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https://github.com/gfx-rs/wgpu.git
synced 2026-04-22 03:02:01 -04:00
[rs] Add conversion matrix from OpenGL to wgpu
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.
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@@ -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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@@ -30,6 +30,14 @@ pub fn load_glsl(code: &str, stage: ShaderStage) -> Vec<u8> {
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spv
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}
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pub fn opengl_to_wgpu_matrix() -> cgmath::Matrix4<f32> {
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// converts from -1,1 Z to 0,1 Z and flips Y
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cgmath::Matrix4::new(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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pub trait Example {
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fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self;
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fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device);
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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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@@ -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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@@ -106,7 +106,7 @@ 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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@@ -172,9 +172,10 @@ 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 +451,7 @@ 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 +574,7 @@ 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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