Use the voxel raycast shader
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33f3aae349
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@ -138,7 +138,7 @@ impl Renderer {
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});
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log::info!("Creating compute pipeline...");
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let cs_descriptor = wgpu::include_wgsl!("../assets/shaders/image_recolor.wgsl");
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let cs_descriptor = wgpu::include_wgsl!("../assets/shaders/branchless_dda.wgsl");
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let cs = context.device.create_shader_module(cs_descriptor);
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let compute_layout =
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context
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@ -182,19 +182,6 @@ impl Renderer {
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entry_point: "compute",
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});
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let mut encoder = context
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
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let size = render_texture.attributes.size;
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let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
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compute_pass.set_pipeline(&compute_pipeline);
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compute_pass.set_bind_group(0, &compute_bind_group, &[]);
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compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
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drop(compute_pass);
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context.queue.submit(Some(encoder.finish()));
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let clear_color = wgpu::Color {
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r: 255.0 / 255.0,
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g: 216.0 / 255.0,
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@ -221,6 +208,13 @@ impl Renderer {
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
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let size = self.render_texture.attributes.size;
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let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
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compute_pass.set_pipeline(&self.compute_pipeline);
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compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
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compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
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drop(compute_pass);
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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