diff --git a/src/main.rs b/src/main.rs index f070be5..e50264a 100755 --- a/src/main.rs +++ b/src/main.rs @@ -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(); diff --git a/src/render/render_pipeline.rs b/src/render/render_pipeline.rs index 5325e54..d1a7f20 100755 --- a/src/render/render_pipeline.rs +++ b/src/render/render_pipeline.rs @@ -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, diff --git a/src/render/renderer.rs b/src/render/renderer.rs index edc66c7..077c875 100755 --- a/src/render/renderer.rs +++ b/src/render/renderer.rs @@ -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); } } diff --git a/src/render/texture.rs b/src/render/texture.rs index 9e60174..0d8d689 100755 --- a/src/render/texture.rs +++ b/src/render/texture.rs @@ -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 { 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 }