special case teapot rendering

take advantage of the empty depth buffer, render the true depth afterwards to embed the teapot wall into the scene
This commit is contained in:
Quaternions 2023-09-06 19:07:59 -07:00
parent 52cbda4710
commit 34bfeab267
2 changed files with 123 additions and 1 deletions

View File

@ -130,6 +130,9 @@ pub struct Skybox {
sky_pipeline: wgpu::RenderPipeline,
entity_pipeline: wgpu::RenderPipeline,
ground_pipeline: wgpu::RenderPipeline,
special_teapot: Model,
checkered_pipeline: wgpu::RenderPipeline,
depth_overwrite_pipeline: wgpu::RenderPipeline,
main_bind_group: wgpu::BindGroup,
camera_buf: wgpu::Buffer,
models: Vec<Model>,
@ -426,6 +429,60 @@ impl strafe_client::framework::Example for Skybox {
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let checkered_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Checkered"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_square",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_checkered",
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::Always,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let depth_overwrite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Overwrite"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_square",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_overwrite",
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: true,
depth_compare: wgpu::CompareFunction::Always,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
@ -560,6 +617,8 @@ impl strafe_client::framework::Example for Skybox {
})
}
let teapot = models.pop().unwrap();
let depth_view = Self::create_depth_texture(config, device);
Skybox {
@ -567,6 +626,9 @@ impl strafe_client::framework::Example for Skybox {
sky_pipeline,
entity_pipeline,
ground_pipeline,
special_teapot: teapot,
checkered_pipeline,
depth_overwrite_pipeline,
main_bind_group,
camera_buf,
models,
@ -686,7 +748,7 @@ impl strafe_client::framework::Example for Skybox {
let proj1 = glam::Mat4::orthographic_rh(-20.0, 20.0, -20.0, 20.0, -20.0, 20.0);
let model1 = glam::Mat4::from_euler(glam::EulerRot::YXZ, self.start_time.elapsed().as_secs_f32(),0f32,0f32);
self.models[2].transform_depth=proj1 * model1;
self.special_teapot.transform_depth=proj1 * model1;
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
@ -702,6 +764,19 @@ impl strafe_client::framework::Example for Skybox {
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//special teapot
{
let model_uniforms = get_model_uniform_data(&self.special_teapot);
self.staging_belt
.write_buffer(
&mut encoder,
&self.special_teapot.model_buf,//description of where data will be written when command is executed
0,//offset in staging belt?
wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
}
//This code only needs to run when the uniforms change
for model in self.models.iter() {
let model_uniforms = get_model_uniform_data(&model);
@ -745,6 +820,23 @@ impl strafe_client::framework::Example for Skybox {
rpass.set_bind_group(0, &self.main_bind_group, &[]);
//draw special teapot
rpass.set_bind_group(1, &self.special_teapot.bind_group, &[]);
rpass.set_pipeline(&self.checkered_pipeline);
rpass.draw(0..6, 0..1);
rpass.set_pipeline(&self.entity_pipeline);
rpass.set_vertex_buffer(0, self.special_teapot.vertex_buf.slice(..));
for entity in self.special_teapot.entities.iter() {
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
rpass.draw_indexed(0..entity.index_count, 0, 0..1);
}
rpass.set_pipeline(&self.depth_overwrite_pipeline);
rpass.draw(0..6, 0..1);
//draw models
rpass.set_pipeline(&self.entity_pipeline);
for model in self.models.iter() {
rpass.set_bind_group(1, &model.bind_group, &[]);

View File

@ -98,6 +98,23 @@ fn vs_entity(
return result;
}
@vertex
fn vs_square(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
// hacky way to draw two triangles that make a square
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
let tmp2 = i32(vertex_index)&1;
let pos = vec3<f32>(
(f32(tmp1) - 0.5)*1.8,
f32(tmp2) - 0.5,
0.0
);
var result: GroundOutput;
result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
return result;
}
@group(0)
@binding(1)
var r_texture: texture_cube<f32>;
@ -140,3 +157,16 @@ fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
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;
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
}
@fragment
fn fs_checkered(vertex: GroundOutput) -> @location(0) vec4<f32> {
let voxel_parity: f32 = f32(
u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
);
return vec4<f32>(vec3<f32>(1.0)*voxel_parity, 1.0);
}
@fragment
fn fs_overwrite(vertex: GroundOutput) {}