Added fog

This commit is contained in:
Piotrek
2021-05-11 10:57:54 +02:00
parent e110e99053
commit 71e30abb62
4 changed files with 8 additions and 63 deletions
+2 -2
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@@ -40,8 +40,8 @@ impl Game {
// Generate new world
else {
let timer = Instant::now();
for x in 0..128 {
for z in 0..128 {
for x in 0..32 {
for z in 0..32 {
let pos = &Point3{x,y:0,z};
let block = app.world.gen_block(pos);
content.write(pos, block);
-61
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@@ -1,61 +0,0 @@
use std::path::Path;
use image::GenericImageView;
pub struct Texture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl Texture {
pub fn from_file(device: &wgpu::Device, queue: &wgpu::Queue, str_path: &str) -> Self {
let img_path = Path::new(str_path);
let img = image::open(img_path).unwrap();
Self::from_image(&device, &queue, &img)
}
pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, img: &image::DynamicImage) -> Self {
// Data from image
let img_dim = img.dimensions();
let img_data = img.as_rgba8().unwrap();
// Create texture on device
let texture_size = wgpu::Extent3d { width: img_dim.0, height: img_dim.1, depth: 1, };
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: texture_size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
label: None,
});
// Write texture to memory
queue.write_texture(
wgpu::TextureCopyView { texture: &texture, mip_level: 0, origin: wgpu::Origin3d::ZERO },
img_data,
wgpu::TextureDataLayout { offset: 0, bytes_per_row: 4 * img_dim.0, rows_per_image: img_dim.1 },
texture_size,
);
// Create view and sampler
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::Linear,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
}
);
Self { texture, view, sampler }
}
}
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+6
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@@ -55,9 +55,15 @@ vec3 solve()
// HitResult second = castNodes(secondRay, 25);
// if(second.data > 0) color += getAlbedo(second.data) * 0.8;
// Fog
float dist = distance(primary.pos, primaryRay.origin);
float fog = exp2(-pow(0.02*dist, 2));
color = mix(vec3(0.8, 0.8, 0.75), color, clamp(fog, 0.0, 1.0));
return color;
}
// Sky
float up = clamp(dot(primaryRay.dir, vec3(0, 1, 0)) + 0.1, 0, 1);
return vec3(0.176, 0.592, 0.901) * up;
}