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

@ -13,5 +13,5 @@ fn vs_main(
);
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
return light.matrices[light_matrix_index] * world_position;
return light.matrices[light_matrix_index] * (world_position - vec4<f32>(light.position, 0.0));
}

View file

@ -45,10 +45,3 @@ struct VertexOutput {
@location(3) tangent_view_position: vec3<f32>,
@location(4) world_position: vec4<f32>,
}
// Fragment shader
@group(1)@binding(2)
var t_light_depth: binding_array<texture_depth_2d>;
@group(1) @binding(3)
var s_light_depth: binding_array<sampler_comparison>;

View file

@ -46,24 +46,29 @@ fn vs_main(
// Fragment shader
@group(2) @binding(0)
@group(2)@binding(0)
var t_light_depth: binding_array<texture_depth_2d>;
@group(2) @binding(1)
var s_light_depth: binding_array<sampler_comparison>;
@group(3) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(2)@binding(1)
@group(3)@binding(1)
var s_diffuse: sampler;
@group(2)@binding(2)
@group(3)@binding(2)
var t_normal: texture_2d<f32>;
@group(2) @binding(3)
@group(3) @binding(3)
var s_normal: sampler;
@group(2)@binding(4)
@group(3)@binding(4)
var t_roughness_metalness: texture_2d<f32>;
@group(2) @binding(5)
@group(3) @binding(5)
var s_roughness_metalness: sampler;
fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
if (light_coords.w <= 0.0) {
return 1.0;
return 0.0;
}
let flip_correction = vec2<f32>(0.5, -0.5);

View file

@ -143,30 +143,26 @@ pub trait DrawModel<'a> {
&mut self,
mesh: &'a Mesh,
material: &'a Material,
camera_bind_group: &'a wgpu::BindGroup,
light_bind_group: &'a wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
);
fn draw_mesh_instanced(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
instances: Range<u32>,
camera_bind_group: &'a wgpu::BindGroup,
light_bind_group: &'a wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
);
fn draw_model(
&mut self,
model: &'a Model,
camera_bind_group: &'a wgpu::BindGroup,
light_bind_group: &'a wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
);
fn draw_model_instanced(
&mut self,
model: &'a Model,
instances: Range<u32>,
camera_bind_group: &'a wgpu::BindGroup,
light_bind_group: &'a wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
);
}
@ -178,10 +174,9 @@ where
&mut self,
mesh: &'b Mesh,
material: &'b Material,
camera_bind_group: &'b wgpu::BindGroup,
light_bind_group: &'b wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
) {
self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group, light_bind_group);
self.draw_mesh_instanced(mesh, material, 0..1, bind_groups);
}
fn draw_mesh_instanced(
@ -189,32 +184,30 @@ where
mesh: &'b Mesh,
material: &'b Material,
instances: Range<u32>,
camera_bind_group: &'b wgpu::BindGroup,
light_bind_group: &'b wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
) {
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, camera_bind_group, &[]);
self.set_bind_group(1, light_bind_group, &[]);
self.set_bind_group(2, &material.bind_group, &[]);
for i in 0..bind_groups.len() {
self.set_bind_group(i as u32, bind_groups[i], &[]);
}
self.set_bind_group(bind_groups.len() as u32, &material.bind_group, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}
fn draw_model(
&mut self,
model: &'b Model,
camera_bind_group: &'b wgpu::BindGroup,
light_bind_group: &'b wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
) {
self.draw_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
self.draw_model_instanced(model, 0..1, bind_groups);
}
fn draw_model_instanced(
&mut self,
model: &'b Model,
instances: Range<u32>,
camera_bind_group: &'b wgpu::BindGroup,
light_bind_group: &'b wgpu::BindGroup,
bind_groups: Vec<&'a wgpu::BindGroup>,
) {
for mesh in &model.meshes {
let material = &model.materials[mesh.material];
@ -222,8 +215,7 @@ where
mesh,
material,
instances.clone(),
camera_bind_group,
light_bind_group,
bind_groups.clone(),
);
}
}

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();

View file

@ -16,6 +16,7 @@ impl Texture {
label: &str,
compare: Option<wgpu::CompareFunction>,
layers: u32,
usage: wgpu::TextureUsages,
) -> Self {
let size = wgpu::Extent3d {
width: config.width,
@ -29,7 +30,7 @@ impl Texture {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
usage,
view_formats: &[],
};
let texture = device.create_texture(&desc);