fix texture format

This commit is contained in:
Piotrek
2021-04-23 14:32:45 +02:00
parent 936c0f2e18
commit 8368545e6c
5 changed files with 22 additions and 12 deletions
+13 -9
View File
@@ -2,7 +2,7 @@ use wgpu::util::DeviceExt;
use std::convert::TryInto;
const BRICK_SIZE : usize = 32; // 32x32x32 brick size
const BRICK_NUM : usize = 10000; // 64 bricks in texture
const BRICK_NUM : usize = 1; // 64 bricks in texture
const BRICK_LEN : usize = BRICK_SIZE*BRICK_SIZE*BRICK_SIZE;
const DATA_LEN : usize = BRICK_LEN * BRICK_NUM;
@@ -46,7 +46,7 @@ impl BrickBuffer {
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D3,
format: wgpu::TextureFormat::R32Uint,
format: wgpu::TextureFormat::R8Uint,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST, // STORAGE?
label: Some("Brick texture"),
}
@@ -93,6 +93,7 @@ impl BrickBuffer {
// Data
let mut bricks = BrickData::new();
println!("Brick buffer size: {} MB", DATA_LEN as f32 / 1024.0 / 1024.0);
for x in 0..32 {
for y in 0..16 {
for z in 0..32 {
@@ -102,23 +103,26 @@ impl BrickBuffer {
}
// Done
println!("Brick buffer size: {} MB", DATA_LEN as f32 / 1024.0 / 1024.0);
Self { bricks, texture, size, bind_layout, bind_group }
}
pub fn write(&mut self, queue: &wgpu::Queue)
/*
Write brick data to gpu, should be called to apply changes
offset: Brick index to copy
*/
pub fn write(&mut self, queue: &wgpu::Queue, offset: usize)
{
return ();
// Get first brick
let brick_bytes : [u8;BRICK_LEN] = self.bricks.data[0..BRICK_LEN].try_into().unwrap();
let brick_offset = offset*BRICK_LEN;
let brick_bytes : [u8;BRICK_LEN] = self.bricks.data[brick_offset..brick_offset+BRICK_LEN].try_into().unwrap();
let brick_size = wgpu::Extent3d{ width: BRICK_SIZE as u32, height: BRICK_SIZE as u32, depth: BRICK_SIZE as u32 };
let brick_origin = wgpu::Origin3d{ x:0, y:0, z: offset as u32 };
// Write
queue.write_texture(
wgpu::TextureCopyView { texture: &self.texture, mip_level: 0, origin: wgpu::Origin3d::ZERO },
wgpu::TextureCopyView { texture: &self.texture, mip_level: 0, origin: brick_origin },
&brick_bytes,
wgpu::TextureDataLayout { offset: 0, bytes_per_row: self.size.width, rows_per_image: self.size.height },
wgpu::TextureDataLayout { offset: 0, bytes_per_row: brick_size.width, rows_per_image: brick_size.height },
brick_size
);
}
+1 -1
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@@ -111,7 +111,7 @@ impl Renderer {
node_buffer.write(&queue);
let mut brick_buffer = BrickBuffer::new(&device);
brick_buffer.write(&queue);
brick_buffer.write(&queue, 0);
// Pipeline
let pipeline = Self::create_pipeline(&device, &swapchain_desc, &[&uniform_buffer.bind_layout, &node_buffer.bind_layout, &brick_buffer.bind_layout]);
Binary file not shown.
+6 -1
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@@ -19,6 +19,11 @@ vec3 solve(vec3 point, vec3 view, vec3 normal)
return (ambient + diffuse + specular) * object_color;
}
vec3 castBricks(vec3 origin, vec3 dir)
{
}
vec3 castNodes(vec3 origin, vec3 dir)
{
// Round input pos to nearest voxel
@@ -37,7 +42,7 @@ vec3 castNodes(vec3 origin, vec3 dir)
for(int i=0;i<50;i++)
{
// Get node
uint node = texelFetch(diffuseTex, ivec3(pos), 0).r;
uint node = texelFetch(nodesTexture, ivec3(pos), 0).r;
if(node != 0)
{
// Hit point
+2 -1
View File
@@ -14,7 +14,8 @@ layout(set=0, binding=0) uniform Uniforms
//layout(set = 1, binding = 0) uniform texture3D node_tex;
//layout(set = 1, binding = 1) uniform usampler3D node_sampl;
layout(set=1,binding=0) uniform usampler3D diffuseTex;
layout(set=1,binding=0) uniform usampler3D nodesTexture;
layout(set=2,binding=0) uniform usampler3D bricksTexture;
// Defines
#define PI 3.141592