idk stuff, need to try on another machine
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@@ -162,7 +162,7 @@ impl Client<'_> {
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match event {
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WindowEvent::CloseRequested => self.exit = true,
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WindowEvent::Resized(size) => self.renderer.resize(size),
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WindowEvent::RedrawRequested => self.renderer.draw(),
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// WindowEvent::RedrawRequested => self.renderer.draw(),
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WindowEvent::CursorLeft { .. } => {
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self.input.clear();
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}
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@@ -110,7 +110,7 @@ impl<'a> Renderer<'a> {
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label: None,
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timestamp_writes: None,
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});
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self.voxel_pipeline.compute(&mut compute_pass, self.config.width, self.config.height);
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self.voxel_pipeline.compute(&mut compute_pass);
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drop(compute_pass);
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@@ -123,14 +123,15 @@ impl<'a> Renderer<'a> {
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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// depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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// view: &self.depth_texture.view,
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// depth_ops: Some(wgpu::Operations {
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// load: wgpu::LoadOp::Clear(1.0),
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// store: wgpu::StoreOp::Store,
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// }),
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// stencil_ops: None,
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// }),
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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@@ -54,7 +54,7 @@ impl DepthTexture {
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pub struct StorageTexture {
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binding: u32,
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visibility: wgpu::ShaderStages,
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pub texture: wgpu::Texture,
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pub buf: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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@@ -97,7 +97,7 @@ impl StorageTexture {
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Self {
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visibility,
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binding,
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texture,
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buf: texture,
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view,
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sampler,
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}
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@@ -28,9 +28,12 @@ struct VoxelGroup {
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};
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@compute
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@workgroup_size(16, 16, 1)
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@workgroup_size(8, 8, 1)
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fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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// get position of the pixel; eye at origin, pixel on plane z = 1
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if cell.x >= view.width || cell.y >= view.height {
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return;
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}
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let win_dim = vec2<f32>(f32(view.width), f32(view.height));
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let aspect = win_dim.y / win_dim.x;
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let pixel_pos = vec3<f32>(
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@@ -41,8 +44,11 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
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var color = trace_full(pos, dir);
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// var color = vec4<f32>(0.0);
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let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
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let sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
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let sky_color = sun_color + sky_bg * (1.0 - light_mult);
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color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
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color.a = 1.0;
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textureStore(output, cell.xy, color);
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@@ -51,7 +57,7 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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const ZERO3F = vec3<f32>(0.0);
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const ZERO2F = vec2<f32>(0.0);
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const DEPTH = 16u;
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const FULL_ALPHA = 0.9999;
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const FULL_ALPHA = 0.999;
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fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let gi = 0;
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@@ -149,13 +149,7 @@ impl VoxelPipeline {
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: DepthTexture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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@@ -309,10 +303,10 @@ impl VoxelPipeline {
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.update(device, encoder, belt, size, &updates);
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self.id_map.insert(id, (i, group));
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self.update_bind_group(device);
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self.update_cbind_group(device);
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}
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pub fn update_bind_group(&mut self, device: &wgpu::Device) {
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pub fn update_cbind_group(&mut self, device: &wgpu::Device) {
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self.cbind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.cbind_group_layout,
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entries: &[
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@@ -338,7 +332,7 @@ impl VoxelPipeline {
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wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
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4,
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);
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self.update_bind_group(device);
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self.update_cbind_group(device);
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.bind_group_layout,
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entries: &[
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@@ -405,9 +399,14 @@ impl VoxelPipeline {
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render_pass.draw(0..4, 0..1);
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}
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pub fn compute(&self, pass: &mut wgpu::ComputePass, w: u32, h: u32) {
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pub const WORKGROUP_SIZE: u32 = 8;
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pub fn compute(&self, pass: &mut wgpu::ComputePass) {
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pass.set_pipeline(&self.compute_pipeline);
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pass.set_bind_group(0, &self.cbind_group, &[]);
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pass.dispatch_workgroups(w / 16, h / 16, 1);
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let buf = &self.texture.buf;
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let x = (buf.width() - 1) / Self::WORKGROUP_SIZE + 1;
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let y = (buf.height() - 1) / Self::WORKGROUP_SIZE + 1;
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pass.dispatch_workgroups(x, y, 1);
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}
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}
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