Compare commits
27 Commits
debug-grap
...
mesh-shade
| Author | SHA1 | Date | |
|---|---|---|---|
|
f35d44c295
|
|||
|
7c55d5cc31
|
|||
|
ece883a865
|
|||
|
4b771f826a
|
|||
|
21bb84265f
|
|||
|
db2f5ef3f3
|
|||
|
d23e5c965a
|
|||
|
c3995fc81e
|
|||
|
1bcd9f6eb1
|
|||
|
5b78a68406
|
|||
|
8aa9b5b14c
|
|||
|
5dc0d067fb
|
|||
|
78e87192d6
|
|||
|
67a82aae9a
|
|||
|
6a65741117
|
|||
|
ee5d1e22c1
|
|||
|
bfb2bc18be
|
|||
|
de8b9431e0
|
|||
|
31c6507de6
|
|||
|
bb729f997f
|
|||
|
8fa629aa12
|
|||
|
090a64ea11
|
|||
|
a2035fcaeb
|
|||
|
323738b661
|
|||
|
53ebbaeff6
|
|||
|
ac28d27e9c
|
|||
|
f15583f239
|
@@ -8,7 +8,17 @@ use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
|
||||
use crate::model::{self as model_graphics,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex,DebugGraphicsVertex};
|
||||
|
||||
pub fn required_limits()->wgpu::Limits{
|
||||
wgpu::Limits::default()
|
||||
let mut limits=wgpu::Limits::default();
|
||||
limits.max_task_invocations_per_dimension=1;
|
||||
limits.max_task_invocations_per_workgroup=1;
|
||||
limits.max_mesh_invocations_per_dimension=1;
|
||||
limits.max_mesh_invocations_per_workgroup=1;
|
||||
limits.max_task_mesh_workgroup_total_count=1;
|
||||
limits.max_task_mesh_workgroups_per_dimension=1;
|
||||
limits.max_task_payload_size=4;
|
||||
limits.max_mesh_output_vertices=2*(3+2+4+8);
|
||||
limits.max_mesh_output_primitives=2*(1+2+4+8)+2;
|
||||
limits
|
||||
}
|
||||
|
||||
struct Indices{
|
||||
@@ -38,17 +48,21 @@ struct GraphicsModel{
|
||||
|
||||
struct DebugGraphicsSubmesh{
|
||||
verts:Vec<strafesnet_physics::model::MeshVertId>,
|
||||
edges:Vec<Indices>,
|
||||
edges:Vec<[strafesnet_physics::model::MeshVertId;2]>,
|
||||
faces:Vec<Indices>,
|
||||
}
|
||||
struct DebugGraphicsMesh{
|
||||
verts:Indices,
|
||||
vertices:Vec<DebugGraphicsVertex>,
|
||||
submeshes:Vec<DebugGraphicsSubmesh>,
|
||||
vertex_buf:wgpu::Buffer,
|
||||
}
|
||||
struct DebugGraphicsModel{
|
||||
debug_mesh_id:u32,
|
||||
bind_group:wgpu::BindGroup,
|
||||
// 32 bytes used to tell the mesh shader where to draw
|
||||
// Vert: [vec4,_]
|
||||
// Edge: [vec4,vec4]
|
||||
debug_buf:wgpu::Buffer,
|
||||
}
|
||||
|
||||
struct GraphicsSamplers{
|
||||
@@ -215,7 +229,7 @@ impl GraphicsState{
|
||||
let submeshes=if let Ok(physics_mesh)=strafesnet_physics::model::PhysicsMesh::try_from(mesh){
|
||||
physics_mesh.submesh_views().into_iter().map(|submesh_view|DebugGraphicsSubmesh{
|
||||
verts:submesh_view.verts().to_owned(),
|
||||
edges:submesh_view.edge_vert_ids_iter().map(|edge_verts|indices!(edge_verts)).collect(),
|
||||
edges:submesh_view.edge_vert_ids_iter().collect(),
|
||||
faces:submesh_view.face_vert_ids_iter().map(|face_verts|{
|
||||
// triangulate
|
||||
let mut indices=Vec::new();
|
||||
@@ -235,7 +249,7 @@ impl GraphicsState{
|
||||
};
|
||||
|
||||
DebugGraphicsMesh{
|
||||
verts:indices!((0..vertices.len() as u32).map(strafesnet_physics::model::MeshVertId::new)),
|
||||
vertices,
|
||||
submeshes,
|
||||
vertex_buf,
|
||||
}
|
||||
@@ -253,6 +267,11 @@ impl GraphicsState{
|
||||
contents:bytemuck::cast_slice(&model_uniforms),
|
||||
usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let debug_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
|
||||
label:Some(format!("Debug Model{} EV Buf",model_id).as_str()),
|
||||
contents:bytemuck::cast_slice(&[0u8;32]),
|
||||
usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
|
||||
layout:&self.bind_group_layouts.debug_model,
|
||||
entries:&[
|
||||
@@ -260,12 +279,17 @@ impl GraphicsState{
|
||||
binding:0,
|
||||
resource:model_buf.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry{
|
||||
binding:1,
|
||||
resource:debug_buf.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
label:Some(format!("Debug Model{} Bind Group",model_id).as_str()),
|
||||
});
|
||||
DebugGraphicsModel{
|
||||
debug_mesh_id:model.mesh.get(),
|
||||
bind_group,
|
||||
debug_buf,
|
||||
}
|
||||
}).collect();
|
||||
|
||||
@@ -649,7 +673,7 @@ impl GraphicsState{
|
||||
entries:&[
|
||||
wgpu::BindGroupLayoutEntry{
|
||||
binding:0,
|
||||
visibility:wgpu::ShaderStages::VERTEX,
|
||||
visibility:wgpu::ShaderStages::VERTEX|wgpu::ShaderStages::MESH,
|
||||
ty:wgpu::BindingType::Buffer{
|
||||
ty:wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset:false,
|
||||
@@ -716,7 +740,17 @@ impl GraphicsState{
|
||||
entries:&[
|
||||
wgpu::BindGroupLayoutEntry{
|
||||
binding:0,
|
||||
visibility:wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
visibility:wgpu::ShaderStages::VERTEX_FRAGMENT|wgpu::ShaderStages::MESH,
|
||||
ty:wgpu::BindingType::Buffer{
|
||||
ty:wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset:false,
|
||||
min_binding_size:None,
|
||||
},
|
||||
count:None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry{
|
||||
binding:1,
|
||||
visibility:wgpu::ShaderStages::MESH,
|
||||
ty:wgpu::BindingType::Buffer{
|
||||
ty:wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset:false,
|
||||
@@ -880,7 +914,7 @@ impl GraphicsState{
|
||||
&camera_bind_group_layout,
|
||||
&debug_model_bind_group_layout,
|
||||
],
|
||||
push_constant_ranges:&[],
|
||||
immediate_size:0,
|
||||
});
|
||||
let sky_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
|
||||
label:None,
|
||||
@@ -957,12 +991,12 @@ impl GraphicsState{
|
||||
multiview_mask:None,
|
||||
cache:None,
|
||||
});
|
||||
let mut debug_model_pipeline=wgpu::RenderPipelineDescriptor{
|
||||
label:None,
|
||||
let debug_model_pipeline_face=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
|
||||
label:Some("Debug Face Pipeline"),
|
||||
layout:Some(&debug_model_pipeline_layout),
|
||||
vertex:wgpu::VertexState{
|
||||
module:&shader,
|
||||
entry_point:Some("vs_debug"),
|
||||
entry_point:Some("vs_debug_face"),
|
||||
buffers:&[wgpu::VertexBufferLayout{
|
||||
array_stride:size_of::<DebugGraphicsVertex>() as wgpu::BufferAddress,
|
||||
step_mode:wgpu::VertexStepMode::Vertex,
|
||||
@@ -981,6 +1015,7 @@ impl GraphicsState{
|
||||
compilation_options:wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive:wgpu::PrimitiveState{
|
||||
topology:wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face:wgpu::FrontFace::Cw,
|
||||
cull_mode:Some(wgpu::Face::Front),
|
||||
..Default::default()
|
||||
@@ -993,18 +1028,55 @@ impl GraphicsState{
|
||||
bias:wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample:wgpu::MultisampleState::default(),
|
||||
multiview_mask:None,
|
||||
cache:None,
|
||||
});
|
||||
let mut debug_model_pipeline=wgpu::MeshPipelineDescriptor{
|
||||
label:None,//filled in below
|
||||
layout:Some(&debug_model_pipeline_layout),
|
||||
task:Some(wgpu::TaskState{
|
||||
module:&shader,
|
||||
entry_point:Some("ts_main"),
|
||||
compilation_options:wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
mesh:wgpu::MeshState{
|
||||
module:&shader,
|
||||
entry_point:None,//filled in below
|
||||
compilation_options:wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment:Some(wgpu::FragmentState{
|
||||
module:&shader,
|
||||
entry_point:Some("fs_debug"),
|
||||
targets:&[Some(wgpu::ColorTargetState{
|
||||
format:config.view_formats[0],
|
||||
blend:Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask:wgpu::ColorWrites::default(),
|
||||
})],
|
||||
compilation_options:wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive:wgpu::PrimitiveState{
|
||||
topology:wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face:wgpu::FrontFace::Cw,
|
||||
cull_mode:None,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil:Some(wgpu::DepthStencilState{
|
||||
format:Self::DEPTH_FORMAT,
|
||||
depth_write_enabled:true,
|
||||
depth_compare:wgpu::CompareFunction::Always,
|
||||
stencil:wgpu::StencilState::default(),
|
||||
bias:wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample:wgpu::MultisampleState::default(),
|
||||
multiview:None,
|
||||
cache:None,
|
||||
};
|
||||
debug_model_pipeline.label=Some("Debug Face Pipeline");
|
||||
debug_model_pipeline.primitive.topology=wgpu::PrimitiveTopology::TriangleList;
|
||||
let debug_model_pipeline_face=device.create_render_pipeline(&debug_model_pipeline);
|
||||
debug_model_pipeline.label=Some("Debug Edge Pipeline");
|
||||
debug_model_pipeline.primitive.topology=wgpu::PrimitiveTopology::LineList;
|
||||
let debug_model_pipeline_edge=device.create_render_pipeline(&debug_model_pipeline);
|
||||
debug_model_pipeline.label=Some("Debug Vert Pipeline");
|
||||
debug_model_pipeline.primitive.topology=wgpu::PrimitiveTopology::PointList;
|
||||
let debug_model_pipeline_vert=device.create_render_pipeline(&debug_model_pipeline);
|
||||
debug_model_pipeline.mesh.entry_point=Some("ms_debug_vert");
|
||||
let debug_model_pipeline_vert=device.create_mesh_pipeline(&debug_model_pipeline);
|
||||
debug_model_pipeline.label=Some("Debug Edge Pipeline");
|
||||
debug_model_pipeline.mesh.entry_point=Some("ms_debug_edge");
|
||||
let debug_model_pipeline_edge=device.create_mesh_pipeline(&debug_model_pipeline);
|
||||
|
||||
let camera=GraphicsCamera::default();
|
||||
let camera_uniforms=camera.to_uniform_data(glam::Vec3::ZERO,glam::Vec2::ZERO);
|
||||
@@ -1117,6 +1189,49 @@ impl GraphicsState{
|
||||
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
|
||||
}
|
||||
*/
|
||||
// upload the edge or vertex for teh mesh shader to highlight
|
||||
if let Some(hit)=&frame_state.hit{
|
||||
if let Some(closest_fev)=&hit.closest_fev{
|
||||
let model_id:model::ModelId=hit.convex_mesh_id.model_id.into();
|
||||
if let Some(model)=self.debug_models.get(model_id.get() as usize){
|
||||
let mesh=&self.debug_meshes[model.debug_mesh_id as usize];
|
||||
match closest_fev{
|
||||
strafesnet_physics::model::FEV::Face(_face)=>{
|
||||
// face is rendered normally
|
||||
},
|
||||
strafesnet_physics::model::FEV::Edge(edge)=>{
|
||||
let [v0_id,v1_id]=mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].edges[edge.get() as usize];
|
||||
let v0_pos=mesh.vertices[v0_id.get() as usize].pos;
|
||||
let v1_pos=mesh.vertices[v1_id.get() as usize].pos;
|
||||
let debug_data=[glam::Vec3A::from_array(v0_pos).extend(1.0).to_array(),glam::Vec3A::from_array(v1_pos).extend(1.0).to_array()];
|
||||
let debug_slice=bytemuck::cast_slice(&debug_data);
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
&model.debug_buf,
|
||||
0,
|
||||
wgpu::BufferSize::new(debug_slice.len() as wgpu::BufferAddress).unwrap(),
|
||||
)
|
||||
.copy_from_slice(debug_slice);
|
||||
},
|
||||
strafesnet_physics::model::FEV::Vert(vert)=>{
|
||||
let vert_id=mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].verts[vert.get() as usize].get();
|
||||
let pos=mesh.vertices[vert_id as usize].pos;
|
||||
let debug_data=[glam::Vec3A::from_array(pos).extend(1.0).to_array()];
|
||||
let debug_slice=bytemuck::cast_slice(&debug_data);
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
&model.debug_buf,
|
||||
0,
|
||||
wgpu::BufferSize::new(debug_slice.len() as wgpu::BufferAddress).unwrap(),
|
||||
)
|
||||
.copy_from_slice(debug_slice);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
self.staging_belt.finish();
|
||||
|
||||
{
|
||||
@@ -1166,7 +1281,7 @@ impl GraphicsState{
|
||||
rpass.draw(0..3,0..1);
|
||||
|
||||
// render a single debug_model in red
|
||||
if let Some(hit)=frame_state.hit{
|
||||
if let Some(hit)=&frame_state.hit{
|
||||
if let Some(closest_fev)=&hit.closest_fev{
|
||||
let model_id:model::ModelId=hit.convex_mesh_id.model_id.into();
|
||||
if let Some(model)=self.debug_models.get(model_id.get() as usize){
|
||||
@@ -1181,18 +1296,15 @@ impl GraphicsState{
|
||||
//TODO: loop over triangle strips
|
||||
rpass.draw_indexed(0..indices.count,0,0..1);
|
||||
},
|
||||
strafesnet_physics::model::FEV::Edge(edge)=>{
|
||||
strafesnet_physics::model::FEV::Edge(_edge)=>{
|
||||
rpass.set_pipeline(&self.pipelines.debug_edge);
|
||||
let indices=&mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].edges[edge.get() as usize];
|
||||
rpass.set_index_buffer(indices.buf.slice(..),indices.format);
|
||||
rpass.draw_indexed(0..indices.count,0,0..1);
|
||||
// the data has already been primed by the staging belt
|
||||
rpass.draw_mesh_tasks(1, 1, 1);
|
||||
},
|
||||
strafesnet_physics::model::FEV::Vert(vert)=>{
|
||||
strafesnet_physics::model::FEV::Vert(_vert)=>{
|
||||
rpass.set_pipeline(&self.pipelines.debug_vert);
|
||||
let indices=&mesh.verts;
|
||||
rpass.set_index_buffer(indices.buf.slice(..),indices.format);
|
||||
let vert_id=mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].verts[vert.get() as usize].get();
|
||||
rpass.draw_indexed(0..1,vert_id as i32,0..1);
|
||||
// the data has already been primed by the staging belt
|
||||
rpass.draw_mesh_tasks(1, 1, 1);
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
@@ -34,8 +34,8 @@ pub fn new(
|
||||
Instruction::Resize(size,user_settings)=>{
|
||||
println!("Resizing to {:?}",size);
|
||||
let t0=std::time::Instant::now();
|
||||
config.width=640;
|
||||
config.height=480;
|
||||
config.width=size.width.max(1);
|
||||
config.height=size.height.max(1);
|
||||
surface.configure(&device,&config);
|
||||
graphics.resize(&device,&config,&user_settings);
|
||||
println!("Resize took {:?}",t0.elapsed());
|
||||
|
||||
@@ -3,7 +3,7 @@ fn optional_features()->wgpu::Features{
|
||||
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
|
||||
}
|
||||
fn required_features()->wgpu::Features{
|
||||
wgpu::Features::TEXTURE_COMPRESSION_BC
|
||||
wgpu::Features::TEXTURE_COMPRESSION_BC|wgpu::Features::EXPERIMENTAL_MESH_SHADER
|
||||
}
|
||||
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
|
||||
wgpu::DownlevelCapabilities{
|
||||
@@ -125,7 +125,7 @@ impl<'a> SetupContextPartial3<'a>{
|
||||
required_limits:needed_limits,
|
||||
memory_hints:wgpu::MemoryHints::Performance,
|
||||
trace:wgpu::Trace::Off,
|
||||
experimental_features:wgpu::ExperimentalFeatures::disabled(),
|
||||
experimental_features:unsafe{wgpu::ExperimentalFeatures::enabled()},
|
||||
},
|
||||
))
|
||||
.expect("Unable to find a suitable GPU adapter!");
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
enable wgpu_mesh_shader;
|
||||
|
||||
struct Camera {
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>,
|
||||
@@ -90,23 +92,162 @@ fn vs_entity_texture(
|
||||
@binding(0)
|
||||
var<uniform> model_instance: ModelInstance;
|
||||
|
||||
@group(1)
|
||||
@binding(1)
|
||||
var<uniform> ve_verts: array<vec4<f32>, 2>;
|
||||
|
||||
struct DebugEntityOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@location(2) view: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_debug(
|
||||
fn vs_debug_face(
|
||||
@location(0) pos: vec3<f32>,
|
||||
) -> DebugEntityOutput {
|
||||
var position: vec4<f32> = model_instance.transform * vec4<f32>(pos, 1.0);
|
||||
var result: DebugEntityOutput;
|
||||
result.view = position.xyz - camera.view_inv[3].xyz;//col(3)
|
||||
result.position = camera.proj * camera.view * position;
|
||||
return result;
|
||||
}
|
||||
|
||||
struct TaskPayload {
|
||||
four_bytes: u32,
|
||||
}
|
||||
|
||||
var<task_payload> taskPayload: TaskPayload;
|
||||
|
||||
@task
|
||||
@payload(taskPayload)
|
||||
@workgroup_size(1)
|
||||
fn ts_main() -> @builtin(mesh_task_size) vec3<u32> {
|
||||
taskPayload.four_bytes = 0;
|
||||
return vec3(1, 1, 1);
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
}
|
||||
struct PrimitiveOutput {
|
||||
@builtin(triangle_indices) indices: vec3<u32>,
|
||||
}
|
||||
|
||||
struct CircleOutput {
|
||||
@builtin(vertices) vertices: array<VertexOutput, 24>,
|
||||
@builtin(primitives) primitives: array<PrimitiveOutput, 22>,
|
||||
@builtin(vertex_count) vertex_count: u32,
|
||||
@builtin(primitive_count) primitive_count: u32,
|
||||
}
|
||||
|
||||
var<workgroup> mesh_output: CircleOutput;
|
||||
|
||||
const tau: f32 = 3.141592653589793 * 2.0;
|
||||
|
||||
fn modulo(value:u32,modulus:u32)->u32{
|
||||
return value-value/modulus*modulus;
|
||||
}
|
||||
|
||||
@mesh(mesh_output)
|
||||
@payload(taskPayload)
|
||||
@workgroup_size(1)
|
||||
fn ms_debug_vert(){
|
||||
// circle with 24 vertices.
|
||||
const LAYERS:u32 = 3;
|
||||
const N:u32 = 3*(1<<LAYERS);
|
||||
mesh_output.vertex_count = N;
|
||||
mesh_output.primitive_count = N-2;
|
||||
|
||||
var vertex_world_position: vec4<f32> = model_instance.transform * ve_verts[0];
|
||||
var vertex_screen_position: vec4<f32> = camera.proj * camera.view * vertex_world_position;
|
||||
|
||||
for (var i:u32 = 0; i<N/4; i++){
|
||||
// draw a 1 unit redius circle
|
||||
var theta: f32 = f32(i) * tau / f32(N);
|
||||
var cos_sin: vec2<f32> = vec2(cos(theta), sin(theta));
|
||||
var offset: vec2<f32> = 0.5 * cos_sin;
|
||||
mesh_output.vertices[i].position = vertex_screen_position + vec4<f32>(offset, 0.0, 0.0);
|
||||
mesh_output.vertices[i+N/4].position = vertex_screen_position + vec4<f32>(-offset.y, offset.x, 0.0, 0.0);
|
||||
mesh_output.vertices[i+N/4*2].position = vertex_screen_position + vec4<f32>(-offset, 0.0, 0.0);
|
||||
mesh_output.vertices[i+N/4*3].position = vertex_screen_position + vec4<f32>(offset.y, -offset.x, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// max area triangle indices
|
||||
|
||||
// the big triangle
|
||||
mesh_output.primitives[0].indices = vec3<u32>(0, N/3, N/3*2);
|
||||
|
||||
// 3 layers of infill triangles to approximate circle better than 1 triangle.
|
||||
// we start on the outer layer because it's easier to construct this way
|
||||
var count:u32=N;
|
||||
var base:u32=1;
|
||||
for (var layer:u32 = 0; layer<LAYERS; layer++){
|
||||
count=count>>1;
|
||||
var step:u32=N/count;
|
||||
for (var i:u32 = 0; i<count; i++){
|
||||
mesh_output.primitives[base+i].indices = vec3<u32>(i*step, i*step+(step>>1), modulo(i*step+step,N));
|
||||
}
|
||||
base+=count;
|
||||
}
|
||||
}
|
||||
|
||||
@mesh(mesh_output)
|
||||
@payload(taskPayload)
|
||||
@workgroup_size(1)
|
||||
fn ms_debug_edge(){
|
||||
// draw two circles for now.
|
||||
const LAYERS:u32 = 3;
|
||||
const N:u32 = 2*(1<<LAYERS);
|
||||
mesh_output.vertex_count = 2*(3+2+4+8);
|
||||
mesh_output.primitive_count = 2*(1+2+4+8)+2;
|
||||
|
||||
var v0_world_position: vec4<f32> = model_instance.transform * ve_verts[0];
|
||||
var v1_world_position: vec4<f32> = model_instance.transform * ve_verts[1];
|
||||
|
||||
var v0_screen_position: vec4<f32> = camera.proj * camera.view * v0_world_position;
|
||||
var v1_screen_position: vec4<f32> = camera.proj * camera.view * v1_world_position;
|
||||
|
||||
var edge_dir_world: vec4<f32> = normalize(v0_world_position - v1_world_position);
|
||||
var edge_dir_screen: vec4<f32> = camera.proj * camera.view * edge_dir_world;
|
||||
|
||||
for (var i:u32 = 0; i<=N/2; i++){
|
||||
// two half circles that make a whole
|
||||
var theta: f32 = f32(i) * tau / f32(N);
|
||||
var cos_sin: vec2<f32> = vec2(cos(theta), sin(theta));
|
||||
|
||||
// construct basis vectors
|
||||
var y_axis: vec2<f32> = edge_dir_screen.xy;
|
||||
var x_axis: vec2<f32> = y_axis.yx;
|
||||
x_axis.x = -x_axis.x;
|
||||
|
||||
var offset: vec4<f32> = vec4<f32>(0.5 * (x_axis * cos_sin.x + y_axis * cos_sin.y), 0.0, 0.0);;
|
||||
|
||||
mesh_output.vertices[i].position = v0_screen_position + offset;
|
||||
mesh_output.vertices[N/2+1+i].position = v1_screen_position - offset;
|
||||
}
|
||||
|
||||
// max area triangle indices
|
||||
// number of primitives per circle half
|
||||
const P:u32 = N/2;
|
||||
// the big triangles between the circles
|
||||
mesh_output.primitives[0].indices = vec3<u32>(0, N/2+1, P);
|
||||
mesh_output.primitives[P].indices = vec3<u32>(N/2+1, 0, P + N/2+1);
|
||||
|
||||
// 3 layers of infill triangles to approximate circle better than 1 triangle.
|
||||
// we start on the outer layer because it's easier to construct this way
|
||||
var count:u32=P;
|
||||
var base:u32=1;
|
||||
for (var layer:u32 = 0; layer<LAYERS; layer++){
|
||||
count=count>>1;
|
||||
var step:u32=P/count;
|
||||
for (var i:u32 = 0; i<count; i++){
|
||||
var indices = vec3<u32>(i*step, i*step+(step>>1), i*step+step);
|
||||
mesh_output.primitives[base+i].indices = indices;
|
||||
mesh_output.primitives[P+base+i].indices = indices + N/2+1;
|
||||
}
|
||||
base+=count;
|
||||
}
|
||||
}
|
||||
|
||||
//group 2 is the skybox texture
|
||||
@group(1)
|
||||
@binding(0)
|
||||
|
||||
Reference in New Issue
Block a user