[DEPTH] From tutorial
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2 changed files with 59 additions and 3 deletions
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@ -62,6 +62,7 @@ pub struct State {
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diffuse_bind_group: wgpu::BindGroup,
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#[allow(dead_code)]
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diffuse_texture: super::texture::Texture,
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depth_texture: super::texture::Texture,
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toggle: bool
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}
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@ -316,6 +317,8 @@ impl State {
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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let depth_texture = super::texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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@ -345,7 +348,13 @@ 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,
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depth_stencil: Some(wgpu::DepthStencilState {
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format: super::texture::Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less, // 1.
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stencil: wgpu::StencilState::default(), // 2.
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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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@ -376,7 +385,8 @@ impl State {
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diffuse_texture_pikachu,
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instances,
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instance_buffer,
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toggle: false
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toggle: false,
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depth_texture,
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}
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}
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@ -387,6 +397,7 @@ 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 = super::texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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}
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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@ -469,7 +480,14 @@ 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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