Added depth buffer to sort drawing indices

This commit is contained in:
Verox001 2025-05-05 21:59:27 +02:00
parent d5f5949107
commit 6c0cfbefce

View File

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