add ground pipeline

This commit is contained in:
Quaternions 2023-08-30 15:18:05 -07:00
parent e3ef2eddd4
commit 72a6e36429
2 changed files with 70 additions and 0 deletions

View File

@ -56,6 +56,7 @@ pub struct Skybox {
camera: Camera, camera: Camera,
sky_pipeline: wgpu::RenderPipeline, sky_pipeline: wgpu::RenderPipeline,
entity_pipeline: wgpu::RenderPipeline, entity_pipeline: wgpu::RenderPipeline,
ground_pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup, bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer, uniform_buf: wgpu::Buffer,
entities: Vec<Entity>, entities: Vec<Entity>,
@ -251,6 +252,33 @@ impl strafe_client::framework::Example for Skybox {
multisample: wgpu::MultisampleState::default(), multisample: wgpu::MultisampleState::default(),
multiview: None, multiview: None,
}); });
let ground_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Ground"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_ground",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_ground",
targets: &[Some(config.view_formats[0].into())],
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::DEPTH_FORMAT,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor { let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None, label: None,
@ -360,6 +388,7 @@ impl strafe_client::framework::Example for Skybox {
camera, camera,
sky_pipeline, sky_pipeline,
entity_pipeline, entity_pipeline,
ground_pipeline,
bind_group, bind_group,
uniform_buf, uniform_buf,
entities, entities,
@ -449,6 +478,9 @@ impl strafe_client::framework::Example for Skybox {
rpass.draw(0..entity.vertex_count, 0..1); rpass.draw(0..entity.vertex_count, 0..1);
} }
rpass.set_pipeline(&self.ground_pipeline);
rpass.draw(0..3, 0..1);
rpass.set_pipeline(&self.sky_pipeline); rpass.set_pipeline(&self.sky_pipeline);
rpass.draw(0..3, 0..1); rpass.draw(0..3, 0..1);
} }

View File

@ -39,6 +39,32 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
return result; return result;
} }
struct GroundOutput {
@builtin(position) position: vec4<f32>,
@location(1) normal: vec3<f32>,
@location(3) view: vec3<f32>,
@location(4) pos: vec3<f32>,
};
@vertex
fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
// hacky way to draw two triangles that make a square
let tmp1 = (i32(vertex_index)-i32(vertex_index)/3*2) / 2;
let tmp2 = (i32(vertex_index)-i32(vertex_index)/3*2) & 1;
let pos = vec3<f32>(
f32(tmp1) * 2.0 - 1.0,
0.0,
f32(tmp2) * 2.0 - 1.0
) * 100.0;
var result: GroundOutput;
result.normal = vec3<f32>(0.0,1.0,0.0);
result.pos = pos;
result.view = pos - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
return result;
}
struct EntityOutput { struct EntityOutput {
@builtin(position) position: vec4<f32>, @builtin(position) position: vec4<f32>,
@location(1) normal: vec3<f32>, @location(1) normal: vec3<f32>,
@ -78,3 +104,15 @@ fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb; let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0); return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
} }
@fragment
fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
//let incident = normalize(vertex.view);
//let normal = normalize(vertex.normal+vec3<f32>(cos(vertex.pos.x)/16.0,0.0,sin(vertex.pos.z)/16.0));
//let reflected = incident - 2.0 * dot(normal, incident) * normal;
//let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
//return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
let dir = vec3<f32>(-1.0)+vec3<f32>(vertex.pos.x/16.%1.0,0.0,vertex.pos.z/16.%1.0)*2.0;
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
}