Depth buffer
This commit is contained in:
parent
33d4402738
commit
2d6f408230
56
src/main.rs
56
src/main.rs
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@ -22,9 +22,10 @@ struct Renderer {
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surface: wgpu::Surface,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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depth_texture: wgpu::Texture,
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depth_texture_view: wgpu::TextureView,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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meshes_buffer: wgpu::Buffer,
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meshes_bind_group: wgpu::BindGroup,
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@ -70,6 +71,8 @@ impl Renderer {
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let mesh_pool = MeshPool::default();
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let texture_pool = TexturePool::new(&device);
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let (depth_texture, depth_texture_view) = Self::make_depth_texture(&device, &config);
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let camera_uniform = CameraUniform::new();
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -172,7 +175,13 @@ impl Renderer {
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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@ -189,6 +198,8 @@ impl Renderer {
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config,
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mesh_pool,
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texture_pool,
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depth_texture,
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depth_texture_view,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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@ -198,12 +209,44 @@ impl Renderer {
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}
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}
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn make_depth_texture(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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) -> (wgpu::Texture, wgpu::TextureView) {
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let size = wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some("Depth Texture"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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(texture, view)
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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let (depth_texture, depth_texture_view) =
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Self::make_depth_texture(&self.device, &self.config);
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self.depth_texture = depth_texture;
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self.depth_texture_view = depth_texture_view;
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}
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}
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@ -251,7 +294,14 @@ impl Renderer {
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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rp.set_pipeline(&self.render_pipeline);
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