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