mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Use normal and material gbuffer to improve quality of SSR
This commit is contained in:
parent
0052af85bc
commit
26a98a3d9b
@ -46,6 +46,9 @@ uniform u_locals {
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mat4 all_mat_inv;
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};
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layout(set = 2, binding = 5)
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uniform utexture2D t_src_mat;
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layout(location = 0) out vec4 tgt_color;
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vec3 wpos_at(vec2 uv) {
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@ -79,6 +82,14 @@ float depth_at(vec2 uv) {
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void main() {
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vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
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uvec2 mat_sz = textureSize(usampler2D(t_src_mat, s_src_depth), 0);
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uvec4 mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz), ivec2(0), ivec2(mat_sz) - 1), 0);
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#ifdef EXPERIMENTAL_VIEWNORMALS
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color.rgb = vec3(mat.xyz) / 255.0;
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return;
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#endif
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(color.rgb, 1);
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return;
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@ -126,8 +137,8 @@ void main() {
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cloud_blend = 1.0 - color.a;
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#if (FLUID_MODE >= FLUID_MODE_MEDIUM || REFLECTION_MODE >= REFLECTION_MODE_MEDIUM)
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if (dir.z < 0.0) {
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vec3 surf_norm = normalize(vec3(nz * 0.3 / (1.0 + dist * 0.1), 1));
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if (mat.a != MAT_SKY) {
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vec3 surf_norm = vec3(texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz), ivec2(0), ivec2(mat_sz) - 1), 0).xyz) / 127.0 - 1.0;
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vec3 refl_dir = reflect(dir, surf_norm);
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vec4 clip = (all_mat * vec4(cam_pos.xyz + refl_dir, 1.0));
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@ -180,11 +191,27 @@ void main() {
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clamp((new_dist - dist * 0.5) / (dist * 0.5), 0.0, 1.0)
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);
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vec3 refl_col;
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// Did we hit a surface during reflection?
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if (merge > 0.0) {
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vec3 new_col = texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0).rgb;
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new_col = get_cloud_color(new_col.rgb, refl_dir, wpos, time_of_day.x, distance(new_wpos, wpos.xyz), 1.0);
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color.rgb = mix(color.rgb, new_col, min(merge * (color.a * 2.0), 0.75));
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// Yes: grab the new material from screen space
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uvec4 new_mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0);
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// If it's the sky, just go determine the sky color analytically to avoid sampling the incomplete skybox
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// Otherwise, pull the color from the screen-space color buffer
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if (new_mat.a == MAT_SKY) {
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refl_col = get_sky_color(refl_dir, time_of_day.x, wpos, vec3(-100000), 0.125, true, 1.0, true, 1.0);
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} else {
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refl_col = texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0).rgb;
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}
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// Apply clouds to reflected colour
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refl_col = get_cloud_color(refl_col, refl_dir, wpos, time_of_day.x, distance(new_wpos, wpos.xyz), 1.0);
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} else {
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// No: assume that anything off-screen is the colour of the sky
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refl_col = min(get_sky_color(refl_dir, time_of_day.x, wpos - focus_off.xyz, vec3(-100000), 0.125, true, 1.0, true, 1.0), vec3(1));
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// Apply clouds to reflection
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refl_col = get_cloud_color(refl_col, refl_dir, wpos, time_of_day.x, 100000.0, 1.0);
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}
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color.rgb = mix(color.rgb, refl_col, min(color.a * 2.0, 0.75));
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cloud_blend = 1;
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} else {
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#else
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@ -83,6 +83,7 @@ uniform u_bones {
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};
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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void main() {
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// vec2 texSize = textureSize(t_col_light, 0);
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@ -299,4 +300,5 @@ void main() {
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// }
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tgt_color = vec4(surf_color, 1.0);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE);
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}
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@ -46,6 +46,7 @@ uniform u_locals {
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};
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <sky.glsl>
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#include <light.glsl>
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@ -238,4 +239,5 @@ void main() {
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vec4 color = vec4(surf_color, opacity);
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tgt_color = color;
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FLUID);
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}
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@ -48,6 +48,7 @@ uniform u_locals {
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};
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <cloud.glsl>
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#include <light.glsl>
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@ -82,14 +83,14 @@ vec4 wave_height(vec4 posx, vec4 posy) {
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posy *= 0.2;
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const float drag_factor = 0.035;
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const int iters = 21;
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const float scale = 25.0;
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const float scale = 15.0;
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#else
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float speed = 2.0;
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posx *= 0.3;
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posy *= 0.3;
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const float drag_factor = 0.04;
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const int iters = 11;
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const float scale = 5.0;
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const float scale = 3.0;
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#endif
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const float iter_shift = (3.14159 * 2.0) / 7.3;
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@ -427,4 +428,5 @@ void main() {
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); */
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tgt_color = color;
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tgt_mat = uvec4(uvec3((norm + 1.0) * 127.0), MAT_FLUID);
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}
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@ -52,6 +52,12 @@
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#define MEDIUM_AIR 0
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#define MEDIUM_WATER 1
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#define MAT_SKY 0
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#define MAT_BLOCK 1
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#define MAT_FLUID 2
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#define MAT_FIGURE 3
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#define MAT_LOD 4
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// An arbitrary value that represents a very far distance (at least as far as the player should be able to see) without
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// being too far that we end up with precision issues (used in clouds and elsewhere).
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#define DIST_CAP 50000
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@ -25,6 +25,7 @@ layout(location = 3) in vec3 model_pos;
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layout(location = 4) in float snow_cover;
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <sky.glsl>
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#include <light.glsl>
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@ -123,4 +124,5 @@ void main() {
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
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tgt_color = vec4(surf_color, 1.0);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD);
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}
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@ -31,6 +31,7 @@ layout(location = 2) in float pull_down;
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// in vec4 f_square;
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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/// const vec4 sun_pos = vec4(0);
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// const vec4 light_pos[2] = vec4[](vec4(0), vec4(0)/*, vec3(00), vec3(0), vec3(0), vec3(0)*/);
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@ -687,4 +688,5 @@ void main() {
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// color = surf_color;
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tgt_color = vec4(surf_color, surf_alpha);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD);
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}
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@ -26,6 +26,7 @@ layout(location = 2) in vec4 f_col;
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layout(location = 3) in float f_reflect;
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <sky.glsl>
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#include <light.glsl>
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@ -106,4 +107,5 @@ void main() {
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// Temporarily disable particle transparency to avoid artifacts
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tgt_color = vec4(surf_color, 1.0 /*f_col.a*/);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_BLOCK);
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}
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@ -23,6 +23,7 @@
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layout(location = 0) in vec3 f_pos;
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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void main() {
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#ifdef EXPERIMENTAL_BAREMINIMUM
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@ -56,4 +57,5 @@ void main() {
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vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist;
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tgt_color = vec4(cam_attenuation * get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, wpos, 1.0, true, refractionIndex, false, 1.0), 1.0);
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tgt_mat = uvec4(uvec3(0), MAT_SKY);
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}
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@ -32,6 +32,7 @@ layout(set = 2, binding = 1)
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uniform sampler s_col_light;
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <sky.glsl>
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#include <light.glsl>
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@ -125,5 +126,6 @@ void main() {
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surf_color += f_select * (surf_color + 0.1) * vec3(0.15, 0.15, 0.15);
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tgt_color = vec4(surf_color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1));
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE);
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//tgt_color = vec4(-f_norm, 1.0);
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}
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@ -58,6 +58,7 @@ uniform u_locals {
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};
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <sky.glsl>
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#include <light.glsl>
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@ -530,5 +531,6 @@ void main() {
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surf_color += f_select * (surf_color + 0.1) * vec3(0.5, 0.5, 0.5);
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tgt_color = vec4(surf_color, f_alpha);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_BLOCK);
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//tgt_color = vec4(f_norm, f_alpha);
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}
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@ -527,4 +527,6 @@ pub enum ExperimentalShader {
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NoRainbows,
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/// Add extra detailing to puddles.
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PuddleDetails,
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/// Show the normal buffers.
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ViewNormals,
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}
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@ -88,6 +88,17 @@ impl CloudsLayout {
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},
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count: None,
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},
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// Materials source
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wgpu::BindGroupLayoutEntry {
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binding: 5,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Uint,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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],
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}),
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}
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@ -97,6 +108,7 @@ impl CloudsLayout {
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&self,
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device: &wgpu::Device,
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src_color: &wgpu::TextureView,
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src_mat: &wgpu::TextureView,
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src_depth: &wgpu::TextureView,
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sampler: &wgpu::Sampler,
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depth_sampler: &wgpu::Sampler,
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@ -126,6 +138,10 @@ impl CloudsLayout {
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binding: 4,
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resource: locals.buf().as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::TextureView(src_mat),
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},
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],
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});
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@ -130,11 +130,18 @@ impl DebugPipeline {
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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targets: &[
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrite::ALL,
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},
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrite::empty(),
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},
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],
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}),
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});
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@ -233,11 +233,18 @@ impl FigurePipeline {
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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targets: &[
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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},
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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}),
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});
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@ -122,22 +122,29 @@ impl FluidPipeline {
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Min,
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},
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}),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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targets: &[
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Min,
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},
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}),
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write_mask: wgpu::ColorWrite::ALL,
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},
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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}),
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});
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@ -137,11 +137,18 @@ impl LodObjectPipeline {
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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targets: &[
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrite::ALL,
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},
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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}),
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});
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@ -252,11 +252,18 @@ impl LodTerrainPipeline {
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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targets: &[
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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},
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wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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}),
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});
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@ -245,23 +245,30 @@ impl ParticlePipeline {
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
// TODO: use a constant and/or pass in this format on pipeline construction
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::One,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
targets: &[
|
||||
wgpu::ColorTargetState {
|
||||
// TODO: use a constant and/or pass in this format on pipeline construction
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::One,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba8Uint,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
],
|
||||
}),
|
||||
});
|
||||
|
||||
|
@ -91,18 +91,25 @@ impl SkyboxPipeline {
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: fs_module,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::Zero,
|
||||
dst_factor: wgpu::BlendFactor::One,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
targets: &[
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::Zero,
|
||||
dst_factor: wgpu::BlendFactor::One,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba8Uint,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
],
|
||||
}),
|
||||
});
|
||||
|
||||
|
@ -325,23 +325,30 @@ impl SpritePipeline {
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: fs_module,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
// TODO: can we remove sprite transparency?
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::One,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
targets: &[
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
// TODO: can we remove sprite transparency?
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::One,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba8Uint,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
],
|
||||
}),
|
||||
});
|
||||
|
||||
|
@ -276,11 +276,18 @@ impl TerrainPipeline {
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: fs_module,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
targets: &[
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba8Uint,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
},
|
||||
],
|
||||
}),
|
||||
});
|
||||
|
||||
|
@ -85,6 +85,7 @@ struct Views {
|
||||
_win_depth: wgpu::TextureView,
|
||||
|
||||
tgt_color: wgpu::TextureView,
|
||||
tgt_mat: wgpu::TextureView,
|
||||
tgt_depth: wgpu::TextureView,
|
||||
|
||||
bloom_tgts: Option<[wgpu::TextureView; bloom::NUM_SIZES]>,
|
||||
@ -480,6 +481,7 @@ impl Renderer {
|
||||
clouds_locals,
|
||||
postprocess_locals,
|
||||
&views.tgt_color,
|
||||
&views.tgt_mat,
|
||||
&views.tgt_depth,
|
||||
views.bloom_tgts.as_ref().map(|tgts| locals::BloomParams {
|
||||
locals: bloom_sizes.map(|size| {
|
||||
@ -688,6 +690,7 @@ impl Renderer {
|
||||
&self.device,
|
||||
&self.layouts,
|
||||
&self.views.tgt_color,
|
||||
&self.views.tgt_mat,
|
||||
&self.views.tgt_depth,
|
||||
bloom_params,
|
||||
&self.views.tgt_color_pp,
|
||||
@ -802,7 +805,7 @@ impl Renderer {
|
||||
let sample_count = pipeline_modes.aa.samples();
|
||||
let levels = 1;
|
||||
|
||||
let color_view = |width, height| {
|
||||
let color_view = |width, height, format| {
|
||||
let tex = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: None,
|
||||
size: wgpu::Extent3d {
|
||||
@ -813,13 +816,13 @@ impl Renderer {
|
||||
mip_level_count: levels,
|
||||
sample_count,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
format,
|
||||
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
});
|
||||
|
||||
tex.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: None,
|
||||
format: Some(wgpu::TextureFormat::Rgba16Float),
|
||||
format: Some(format),
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
// TODO: why is this not Color?
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
@ -830,8 +833,10 @@ impl Renderer {
|
||||
})
|
||||
};
|
||||
|
||||
let tgt_color_view = color_view(width, height);
|
||||
let tgt_color_pp_view = color_view(width, height);
|
||||
let tgt_color_view = color_view(width, height, wgpu::TextureFormat::Rgba16Float);
|
||||
let tgt_color_pp_view = color_view(width, height, wgpu::TextureFormat::Rgba16Float);
|
||||
|
||||
let tgt_mat_view = color_view(width, height, wgpu::TextureFormat::Rgba8Uint);
|
||||
|
||||
let mut size_shift = 0;
|
||||
// TODO: skip creating bloom stuff when it is disabled
|
||||
@ -842,10 +847,9 @@ impl Renderer {
|
||||
size
|
||||
});
|
||||
|
||||
let bloom_tgt_views = pipeline_modes
|
||||
.bloom
|
||||
.is_on()
|
||||
.then(|| bloom_sizes.map(|size| color_view(size.x, size.y)));
|
||||
let bloom_tgt_views = pipeline_modes.bloom.is_on().then(|| {
|
||||
bloom_sizes.map(|size| color_view(size.x, size.y, wgpu::TextureFormat::Rgba16Float))
|
||||
});
|
||||
|
||||
let tgt_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: None,
|
||||
@ -899,6 +903,7 @@ impl Renderer {
|
||||
(
|
||||
Views {
|
||||
tgt_color: tgt_color_view,
|
||||
tgt_mat: tgt_mat_view,
|
||||
tgt_depth: tgt_depth_view,
|
||||
bloom_tgts: bloom_tgt_views,
|
||||
tgt_color_pp: tgt_color_pp_view,
|
||||
|
@ -223,14 +223,24 @@ impl<'frame> Drawer<'frame> {
|
||||
let mut render_pass =
|
||||
encoder.scoped_render_pass("first_pass", device, &wgpu::RenderPassDescriptor {
|
||||
label: Some("first pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
view: &self.borrow.views.tgt_color,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
store: true,
|
||||
color_attachments: &[
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: &self.borrow.views.tgt_color,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
store: true,
|
||||
},
|
||||
},
|
||||
}],
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: &self.borrow.views.tgt_mat,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
store: true,
|
||||
},
|
||||
},
|
||||
],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.borrow.views.tgt_depth,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
|
@ -29,6 +29,7 @@ impl Locals {
|
||||
clouds_locals: Consts<clouds::Locals>,
|
||||
postprocess_locals: Consts<postprocess::Locals>,
|
||||
tgt_color_view: &wgpu::TextureView,
|
||||
tgt_mat_view: &wgpu::TextureView,
|
||||
tgt_depth_view: &wgpu::TextureView,
|
||||
bloom: Option<BloomParams>,
|
||||
tgt_color_pp_view: &wgpu::TextureView,
|
||||
@ -38,6 +39,7 @@ impl Locals {
|
||||
let clouds_bind = layouts.clouds.bind(
|
||||
device,
|
||||
tgt_color_view,
|
||||
tgt_mat_view,
|
||||
tgt_depth_view,
|
||||
sampler,
|
||||
depth_sampler,
|
||||
@ -77,6 +79,7 @@ impl Locals {
|
||||
// Call when these are recreated and need to be rebound
|
||||
// e.g. resizing
|
||||
tgt_color_view: &wgpu::TextureView,
|
||||
tgt_mat_view: &wgpu::TextureView,
|
||||
tgt_depth_view: &wgpu::TextureView,
|
||||
bloom: Option<BloomParams>,
|
||||
tgt_color_pp_view: &wgpu::TextureView,
|
||||
@ -86,6 +89,7 @@ impl Locals {
|
||||
self.clouds_bind = layouts.clouds.bind(
|
||||
device,
|
||||
tgt_color_view,
|
||||
tgt_mat_view,
|
||||
tgt_depth_view,
|
||||
sampler,
|
||||
depth_sampler,
|
||||
|
Loading…
Reference in New Issue
Block a user