Fix fog scene depth comparison

This commit is contained in:
Lauri Räsänen 2023-11-10 20:09:20 +02:00
parent 3676f8fef5
commit c0f41045da
3 changed files with 13 additions and 20 deletions

View file

@ -85,23 +85,18 @@ fn depth_to_linear(depth: f32) -> f32 {
@fragment @fragment
fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> { fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
let cam_to_volume = vert.world_position.xyz - camera.position.xyz; let direction = normalize(vert.world_position.xyz - camera.position.xyz);
var distance_to_volume = length(cam_to_volume); let volume_depth = depth_to_linear(vert.clip_position.z);
let direction = cam_to_volume / distance_to_volume; let uv = vert.clip_position.xy / camera.planes.zw;
// FIXME: geom depth should always be greater than the volume surface depth... let geometry_depth = depth_to_linear(textureSample(t_geometry_depth, s_geometry_depth, uv));
// why is this broken? let max_fog_depth = geometry_depth - volume_depth;
distance_to_volume = depth_to_linear(vert.clip_position.z); if (max_fog_depth <= 0.0)
let uv = vert.clip_position.xy / camera.planes.xy;
let depth = textureSample(t_geometry_depth, s_geometry_depth, uv);
let geometry_depth = depth_to_linear(depth) - distance_to_volume;
if (geometry_depth <= 0.0)
{ {
return vec4<f32>(0.0); return vec4<f32>(0.0);
} }
return vec4<f32>(1.0);
/* let density = ray_march(vert.world_position.xyz, direction, max_fog_depth);
let density = ray_march(vert.world_position.xyz, direction, geometry_depth); // return vec4<f32>(1.0, 1.0, 1.0, density);
var in_light = 0.0; var in_light = 0.0;
if (global_uniforms.use_shadowmaps > 0u) { if (global_uniforms.use_shadowmaps > 0u) {
@ -153,5 +148,4 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
result = result / (result + vec3(1.0)); result = result / (result + vec3(1.0));
return vec4(result, density * FOG_ALPHA); return vec4(result, density * FOG_ALPHA);
*/
} }

View file

@ -118,11 +118,11 @@ impl CameraUniform {
proj: cgmath::Matrix4::identity().into(), proj: cgmath::Matrix4::identity().into(),
inv_view_proj: cgmath::Matrix4::identity().into(), inv_view_proj: cgmath::Matrix4::identity().into(),
position: [0.0; 4], position: [0.0; 4],
planes: [NEAR_PLANE, FAR_PLANE, 0.0, 0.0], planes: [NEAR_PLANE, FAR_PLANE, 1.0, 1.0],
} }
} }
pub fn update(&mut self, camera: &Camera) { pub fn update(&mut self, camera: &Camera, config: &wgpu::SurfaceConfiguration) {
let view = camera.get_view_matrix(); let view = camera.get_view_matrix();
let proj = camera.projection.get_matrix(); let proj = camera.projection.get_matrix();
self.view = view.into(); self.view = view.into();
@ -130,6 +130,7 @@ impl CameraUniform {
let inv_view_proj = (proj * view).invert().unwrap(); let inv_view_proj = (proj * view).invert().unwrap();
self.inv_view_proj = inv_view_proj.into(); self.inv_view_proj = inv_view_proj.into();
self.position = camera.position.to_homogeneous().into(); self.position = camera.position.to_homogeneous().into();
self.planes = [NEAR_PLANE, FAR_PLANE, config.width as f32, config.height as f32];
} }
} }

View file

@ -45,7 +45,6 @@ pub struct State {
fog_instances: Vec<Instance>, fog_instances: Vec<Instance>,
fog_instance_buffer: wgpu::Buffer, fog_instance_buffer: wgpu::Buffer,
geometry_depth_texture: Texture, geometry_depth_texture: Texture,
light_depth_texture: Texture,
geom_model: Model, geom_model: Model,
fog_model: Model, fog_model: Model,
light_model: Model, light_model: Model,
@ -118,7 +117,7 @@ impl State {
); );
let mut camera_uniform = CameraUniform::new(); let mut camera_uniform = CameraUniform::new();
camera_uniform.update(&camera); camera_uniform.update(&camera, &config);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"), label: Some("Camera Buffer"),
@ -500,7 +499,6 @@ impl State {
fog_instances, fog_instances,
fog_instance_buffer, fog_instance_buffer,
geometry_depth_texture, geometry_depth_texture,
light_depth_texture,
geom_model, geom_model,
fog_model, fog_model,
light_model, light_model,
@ -575,7 +573,7 @@ impl State {
// Update camera // Update camera
self.camera.update(dt, &self.camera_controller); self.camera.update(dt, &self.camera_controller);
self.camera_controller.reset(false); self.camera_controller.reset(false);
self.camera_uniform.update(&self.camera); self.camera_uniform.update(&self.camera, &self.config);
self.queue.write_buffer( self.queue.write_buffer(
&self.camera_buffer, &self.camera_buffer,
0, 0,