render: create toggleable debug light cull view
This commit is contained in:
parent
f0b413d9ae
commit
e2844a11a6
|
@ -86,6 +86,10 @@ pub fn free_fly_camera_controller(delta_time: Res<DeltaTime>, handler: Res<Actio
|
||||||
cam.transform.rotation = Quat::from_axis_angle(Vec3::Y, y)
|
cam.transform.rotation = Quat::from_axis_angle(Vec3::Y, y)
|
||||||
* Quat::from_axis_angle(Vec3::X, x);
|
* Quat::from_axis_angle(Vec3::X, x);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if handler.was_action_just_pressed("Debug") {
|
||||||
|
cam.debug = !cam.debug;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
|
|
|
@ -22,6 +22,7 @@ const ACTLBL_MOVE_FORWARD_BACKWARD: &str = "MoveForwardBackward";
|
||||||
const ACTLBL_LOOK_LEFT_RIGHT: &str = "LookLeftRight";
|
const ACTLBL_LOOK_LEFT_RIGHT: &str = "LookLeftRight";
|
||||||
const ACTLBL_LOOK_UP_DOWN: &str = "LookUpDown";
|
const ACTLBL_LOOK_UP_DOWN: &str = "LookUpDown";
|
||||||
const ACTLBL_LOOK_ROLL: &str = "LookRoll";
|
const ACTLBL_LOOK_ROLL: &str = "LookRoll";
|
||||||
|
const ACTLBL_DEBUG: &str = "Debug";
|
||||||
|
|
||||||
struct FixedTimestep {
|
struct FixedTimestep {
|
||||||
max_tps: u32,
|
max_tps: u32,
|
||||||
|
@ -127,7 +128,7 @@ async fn main() {
|
||||||
light_tran.rotate_y(math::Angle::Degrees(25.0));
|
light_tran.rotate_y(math::Angle::Degrees(25.0));
|
||||||
world.spawn((
|
world.spawn((
|
||||||
DirectionalLight {
|
DirectionalLight {
|
||||||
enabled: false,
|
enabled: true,
|
||||||
color: Vec3::ONE,
|
color: Vec3::ONE,
|
||||||
intensity: 0.35
|
intensity: 0.35
|
||||||
//..Default::default()
|
//..Default::default()
|
||||||
|
@ -175,7 +176,7 @@ async fn main() {
|
||||||
cube_mesh.clone(),
|
cube_mesh.clone(),
|
||||||
));
|
));
|
||||||
|
|
||||||
/* world.spawn((
|
world.spawn((
|
||||||
SpotLight {
|
SpotLight {
|
||||||
enabled: true,
|
enabled: true,
|
||||||
color: Vec3::new(1.0, 0.0, 0.0),
|
color: Vec3::new(1.0, 0.0, 0.0),
|
||||||
|
@ -192,7 +193,7 @@ async fn main() {
|
||||||
Vec3::new(0.15, 0.15, 0.15),
|
Vec3::new(0.15, 0.15, 0.15),
|
||||||
),
|
),
|
||||||
cube_mesh.clone(),
|
cube_mesh.clone(),
|
||||||
)); */
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
/* {
|
/* {
|
||||||
|
@ -310,6 +311,7 @@ async fn main() {
|
||||||
.add_action(ACTLBL_LOOK_LEFT_RIGHT, Action::new(ActionKind::Axis))
|
.add_action(ACTLBL_LOOK_LEFT_RIGHT, Action::new(ActionKind::Axis))
|
||||||
.add_action(ACTLBL_LOOK_UP_DOWN, Action::new(ActionKind::Axis))
|
.add_action(ACTLBL_LOOK_UP_DOWN, Action::new(ActionKind::Axis))
|
||||||
.add_action(ACTLBL_LOOK_ROLL, Action::new(ActionKind::Axis))
|
.add_action(ACTLBL_LOOK_ROLL, Action::new(ActionKind::Axis))
|
||||||
|
.add_action(ACTLBL_DEBUG, Action::new(ActionKind::Button))
|
||||||
|
|
||||||
.add_mapping(ActionMapping::builder(LayoutId::from(0), ActionMappingId::from(0))
|
.add_mapping(ActionMapping::builder(LayoutId::from(0), ActionMappingId::from(0))
|
||||||
.bind(ACTLBL_MOVE_FORWARD_BACKWARD, &[
|
.bind(ACTLBL_MOVE_FORWARD_BACKWARD, &[
|
||||||
|
@ -340,6 +342,9 @@ async fn main() {
|
||||||
ActionSource::Keyboard(KeyCode::E).into_binding_modifier(-1.0),
|
ActionSource::Keyboard(KeyCode::E).into_binding_modifier(-1.0),
|
||||||
ActionSource::Keyboard(KeyCode::Q).into_binding_modifier(1.0),
|
ActionSource::Keyboard(KeyCode::Q).into_binding_modifier(1.0),
|
||||||
])
|
])
|
||||||
|
.bind(ACTLBL_DEBUG, &[
|
||||||
|
ActionSource::Keyboard(KeyCode::B).into_binding(),
|
||||||
|
])
|
||||||
.finish()
|
.finish()
|
||||||
).finish();
|
).finish();
|
||||||
|
|
||||||
|
|
|
@ -93,11 +93,24 @@ impl<T: Button> InputButtons<T> {
|
||||||
let hash = Self::get_button_hash(&button);
|
let hash = Self::get_button_hash(&button);
|
||||||
match self.button_events.get(&hash) {
|
match self.button_events.get(&hash) {
|
||||||
Some(button_event) => match button_event {
|
Some(button_event) => match button_event {
|
||||||
// this if statement should always be true, but just in case ;)
|
|
||||||
ButtonEvent::JustPressed(b) if button == *b => true,
|
ButtonEvent::JustPressed(b) if button == *b => true,
|
||||||
_ => false,
|
_ => false,
|
||||||
},
|
},
|
||||||
None => false
|
None => false
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Update any JustPressed events into Pressed events
|
||||||
|
///
|
||||||
|
/// This must be done so that a key does not stay as JustPressed between multiple ticks
|
||||||
|
pub fn update(&mut self) {
|
||||||
|
for bev in self.button_events.values_mut() {
|
||||||
|
match bev {
|
||||||
|
ButtonEvent::JustPressed(btn) => {
|
||||||
|
*bev = ButtonEvent::Pressed(btn.clone());
|
||||||
|
},
|
||||||
|
_ => {},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -102,12 +102,15 @@ impl crate::ecs::system::System for InputSystem {
|
||||||
let queue = world.try_get_resource_mut::<EventQueue>()
|
let queue = world.try_get_resource_mut::<EventQueue>()
|
||||||
.and_then(|q| q.read_events::<InputEvent>());
|
.and_then(|q| q.read_events::<InputEvent>());
|
||||||
|
|
||||||
|
let mut e = world.get_resource_or_else(InputButtons::<winit::event::VirtualKeyCode>::new);
|
||||||
|
e.update();
|
||||||
|
drop(e);
|
||||||
|
|
||||||
if queue.is_none() {
|
if queue.is_none() {
|
||||||
return Ok(());
|
return Ok(());
|
||||||
}
|
}
|
||||||
|
|
||||||
let mut events = queue.unwrap();
|
let mut events = queue.unwrap();
|
||||||
|
|
||||||
while let Some(event) = events.pop_front() {
|
while let Some(event) = events.pop_front() {
|
||||||
self.process_event(world, &event);
|
self.process_event(world, &event);
|
||||||
}
|
}
|
||||||
|
|
|
@ -46,7 +46,8 @@ pub struct CameraUniform {
|
||||||
pub view_projection: glam::Mat4,
|
pub view_projection: glam::Mat4,
|
||||||
/// The position of the camera
|
/// The position of the camera
|
||||||
pub position: glam::Vec3,
|
pub position: glam::Vec3,
|
||||||
_padding: u32,
|
pub tile_debug: u32,
|
||||||
|
//_padding: [u8; 3],
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -57,7 +58,8 @@ impl Default for CameraUniform {
|
||||||
inverse_projection: glam::Mat4::IDENTITY,
|
inverse_projection: glam::Mat4::IDENTITY,
|
||||||
view_projection: glam::Mat4::IDENTITY,
|
view_projection: glam::Mat4::IDENTITY,
|
||||||
position: Default::default(),
|
position: Default::default(),
|
||||||
_padding: 0,
|
tile_debug: 0,
|
||||||
|
//_padding: 0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -69,7 +71,7 @@ impl CameraUniform {
|
||||||
inverse_projection,
|
inverse_projection,
|
||||||
view_projection,
|
view_projection,
|
||||||
position,
|
position,
|
||||||
_padding: 0
|
tile_debug: 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -128,7 +130,7 @@ impl RenderCamera {
|
||||||
inverse_projection: proj.inverse(),
|
inverse_projection: proj.inverse(),
|
||||||
view_projection: self.view_proj,
|
view_projection: self.view_proj,
|
||||||
position,
|
position,
|
||||||
_padding: 0,
|
tile_debug: camera.debug as u32,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
CameraProjectionMode::Orthographic => {
|
CameraProjectionMode::Orthographic => {
|
||||||
|
@ -150,7 +152,7 @@ impl RenderCamera {
|
||||||
inverse_projection: proj.inverse(),
|
inverse_projection: proj.inverse(),
|
||||||
view_projection: self.view_proj,
|
view_projection: self.view_proj,
|
||||||
position,
|
position,
|
||||||
_padding: 0,
|
tile_debug: camera.debug as u32,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
|
@ -24,6 +24,7 @@ struct CameraUniform {
|
||||||
inverse_projection: mat4x4<f32>,
|
inverse_projection: mat4x4<f32>,
|
||||||
view_projection: mat4x4<f32>,
|
view_projection: mat4x4<f32>,
|
||||||
position: vec3<f32>,
|
position: vec3<f32>,
|
||||||
|
tile_debug: u32,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Light {
|
struct Light {
|
||||||
|
@ -127,6 +128,9 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
return vec4<f32>(light_object_res, object_color.a);*/
|
return vec4<f32>(light_object_res, object_color.a);*/
|
||||||
|
|
||||||
|
|
||||||
|
if (u_camera.tile_debug == 1u) {
|
||||||
|
return debug_grid(in);
|
||||||
|
}
|
||||||
|
|
||||||
let tile_index = vec2<u32>(floor(in.clip_position.xy / 16.0));
|
let tile_index = vec2<u32>(floor(in.clip_position.xy / 16.0));
|
||||||
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
|
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
|
||||||
|
@ -168,11 +172,14 @@ fn debug_grid(in: VertexOutput) -> vec4<f32> {
|
||||||
let ta: bool = x < 0.05 || y < 0.05;
|
let ta: bool = x < 0.05 || y < 0.05;
|
||||||
let tb: bool = x > 0.95 || y > 0.95;
|
let tb: bool = x > 0.95 || y > 0.95;
|
||||||
|
|
||||||
if ( ta || tb ) {
|
let ratio = f32(tile.y) / f32(u_lights.light_count);
|
||||||
|
return vec4<f32>(ratio, ratio, ratio, 1.0);
|
||||||
|
|
||||||
|
/* if ( ta || tb ) {
|
||||||
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||||
} else {
|
} else {
|
||||||
return vec4<f32>(f32(tile_index.x) / 50.0, f32(tile_index.y) / 38.0, 0.0, 1.0);
|
return vec4<f32>(f32(tile_index.x) / 50.0, f32(tile_index.y) / 38.0, 0.0, 1.0);
|
||||||
}
|
} */
|
||||||
}
|
}
|
||||||
|
|
||||||
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||||
|
|
|
@ -7,6 +7,7 @@ pub struct CameraComponent {
|
||||||
pub transform: Transform,
|
pub transform: Transform,
|
||||||
pub fov: Angle,
|
pub fov: Angle,
|
||||||
pub mode: CameraProjectionMode,
|
pub mode: CameraProjectionMode,
|
||||||
|
pub debug: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for CameraComponent {
|
impl Default for CameraComponent {
|
||||||
|
@ -15,6 +16,7 @@ impl Default for CameraComponent {
|
||||||
transform: Transform::default(),
|
transform: Transform::default(),
|
||||||
fov: Angle::Degrees(45.0),
|
fov: Angle::Degrees(45.0),
|
||||||
mode: CameraProjectionMode::Perspective,
|
mode: CameraProjectionMode::Perspective,
|
||||||
|
debug: false,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue