examples: add pixel post processing effect example
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9 changed files with 618 additions and 0 deletions
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@ -78,6 +78,7 @@ pub fn build(b: *std.build.Builder) void {
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.{ .name = "triangle-msaa" },
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.{ .name = "triangle-msaa" },
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.{ .name = "boids" },
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.{ .name = "boids" },
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.{ .name = "rotating-cube", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "rotating-cube", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "pixel-post-process", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "two-cubes", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "two-cubes", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "instanced-cube", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "instanced-cube", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "advanced-gen-texture-light", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "advanced-gen-texture-light", .packages = &[_]Pkg{Packages.zmath} },
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49
examples/pixel-post-process/cube_mesh.zig
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49
examples/pixel-post-process/cube_mesh.zig
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@ -0,0 +1,49 @@
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pub const Vertex = struct {
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pos: @Vector(3, f32),
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normal: @Vector(3, f32),
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uv: @Vector(2, f32),
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};
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pub const vertices = [_]Vertex{
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.{ .pos = .{ 1, -1, 1 }, .normal = .{ 0, -1, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, 1 }, .normal = .{ 0, -1, 0 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, -1, -1 }, .normal = .{ 0, -1, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, -1, -1 }, .normal = .{ 0, -1, 0 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, -1, 1 }, .normal = .{ 0, -1, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, -1 }, .normal = .{ 0, -1, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, 1 }, .normal = .{ 1, 0, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, 1 }, .normal = .{ 1, 0, 0 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ 1, -1, -1 }, .normal = .{ 1, 0, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, -1 }, .normal = .{ 1, 0, 0 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, 1, 1 }, .normal = .{ 1, 0, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, -1 }, .normal = .{ 1, 0, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, 1, 1 }, .normal = .{ 0, 1, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, 1, 1 }, .normal = .{ 0, 1, 0 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ 1, 1, -1 }, .normal = .{ 0, 1, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, 1, -1 }, .normal = .{ 0, 1, 0 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ -1, 1, 1 }, .normal = .{ 0, 1, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, 1, -1 }, .normal = .{ 0, 1, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, 1 }, .normal = .{ -1, 0, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, 1 }, .normal = .{ -1, 0, 0 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, 1, -1 }, .normal = .{ -1, 0, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, -1 }, .normal = .{ -1, 0, 0 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ -1, -1, 1 }, .normal = .{ -1, 0, 0 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, -1 }, .normal = .{ -1, 0, 0 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, 1 }, .normal = .{ 0, 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, 1 }, .normal = .{ 0, 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, -1, 1 }, .normal = .{ 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, 1 }, .normal = .{ 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, -1, 1 }, .normal = .{ 0, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, 1, 1 }, .normal = .{ 0, 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, -1 }, .normal = .{ 0, 0, -1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, -1 }, .normal = .{ 0, 0, -1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, 1, -1 }, .normal = .{ 0, 0, -1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, -1 }, .normal = .{ 0, 0, -1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, -1, -1 }, .normal = .{ 0, 0, -1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, -1 }, .normal = .{ 0, 0, -1 }, .uv = .{ 0, 0 } },
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};
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8
examples/pixel-post-process/frag.wgsl
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8
examples/pixel-post-process/frag.wgsl
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@ -0,0 +1,8 @@
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@fragment fn main(
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@location(0) normal: vec3<f32>,
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@location(1) uv: vec2<f32>,
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) -> @location(0) vec4<f32> {
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var color = floor((uv * 0.5 + 0.25) * 32) / 32;
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return vec4<f32>(color, 1, 1);
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}
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435
examples/pixel-post-process/main.zig
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435
examples/pixel-post-process/main.zig
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@ -0,0 +1,435 @@
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const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const glfw = @import("glfw");
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const zm = @import("zmath");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const Quad = @import("quad_mesh.zig").Quad;
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const quad = @import("quad_mesh.zig").quad;
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pub const App = @This();
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const pixel_size = 8;
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const UniformBufferObject = struct {
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mat: zm.Mat,
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};
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const PostUniformBufferObject = struct {
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width: u32,
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height: u32,
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pixel_size: u32 = pixel_size,
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};
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timer: mach.Timer = undefined,
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queue: *gpu.Queue,
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pipeline: *gpu.RenderPipeline,
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normal_pipeline: *gpu.RenderPipeline,
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vertex_buffer: *gpu.Buffer,
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uniform_buffer: *gpu.Buffer,
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bind_group: *gpu.BindGroup,
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post_pipeline: *gpu.RenderPipeline,
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post_vertex_buffer: *gpu.Buffer,
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post_uniform_buffer: *gpu.Buffer,
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post_bind_group: *gpu.BindGroup,
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draw_texture_view: *gpu.TextureView,
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depth_texture_view: *gpu.TextureView,
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normal_texture_view: *gpu.TextureView,
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pub fn init(app: *App, core: *mach.Core) !void {
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app.timer = try mach.Timer.start();
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app.create_render_textures(core);
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app.create_draw_pipeline(core);
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app.create_post_pipeline(core);
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}
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pub fn deinit(app: *App, _: *mach.Core) void {
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app.cleanup();
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}
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pub fn resize(app: *App, core: *mach.Core, _: u32, _: u32) !void {
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app.cleanup();
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app.create_render_textures(core);
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app.create_draw_pipeline(core);
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app.create_post_pipeline(core);
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}
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pub fn update(app: *App, core: *mach.Core) !void {
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while (core.pollEvent()) |event| {
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switch (event) {
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.key_press => |ev| {
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if (ev.key == .space)
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core.setShouldClose(true);
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},
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else => {},
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}
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}
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const encoder = core.device.createCommandEncoder(null);
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encoder.writeBuffer(app.post_uniform_buffer, 0, &[_]PostUniformBufferObject{
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PostUniformBufferObject{
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.width = core.getWindowSize().width,
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.height = core.getWindowSize().height,
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},
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});
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{
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const time = app.timer.read() * 0.5;
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const model = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
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const view = zm.lookAtRh(
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zm.f32x4(0, 5, 2, 1),
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zm.f32x4(0, 0, 0, 1),
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zm.f32x4(0, 0, 1, 0),
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi / 4.0),
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@intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
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0.1,
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10,
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);
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const mvp = zm.mul(zm.mul(model, view), proj);
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const ubo = UniformBufferObject{
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.mat = zm.transpose(mvp),
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};
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encoder.writeBuffer(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo});
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}
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{
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// render scene to downscaled texture
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = app.draw_texture_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &gpu.RenderPassDepthStencilAttachment{
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.view = app.depth_texture_view,
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.depth_load_op = .clear,
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.depth_store_op = .store,
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.depth_clear_value = 1.0,
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},
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});
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(app.pipeline);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setBindGroup(0, app.bind_group, &.{0});
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pass.draw(vertices.len, 1, 0, 0);
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pass.end();
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pass.release();
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}
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{
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// render scene normals to texture
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const normal_color_attachment = gpu.RenderPassColorAttachment{
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.view = app.normal_texture_view,
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.clear_value = .{ .r = 0.5, .b = 0.5, .g = 0.5, .a = 1.0 },
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.load_op = .clear,
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.store_op = .store,
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};
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const normal_render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{normal_color_attachment},
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});
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const normal_pass = encoder.beginRenderPass(&normal_render_pass_info);
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normal_pass.setPipeline(app.normal_pipeline);
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normal_pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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normal_pass.setBindGroup(0, app.bind_group, &.{0});
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normal_pass.draw(vertices.len, 1, 0, 0);
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normal_pass.end();
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normal_pass.release();
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}
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const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
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{
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// render to swap_chain using previous passes
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const post_color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const post_render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{post_color_attachment},
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});
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const draw_pass = encoder.beginRenderPass(&post_render_pass_info);
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draw_pass.setPipeline(app.post_pipeline);
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draw_pass.setVertexBuffer(0, app.post_vertex_buffer, 0, @sizeOf(Quad) * quad.len);
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draw_pass.setBindGroup(0, app.post_bind_group, &.{0});
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draw_pass.draw(quad.len, 1, 0, 0);
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draw_pass.end();
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draw_pass.release();
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}
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var command = encoder.finish(null);
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encoder.release();
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app.queue.submit(&.{command});
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command.release();
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core.swap_chain.?.present();
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back_buffer_view.release();
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}
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fn cleanup(app: *App) void {
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app.vertex_buffer.release();
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app.uniform_buffer.release();
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app.bind_group.release();
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app.post_vertex_buffer.release();
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app.post_uniform_buffer.release();
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app.post_bind_group.release();
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app.draw_texture_view.release();
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app.depth_texture_view.release();
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app.normal_texture_view.release();
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}
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fn create_render_textures(app: *App, core: *mach.Core) void {
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const draw_texture_desc = gpu.Texture.Descriptor.init(.{
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.size = .{ .width = core.getWindowSize().width / pixel_size, .height = core.getWindowSize().height / pixel_size },
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.format = .bgra8_unorm,
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.usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true },
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});
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const draw_texture = core.device.createTexture(&draw_texture_desc);
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app.draw_texture_view = draw_texture.createView(null);
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const depth_texture_desc = gpu.Texture.Descriptor.init(.{
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.size = .{ .width = core.getWindowSize().width / pixel_size, .height = core.getWindowSize().height / pixel_size },
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.format = .depth32_float,
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.usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true },
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});
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const depth_texture = core.device.createTexture(&depth_texture_desc);
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app.depth_texture_view = depth_texture.createView(null);
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const normal_texture_desc = gpu.Texture.Descriptor.init(.{
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.size = .{ .width = core.getWindowSize().width / pixel_size, .height = core.getWindowSize().height / pixel_size },
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.format = .bgra8_unorm,
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.usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true },
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});
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const normal_texture = core.device.createTexture(&normal_texture_desc);
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app.normal_texture_view = normal_texture.createView(null);
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}
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fn create_draw_pipeline(app: *App, core: *mach.Core) void {
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x3, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 2 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attributes = &vertex_attributes,
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});
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const vertex = gpu.VertexState.init(.{
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.module = vs_module,
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||||||
|
.entry_point = "main",
|
||||||
|
.buffers = &.{vertex_buffer_layout},
|
||||||
|
});
|
||||||
|
|
||||||
|
const fs_module = core.device.createShaderModuleWGSL("frag.wgsl", @embedFile("frag.wgsl"));
|
||||||
|
const blend = gpu.BlendState{};
|
||||||
|
const color_target = gpu.ColorTargetState{
|
||||||
|
.format = core.swap_chain_format,
|
||||||
|
.blend = &blend,
|
||||||
|
.write_mask = gpu.ColorWriteMaskFlags.all,
|
||||||
|
};
|
||||||
|
const fragment = gpu.FragmentState.init(.{
|
||||||
|
.module = fs_module,
|
||||||
|
.entry_point = "main",
|
||||||
|
.targets = &.{color_target},
|
||||||
|
});
|
||||||
|
|
||||||
|
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||||
|
const bgl = core.device.createBindGroupLayout(
|
||||||
|
&gpu.BindGroupLayout.Descriptor.init(.{
|
||||||
|
.entries = &.{bgle},
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
|
||||||
|
const pipeline_layout = core.device.createPipelineLayout(
|
||||||
|
&gpu.PipelineLayout.Descriptor.init(.{
|
||||||
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
const vertex_buffer = core.device.createBuffer(&.{
|
||||||
|
.usage = .{ .vertex = true },
|
||||||
|
.size = @sizeOf(Vertex) * vertices.len,
|
||||||
|
.mapped_at_creation = true,
|
||||||
|
});
|
||||||
|
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
|
||||||
|
std.mem.copy(Vertex, vertex_mapped.?, vertices[0..]);
|
||||||
|
vertex_buffer.unmap();
|
||||||
|
|
||||||
|
const uniform_buffer = core.device.createBuffer(&.{
|
||||||
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
|
.size = @sizeOf(UniformBufferObject),
|
||||||
|
.mapped_at_creation = false,
|
||||||
|
});
|
||||||
|
const bind_group = core.device.createBindGroup(
|
||||||
|
&gpu.BindGroup.Descriptor.init(.{
|
||||||
|
.layout = bgl,
|
||||||
|
.entries = &.{
|
||||||
|
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
|
||||||
|
.fragment = &fragment,
|
||||||
|
.layout = pipeline_layout,
|
||||||
|
.vertex = vertex,
|
||||||
|
.primitive = .{
|
||||||
|
.cull_mode = .back,
|
||||||
|
},
|
||||||
|
.depth_stencil = &gpu.DepthStencilState{
|
||||||
|
.format = .depth32_float,
|
||||||
|
.depth_write_enabled = true,
|
||||||
|
.depth_compare = .less,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
{
|
||||||
|
// "same" pipeline, different fragment shader to create a texture with normal information
|
||||||
|
const normal_fs_module = core.device.createShaderModuleWGSL("normal_frag.wgsl", @embedFile("normal_frag.wgsl"));
|
||||||
|
const normal_fragment = gpu.FragmentState.init(.{
|
||||||
|
.module = normal_fs_module,
|
||||||
|
.entry_point = "main",
|
||||||
|
.targets = &.{color_target},
|
||||||
|
});
|
||||||
|
const normal_pipeline_descriptor = gpu.RenderPipeline.Descriptor{
|
||||||
|
.fragment = &normal_fragment,
|
||||||
|
.layout = pipeline_layout,
|
||||||
|
.vertex = vertex,
|
||||||
|
.primitive = .{
|
||||||
|
.cull_mode = .back,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
app.normal_pipeline = core.device.createRenderPipeline(&normal_pipeline_descriptor);
|
||||||
|
|
||||||
|
normal_fs_module.release();
|
||||||
|
}
|
||||||
|
|
||||||
|
app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
|
app.queue = core.device.getQueue();
|
||||||
|
app.vertex_buffer = vertex_buffer;
|
||||||
|
app.uniform_buffer = uniform_buffer;
|
||||||
|
app.bind_group = bind_group;
|
||||||
|
|
||||||
|
vs_module.release();
|
||||||
|
fs_module.release();
|
||||||
|
pipeline_layout.release();
|
||||||
|
bgl.release();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_post_pipeline(app: *App, core: *mach.Core) void {
|
||||||
|
const vs_module = core.device.createShaderModuleWGSL("pixel_vert.wgsl", @embedFile("pixel_vert.wgsl"));
|
||||||
|
const vertex_attributes = [_]gpu.VertexAttribute{
|
||||||
|
.{ .format = .float32x3, .offset = @offsetOf(Quad, "pos"), .shader_location = 0 },
|
||||||
|
.{ .format = .float32x2, .offset = @offsetOf(Quad, "uv"), .shader_location = 1 },
|
||||||
|
};
|
||||||
|
const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
|
||||||
|
.array_stride = @sizeOf(Quad),
|
||||||
|
.step_mode = .vertex,
|
||||||
|
.attributes = &vertex_attributes,
|
||||||
|
});
|
||||||
|
const vertex = gpu.VertexState.init(.{
|
||||||
|
.module = vs_module,
|
||||||
|
.entry_point = "main",
|
||||||
|
.buffers = &.{vertex_buffer_layout},
|
||||||
|
});
|
||||||
|
|
||||||
|
const fs_module = core.device.createShaderModuleWGSL("pixel_frag.wgsl", @embedFile("pixel_frag.wgsl"));
|
||||||
|
const blend = gpu.BlendState{};
|
||||||
|
const color_target = gpu.ColorTargetState{
|
||||||
|
.format = core.swap_chain_format,
|
||||||
|
.blend = &blend,
|
||||||
|
.write_mask = gpu.ColorWriteMaskFlags.all,
|
||||||
|
};
|
||||||
|
const fragment = gpu.FragmentState.init(.{
|
||||||
|
.module = fs_module,
|
||||||
|
.entry_point = "main",
|
||||||
|
.targets = &.{color_target},
|
||||||
|
});
|
||||||
|
|
||||||
|
const bgl = core.device.createBindGroupLayout(
|
||||||
|
&gpu.BindGroupLayout.Descriptor.init(.{
|
||||||
|
.entries = &.{
|
||||||
|
gpu.BindGroupLayout.Entry.texture(0, .{ .fragment = true }, .float, .dimension_2d, false),
|
||||||
|
gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering),
|
||||||
|
gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .depth, .dimension_2d, false),
|
||||||
|
gpu.BindGroupLayout.Entry.sampler(3, .{ .fragment = true }, .filtering),
|
||||||
|
gpu.BindGroupLayout.Entry.texture(4, .{ .fragment = true }, .float, .dimension_2d, false),
|
||||||
|
gpu.BindGroupLayout.Entry.sampler(5, .{ .fragment = true }, .filtering),
|
||||||
|
gpu.BindGroupLayout.Entry.buffer(6, .{ .fragment = true }, .uniform, true, 0),
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
|
||||||
|
const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
|
||||||
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
|
}));
|
||||||
|
|
||||||
|
const vertex_buffer = core.device.createBuffer(&.{
|
||||||
|
.usage = .{ .vertex = true },
|
||||||
|
.size = @sizeOf(Quad) * quad.len,
|
||||||
|
.mapped_at_creation = true,
|
||||||
|
});
|
||||||
|
var vertex_mapped = vertex_buffer.getMappedRange(Quad, 0, quad.len);
|
||||||
|
std.mem.copy(Quad, vertex_mapped.?, quad[0..]);
|
||||||
|
vertex_buffer.unmap();
|
||||||
|
|
||||||
|
const draw_sampler = core.device.createSampler(null);
|
||||||
|
const depth_sampler = core.device.createSampler(null);
|
||||||
|
const normal_sampler = core.device.createSampler(null);
|
||||||
|
const uniform_buffer = core.device.createBuffer(&.{
|
||||||
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
|
.size = @sizeOf(PostUniformBufferObject),
|
||||||
|
.mapped_at_creation = false,
|
||||||
|
});
|
||||||
|
const bind_group = core.device.createBindGroup(
|
||||||
|
&gpu.BindGroup.Descriptor.init(.{
|
||||||
|
.layout = bgl,
|
||||||
|
.entries = &[_]gpu.BindGroup.Entry{
|
||||||
|
gpu.BindGroup.Entry.textureView(0, app.draw_texture_view),
|
||||||
|
gpu.BindGroup.Entry.sampler(1, draw_sampler),
|
||||||
|
gpu.BindGroup.Entry.textureView(2, app.depth_texture_view),
|
||||||
|
gpu.BindGroup.Entry.sampler(3, depth_sampler),
|
||||||
|
gpu.BindGroup.Entry.textureView(4, app.normal_texture_view),
|
||||||
|
gpu.BindGroup.Entry.sampler(5, normal_sampler),
|
||||||
|
gpu.BindGroup.Entry.buffer(6, uniform_buffer, 0, @sizeOf(PostUniformBufferObject)),
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
|
||||||
|
.fragment = &fragment,
|
||||||
|
.layout = pipeline_layout,
|
||||||
|
.vertex = vertex,
|
||||||
|
.primitive = .{
|
||||||
|
.cull_mode = .back,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
app.post_pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
|
app.post_vertex_buffer = vertex_buffer;
|
||||||
|
app.post_uniform_buffer = uniform_buffer;
|
||||||
|
app.post_bind_group = bind_group;
|
||||||
|
|
||||||
|
vs_module.release();
|
||||||
|
fs_module.release();
|
||||||
|
pipeline_layout.release();
|
||||||
|
bgl.release();
|
||||||
|
}
|
||||||
6
examples/pixel-post-process/normal_frag.wgsl
Normal file
6
examples/pixel-post-process/normal_frag.wgsl
Normal file
|
|
@ -0,0 +1,6 @@
|
||||||
|
@fragment fn main(
|
||||||
|
@location(0) normal: vec3<f32>,
|
||||||
|
@location(1) uv: vec2<f32>,
|
||||||
|
) -> @location(0) vec4<f32> {
|
||||||
|
return vec4<f32>(normal / 2 + 0.5, 1.0);
|
||||||
|
}
|
||||||
72
examples/pixel-post-process/pixel_frag.wgsl
Normal file
72
examples/pixel-post-process/pixel_frag.wgsl
Normal file
|
|
@ -0,0 +1,72 @@
|
||||||
|
@group(0) @binding(0)
|
||||||
|
var draw_texture: texture_2d<f32>;
|
||||||
|
@group(0) @binding(1)
|
||||||
|
var draw_texture_sampler: sampler;
|
||||||
|
|
||||||
|
@group(0) @binding(2)
|
||||||
|
var depth_texture: texture_depth_2d;
|
||||||
|
@group(0) @binding(3)
|
||||||
|
var depth_texture_sampler: sampler;
|
||||||
|
|
||||||
|
@group(0) @binding(4)
|
||||||
|
var normal_texture: texture_2d<f32>;
|
||||||
|
@group(0) @binding(5)
|
||||||
|
var normal_texture_sampler: sampler;
|
||||||
|
|
||||||
|
struct View {
|
||||||
|
@location(0) width: u32,
|
||||||
|
@location(1) height: u32,
|
||||||
|
@location(2) pixel_size: u32,
|
||||||
|
}
|
||||||
|
@group(0) @binding(6)
|
||||||
|
var<uniform> view: View;
|
||||||
|
|
||||||
|
fn sample_depth(uv: vec2<f32>, x: f32, y: f32) -> f32 {
|
||||||
|
return textureSample(
|
||||||
|
depth_texture,
|
||||||
|
depth_texture_sampler,
|
||||||
|
uv + vec2<f32>(x * f32(view.pixel_size) / f32(view.width), y * f32(view.pixel_size) / f32(view.height))
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn sample_normal(uv: vec2<f32>, x: f32, y: f32) -> vec3<f32> {
|
||||||
|
return textureSample(
|
||||||
|
normal_texture,
|
||||||
|
normal_texture_sampler,
|
||||||
|
uv + vec2<f32>(x * f32(view.pixel_size) / f32(view.width), y * f32(view.pixel_size) / f32(view.height))
|
||||||
|
).xyz;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn normal_indicator(uv: vec2<f32>, x: f32, y: f32) -> f32 {
|
||||||
|
var depth_diff = sample_depth(uv, 0, 0) - sample_depth(uv, x, y);
|
||||||
|
if (depth_diff > 0) {
|
||||||
|
// only sample normals from closest pixel
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
return distance(sample_normal(uv, 0, 0), sample_normal(uv, x, y));
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment fn main(
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
@location(0) uv: vec2<f32>
|
||||||
|
) -> @location(0) vec4<f32> {
|
||||||
|
var depth = sample_depth(uv, 0, 0);
|
||||||
|
var depth_diff: f32 = 0;
|
||||||
|
depth_diff += abs(depth - sample_depth(uv, -1, 0));
|
||||||
|
depth_diff += abs(depth - sample_depth(uv, 1, 0));
|
||||||
|
depth_diff += abs(depth - sample_depth(uv, 0, -1));
|
||||||
|
depth_diff += abs(depth - sample_depth(uv, 0, 1));
|
||||||
|
|
||||||
|
var normal_diff: f32 = 0;
|
||||||
|
normal_diff += normal_indicator(uv, -1, 0);
|
||||||
|
normal_diff += normal_indicator(uv, 1, 0);
|
||||||
|
normal_diff += normal_indicator(uv, 0, -1);
|
||||||
|
normal_diff += normal_indicator(uv, 0, 1);
|
||||||
|
|
||||||
|
var color = textureSample(draw_texture, draw_texture_sampler, uv);
|
||||||
|
if (depth_diff > 0.007) { // magic number from testing
|
||||||
|
return color * 0.7;
|
||||||
|
}
|
||||||
|
// add instead of multiply so really dark pixels get brighter
|
||||||
|
return color + (vec4<f32>(1) * step(0.1, normal_diff) * 0.7);
|
||||||
|
}
|
||||||
14
examples/pixel-post-process/pixel_vert.wgsl
Normal file
14
examples/pixel-post-process/pixel_vert.wgsl
Normal file
|
|
@ -0,0 +1,14 @@
|
||||||
|
struct VertexOut {
|
||||||
|
@builtin(position) position_clip: vec4<f32>,
|
||||||
|
@location(0) uv: vec2<f32>
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex fn main(
|
||||||
|
@location(0) position: vec3<f32>,
|
||||||
|
@location(1) uv: vec2<f32>
|
||||||
|
) -> VertexOut {
|
||||||
|
var output : VertexOut;
|
||||||
|
output.position_clip = vec4<f32>(position.xy, 0.0, 1.0);
|
||||||
|
output.uv = uv;
|
||||||
|
return output;
|
||||||
|
}
|
||||||
13
examples/pixel-post-process/quad_mesh.zig
Normal file
13
examples/pixel-post-process/quad_mesh.zig
Normal file
|
|
@ -0,0 +1,13 @@
|
||||||
|
pub const Quad = struct {
|
||||||
|
pos: @Vector(3, f32),
|
||||||
|
uv: @Vector(2, f32),
|
||||||
|
};
|
||||||
|
|
||||||
|
pub const quad = [_]Quad{
|
||||||
|
.{ .pos = .{ -1.0, 1.0, 0.0 }, .uv = .{ 0, 1 } },
|
||||||
|
.{ .pos = .{ -1.0, -1.0, 0.0 }, .uv = .{ 0, 0 } },
|
||||||
|
.{ .pos = .{ 1.0, 1.0, 0.0 }, .uv = .{ 1, 1 } },
|
||||||
|
.{ .pos = .{ 1.0, 1.0, 0.0 }, .uv = .{ 1, 1 } },
|
||||||
|
.{ .pos = .{ -1.0, -1.0, 0.0 }, .uv = .{ 0, 0 } },
|
||||||
|
.{ .pos = .{ 1.0, -1.0, 0.0 }, .uv = .{ 1, 0 } },
|
||||||
|
};
|
||||||
20
examples/pixel-post-process/vert.wgsl
Normal file
20
examples/pixel-post-process/vert.wgsl
Normal file
|
|
@ -0,0 +1,20 @@
|
||||||
|
@group(0) @binding(0) var<uniform> ubo: mat4x4<f32>;
|
||||||
|
|
||||||
|
struct VertexOut {
|
||||||
|
@builtin(position) position_clip: vec4<f32>,
|
||||||
|
@location(0) normal: vec3<f32>,
|
||||||
|
@location(1) uv: vec2<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex fn main(
|
||||||
|
@location(0) position: vec3<f32>,
|
||||||
|
@location(1) normal: vec3<f32>,
|
||||||
|
@location(2) uv: vec2<f32>
|
||||||
|
) -> VertexOut {
|
||||||
|
var output: VertexOut;
|
||||||
|
output.position_clip = vec4<f32>(position, 1) * ubo;
|
||||||
|
output.normal = (vec4<f32>(normal, 0) * ubo).xyz;
|
||||||
|
output.uv = uv;
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue