special case teapot rendering
take advantage of the empty depth buffer, render the true depth afterwards to embed the teapot wall into the scene
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52cbda4710
commit
34bfeab267
94
src/main.rs
94
src/main.rs
@ -130,6 +130,9 @@ pub struct Skybox {
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sky_pipeline: wgpu::RenderPipeline,
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entity_pipeline: wgpu::RenderPipeline,
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ground_pipeline: wgpu::RenderPipeline,
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special_teapot: Model,
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checkered_pipeline: wgpu::RenderPipeline,
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depth_overwrite_pipeline: wgpu::RenderPipeline,
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main_bind_group: wgpu::BindGroup,
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camera_buf: wgpu::Buffer,
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models: Vec<Model>,
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@ -426,6 +429,60 @@ impl strafe_client::framework::Example for Skybox {
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let checkered_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Checkered"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_square",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_checkered",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let depth_overwrite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Overwrite"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_square",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_overwrite",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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@ -560,6 +617,8 @@ impl strafe_client::framework::Example for Skybox {
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})
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}
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let teapot = models.pop().unwrap();
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let depth_view = Self::create_depth_texture(config, device);
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Skybox {
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@ -567,6 +626,9 @@ impl strafe_client::framework::Example for Skybox {
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sky_pipeline,
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entity_pipeline,
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ground_pipeline,
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special_teapot: teapot,
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checkered_pipeline,
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depth_overwrite_pipeline,
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main_bind_group,
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camera_buf,
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models,
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@ -686,7 +748,7 @@ impl strafe_client::framework::Example for Skybox {
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let proj1 = glam::Mat4::orthographic_rh(-20.0, 20.0, -20.0, 20.0, -20.0, 20.0);
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let model1 = glam::Mat4::from_euler(glam::EulerRot::YXZ, self.start_time.elapsed().as_secs_f32(),0f32,0f32);
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self.models[2].transform_depth=proj1 * model1;
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self.special_teapot.transform_depth=proj1 * model1;
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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@ -702,6 +764,19 @@ impl strafe_client::framework::Example for Skybox {
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device,
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)
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.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
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//special teapot
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{
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let model_uniforms = get_model_uniform_data(&self.special_teapot);
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self.staging_belt
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.write_buffer(
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&mut encoder,
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&self.special_teapot.model_buf,//description of where data will be written when command is executed
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0,//offset in staging belt?
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wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
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device,
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)
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.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
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}
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//This code only needs to run when the uniforms change
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for model in self.models.iter() {
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let model_uniforms = get_model_uniform_data(&model);
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@ -745,6 +820,23 @@ impl strafe_client::framework::Example for Skybox {
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rpass.set_bind_group(0, &self.main_bind_group, &[]);
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//draw special teapot
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rpass.set_bind_group(1, &self.special_teapot.bind_group, &[]);
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rpass.set_pipeline(&self.checkered_pipeline);
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rpass.draw(0..6, 0..1);
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rpass.set_pipeline(&self.entity_pipeline);
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rpass.set_vertex_buffer(0, self.special_teapot.vertex_buf.slice(..));
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for entity in self.special_teapot.entities.iter() {
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rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
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rpass.draw_indexed(0..entity.index_count, 0, 0..1);
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}
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rpass.set_pipeline(&self.depth_overwrite_pipeline);
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rpass.draw(0..6, 0..1);
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//draw models
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rpass.set_pipeline(&self.entity_pipeline);
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for model in self.models.iter() {
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rpass.set_bind_group(1, &model.bind_group, &[]);
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@ -98,6 +98,23 @@ fn vs_entity(
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return result;
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}
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@vertex
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fn vs_square(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
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// hacky way to draw two triangles that make a square
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let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
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let tmp2 = i32(vertex_index)&1;
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let pos = vec3<f32>(
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(f32(tmp1) - 0.5)*1.8,
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f32(tmp2) - 0.5,
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0.0
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);
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var result: GroundOutput;
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result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
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result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
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return result;
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}
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@group(0)
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@binding(1)
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var r_texture: texture_cube<f32>;
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@ -140,3 +157,16 @@ fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
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let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
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return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
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}
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@fragment
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fn fs_checkered(vertex: GroundOutput) -> @location(0) vec4<f32> {
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let voxel_parity: f32 = f32(
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u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
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^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
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//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
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);
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return vec4<f32>(vec3<f32>(1.0)*voxel_parity, 1.0);
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}
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@fragment
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fn fs_overwrite(vertex: GroundOutput) {}
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