cleaned up collision in shader, abstracted out raycast, and added gpu timing

This commit is contained in:
2024-10-03 15:04:14 -04:00
parent 4ddf2ddc87
commit 0dc5a9c2ba
21 changed files with 575 additions and 1187 deletions
+55 -87
View File
@@ -1,23 +1,26 @@
pub struct DepthTexture {
pub struct Texture {
texture_desc: wgpu::TextureDescriptor<'static>,
view_desc: wgpu::TextureViewDescriptor<'static>,
sampler_desc: wgpu::SamplerDescriptor<'static>,
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl DepthTexture {
impl Texture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn init(
pub fn init_depth(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
label: &str,
label: &'static str,
) -> Self {
let size = wgpu::Extent3d {
width: config.width + 1,
height: config.height + 1,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
let texture_desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
@@ -27,97 +30,62 @@ impl DepthTexture {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self::init(
device,
texture_desc,
wgpu::TextureViewDescriptor::default(),
wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
},
)
}
pub fn init(
device: &wgpu::Device,
texture_desc: wgpu::TextureDescriptor<'static>,
view_desc: wgpu::TextureViewDescriptor<'static>,
sampler_desc: wgpu::SamplerDescriptor<'static>,
) -> Self {
let texture = device.create_texture(&texture_desc);
let view = texture.create_view(&view_desc);
let sampler = device.create_sampler(&sampler_desc);
Self {
texture_desc,
view_desc,
sampler_desc,
texture,
view,
sampler,
}
}
}
pub struct StorageTexture {
binding: u32,
visibility: wgpu::ShaderStages,
pub buf: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl StorageTexture {
pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
pub fn init(
device: &wgpu::Device,
size: wgpu::Extent3d,
label: &str,
visibility: wgpu::ShaderStages,
binding: u32,
) -> Self {
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::FORMAT,
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
compare: None,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self {
visibility,
pub fn resize(&mut self, device: &wgpu::Device, size: wgpu::Extent3d) {
self.texture_desc.size = size;
self.texture = device.create_texture(&self.texture_desc);
self.view = self.texture.create_view(&self.view_desc);
}
pub fn view_bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
wgpu::BindGroupEntry {
binding,
buf: texture,
view,
sampler,
}
}
pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding: self.binding,
visibility: self.visibility,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: Self::FORMAT,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
}
}
pub fn bind_group_entry(&self) -> wgpu::BindGroupEntry {
return wgpu::BindGroupEntry {
binding: self.binding,
resource: wgpu::BindingResource::TextureView(&self.view),
};
}
}
pub fn sampler_bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
wgpu::BindGroupEntry {
binding,
resource: wgpu::BindingResource::Sampler(&self.sampler),
}
}
pub fn format(&self) -> wgpu::TextureFormat {
self.texture_desc.format
}
}