Added depth buffer to sort drawing indices
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d5f5949107
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@ -31,6 +31,7 @@ pub struct State<'a> {
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global_buffer: wgpu::Buffer,
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camera: Camera,
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depth_texture: wgpu::TextureView,
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}
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impl<'a> State<'a> {
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@ -92,6 +93,8 @@ impl<'a> State<'a> {
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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let depth_texture = Self::create_depth_texture(&device, config.width, config.height, sample_count.get());
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Self {
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surface,
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@ -108,9 +111,28 @@ impl<'a> State<'a> {
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instances,
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instance_buffer,
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camera,
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depth_texture,
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}
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}
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fn create_depth_texture(device: &Device, width: u32, height: u32, sample_count: u32) -> wgpu::TextureView {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Depth Texture"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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});
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texture.create_view(&Default::default())
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}
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fn create_geometries(device: &Device) -> HashMap<Shape, Geometry> {
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let mut geometries = HashMap::new();
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@ -229,7 +251,13 @@ impl<'a> State<'a> {
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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: wgpu::TextureFormat::Depth32Float,
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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: sample_count,
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mask: !0,
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@ -301,6 +329,7 @@ impl<'a> State<'a> {
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view_proj: view_proj.into(),
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};
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self.queue.write_buffer(&self.global_buffer, 0, bytemuck::cast_slice(&[new_globals]));
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self.depth_texture = Self::create_depth_texture(&self.device, self.config.width, self.config.height, self.sample_count.get());
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println!("Resized to {:?} from state!", new_size);
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}
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@ -350,7 +379,14 @@ impl<'a> State<'a> {
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store: wgpu::StoreOp::Store,
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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,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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