Add depth buffer

This commit is contained in:
SeanOMik 2023-09-04 23:58:49 -04:00
parent 25aff0cc1f
commit 3d350448dc
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
4 changed files with 73 additions and 6 deletions

View File

@ -81,7 +81,7 @@ async fn main() {
shader_id: 0,
texture: diffuse_texture.clone()
}),
TransformComponent::from(Transform::from_xyz(0.005, 0.0, 0.0)),
TransformComponent::from(Transform::from_xyz(0.005, 0.0, -2.0)),
));
world.spawn((MeshComponent::new(
@ -92,7 +92,7 @@ async fn main() {
shader_id: 0,
texture: diffuse_texture
}),
TransformComponent::from(Transform::from_xyz(0.005, 0.7, 0.0)),
TransformComponent::from(Transform::from_xyz(0.005, 0.7, -0.5)),
));
let mut camera = CameraComponent::new();

View File

@ -2,7 +2,7 @@ use std::{ops::Range, cell::Ref};
use wgpu::{PipelineLayout, RenderPipeline, RenderPass, VertexBufferLayout, BindGroupLayout};
use super::{render_job::RenderJob, vertex::Vertex, desc_buf_lay::DescVertexBufferLayout};
use super::{render_job::RenderJob, vertex::Vertex, desc_buf_lay::DescVertexBufferLayout, texture::RenderTexture};
pub struct FullRenderPipeline {
layout: PipelineLayout,
@ -59,7 +59,13 @@ impl FullRenderPipeline {
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
depth_stencil: Some(wgpu::DepthStencilState {
format: RenderTexture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(), // TODO: stencil buffer
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,

View File

@ -159,6 +159,8 @@ pub struct BasicRenderer {
inuse_camera: RenderCamera,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
depth_buffer_texture: RenderTexture,
}
impl BasicRenderer {
@ -344,6 +346,8 @@ impl BasicRenderer {
label: Some("camera_bind_group"),
});
let depth_texture = RenderTexture::create_depth_texture(&device, &config, "Depth Buffer");
let mut pipelines = HashMap::new();
pipelines.insert(0, Arc::new(FullRenderPipeline::new(&device, &config, &shader,
vec![super::vertex::Vertex::desc(),],
@ -373,6 +377,8 @@ impl BasicRenderer {
inuse_camera: RenderCamera::new(size),
camera_buffer,
camera_bind_group,
depth_buffer_texture: depth_texture,
}
}
@ -624,7 +630,15 @@ impl Renderer for BasicRenderer {
store: true,
},
})],
depth_stencil_attachment: None,
// enable depth buffer
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: self.depth_buffer_texture.view(),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
// Pop off jobs from the queue as they're being processed
@ -679,8 +693,10 @@ impl Renderer for BasicRenderer {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
// tell other things of updated resize
self.surface.configure(&self.device, &self.config);
self.depth_buffer_texture = RenderTexture::create_depth_texture(&self.device, &self.config, "Depth Buffer Texture");
self.inuse_camera.update_aspect_ratio(self.size);
}
}

View File

@ -31,6 +31,8 @@ pub struct RenderTexture {
}
impl RenderTexture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bytes: &[u8], texture_id: u32, label: &str) -> anyhow::Result<Self> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, queue, &img, texture_id, Some(label))
@ -121,6 +123,49 @@ impl RenderTexture {
);
}
pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> Self {
let size = wgpu::Extent3d {
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 // we'll be rendering to it
| 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),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
}
);
Self {
texture: Arc::new(texture),
view: Arc::new(view),
sampler: Arc::new(sampler),
texture_id: 0
}
}
pub fn inner_texture(&self) -> &wgpu::Texture {
&self.texture
}