Depth buffer

This commit is contained in:
Guilherme Werner
2024-02-16 21:06:45 -03:00
parent f1f8e50204
commit 4d8f77b6e8
2 changed files with 70 additions and 2 deletions

View File

@ -124,6 +124,7 @@ pub struct State {
camera_controller: CameraController,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
depth_texture: Texture,
}
impl State {
@ -349,6 +350,9 @@ impl State {
push_constant_ranges: &[],
});
let depth_texture =
texture::Texture::create_depth_texture(&device, &config, "depth_texture");
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
@ -380,7 +384,13 @@ impl State {
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
depth_stencil: Some(wgpu::DepthStencilState {
format: texture::Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less, // 1.
stencil: wgpu::StencilState::default(), // 2.
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
@ -409,6 +419,7 @@ impl State {
camera_controller,
instances,
instance_buffer,
depth_texture,
}
}
@ -422,6 +433,8 @@ impl State {
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
}
}
@ -468,7 +481,14 @@ impl State {
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
occlusion_query_set: None,
timestamp_writes: None,
});

View File

@ -76,4 +76,52 @@ impl Texture {
sampler,
})
}
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; // 1.
pub fn create_depth_texture(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
label: &str,
) -> Self {
let size = wgpu::Extent3d {
// 2.
width: config.width,
height: config.height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT // 3.
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
// 4.
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual), // 5.
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self {
texture,
view,
sampler,
}
}
}