Fix depth texture saving

This commit is contained in:
Lauri Räsänen 2023-04-15 14:32:06 +03:00
parent 010e4dedeb
commit 7830d735b8
6 changed files with 131 additions and 82 deletions

View file

@ -1,5 +1,5 @@
use cgmath::prelude::*;
use wgpu::InstanceDescriptor;
use wgpu::{InstanceDescriptor, Backends};
use std::default::Default;
use std::num::NonZeroU32;
use std::time::Duration;
@ -37,6 +37,10 @@ pub struct State {
light_buffer: wgpu::Buffer,
light_debug_pass: RenderPass,
light_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
light_bind_group_layout: wgpu::BindGroupLayout,
light_depth_bind_group: wgpu::BindGroup,
light_depth_bind_group_layout: wgpu::BindGroupLayout,
light_depth_pass: RenderPass,
light_depth_textures: [Texture; 6],
light_matrix_uniform: u32,
@ -47,7 +51,7 @@ impl State {
// Creating some of the wgpu types requires async code
pub async fn new(window: &Window) -> Self {
let size = window.inner_size();
let instance = wgpu::Instance::new(InstanceDescriptor::default());
let instance = wgpu::Instance::new(InstanceDescriptor { backends: Backends::all(), ..Default::default() });
let surface = unsafe { instance.create_surface(window).unwrap() };
let adapter = instance
@ -137,6 +141,7 @@ impl State {
"depth_texture",
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
let light_depth_textures: [Texture; 6] = (0..6)
@ -147,6 +152,7 @@ impl State {
format!("light_depth_texture_{}", i).as_str(),
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
)
})
.collect::<Vec<_>>()
@ -206,23 +212,6 @@ impl State {
},
count: None,
},
// depth textures
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: NonZeroU32::new(6),
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: NonZeroU32::new(6),
},
],
label: Some("Light Bind Group Layout"),
});
@ -240,17 +229,48 @@ impl State {
binding: 1,
resource: light_matrix_buffer.as_entire_binding(),
},
],
label: Some("Light Bind Group"),
});
let light_depth_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
// depth textures
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Depth,
},
count: NonZeroU32::new(6),
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: NonZeroU32::new(6),
},
],
label: Some("Light Bind Group Layout"),
});
let light_depth_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &light_depth_bind_group_layout,
entries: &[
// depth textures
wgpu::BindGroupEntry {
binding: 2,
binding: 0,
resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
},
wgpu::BindGroupEntry {
binding: 3,
binding: 1,
resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
},
],
label: Some("Light Bind Group"),
label: Some("Light Depth Bind Group"),
});
surface.configure(&device, &config);
@ -343,11 +363,26 @@ impl State {
usage: wgpu::BufferUsages::VERTEX,
});
let light_depth_pass = RenderPass::new(
&device,
&[
&camera_bind_group_layout,
&light_bind_group_layout,
],
&[],
"depth.wgsl",
None,
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc(), InstanceRaw::desc()],
"light depth pass",
);
let geometry_pass = RenderPass::new(
&device,
&[
&camera_bind_group_layout,
&light_bind_group_layout,
&light_depth_bind_group_layout,
&texture_bind_group_layout,
],
&[],
@ -369,21 +404,6 @@ impl State {
"light debug pass",
);
let light_depth_pass = RenderPass::new(
&device,
&[
&camera_bind_group_layout,
&light_bind_group_layout,
&texture_bind_group_layout,
],
&[],
"depth.wgsl",
None,
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc(), InstanceRaw::desc()],
"light depth pass",
);
Self {
size,
surface,
@ -405,6 +425,9 @@ impl State {
light_buffer,
light_debug_pass,
light_bind_group,
light_bind_group_layout,
light_depth_bind_group,
light_depth_bind_group_layout,
light_depth_pass,
light_depth_textures,
light_matrix_uniform,
@ -427,7 +450,10 @@ impl State {
"depth_texture",
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
// recreate light depth textures
for i in 0..6 {
self.light_depth_textures[i] = Texture::create_depth_texture(
&self.device,
@ -435,8 +461,37 @@ impl State {
format!("light_depth_texture_{}", i).as_str(),
Some(wgpu::CompareFunction::Less),
1,
wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
);
}
let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
.map(|i| &self.light_depth_textures[i].view)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture views");
let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
.map(|i| &self.light_depth_textures[i].sampler)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture samplers");
self.light_depth_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.light_depth_bind_group_layout,
entries: &[
// depth textures
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
},
],
label: Some("Light Depth Bind Group"),
});
}
}
@ -495,7 +550,7 @@ impl State {
label: Some("Light Depth Render Pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.light_depth_textures[i].view,
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
@ -510,11 +565,16 @@ impl State {
light_depth_render_pass.draw_model_instanced(
&self.model,
0..self.instances.len() as u32,
&self.camera_bind_group,
&self.light_bind_group,
[&self.camera_bind_group, &self.light_bind_group].into(),
);
}
depth_encoder.copy_texture_to_texture(
self.depth_texture.texture.as_image_copy(),
self.light_depth_textures[i].texture.as_image_copy(),
self.depth_texture.texture.size()
);
self.queue.submit(std::iter::once(depth_encoder.finish()));
}
@ -561,8 +621,7 @@ impl State {
geom_render_pass.draw_model_instanced(
&self.model,
0..self.instances.len() as u32,
&self.camera_bind_group,
&self.light_bind_group,
[&self.camera_bind_group, &self.light_bind_group, &self.light_depth_bind_group].into(),
);
}
encoder.pop_debug_group();
@ -599,7 +658,6 @@ impl State {
}
encoder.pop_debug_group();
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
surface_texture.present();