Disable shadowmapping on WebGL

This commit is contained in:
Lauri Räsänen 2023-11-05 02:27:38 +02:00
parent 2616b2f5c9
commit ccaf9261cc
7 changed files with 67 additions and 45 deletions

View file

@ -7,7 +7,7 @@ use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::{event::*, window::Window};
use winit::dpi::PhysicalSize;
use crate::core::light::LightMatrixUniform;
use crate::core::light::GlobalUniforms;
use super::camera::{Camera, CameraController, CameraUniform};
use super::instance::{Instance, InstanceRaw};
@ -45,7 +45,7 @@ pub struct State {
light_depth_bind_group: wgpu::BindGroup,
light_depth_pass: RenderPass,
light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize],
light_matrix_uniform: LightMatrixUniform,
light_matrix_uniform: GlobalUniforms,
light_matrix_buffer: wgpu::Buffer,
}
@ -56,7 +56,7 @@ impl State {
let mut size = window.inner_size();
size.width = size.width.max(1);
size.height = size.height.max(1);
let instance = wgpu::Instance::new(InstanceDescriptor { backends: Backends::all(), ..Default::default() });
let instance = wgpu::Instance::new(InstanceDescriptor { backends: Backends::PRIMARY | Backends::GL, ..Default::default() });
let surface = unsafe { instance.create_surface(window) }.unwrap();
let adapter = instance
@ -73,13 +73,14 @@ impl State {
&wgpu::DeviceDescriptor {
features: wgpu::Features::default(),
limits: if cfg!(target_arch = "wasm32") {
// TODO: remove once webgpu?
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
label: None,
},
None, // Trace path
None,
)
.await
.expect("failed to get device");
@ -186,7 +187,7 @@ impl State {
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let light_matrix_uniform = LightMatrixUniform::default();
let light_matrix_uniform = GlobalUniforms::default();
let light_matrix_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light Matrix UB"),
contents: bytemuck::cast_slice(&[light_matrix_uniform]),
@ -194,7 +195,7 @@ impl State {
});
let light_uniform_size = mem::size_of::<LightUniform>() as u64;
let light_matrix_uniform_size = mem::size_of::<LightMatrixUniform>() as u64;
let light_matrix_uniform_size = mem::size_of::<GlobalUniforms>() as u64;
let light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
@ -209,10 +210,11 @@ impl State {
},
count: None,
},
// matrix index
// matrix index, use shadowmaps
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX,
// TODO: remove fragment vis once no shadowmap uniform
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
@ -506,7 +508,8 @@ impl State {
// render light to depth textures
for i in 0..SHADOW_MAP_LAYERS as usize {
self.light_matrix_uniform.value = i as u32;
self.light_matrix_uniform.light_matrix_index = i as u32;
self.light_matrix_uniform.use_shadowmaps = if cfg!(target_arch = "wasm32") { 0u32 } else { 1u32 };
self.queue.write_buffer(
&self.light_matrix_buffer,
0,