Merge pull request #444 from matthiascy/master

fix issue #442
This commit is contained in:
sotrh 2023-01-28 12:25:39 -07:00 committed by GitHub
commit 424a33bf3d
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 50 additions and 8 deletions

View File

@ -1,6 +1,7 @@
use std::iter;
use cgmath::prelude::*;
use wgpu::{include_spirv_raw};
use wgpu::util::DeviceExt;
use winit::{
event::*,
@ -295,7 +296,7 @@ struct DepthPass {
impl DepthPass {
fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
let texture = texture::Texture::create_depth_texture(device, config, "depth_texture");
let texture = texture::Texture::create_depth_texture_non_comparison_sampler(device, config, "depth_texture");
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Depth Pass Layout"),
@ -304,7 +305,7 @@ impl DepthPass {
binding: 0,
count: None,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
},
@ -313,7 +314,7 @@ impl DepthPass {
wgpu::BindGroupLayoutEntry {
binding: 1,
count: None,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
visibility: wgpu::ShaderStages::FRAGMENT,
},
],
@ -412,7 +413,7 @@ impl DepthPass {
}
fn resize(&mut self, device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) {
self.texture = texture::Texture::create_depth_texture(device, config, "depth_texture");
self.texture = texture::Texture::create_depth_texture_non_comparison_sampler(device, config, "depth_texture");
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.layout,
entries: &[

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@ -23,15 +23,15 @@ fn vs_main(
// Fragment shader
@group(0) @binding(0)
var t_shadow: texture_depth_2d;
@group(0)@binding(1)
var s_shadow: sampler_comparison;
var t_shadow: texture_2d<f32>;
@group(0) @binding(1)
var s_shadow: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let near = 0.1;
let far = 100.0;
let depth = textureSampleCompare(t_shadow, s_shadow, in.tex_coords, in.clip_position.w);
let depth = textureSample(t_shadow, s_shadow, in.tex_coords).x;
let r = (2.0 * near) / (far + near - depth * (far - near));
return vec4<f32>(vec3<f32>(r), 1.0);
}

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@ -53,6 +53,47 @@ impl Texture {
}
}
pub fn create_depth_texture_non_comparison_sampler(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
label: &str,
) -> Self {
let size = wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: None,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self {
texture,
view,
sampler,
}
}
pub fn from_bytes(
device: &wgpu::Device,
queue: &wgpu::Queue,