render3d Textur-Spike: RenderStyle::Textured real (Bild-Textur auf Waenden)
- Zweiter Vertex-Pfad [pos,normal,uv] via build_walls_mesh_textured, ABGELEITET aus dem fertigen Mesh (Positionen/Normalen/Indizes 1:1) -> Alt-Pfad [pos,normal,color] bitgleich; per Regressionstest belegt. - Prozedurale 256x256-Schachbrett-Textur (kein Asset, kein image-Crate), Sampler Linear/Repeat, Textur-Bind-Group group 1 (Globals bleibt group 0). - MESH_TEXTURED_WGSL: gleiche Beleuchtung wie MESH_WGSL, Albedo aus textureSample. Pipeline in Depth/MSAA/Color-Target bitidentisch zur Haupt-Pipeline. - UV planar in Metern: Mantel u=entlang Achse/v=Hoehe, Deckel u=x/v=z; weltraumstabil, keine Verzerrung an Gehrungen. 1 Kachel = 1 m. - spike3d: Taste T schaltet Shaded <-> Textured zur Laufzeit (kein Re-Meshing). - Feature-gegatet, Default-Build/-Darstellung unveraendert. cargo test 58 (default) / 59 (--features render, inkl. naga-Test MESH_TEXTURED_WGSL) gruen.
This commit is contained in:
@@ -125,6 +125,89 @@ fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
|
||||
}
|
||||
"#;
|
||||
|
||||
/// WGSL des TEXTURIERTEN Wand-Pfades (`RenderStyle::Textured`, gpu::textured_pipeline).
|
||||
/// GLEICHE Beleuchtung wie `MESH_WGSL` (hemisphaerisches Ambient Himmel/Boden +
|
||||
/// Lambert-Directional + Gegen-Fuelllicht + Kantenbetonung) — nur die ALBEDO kommt
|
||||
/// aus einer Bild-Textur (`textureSample`) statt aus der Vertexfarbe. Vertex-Layout
|
||||
/// [pos vec3, normal vec3, uv vec2]; `Globals` bleibt group(0) binding(0) unveraendert,
|
||||
/// die Textur haengt in group(1). Die Weiss-/Hidden-Modi (`mode.x`) sind hier nicht
|
||||
/// relevant: `Textured` reicht `mode.x == 0` (Material) durch (siehe gpu.rs).
|
||||
pub const MESH_TEXTURED_WGSL: &str = r#"
|
||||
struct Globals {
|
||||
view_proj : mat4x4<f32>,
|
||||
light_dir : vec4<f32>,
|
||||
sky_color : vec4<f32>,
|
||||
ground_color : vec4<f32>,
|
||||
sun_color : vec4<f32>,
|
||||
mode : vec4<f32>,
|
||||
section_plane : vec4<f32>,
|
||||
};
|
||||
@group(0) @binding(0) var<uniform> globals : Globals;
|
||||
|
||||
// Bild-Textur + Sampler (group 1). Sampler mit Repeat/Linear (siehe gpu.rs) ->
|
||||
// das weltmassstaebliche UV-Raster kachelt sich ueber die Wandflaechen.
|
||||
@group(1) @binding(0) var tex : texture_2d<f32>;
|
||||
@group(1) @binding(1) var samp : sampler;
|
||||
|
||||
struct VsIn {
|
||||
@location(0) position : vec3<f32>,
|
||||
@location(1) normal : vec3<f32>,
|
||||
@location(2) uv : vec2<f32>,
|
||||
};
|
||||
|
||||
struct VsOut {
|
||||
@builtin(position) clip_pos : vec4<f32>,
|
||||
@location(0) world_normal : vec3<f32>,
|
||||
@location(1) uv : vec2<f32>,
|
||||
@location(2) world_pos : vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(in : VsIn) -> VsOut {
|
||||
var out : VsOut;
|
||||
out.clip_pos = globals.view_proj * vec4<f32>(in.position, 1.0);
|
||||
out.world_normal = in.normal;
|
||||
out.uv = in.uv;
|
||||
out.world_pos = in.position;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
|
||||
// Live-Schnitt-Kappung identisch zur Mesh-Pipeline (mode.y > 0.5 = aktiv).
|
||||
if (globals.mode.y > 0.5) {
|
||||
if (dot(in.world_pos, globals.section_plane.xyz) + globals.section_plane.w > 0.0) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
let n = normalize(in.world_normal);
|
||||
let l = normalize(globals.light_dir.xyz);
|
||||
|
||||
// Hemisphaerisches Ambient (identisch zu MESH_WGSL).
|
||||
let hemi_t = clamp(n.y * 0.5 + 0.5, 0.0, 1.0);
|
||||
let ambient = mix(globals.ground_color.rgb, globals.sky_color.rgb, hemi_t);
|
||||
|
||||
// Gerichteter Lambert-Anteil (Sonne).
|
||||
let diffuse = max(dot(n, l), 0.0) * globals.sun_color.rgb;
|
||||
|
||||
// Gegen-Fuelllicht (identisch zu MESH_WGSL).
|
||||
let fill_l = normalize(vec3<f32>(-l.x, abs(l.y) * 0.35 + 0.15, -l.z));
|
||||
let fill = max(dot(n, fill_l), 0.0) * globals.sun_color.rgb
|
||||
* vec3<f32>(0.24, 0.27, 0.30);
|
||||
|
||||
// EINZIGER Unterschied zu MESH_WGSL: Albedo aus der Bild-Textur statt Vertexfarbe.
|
||||
let albedo = textureSample(tex, samp, in.uv).rgb;
|
||||
|
||||
var shaded = albedo * (ambient + diffuse + fill);
|
||||
|
||||
// Sanfte Kantenbetonung (identisch zu MESH_WGSL).
|
||||
let edge = 0.90 + 0.10 * abs(n.y);
|
||||
shaded = shaded * edge;
|
||||
|
||||
return vec4<f32>(shaded, 1.0);
|
||||
}
|
||||
"#;
|
||||
|
||||
/// WGSL des Referenz-Bodengitters (grid.rs). Eigene, schlanke `LineList`-Pipeline:
|
||||
/// KONSTANTE Farbe (unlit — unabhaengig von Normalen/Licht), nur View-Projektion
|
||||
/// aus demselben `Globals`-Uniform (group(0) binding(0)) wie die Mesh-Pipeline.
|
||||
|
||||
Reference in New Issue
Block a user