Add raymarched fog
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ca9ed36c37
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9acbec9a6a
6 changed files with 124 additions and 45 deletions
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@ -5,3 +5,7 @@ const INV_SQRT_3 = 0.57735026918962576451; // 1 / sqrt(3)
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// total = (2n + 1)^2
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const SHADOW_SAMPLES = 2;
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const INV_SHADOW_SAMPLES = 1.0 / 25.0;
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const FOG_MAX_STEPS = 20;
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const FOG_MAX_DIST = 300.0;
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const FOG_SCALE = 0.01;
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const FOG_DENSITY = 1.0;
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@ -1,46 +1,72 @@
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#include globals.wgsl
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#include constants.wgsl
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#include noise.wgsl
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struct FogVertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) world_position: vec3<f32>,
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@location(1) light_world_position: vec3<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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) -> FogVertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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let normal_matrix = mat3x3<f32>(
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instance.normal_matrix_0,
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instance.normal_matrix_1,
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instance.normal_matrix_2,
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);
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let world_normal = normalize(normal_matrix * model.normal);
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let world_tangent = normalize(normal_matrix * model.tangent);
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let world_bitangent = normalize(normal_matrix * model.bitangent);
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let tangent_matrix = transpose(mat3x3<f32>(
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world_tangent,
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world_bitangent,
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world_normal,
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));
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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var out: VertexOutput;
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var out: FogVertexOutput;
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out.clip_position = camera.proj * camera.view * world_position;
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out.tex_coords = model.tex_coords;
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out.tangent_position = tangent_matrix * world_position.xyz;
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out.tangent_light_position = tangent_matrix * light.position;
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out.tangent_view_position = tangent_matrix * camera.position.xyz;
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out.world_position = world_position;
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out.world_position = world_position.xyz / world_position.w;
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out.light_world_position = light.position;
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return out;
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}
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@fragment
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fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.5, 0.5, 0.5, 0.1);
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fn fog_noise(pos: vec3<f32>) -> f32 {
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var p = pos * FOG_SCALE;
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p.x += global_uniforms.time * 0.01;
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p.y += global_uniforms.time * 0.1;
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p.z += sin(global_uniforms.time * 0.1) * 0.1;
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return fbm(p);
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}
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fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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var density = 0.0;
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var depth = 0.0;
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for (var i = 0; i < FOG_MAX_STEPS; i++)
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{
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depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS);
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let p = origin + direction * depth;
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density += fog_noise(p) * FOG_DENSITY / f32(FOG_MAX_STEPS);
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if (density >= 1.0)
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{
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density = 1.0;
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break;
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}
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if (depth >= scene_depth)
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{
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break;
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}
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}
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return density;
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}
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@fragment
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
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let direction = normalize(vert.world_position.xyz - camera.position.xyz);
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let scene_depth = FOG_MAX_DIST; // TODO: sample geometry pass depth buffer
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let density = ray_march(vert.world_position.xyz, direction, scene_depth);
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color.a *= density;
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return color;
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}
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@ -3,6 +3,7 @@
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struct CameraUniform {
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view: mat4x4<f32>,
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proj: mat4x4<f32>,
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inv_view_proj: mat4x4<f32>,
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position: vec4<f32>,
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}
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@group(0) @binding(0)
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@ -16,12 +17,11 @@ struct Light {
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@group(1) @binding(0)
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var<uniform> light: Light;
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// Needs to be 16 bytes in WebGL
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struct GlobalUniforms {
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time: f32,
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light_matrix_index: u32,
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use_shadowmaps: u32,
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_padding1: u32,
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_padding2: u32,
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_padding: u32,
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}
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@group(1) @binding(1)
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var<uniform> global_uniforms: GlobalUniforms;
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40
res/shaders/noise.wgsl
Normal file
40
res/shaders/noise.wgsl
Normal file
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@ -0,0 +1,40 @@
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// Noise functions from 42yeah:
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// https://blog.42yeah.is/rendering/2023/02/11/clouds.html
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fn rand(p: vec3<f32>) -> f32 {
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return fract(sin(dot(p, vec3<f32>(12.345, 67.89, 412.12))) * 42123.45) * 2.0 - 1.0;
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}
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fn value_noise(p: vec3<f32>) -> f32 {
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let u = floor(p);
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let v = fract(p);
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let s = smoothstep(vec3<f32>(0.0), vec3<f32>(1.0), v);
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let a = rand(u);
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let b = rand(u + vec3<f32>(1.0, 0.0, 0.0));
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let c = rand(u + vec3<f32>(0.0, 1.0, 0.0));
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let d = rand(u + vec3<f32>(1.0, 1.0, 0.0));
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let e = rand(u + vec3<f32>(0.0, 0.0, 1.0));
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let f = rand(u + vec3<f32>(1.0, 0.0, 1.0));
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let g = rand(u + vec3<f32>(0.0, 1.0, 1.0));
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let h = rand(u + vec3<f32>(1.0, 1.0, 1.0));
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return mix(mix(mix(a, b, s.x), mix(c, d, s.x), s.y),
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mix(mix(e, f, s.x), mix(g, h, s.x), s.y),
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s.z);
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}
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fn fbm(p: vec3<f32>) -> f32 {
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let num_octaves = 8;
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var weight = 0.5;
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var q = p;
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var ret = 0.0;
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for (var i = 0; i < num_octaves; i++)
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{
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ret += weight * value_noise(q);
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q *= 2.0;
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weight *= 0.5;
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}
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return saturate(ret);
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}
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@ -1,6 +1,7 @@
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use std::time::Duration;
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use cgmath::num_traits::clamp;
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use cgmath::SquareMatrix;
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use winit::{dpi::PhysicalPosition, event::*};
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use winit::keyboard::{PhysicalKey, KeyCode};
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@ -105,22 +106,27 @@ impl Camera {
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pub struct CameraUniform {
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pub view: [[f32; 4]; 4],
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pub proj: [[f32; 4]; 4],
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pub inv_view_proj: [[f32; 4]; 4],
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pub position: [f32; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view: cgmath::Matrix4::identity().into(),
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proj: cgmath::Matrix4::identity().into(),
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inv_view_proj: cgmath::Matrix4::identity().into(),
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position: [0.0; 4],
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}
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}
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pub fn update(&mut self, camera: &Camera) {
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self.view = camera.get_view_matrix().into();
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self.proj = camera.projection.get_matrix().into();
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let view = camera.get_view_matrix();
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let proj = camera.projection.get_matrix();
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self.view = view.into();
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self.proj = proj.into();
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let inv_view_proj = (proj * view).invert().unwrap();
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self.inv_view_proj = inv_view_proj.into();
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self.position = camera.position.to_homogeneous().into();
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}
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}
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@ -21,10 +21,10 @@ const SHADOW_MAP_LAYERS: u32 = 6;
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#[repr(C)]
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#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct GlobalUniforms {
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pub time: f32,
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pub light_matrix_index: u32,
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// No DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED in WebGL
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pub use_shadowmaps: u32,
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_padding: [u32; 2],
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pub _padding: u32,
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}
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pub struct State {
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@ -56,8 +56,8 @@ pub struct State {
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light_depth_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize],
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light_matrix_uniform: GlobalUniforms,
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light_matrix_buffer: wgpu::Buffer,
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global_uniforms: GlobalUniforms,
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global_uniforms_buffer: wgpu::Buffer,
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}
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impl State {
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@ -198,10 +198,10 @@ impl State {
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let light_matrix_uniform = GlobalUniforms::default();
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let light_matrix_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let global_uniforms = GlobalUniforms::default();
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let global_uniforms_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light Matrix UB"),
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contents: bytemuck::cast_slice(&[light_matrix_uniform]),
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contents: bytemuck::cast_slice(&[global_uniforms]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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@ -248,7 +248,7 @@ impl State {
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// matrix index
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wgpu::BindGroupEntry {
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binding: 1,
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resource: light_matrix_buffer.as_entire_binding(),
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resource: global_uniforms_buffer.as_entire_binding(),
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},
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],
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label: Some("Light Bind Group"),
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@ -499,8 +499,8 @@ impl State {
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light_depth_bind_group,
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light_depth_pass,
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light_depth_texture_target_views,
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light_matrix_uniform,
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light_matrix_buffer,
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global_uniforms,
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global_uniforms_buffer,
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}
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}
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@ -560,18 +560,21 @@ impl State {
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0,
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bytemuck::cast_slice(&[self.light_uniform]),
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);
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// Global uniforms
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self.global_uniforms.time = time.as_secs_f32();
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self.global_uniforms.use_shadowmaps = if cfg!(target_arch = "wasm32") { 0u32 } else { 1u32 };
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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// render light to depth textures
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for i in 0..SHADOW_MAP_LAYERS as usize {
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self.light_matrix_uniform.light_matrix_index = i as u32;
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self.light_matrix_uniform.use_shadowmaps = if cfg!(target_arch = "wasm32") { 0u32 } else { 1u32 };
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self.global_uniforms.light_matrix_index = i as u32;
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self.queue.write_buffer(
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&self.light_matrix_buffer,
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&self.global_uniforms_buffer,
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0,
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bytemuck::cast_slice(&[self.light_matrix_uniform]),
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bytemuck::cast_slice(&[self.global_uniforms]),
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);
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let mut depth_encoder = self
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