Tweak fog light falloff & density
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parent
1c0b9aa63f
commit
7b752703ea
4 changed files with 22 additions and 15 deletions
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@ -21,6 +21,7 @@ impl RenderPass {
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is_shadow: bool,
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has_transparency: bool,
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write_depth: bool,
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cull_mode: Option<wgpu::Face>,
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) -> Self {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some((label.to_owned() + " pipeline Layout").as_str()),
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@ -42,6 +43,7 @@ impl RenderPass {
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is_shadow,
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has_transparency,
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write_depth,
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cull_mode,
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);
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Self { pipeline }
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@ -58,6 +60,7 @@ impl RenderPass {
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is_shadow: bool,
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has_transparency: bool,
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write_depth: bool,
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cull_mode: Option<wgpu::Face>,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(shader);
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@ -101,7 +104,7 @@ impl RenderPass {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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cull_mode: cull_mode,
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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@ -156,7 +156,7 @@ impl State {
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config.width,
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config.height,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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true,
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);
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@ -445,6 +445,7 @@ impl State {
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true,
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false,
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true,
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Some(wgpu::Face::Back),
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);
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let geometry_pass = RenderPass::new(
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@ -464,6 +465,7 @@ impl State {
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false,
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false,
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true,
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Some(wgpu::Face::Back),
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);
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let light_debug_pass = RenderPass::new(
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@ -478,6 +480,7 @@ impl State {
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false,
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false,
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true,
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Some(wgpu::Face::Back),
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);
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let fog_pass = RenderPass::new(
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@ -497,6 +500,7 @@ impl State {
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false,
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true,
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false,
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Some(wgpu::Face::Back),
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);
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Self {
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@ -548,7 +552,7 @@ impl State {
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self.config.width,
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self.config.height,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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true,
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);
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}
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