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rotation: 1.0,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, -2.0, 2.0),
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angle: 50.0,
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scale: 1.3,
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rotation: 2.0,
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},
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CubeDesc {
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offset: cgmath::vec3(-2.0, 2.0, 2.0),
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angle: 140.0,
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scale: 1.1,
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rotation: 3.0,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, 2.0, 2.0),
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angle: 210.0,
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scale: 0.9,
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rotation: 4.0,
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},
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];
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@ -296,6 +305,7 @@ impl framework::Example for Example {
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});
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entities.push(Entity {
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mx_world: cgmath::Matrix4::from(transform),
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rotation_speed: cube.rotation,
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color: wgpu::Color::GREEN,
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vertex_buf: Rc::clone(&cube_vertex_buf),
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index_buf: Rc::clone(&cube_index_buf),
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@ -447,8 +457,8 @@ impl framework::Example for Example {
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rasterization_state: wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2,
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depth_bias_slope_scale: 1.0,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: wgpu::MAX_DEPTH_BIAS_CLAMP,
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},
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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@ -580,7 +590,15 @@ impl framework::Example for Example {
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write_mask: wgpu::ColorWriteFlags::ALL,
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},
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],
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depth_stencil_state: None,
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vb_desc],
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sample_count: 1,
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@ -593,26 +611,58 @@ impl framework::Example for Example {
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}
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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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array_size: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
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});
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Example {
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entities,
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lights,
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lights_are_dirty: true,
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shadow_pass,
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forward_pass,
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forward_depth: depth_texture.create_default_view(),
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light_uniform_buf,
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}
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}
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fn update(&mut self, event: wgpu::winit::WindowEvent) {
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if let wgpu::winit::WindowEvent::Resized(size) = event {
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let mx_total = Self::generate_matrix(size.width as f32 / size.height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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self.forward_pass.uniform_buf.set_sub_data(0, framework::cast_slice(&mx_ref[..]));
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}
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fn update(&mut self, _event: wgpu::winit::WindowEvent) {
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//empty
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}
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fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) {
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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self.forward_pass.uniform_buf.set_sub_data(0, framework::cast_slice(&mx_ref[..]));
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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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array_size: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT,
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});
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self.forward_depth = depth_texture.create_default_view();
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}
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fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
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for entity in &self.entities {
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for entity in &mut self.entities {
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if entity.rotation_speed != 0.0 {
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let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
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entity.mx_world = entity.mx_world * rotation;
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}
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let data = EntityUniforms {
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model: *entity.mx_world.as_ref(),
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color: [entity.color.r, entity.color.g, entity.color.b, entity.color.a],
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@ -673,7 +723,15 @@ impl framework::Example for Example {
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0 },
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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.forward_depth,
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depth_load_op: wgpu::LoadOp::Clear,
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depth_store_op: wgpu::StoreOp::Store,
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stencil_load_op: wgpu::LoadOp::Clear,
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stencil_store_op: wgpu::StoreOp::Store,
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clear_depth: 1.0,
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clear_stencil: 0,
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}),
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});
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pass.set_pipeline(&self.forward_pass.pipeline);
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pass.set_bind_group(0, &self.forward_pass.bind_group);
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