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https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 21:34:21 +00:00
Depth buffer
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@ -99,6 +99,7 @@ struct State {
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camera_controller: CameraController,
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instances: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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}
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impl State {
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@ -290,6 +291,8 @@ impl State {
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label: Some("camera_bind_group"),
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});
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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// Shader
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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@ -337,11 +340,17 @@ impl State {
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::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, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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});
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@ -415,6 +424,7 @@ impl State {
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camera_controller,
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instances,
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instance_buffer,
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depth_texture,
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}
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}
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@ -425,6 +435,8 @@ impl State {
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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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}
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self.depth_texture =
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Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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@ -472,7 +484,14 @@ impl State {
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},
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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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render_pass.set_pipeline(&self.render_pipeline);
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