Add depth buffer
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25aff0cc1f
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3d350448dc
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@ -81,7 +81,7 @@ async fn main() {
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shader_id: 0,
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texture: diffuse_texture.clone()
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}),
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TransformComponent::from(Transform::from_xyz(0.005, 0.0, 0.0)),
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TransformComponent::from(Transform::from_xyz(0.005, 0.0, -2.0)),
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));
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world.spawn((MeshComponent::new(
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@ -92,7 +92,7 @@ async fn main() {
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shader_id: 0,
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texture: diffuse_texture
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}),
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TransformComponent::from(Transform::from_xyz(0.005, 0.7, 0.0)),
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TransformComponent::from(Transform::from_xyz(0.005, 0.7, -0.5)),
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));
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let mut camera = CameraComponent::new();
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@ -2,7 +2,7 @@ use std::{ops::Range, cell::Ref};
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use wgpu::{PipelineLayout, RenderPipeline, RenderPass, VertexBufferLayout, BindGroupLayout};
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use super::{render_job::RenderJob, vertex::Vertex, desc_buf_lay::DescVertexBufferLayout};
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use super::{render_job::RenderJob, vertex::Vertex, desc_buf_lay::DescVertexBufferLayout, texture::RenderTexture};
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pub struct FullRenderPipeline {
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layout: PipelineLayout,
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@ -59,7 +59,13 @@ impl FullRenderPipeline {
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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,
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depth_stencil: Some(wgpu::DepthStencilState {
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format: RenderTexture::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(), // TODO: stencil buffer
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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,
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mask: !0,
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@ -159,6 +159,8 @@ pub struct BasicRenderer {
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inuse_camera: RenderCamera,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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depth_buffer_texture: RenderTexture,
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}
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impl BasicRenderer {
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@ -344,6 +346,8 @@ impl BasicRenderer {
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label: Some("camera_bind_group"),
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});
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let depth_texture = RenderTexture::create_depth_texture(&device, &config, "Depth Buffer");
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let mut pipelines = HashMap::new();
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pipelines.insert(0, Arc::new(FullRenderPipeline::new(&device, &config, &shader,
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vec![super::vertex::Vertex::desc(),],
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@ -373,6 +377,8 @@ impl BasicRenderer {
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inuse_camera: RenderCamera::new(size),
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camera_buffer,
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camera_bind_group,
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depth_buffer_texture: depth_texture,
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}
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}
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@ -624,7 +630,15 @@ impl Renderer for BasicRenderer {
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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// enable depth buffer
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: self.depth_buffer_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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// Pop off jobs from the queue as they're being processed
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@ -679,8 +693,10 @@ impl Renderer for BasicRenderer {
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self.size = new_size;
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self.config.width = new_size.width;
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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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// tell other things of updated resize
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self.surface.configure(&self.device, &self.config);
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self.depth_buffer_texture = RenderTexture::create_depth_texture(&self.device, &self.config, "Depth Buffer Texture");
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self.inuse_camera.update_aspect_ratio(self.size);
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}
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}
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@ -31,6 +31,8 @@ pub struct RenderTexture {
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}
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impl RenderTexture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bytes: &[u8], texture_id: u32, label: &str) -> anyhow::Result<Self> {
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let img = image::load_from_memory(bytes)?;
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Self::from_image(device, queue, &img, texture_id, Some(label))
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@ -121,6 +123,49 @@ impl RenderTexture {
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);
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}
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pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> 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 // we'll be rendering to it
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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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(
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&wgpu::SamplerDescriptor { // 4.
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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: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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}
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);
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Self {
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texture: Arc::new(texture),
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view: Arc::new(view),
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sampler: Arc::new(sampler),
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texture_id: 0
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}
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}
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pub fn inner_texture(&self) -> &wgpu::Texture {
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&self.texture
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}
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