mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +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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@ -8,6 +8,8 @@ pub struct Texture {
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}
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn from_bytes(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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@ -77,4 +79,49 @@ impl Texture {
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sampler,
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})
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}
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pub fn create_depth_texture(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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label: &str,
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) -> Self {
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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(label),
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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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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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..Default::default()
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});
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Self {
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texture,
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view,
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sampler,
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}
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}
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}
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