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https://github.com/gfx-rs/wgpu.git
synced 2026-04-22 03:02:01 -04:00
Merge #32
32: Add conversion matrix from OpenGL to wgpu r=kvark a=dragly The matrices in the examples are given in an OpenGL-like coordinate system, while a Vulkan-like coordinate system is used by wgpu. This was previously partially corrected in the shader and by flipping the up axis of the camera, but left the x-axis mirrored in the final result. This change adds a conversion matrix to framework.rs that can be used to convert from OpenGL to wgpu. This also allows us to set the winding-order to counter-clockwise, which matches the ordering in the data. Co-authored-by: Svenn-Arne Dragly <dragly@cognite.com> Co-authored-by: Dzmitry Malyshau <dmalyshau@mozilla.com>
This commit is contained in:
@@ -98,9 +98,10 @@ impl Example {
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(1.5f32, -5.0, 3.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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-cgmath::Vector3::unit_z(),
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cgmath::Vector3::unit_z(),
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);
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mx_projection * mx_view
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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}
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@@ -251,7 +252,7 @@ impl framework::Example for Example {
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entry_point: "main",
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}),
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rasterization_state: wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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@@ -11,6 +11,4 @@ layout(set = 0, binding = 0) uniform Locals {
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void main() {
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v_TexCoord = a_TexCoord;
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gl_Position = u_Transform * a_Pos;
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@@ -1,5 +1,13 @@
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use log::info;
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#[cfg_attr(rustfmt, rustfmt_skip)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, -1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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#[allow(dead_code)]
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pub fn cast_slice<T>(data: &[T]) -> &[u8] {
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use std::mem::size_of;
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@@ -10,6 +10,4 @@ layout(set = 0, binding = 0) uniform Locals {
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void main() {
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v_TexCoord = a_Pos.xy / 20.0 + 0.5;
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gl_Position = u_Transform * a_Pos;
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@@ -62,9 +62,10 @@ impl Example {
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(0f32, 0.0, 10.0),
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cgmath::Point3::new(0f32, 50.0, 0.0),
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-cgmath::Vector3::unit_z(),
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cgmath::Vector3::unit_z(),
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);
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mx_projection * mx_view
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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fn generate_mipmaps(
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@@ -110,7 +111,7 @@ impl Example {
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entry_point: "main",
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}),
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rasterization_state: wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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@@ -337,7 +338,7 @@ impl framework::Example for Example {
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entry_point: "main",
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}),
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rasterization_state: wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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@@ -13,6 +13,4 @@ layout(set = 1, binding = 0) uniform Entity {
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void main() {
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gl_Position = u_ViewProj * u_World * vec4(a_Pos);
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@@ -39,7 +39,8 @@ void main() {
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// project into the light space
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vec4 light_local = light.proj * v_Position;
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// compute texture coordinates for shadow lookup
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light_local.xyw = (light_local.xyz/light_local.w + 1.0) / 2.0;
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light_local.xy = (light_local.xy/light_local.w + 1.0) / 2.0;
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light_local.w = light_local.z / light_local.w;
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light_local.z = i;
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// do the lookup, using HW PCF and comparison
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float shadow = texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
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@@ -19,6 +19,4 @@ void main() {
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v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
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v_Position = u_World * vec4(a_Pos);
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gl_Position = u_ViewProj * v_Position;
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// convert from -1,1 Z to 0,1
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gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
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}
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@@ -106,14 +106,15 @@ impl Light {
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fn to_raw(&self) -> LightRaw {
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use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
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let mx_view = Matrix4::look_at(self.pos, Point3::origin(), -Vector3::unit_z());
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let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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aspect: 1.0,
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near: self.depth.start,
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far: self.depth.end,
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};
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let mx_view_proj = cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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let mx_view_proj = mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
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LightRaw {
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proj: *mx_view_proj.as_ref(),
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pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
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@@ -172,9 +173,10 @@ impl Example {
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(3.0f32, -10.0, 6.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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-cgmath::Vector3::unit_z(),
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cgmath::Vector3::unit_z(),
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);
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mx_projection * mx_view
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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}
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@@ -450,7 +452,7 @@ impl framework::Example for Example {
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entry_point: "main",
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}),
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rasterization_state: wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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@@ -573,7 +575,7 @@ impl framework::Example for Example {
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entry_point: "main",
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}),
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rasterization_state: wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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