WIP: don't draw fog past scene depth
This commit is contained in:
parent
9acbec9a6a
commit
5a8dec8d02
3 changed files with 146 additions and 67 deletions
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@ -8,6 +8,8 @@ struct FogVertexOutput {
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@location(1) light_world_position: vec3<f32>,
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@location(1) light_world_position: vec3<f32>,
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}
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}
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// Vertex shader
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@vertex
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@vertex
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fn vs_main(
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fn vs_main(
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model: VertexInput,
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model: VertexInput,
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@ -30,6 +32,33 @@ fn vs_main(
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return out;
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return out;
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}
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}
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// Fragment shader
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@group(2)@binding(0)
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var t_light_depth: texture_depth_2d_array;
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@group(2) @binding(1)
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var s_light_depth: sampler_comparison;
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@group(2)@binding(2)
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var t_geometry_depth: texture_depth_2d;
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@group(2) @binding(3)
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var s_geometry_depth: sampler;
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@group(3) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(3)@binding(1)
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var s_diffuse: sampler;
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@group(3)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(3) @binding(3)
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var s_normal: sampler;
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@group(3)@binding(4)
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var t_roughness_metalness: texture_2d<f32>;
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@group(3) @binding(5)
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var s_roughness_metalness: sampler;
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fn fog_noise(pos: vec3<f32>) -> f32 {
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fn fog_noise(pos: vec3<f32>) -> f32 {
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var p = pos * FOG_SCALE;
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var p = pos * FOG_SCALE;
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p.x += global_uniforms.time * 0.01;
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p.x += global_uniforms.time * 0.01;
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@ -59,13 +88,31 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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return density;
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return density;
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}
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}
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// FIXME: always 0???
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fn scene_depth(clip_position: vec4<f32>) -> f32 {
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if (clip_position.w <= 0.0) {
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return 0.0;
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}
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let ndc = clip_position.xy / clip_position.w;
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let uv = ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
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return textureSample(t_geometry_depth, s_geometry_depth, uv);
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}
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@fragment
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@fragment
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
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var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
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let direction = normalize(vert.world_position.xyz - camera.position.xyz);
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let cam_to_volume = vert.world_position.xyz - camera.position.xyz;
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let scene_depth = FOG_MAX_DIST; // TODO: sample geometry pass depth buffer
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let distance_to_volume = length(cam_to_volume);
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let density = ray_march(vert.world_position.xyz, direction, scene_depth);
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let direction = cam_to_volume / distance_to_volume;
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// TODO: pass near and far plane in uniforms
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let geometry_depth = scene_depth(vert.clip_position) * (3000.0 - 1.0) + 1.0 - distance_to_volume;
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if (geometry_depth <= 0.0)
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{
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return vec4<f32>(0.0);
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}
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let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
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color.a *= density;
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color.a *= density;
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return color;
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return color;
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@ -45,7 +45,7 @@ pub struct State {
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geom_instance_buffer: wgpu::Buffer,
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geom_instance_buffer: wgpu::Buffer,
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fog_instances: Vec<Instance>,
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fog_instances: Vec<Instance>,
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fog_instance_buffer: wgpu::Buffer,
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fog_instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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geometry_depth_texture: Texture,
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geom_model: Model,
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geom_model: Model,
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fog_model: Model,
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fog_model: Model,
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light_model: Model,
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light_model: Model,
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@ -53,7 +53,7 @@ pub struct State {
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light_buffer: wgpu::Buffer,
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light_buffer: wgpu::Buffer,
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light_debug_pass: RenderPass,
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light_debug_pass: RenderPass,
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light_bind_group: wgpu::BindGroup,
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light_bind_group: wgpu::BindGroup,
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light_depth_bind_group: wgpu::BindGroup,
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depth_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_pass: RenderPass,
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light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize],
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light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize],
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global_uniforms: GlobalUniforms,
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global_uniforms: GlobalUniforms,
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@ -152,16 +152,18 @@ impl State {
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let camera_controller = CameraController::new(400.0, 2.0);
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let camera_controller = CameraController::new(400.0, 2.0);
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let depth_texture = Texture::create_depth_texture(
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let geometry_depth_texture = Texture::create_depth_texture(
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&device,
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&device,
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"depth_texture",
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"geometry_depth_texture",
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Some(wgpu::CompareFunction::Less),
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Some(wgpu::CompareFunction::Less),
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config.width,
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config.width,
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config.height,
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config.height,
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1,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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);
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);
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let geometry_abs_depth_sampler = Texture::create_sampler(&device, None);
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let light_depth_texture = Texture::create_depth_texture(
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let light_depth_texture = Texture::create_depth_texture(
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&device,
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&device,
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"light_depth_texture",
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"light_depth_texture",
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@ -254,10 +256,10 @@ impl State {
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label: Some("Light Bind Group"),
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label: Some("Light Bind Group"),
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});
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});
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let light_depth_bind_group_layout =
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let depth_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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entries: &[
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// depth textures
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// light cubemap
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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@ -274,14 +276,31 @@ impl State {
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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count: None,
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},
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},
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// geometry depth
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Depth,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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],
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label: Some("Light Depth Bind Group Layout"),
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label: Some("Depth Bind Group Layout"),
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});
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});
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let light_depth_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let depth_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_depth_bind_group_layout,
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layout: &depth_bind_group_layout,
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entries: &[
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entries: &[
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// depth textures
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// light cubemap
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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@ -290,8 +309,17 @@ impl State {
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binding: 1,
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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},
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},
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// geometry depth
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&geometry_depth_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&geometry_abs_depth_sampler),
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},
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],
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],
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label: Some("Light Depth Bind Group"),
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label: Some("Depth Bind Group"),
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});
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});
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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@ -427,7 +455,7 @@ impl State {
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&[
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&[
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&camera_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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&light_bind_group_layout,
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&light_depth_bind_group_layout,
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&depth_bind_group_layout,
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&texture_bind_group_layout,
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&texture_bind_group_layout,
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],
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],
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&[],
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&[],
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@ -445,7 +473,7 @@ impl State {
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&[
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&[
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&camera_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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&light_bind_group_layout,
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&light_depth_bind_group_layout,
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&depth_bind_group_layout,
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&texture_bind_group_layout,
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&texture_bind_group_layout,
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],
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],
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&[],
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&[],
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@ -488,7 +516,7 @@ impl State {
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geom_instance_buffer,
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geom_instance_buffer,
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fog_instances,
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fog_instances,
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fog_instance_buffer,
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fog_instance_buffer,
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depth_texture,
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geometry_depth_texture,
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geom_model,
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geom_model,
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fog_model,
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fog_model,
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light_model,
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light_model,
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@ -496,7 +524,7 @@ impl State {
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light_buffer,
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light_buffer,
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light_debug_pass,
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light_debug_pass,
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light_bind_group,
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light_bind_group,
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light_depth_bind_group,
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depth_bind_group,
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light_depth_pass,
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light_depth_pass,
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light_depth_texture_target_views,
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light_depth_texture_target_views,
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global_uniforms,
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global_uniforms,
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@ -513,14 +541,14 @@ impl State {
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self.camera
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self.camera
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.projection
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.projection
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.resize(new_size.width, new_size.height);
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.resize(new_size.width, new_size.height);
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self.depth_texture = Texture::create_depth_texture(
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self.geometry_depth_texture = Texture::create_depth_texture(
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&self.device,
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&self.device,
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"depth_texture",
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"geometry_depth_texture",
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Some(wgpu::CompareFunction::Less),
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Some(wgpu::CompareFunction::Less),
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self.config.width,
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self.config.width,
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self.config.height,
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self.config.height,
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1,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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);
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);
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}
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}
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}
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}
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@ -641,7 +669,7 @@ impl State {
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},
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},
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})],
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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view: &self.geometry_depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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load: wgpu::LoadOp::Clear(1.0),
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store: StoreOp::Store,
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store: StoreOp::Store,
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@ -657,41 +685,7 @@ impl State {
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geom_render_pass.draw_model_instanced(
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geom_render_pass.draw_model_instanced(
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&self.geom_model,
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&self.geom_model,
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0..self.geom_instances.len() as u32,
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0..self.geom_instances.len() as u32,
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[&self.camera_bind_group, &self.light_bind_group, &self.light_depth_bind_group].into(),
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[&self.camera_bind_group, &self.light_bind_group, &self.depth_bind_group].into(),
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);
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}
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encoder.pop_debug_group();
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encoder.push_debug_group("fog pass");
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{
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let mut fog_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Fog Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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fog_render_pass.set_vertex_buffer(1, self.fog_instance_buffer.slice(..));
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fog_render_pass.set_pipeline(&self.fog_pass.pipeline);
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fog_render_pass.draw_model_instanced(
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&self.fog_model,
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0..self.fog_instances.len() as u32,
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[&self.camera_bind_group, &self.light_bind_group, &self.light_depth_bind_group].into(),
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);
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);
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}
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}
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encoder.pop_debug_group();
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encoder.pop_debug_group();
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@ -710,7 +704,7 @@ impl State {
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},
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},
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})],
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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view: &self.geometry_depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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store: StoreOp::Store,
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@ -730,6 +724,40 @@ impl State {
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}
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}
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encoder.pop_debug_group();
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encoder.pop_debug_group();
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encoder.push_debug_group("fog pass");
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{
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let mut fog_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Fog Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.geometry_depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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fog_render_pass.set_vertex_buffer(1, self.fog_instance_buffer.slice(..));
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fog_render_pass.set_pipeline(&self.fog_pass.pipeline);
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fog_render_pass.draw_model_instanced(
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&self.fog_model,
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0..self.fog_instances.len() as u32,
|
||||||
|
[&self.camera_bind_group, &self.light_bind_group, &self.depth_bind_group].into(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
encoder.pop_debug_group();
|
||||||
|
|
||||||
self.queue.submit(std::iter::once(encoder.finish()));
|
self.queue.submit(std::iter::once(encoder.finish()));
|
||||||
surface_texture.present();
|
surface_texture.present();
|
||||||
|
|
||||||
|
|
|
@ -37,7 +37,17 @@ impl Texture {
|
||||||
let texture = device.create_texture(&desc);
|
let texture = device.create_texture(&desc);
|
||||||
|
|
||||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
let sampler = Texture::create_sampler(device, compare);
|
||||||
|
|
||||||
|
Self {
|
||||||
|
texture,
|
||||||
|
view,
|
||||||
|
sampler,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn create_sampler(device: &wgpu::Device, compare: Option<wgpu::CompareFunction>) -> wgpu::Sampler {
|
||||||
|
device.create_sampler(&wgpu::SamplerDescriptor {
|
||||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||||
|
@ -48,13 +58,7 @@ impl Texture {
|
||||||
lod_min_clamp: 0.0,
|
lod_min_clamp: 0.0,
|
||||||
lod_max_clamp: 100.0,
|
lod_max_clamp: 100.0,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
});
|
})
|
||||||
|
|
||||||
Self {
|
|
||||||
texture,
|
|
||||||
view,
|
|
||||||
sampler,
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn from_pixels(
|
pub fn from_pixels(
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue