Tweak fog light falloff & density

This commit is contained in:
Lauri Räsänen 2023-11-10 01:50:30 +02:00
parent 1c0b9aa63f
commit 7b752703ea
4 changed files with 22 additions and 15 deletions

View file

@ -21,6 +21,7 @@ impl RenderPass {
is_shadow: bool,
has_transparency: bool,
write_depth: bool,
cull_mode: Option<wgpu::Face>,
) -> Self {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some((label.to_owned() + " pipeline Layout").as_str()),
@ -42,6 +43,7 @@ impl RenderPass {
is_shadow,
has_transparency,
write_depth,
cull_mode,
);
Self { pipeline }
@ -58,6 +60,7 @@ impl RenderPass {
is_shadow: bool,
has_transparency: bool,
write_depth: bool,
cull_mode: Option<wgpu::Face>,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(shader);
@ -101,7 +104,7 @@ impl RenderPass {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
cull_mode: cull_mode,
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL

View file

@ -156,7 +156,7 @@ impl State {
config.width,
config.height,
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
true,
);
@ -445,6 +445,7 @@ impl State {
true,
false,
true,
Some(wgpu::Face::Back),
);
let geometry_pass = RenderPass::new(
@ -464,6 +465,7 @@ impl State {
false,
false,
true,
Some(wgpu::Face::Back),
);
let light_debug_pass = RenderPass::new(
@ -478,6 +480,7 @@ impl State {
false,
false,
true,
Some(wgpu::Face::Back),
);
let fog_pass = RenderPass::new(
@ -497,6 +500,7 @@ impl State {
false,
true,
false,
Some(wgpu::Face::Back),
);
Self {
@ -548,7 +552,7 @@ impl State {
self.config.width,
self.config.height,
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
true,
);
}