debug rendering
This commit is contained in:
@@ -143,7 +143,7 @@ pub fn render_collider_debug() -> Vec<DrawCall>
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index_buffer: wireframe_box.index_buffer.clone(),
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num_indices: wireframe_box.num_indices,
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model,
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pipeline: Pipeline::Standard,
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pipeline: Pipeline::DebugLines,
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instance_buffer: Some(instance_buffer),
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num_instances: 1,
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tile_scale: 4.0,
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@@ -176,7 +176,7 @@ pub fn render_collider_debug() -> Vec<DrawCall>
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index_buffer: heightfield_mesh.index_buffer.clone(),
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num_indices: heightfield_mesh.num_indices,
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model: Mat4::IDENTITY,
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pipeline: Pipeline::Standard,
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pipeline: Pipeline::DebugLines,
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instance_buffer: Some(instance_buffer),
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num_instances: 1,
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tile_scale: 4.0,
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@@ -1 +1,4 @@
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pub mod collider_debug;
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pub mod mode;
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pub use mode::DebugMode;
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46
src/debug/mode.rs
Normal file
46
src/debug/mode.rs
Normal file
@@ -0,0 +1,46 @@
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#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]
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pub enum DebugMode
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{
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#[default]
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None,
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Normals,
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Uv,
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Depth,
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Wireframe,
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Colliders,
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ShadowMap,
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SnowLight,
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}
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impl DebugMode
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{
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pub fn cycle(self) -> Self
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{
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match self
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{
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DebugMode::None => DebugMode::Normals,
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DebugMode::Normals => DebugMode::Uv,
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DebugMode::Uv => DebugMode::Depth,
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DebugMode::Depth => DebugMode::Wireframe,
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DebugMode::Wireframe => DebugMode::Colliders,
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DebugMode::Colliders => DebugMode::ShadowMap,
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DebugMode::ShadowMap => DebugMode::SnowLight,
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DebugMode::SnowLight => DebugMode::None,
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}
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}
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pub fn as_u32(self) -> u32
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{
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match self
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{
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DebugMode::None => 0,
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DebugMode::Normals => 1,
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DebugMode::Uv => 2,
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DebugMode::Depth => 3,
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DebugMode::Wireframe => 4,
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DebugMode::Colliders => 5,
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DebugMode::ShadowMap => 6,
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DebugMode::SnowLight => 7,
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}
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}
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}
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15
src/main.rs
15
src/main.rs
@@ -16,6 +16,8 @@ mod texture;
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mod utility;
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mod world;
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use crate::debug::{collider_debug, DebugMode};
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use std::time::{Duration, Instant};
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use glam::Vec3;
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@@ -94,6 +96,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
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render::set_snow_depth(&snow_layer.depth_texture_view);
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let mut noclip_mode = true;
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let mut debug_mode = DebugMode::default();
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let camera_entity = CameraBundle {
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position: camera_spawn,
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@@ -146,6 +149,12 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
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noclip_toggle_system(&mut world, &input_state, camera_entity, &mut noclip_mode);
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if input_state.debug_cycle_just_pressed
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{
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debug_mode = debug_mode.cycle();
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println!("Debug mode: {:?}", debug_mode);
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}
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camera_input_system(&mut world, &input_state);
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if noclip_mode
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@@ -183,6 +192,11 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
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let mut draw_calls = render_system(&world);
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draw_calls.extend(snow_layer.get_draw_calls());
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if debug_mode == DebugMode::Colliders
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{
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draw_calls.extend(collider_debug::render_collider_debug());
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}
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if let Some((camera_entity, camera_component)) = world.active_camera()
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{
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if let Some(camera_transform) = world.transforms.get(camera_entity)
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@@ -201,6 +215,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
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&draw_calls,
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time,
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delta,
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debug_mode,
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);
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}
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}
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232
src/render/debug_overlay.rs
Normal file
232
src/render/debug_overlay.rs
Normal file
@@ -0,0 +1,232 @@
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use crate::postprocess::ScreenVertex;
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pub struct DebugOverlay
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{
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pipeline_shadow: wgpu::RenderPipeline,
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pipeline_snow_light: wgpu::RenderPipeline,
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shadow_bind_group_layout: wgpu::BindGroupLayout,
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snow_light_bind_group_layout: wgpu::BindGroupLayout,
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}
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impl DebugOverlay
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{
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self
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{
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let shader_source = std::fs::read_to_string("src/shaders/debug_overlay.wgsl")
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.expect("Failed to read debug_overlay.wgsl");
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Debug Overlay Shader"),
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source: wgpu::ShaderSource::Wgsl(shader_source.into()),
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});
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let shadow_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Shadow Debug Bind Group Layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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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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let snow_light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Snow Light Debug Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let shadow_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Shadow Debug Pipeline Layout"),
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bind_group_layouts: &[&shadow_bind_group_layout],
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push_constant_ranges: &[],
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});
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let snow_light_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Snow Light Debug Pipeline Layout"),
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bind_group_layouts: &[&snow_light_bind_group_layout],
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push_constant_ranges: &[],
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});
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let color_target = wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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};
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let pipeline_shadow = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Shadow Debug Pipeline"),
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layout: Some(&shadow_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[ScreenVertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_shadow_map"),
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targets: &[Some(color_target.clone())],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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let pipeline_snow_light =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Snow Light Debug Pipeline"),
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layout: Some(&snow_light_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[ScreenVertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_snow_light"),
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targets: &[Some(color_target)],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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Self {
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pipeline_shadow,
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pipeline_snow_light,
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shadow_bind_group_layout,
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snow_light_bind_group_layout,
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}
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}
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pub fn render_shadow_map(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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shadow_view: &wgpu::TextureView,
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quad_vb: &wgpu::Buffer,
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quad_ib: &wgpu::Buffer,
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quad_num_indices: u32,
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device: &wgpu::Device,
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)
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{
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Shadow Debug Bind Group"),
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layout: &self.shadow_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(shadow_view),
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}],
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});
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Shadow Debug Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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pass.set_pipeline(&self.pipeline_shadow);
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pass.set_bind_group(0, &bind_group, &[]);
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pass.set_vertex_buffer(0, quad_vb.slice(..));
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pass.set_index_buffer(quad_ib.slice(..), wgpu::IndexFormat::Uint16);
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pass.draw_indexed(0..quad_num_indices, 0, 0..1);
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}
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pub fn render_snow_light(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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snow_light_view: &wgpu::TextureView,
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snow_light_sampler: &wgpu::Sampler,
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quad_vb: &wgpu::Buffer,
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quad_ib: &wgpu::Buffer,
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quad_num_indices: u32,
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device: &wgpu::Device,
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)
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{
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Snow Light Debug Bind Group"),
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layout: &self.snow_light_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(snow_light_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(snow_light_sampler),
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},
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],
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});
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Snow Light Debug Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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pass.set_pipeline(&self.pipeline_snow_light);
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pass.set_bind_group(0, &bind_group, &[]);
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pass.set_vertex_buffer(0, quad_vb.slice(..));
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pass.set_index_buffer(quad_ib.slice(..), wgpu::IndexFormat::Uint16);
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pass.draw_indexed(0..quad_num_indices, 0, 0..1);
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}
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}
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@@ -1,16 +1,18 @@
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mod bind_group;
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mod debug_overlay;
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mod pipeline;
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mod shadow;
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mod types;
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pub use types::{DrawCall, Pipeline, Spotlight, SpotlightRaw, Uniforms, MAX_SPOTLIGHTS};
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use crate::debug::DebugMode;
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use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
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use crate::texture::{DitherTextures, FlowmapTexture};
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use pipeline::{create_debug_lines_pipeline, create_main_pipeline, create_snow_clipmap_pipeline,
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create_wireframe_pipeline};
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use std::cell::RefCell;
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use pipeline::{create_main_pipeline, create_snow_clipmap_pipeline};
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pub struct Renderer
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{
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pub device: wgpu::Device,
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@@ -22,6 +24,10 @@ pub struct Renderer
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standard_pipeline: wgpu::RenderPipeline,
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snow_clipmap_pipeline: wgpu::RenderPipeline,
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wireframe_pipeline: Option<wgpu::RenderPipeline>,
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debug_lines_pipeline: Option<wgpu::RenderPipeline>,
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debug_overlay: Option<debug_overlay::DebugOverlay>,
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wireframe_supported: bool,
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uniform_buffer: wgpu::Buffer,
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bind_group_layout: wgpu::BindGroupLayout,
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@@ -84,8 +90,21 @@ impl Renderer
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.await
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.map_err(|_| "Failed to find adapter")?;
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let wireframe_supported =
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adapter.features().contains(wgpu::Features::POLYGON_MODE_LINE);
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let required_features = if wireframe_supported
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{
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wgpu::Features::POLYGON_MODE_LINE
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}
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else
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{
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wgpu::Features::empty()
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};
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor::default())
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.request_device(&wgpu::DeviceDescriptor {
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required_features,
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..Default::default()
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})
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.await?;
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let size = window.size();
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@@ -442,6 +461,20 @@ impl Renderer
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let blit_pipeline = create_blit_pipeline(&device, config.format, &blit_bind_group_layout);
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let wireframe_pipeline = if wireframe_supported
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{
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Some(create_wireframe_pipeline(&device, config.format, &bind_group_layout))
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}
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else
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{
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None
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};
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let debug_lines_pipeline =
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Some(create_debug_lines_pipeline(&device, config.format, &bind_group_layout));
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let debug_overlay = Some(debug_overlay::DebugOverlay::new(&device, config.format));
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let shadow_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Shadow Bind Group Layout"),
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@@ -465,6 +498,10 @@ impl Renderer
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framebuffer,
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standard_pipeline,
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snow_clipmap_pipeline,
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wireframe_pipeline,
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debug_lines_pipeline,
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debug_overlay,
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wireframe_supported,
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uniform_buffer,
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bind_group_layout,
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bind_group,
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@@ -508,6 +545,7 @@ impl Renderer
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draw_calls: &[DrawCall],
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time: f32,
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delta_time: f32,
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debug_mode: DebugMode,
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)
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{
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let light_view_projections = self.calculate_light_view_projections();
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@@ -563,6 +601,7 @@ impl Renderer
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draw_call.enable_dissolve,
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draw_call.enable_snow_light,
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&self.spotlights,
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debug_mode.as_u32(),
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);
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self.queue
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.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
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@@ -614,6 +653,10 @@ impl Renderer
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{
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Pipeline::Standard => &self.standard_pipeline,
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Pipeline::SnowClipmap => &self.snow_clipmap_pipeline,
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Pipeline::DebugLines => self
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||||
.debug_lines_pipeline
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.as_ref()
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||||
.unwrap_or(&self.standard_pipeline),
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};
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render_pass.set_pipeline(pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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@@ -636,6 +679,138 @@ impl Renderer
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}
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||||
}
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|
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if debug_mode == DebugMode::Wireframe
|
||||
{
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||||
if let Some(ref wireframe_pipeline) = self.wireframe_pipeline
|
||||
{
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||||
for draw_call in draw_calls.iter()
|
||||
{
|
||||
if matches!(draw_call.pipeline, Pipeline::SnowClipmap | Pipeline::DebugLines)
|
||||
{
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||||
continue;
|
||||
}
|
||||
|
||||
let uniforms = Uniforms::new(
|
||||
draw_call.model,
|
||||
*view,
|
||||
*projection,
|
||||
&light_view_projections,
|
||||
camera_position,
|
||||
player_position,
|
||||
self.terrain_height_scale,
|
||||
time,
|
||||
self.shadow_bias,
|
||||
draw_call.tile_scale,
|
||||
draw_call.enable_dissolve,
|
||||
draw_call.enable_snow_light,
|
||||
&self.spotlights,
|
||||
4,
|
||||
);
|
||||
self.queue.write_buffer(
|
||||
&self.uniform_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[uniforms]),
|
||||
);
|
||||
|
||||
{
|
||||
let mut wire_pass =
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Wireframe Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &self.framebuffer.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
depth_slice: None,
|
||||
})],
|
||||
depth_stencil_attachment: Some(
|
||||
wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.framebuffer.depth_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: wgpu::StoreOp::Store,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
},
|
||||
),
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
});
|
||||
|
||||
wire_pass.set_pipeline(wireframe_pipeline);
|
||||
wire_pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
wire_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
||||
|
||||
if let Some(ref instance_buffer) = draw_call.instance_buffer
|
||||
{
|
||||
wire_pass.set_vertex_buffer(1, instance_buffer.slice(..));
|
||||
}
|
||||
|
||||
wire_pass.set_index_buffer(
|
||||
draw_call.index_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint32,
|
||||
);
|
||||
wire_pass.draw_indexed(
|
||||
0..draw_call.num_indices,
|
||||
0,
|
||||
0..draw_call.num_instances,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if debug_mode == DebugMode::ShadowMap
|
||||
{
|
||||
if let Some(ref overlay) = self.debug_overlay
|
||||
{
|
||||
let shadow_view = &self.shadow_map_view;
|
||||
let framebuffer_view = &self.framebuffer.view;
|
||||
let quad_vb = &self.quad_vb;
|
||||
let quad_ib = &self.quad_ib;
|
||||
let quad_num = self.quad_num_indices;
|
||||
let device = &self.device;
|
||||
overlay.render_shadow_map(
|
||||
&mut encoder,
|
||||
framebuffer_view,
|
||||
shadow_view,
|
||||
quad_vb,
|
||||
quad_ib,
|
||||
quad_num,
|
||||
device,
|
||||
);
|
||||
}
|
||||
}
|
||||
else if debug_mode == DebugMode::SnowLight
|
||||
{
|
||||
if let Some(ref overlay) = self.debug_overlay
|
||||
{
|
||||
let snow_light_view = self
|
||||
.snow_light_accumulation
|
||||
.as_ref()
|
||||
.map(|s| s.read_view())
|
||||
.unwrap_or(&self.dummy_snow_light_view);
|
||||
let framebuffer_view = &self.framebuffer.view;
|
||||
let quad_vb = &self.quad_vb;
|
||||
let quad_ib = &self.quad_ib;
|
||||
let quad_num = self.quad_num_indices;
|
||||
let device = &self.device;
|
||||
let sampler = &self.dummy_snow_light_sampler;
|
||||
overlay.render_snow_light(
|
||||
&mut encoder,
|
||||
framebuffer_view,
|
||||
snow_light_view,
|
||||
sampler,
|
||||
quad_vb,
|
||||
quad_ib,
|
||||
quad_num,
|
||||
device,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
|
||||
let frame = match self.surface.get_current_texture()
|
||||
@@ -849,6 +1024,7 @@ pub fn render(
|
||||
draw_calls: &[DrawCall],
|
||||
time: f32,
|
||||
delta_time: f32,
|
||||
debug_mode: DebugMode,
|
||||
)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
@@ -862,6 +1038,7 @@ pub fn render(
|
||||
draw_calls,
|
||||
time,
|
||||
delta_time,
|
||||
debug_mode,
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -136,6 +136,150 @@ pub fn create_main_pipeline(
|
||||
})
|
||||
}
|
||||
|
||||
pub fn create_wireframe_pipeline(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
bind_group_layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::RenderPipeline
|
||||
{
|
||||
let compiler = Wesl::new("src/shaders");
|
||||
let shader_source = compiler
|
||||
.compile(&"package::main".parse().unwrap())
|
||||
.inspect_err(|e| eprintln!("WESL error: {e}"))
|
||||
.unwrap()
|
||||
.to_string();
|
||||
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Wireframe Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Wireframe Pipeline Layout"),
|
||||
bind_group_layouts: &[bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Wireframe Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[
|
||||
crate::loaders::mesh::Vertex::desc(),
|
||||
crate::loaders::mesh::InstanceRaw::desc(),
|
||||
],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: Default::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
polygon_mode: wgpu::PolygonMode::Line,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: false,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn create_debug_lines_pipeline(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
bind_group_layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::RenderPipeline
|
||||
{
|
||||
let compiler = Wesl::new("src/shaders");
|
||||
let shader_source = compiler
|
||||
.compile(&"package::main".parse().unwrap())
|
||||
.inspect_err(|e| eprintln!("WESL error: {e}"))
|
||||
.unwrap()
|
||||
.to_string();
|
||||
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Debug Lines Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Debug Lines Pipeline Layout"),
|
||||
bind_group_layouts: &[bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Debug Lines Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[
|
||||
crate::loaders::mesh::Vertex::desc(),
|
||||
crate::loaders::mesh::InstanceRaw::desc(),
|
||||
],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: Default::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::LineList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: false,
|
||||
depth_compare: wgpu::CompareFunction::Always,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn create_snow_clipmap_pipeline(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use glam::Mat4;
|
||||
|
||||
use super::types::{DrawCall, Uniforms, MAX_SPOTLIGHTS};
|
||||
use super::types::{DrawCall, Pipeline, Uniforms, MAX_SPOTLIGHTS};
|
||||
use super::Renderer;
|
||||
|
||||
impl Renderer
|
||||
@@ -31,6 +31,7 @@ impl Renderer
|
||||
false,
|
||||
false,
|
||||
&self.spotlights,
|
||||
0,
|
||||
);
|
||||
self.queue.write_buffer(
|
||||
&self.uniform_buffer,
|
||||
@@ -84,6 +85,11 @@ impl Renderer
|
||||
|
||||
for draw_call in draw_calls.iter()
|
||||
{
|
||||
if matches!(draw_call.pipeline, Pipeline::DebugLines)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
shadow_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
||||
|
||||
if let Some(ref instance_buffer) = draw_call.instance_buffer
|
||||
|
||||
@@ -73,7 +73,7 @@ pub struct Uniforms
|
||||
pub enable_dissolve: u32,
|
||||
pub enable_snow_light: u32,
|
||||
pub spotlight_count: u32,
|
||||
pub _padding1: u32,
|
||||
pub debug_mode: u32,
|
||||
pub _padding2: u32,
|
||||
pub _padding3: u32,
|
||||
pub spotlights: [SpotlightRaw; MAX_SPOTLIGHTS],
|
||||
@@ -95,6 +95,7 @@ impl Uniforms
|
||||
enable_dissolve: bool,
|
||||
enable_snow_light: bool,
|
||||
spotlights: &[Spotlight],
|
||||
debug_mode: u32,
|
||||
) -> Self
|
||||
{
|
||||
let mut spotlight_array = [SpotlightRaw::default(); MAX_SPOTLIGHTS];
|
||||
@@ -126,7 +127,7 @@ impl Uniforms
|
||||
enable_dissolve: if enable_dissolve { 1 } else { 0 },
|
||||
enable_snow_light: if enable_snow_light { 1 } else { 0 },
|
||||
spotlight_count: spotlights.len().min(MAX_SPOTLIGHTS) as u32,
|
||||
_padding1: 0,
|
||||
debug_mode,
|
||||
_padding2: 0,
|
||||
_padding3: 0,
|
||||
spotlights: spotlight_array,
|
||||
@@ -139,6 +140,7 @@ pub enum Pipeline
|
||||
{
|
||||
Standard,
|
||||
SnowClipmap,
|
||||
DebugLines,
|
||||
}
|
||||
|
||||
pub struct DrawCall
|
||||
|
||||
42
src/shaders/debug_overlay.wgsl
Normal file
42
src/shaders/debug_overlay.wgsl
Normal file
@@ -0,0 +1,42 @@
|
||||
struct VertexInput {
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) uv: vec2<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) uv: vec2<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var output: VertexOutput;
|
||||
output.clip_position = vec4<f32>(input.position, 0.0, 1.0);
|
||||
output.uv = input.uv;
|
||||
return output;
|
||||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
var t_shadow: texture_depth_2d_array;
|
||||
|
||||
@fragment
|
||||
fn fs_shadow_map(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let size = vec2<f32>(textureDimensions(t_shadow));
|
||||
let coord = vec2<i32>(input.uv * size);
|
||||
let depth = textureLoad(t_shadow, coord, 0, 0);
|
||||
let linearized = 1.0 - depth;
|
||||
return vec4<f32>(linearized, linearized, linearized, 1.0);
|
||||
}
|
||||
|
||||
@group(0) @binding(1)
|
||||
var t_snow_light: texture_2d<f32>;
|
||||
|
||||
@group(0) @binding(2)
|
||||
var t_sampler: sampler;
|
||||
|
||||
@fragment
|
||||
fn fs_snow_light(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let value = textureSample(t_snow_light, t_sampler, input.uv).r;
|
||||
let remapped = clamp(value * 10.0, 0.0, 1.0);
|
||||
return vec4<f32>(remapped, remapped, remapped, 1.0);
|
||||
}
|
||||
@@ -72,6 +72,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
}
|
||||
|
||||
output.dissolve_amount = dissolve_amount;
|
||||
output.uv = input.uv;
|
||||
|
||||
return output;
|
||||
}
|
||||
@@ -107,7 +108,17 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
}
|
||||
}
|
||||
|
||||
return vec4<f32>(brightness, brightness, brightness, 1.0);
|
||||
switch uniforms.debug_mode {
|
||||
case 1u { return vec4(in.world_normal * 0.5 + 0.5, 1.0); }
|
||||
case 2u { return vec4(fract(in.uv), 0.0, 1.0); }
|
||||
case 3u {
|
||||
let d = in.clip_position.z / in.clip_position.w;
|
||||
let lin = (d - 0.95) / 0.05;
|
||||
return vec4(vec3(lin), 1.0);
|
||||
}
|
||||
case 4u { return vec4(1.0); }
|
||||
default { return vec4(brightness, brightness, brightness, 1.0); }
|
||||
}
|
||||
}
|
||||
|
||||
@group(1) @binding(0)
|
||||
@@ -172,6 +183,7 @@ fn vs_snow_main(in: VertexInput) -> VertexOutput {
|
||||
out.world_normal = normal;
|
||||
out.clip_position = uniforms.projection * uniforms.view * vec4<f32>(world_position, 1.0);
|
||||
out.dissolve_amount = in.instance_dissolve;
|
||||
out.uv = uv;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@ struct VertexOutput {
|
||||
@location(0) world_position: vec3<f32>,
|
||||
@location(1) world_normal: vec3<f32>,
|
||||
@location(2) dissolve_amount: f32,
|
||||
@location(3) uv: vec2<f32>,
|
||||
}
|
||||
|
||||
const MAX_SPOTLIGHTS: u32 = 4u;
|
||||
@@ -47,7 +48,7 @@ struct Uniforms {
|
||||
enable_dissolve: u32,
|
||||
enable_snow_light: u32,
|
||||
spotlight_count: u32,
|
||||
_padding1: u32,
|
||||
debug_mode: u32,
|
||||
_padding2: u32,
|
||||
_padding3: u32,
|
||||
spotlights: array<Spotlight, 4>,
|
||||
|
||||
@@ -12,6 +12,7 @@ pub struct InputState
|
||||
|
||||
pub space_just_pressed: bool,
|
||||
pub noclip_just_pressed: bool,
|
||||
pub debug_cycle_just_pressed: bool,
|
||||
|
||||
pub mouse_delta: (f32, f32),
|
||||
pub mouse_captured: bool,
|
||||
@@ -32,6 +33,7 @@ impl InputState
|
||||
shift: false,
|
||||
space_just_pressed: false,
|
||||
noclip_just_pressed: false,
|
||||
debug_cycle_just_pressed: false,
|
||||
mouse_delta: (0.0, 0.0),
|
||||
mouse_captured: true,
|
||||
noclip_mode: false,
|
||||
@@ -110,6 +112,7 @@ impl InputState
|
||||
}
|
||||
Keycode::LShift | Keycode::RShift => self.shift = true,
|
||||
Keycode::N => self.noclip_just_pressed = true,
|
||||
Keycode::F1 => self.debug_cycle_just_pressed = true,
|
||||
_ =>
|
||||
{}
|
||||
}
|
||||
@@ -154,6 +157,7 @@ impl InputState
|
||||
{
|
||||
self.space_just_pressed = false;
|
||||
self.noclip_just_pressed = false;
|
||||
self.debug_cycle_just_pressed = false;
|
||||
self.mouse_delta = (0.0, 0.0);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user