debug rendering

This commit is contained in:
Jonas H
2026-03-03 19:44:52 +01:00
parent 53a8276a3c
commit d037fc4acd
13 changed files with 694 additions and 10 deletions

232
src/render/debug_overlay.rs Normal file
View File

@@ -0,0 +1,232 @@
use crate::postprocess::ScreenVertex;
pub struct DebugOverlay
{
pipeline_shadow: wgpu::RenderPipeline,
pipeline_snow_light: wgpu::RenderPipeline,
shadow_bind_group_layout: wgpu::BindGroupLayout,
snow_light_bind_group_layout: wgpu::BindGroupLayout,
}
impl DebugOverlay
{
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self
{
let shader_source = std::fs::read_to_string("src/shaders/debug_overlay.wgsl")
.expect("Failed to read debug_overlay.wgsl");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Debug Overlay Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
});
let shadow_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Shadow Debug Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
}],
});
let snow_light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Snow Light Debug Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let shadow_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Shadow Debug Pipeline Layout"),
bind_group_layouts: &[&shadow_bind_group_layout],
push_constant_ranges: &[],
});
let snow_light_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Snow Light Debug Pipeline Layout"),
bind_group_layouts: &[&snow_light_bind_group_layout],
push_constant_ranges: &[],
});
let color_target = wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
};
let pipeline_shadow = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Shadow Debug Pipeline"),
layout: Some(&shadow_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[ScreenVertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_shadow_map"),
targets: &[Some(color_target.clone())],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
let pipeline_snow_light =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Snow Light Debug Pipeline"),
layout: Some(&snow_light_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[ScreenVertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_snow_light"),
targets: &[Some(color_target)],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
pipeline_shadow,
pipeline_snow_light,
shadow_bind_group_layout,
snow_light_bind_group_layout,
}
}
pub fn render_shadow_map(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
shadow_view: &wgpu::TextureView,
quad_vb: &wgpu::Buffer,
quad_ib: &wgpu::Buffer,
quad_num_indices: u32,
device: &wgpu::Device,
)
{
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Shadow Debug Bind Group"),
layout: &self.shadow_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(shadow_view),
}],
});
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shadow Debug Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_pipeline(&self.pipeline_shadow);
pass.set_bind_group(0, &bind_group, &[]);
pass.set_vertex_buffer(0, quad_vb.slice(..));
pass.set_index_buffer(quad_ib.slice(..), wgpu::IndexFormat::Uint16);
pass.draw_indexed(0..quad_num_indices, 0, 0..1);
}
pub fn render_snow_light(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
snow_light_view: &wgpu::TextureView,
snow_light_sampler: &wgpu::Sampler,
quad_vb: &wgpu::Buffer,
quad_ib: &wgpu::Buffer,
quad_num_indices: u32,
device: &wgpu::Device,
)
{
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Snow Light Debug Bind Group"),
layout: &self.snow_light_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(snow_light_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(snow_light_sampler),
},
],
});
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Snow Light Debug Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_pipeline(&self.pipeline_snow_light);
pass.set_bind_group(0, &bind_group, &[]);
pass.set_vertex_buffer(0, quad_vb.slice(..));
pass.set_index_buffer(quad_ib.slice(..), wgpu::IndexFormat::Uint16);
pass.draw_indexed(0..quad_num_indices, 0, 0..1);
}
}