Two-pass render for a much smoother look

This commit is contained in:
numzero 2024-12-29 18:57:13 +03:00
parent 06715b9797
commit 211c0b921e
3 changed files with 177 additions and 15 deletions

View File

@ -2,6 +2,7 @@ use std::error::Error;
use glam::{vec2, vec3};
use image::ImageReader;
use present::Presenter;
use trace::{Tracer, TracerData, TracerEnv, Vertex};
use winit::{
event::{Event, WindowEvent},
@ -10,6 +11,7 @@ use winit::{
};
mod anim;
mod present;
mod trace;
pub use trace::Sphere;
@ -65,6 +67,8 @@ fn main() {
};
let tracer_env = TracerEnv::new(&device, &tracer, &envmap);
let presenter = Presenter::new(&device, format);
let mut time = 0.0;
let mut surface_configured = false;
@ -101,7 +105,41 @@ fn main() {
let output = surface.get_current_texture().unwrap();
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let size = output.texture.size();
let buf = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 2 * size.width,
height: 2 * size.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let buf = buf.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &buf,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
tracer.render(&mut render_pass, &data, &tracer_env);
}
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
@ -116,8 +154,8 @@ fn main() {
occlusion_query_set: None,
timestamp_writes: None,
});
tracer.render(&mut render_pass, &data, &tracer_env);
drop(render_pass);
presenter.render(&device, &mut render_pass, &buf);
}
queue.submit(std::iter::once(encoder.finish()));
output.present();
}

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@ -0,0 +1,103 @@
use std::mem::offset_of;
use bytemuck::{bytes_of, Pod, Zeroable};
use glam::{vec2, Vec2};
use wgpu::util::DeviceExt;
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct Vertex {
pub screen: Vec2,
}
pub struct Presenter {
view_buf: wgpu::Buffer,
sampler: wgpu::Sampler,
pipeline: wgpu::RenderPipeline,
}
static SHADER: &str = include_str!("present.wgsl");
impl Presenter {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let view_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytes_of(&[(0., 0.), (1., 0.), (0., 1.), (1., 1.)].map(|(x, y)| Vertex { screen: vec2(x, y) })),
usage: wgpu::BufferUsages::VERTEX,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(SHADER.into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
shader_location: 0,
offset: offset_of!(Vertex, screen) as u64,
format: wgpu::VertexFormat::Float32x2,
}],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
Self {
view_buf,
sampler,
pipeline,
}
}
pub fn render(&self, device: &wgpu::Device, pass: &mut wgpu::RenderPass, texture: &wgpu::TextureView) {
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.pipeline.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(texture),
},
],
});
pass.set_pipeline(&self.pipeline);
pass.set_vertex_buffer(0, self.view_buf.slice(..));
pass.set_bind_group(0, &bindings, &[]);
pass.draw(0..4, 0..1);
}
}

View File

@ -0,0 +1,21 @@
struct Vertex {
@location(0) screen: vec2f,
}
struct Varying {
@location(0) tex: vec2f,
@builtin(position) v: vec4f,
}
@group(0) @binding(0) var smp: sampler;
@group(0) @binding(1) var tex: texture_2d<f32>;
@vertex
fn on_vertex(in: Vertex) -> Varying {
return Varying(in.screen, vec4(2.0 * in.screen - 1.0, 0.0, 1.0));
}
@fragment
fn on_fragment(in: Varying) -> @location(0) vec4f {
return textureSample(tex, smp, in.tex);
}