add depth buffer

This commit is contained in:
numzero 2025-11-24 18:15:48 +03:00
parent a8f72096d8
commit 295037edc6
4 changed files with 67 additions and 14 deletions

View File

@ -9,7 +9,7 @@ use crate::{
camera::OrbitalCamera, camera::OrbitalCamera,
ray::Ray, ray::Ray,
render::{ render::{
OUTPUT_FORMAT, DEPTH_FORMAT, OUTPUT_FORMAT,
lines::{LookParams, Mesh, Pipeline, Vertex}, lines::{LookParams, Mesh, Pipeline, Vertex},
}, },
trace::{Hit, Lambertian, Reflector, Scene, Source, Sphere}, trace::{Hit, Lambertian, Reflector, Scene, Source, Sphere},
@ -67,6 +67,8 @@ pub struct Core {
queue: wgpu::Queue, queue: wgpu::Queue,
surface: wgpu::Surface<'static>, surface: wgpu::Surface<'static>,
depth: wgpu::Texture,
pipeline: Pipeline, pipeline: Pipeline,
mesh_pipe: render::faces::Pipeline, mesh_pipe: render::faces::Pipeline,
tripod: Mesh, tripod: Mesh,
@ -134,18 +136,20 @@ impl Core {
let pipeline = Pipeline::new(&device); let pipeline = Pipeline::new(&device);
let mesh_pipe = render::faces::Pipeline::new(&device); let mesh_pipe = render::faces::Pipeline::new(&device);
let tripod = new_tripod(&device); let tripod = new_tripod(&device);
let depth = Self::create_depth_buffer(&device, pixel_size);
queue.submit([]); // flush buffer updates queue.submit([]); // flush buffer updates
let mut this = Self { Self::configure_surface(&surface, &device, pixel_size);
Self {
device, device,
queue, queue,
surface, surface,
depth,
pipeline, pipeline,
tripod, tripod,
mesh_pipe, mesh_pipe,
}; }
this.configure(pixel_size);
this
} }
fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) { fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) {
@ -176,6 +180,9 @@ impl Core {
self.queue.submit([]); // flush buffer updates self.queue.submit([]); // flush buffer updates
let view = output.create_view(&wgpu::TextureViewDescriptor::default()); let view = output.create_view(&wgpu::TextureViewDescriptor::default());
let depth_view = self
.depth
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self let mut encoder = self
.device .device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default()); .create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
@ -189,7 +196,14 @@ impl Core {
store: wgpu::StoreOp::Store, store: wgpu::StoreOp::Store,
}, },
})], })],
depth_stencil_attachment: None, depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.),
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
..Default::default() ..Default::default()
}); });
if args.show_axes { if args.show_axes {
@ -389,10 +403,26 @@ impl Core {
self.queue.submit(std::iter::once(encoder.finish())); self.queue.submit(std::iter::once(encoder.finish()));
} }
/// Configures the renderer for a given target size. fn create_depth_buffer(device: &wgpu::Device, pixel_size: UVec2) -> wgpu::Texture {
pub fn configure(&mut self, pixel_size: UVec2) { device.create_texture(&wgpu::TextureDescriptor {
self.surface.configure( label: Some("depth buffer"),
&self.device, size: wgpu::Extent3d {
width: pixel_size.x,
height: pixel_size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
}
fn configure_surface(surface: &wgpu::Surface, device: &wgpu::Device, pixel_size: UVec2) {
surface.configure(
device,
&wgpu::SurfaceConfiguration { &wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format: OUTPUT_FORMAT, format: OUTPUT_FORMAT,
@ -406,6 +436,12 @@ impl Core {
); );
} }
/// Configures the renderer for a given target size.
pub fn configure(&mut self, pixel_size: UVec2) {
Self::configure_surface(&self.surface, &self.device, pixel_size);
self.depth = Self::create_depth_buffer(&self.device, pixel_size);
}
/// Redraws the entire surface. /// Redraws the entire surface.
/// ///
/// [`Self::configure`] must be called at least once before this. /// [`Self::configure`] must be called at least once before this.

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@ -4,7 +4,7 @@ use bytemuck::{Pod, Zeroable, bytes_of, cast_slice};
use glam::{Mat4, Vec3}; use glam::{Mat4, Vec3};
use wgpu::util::DeviceExt as _; use wgpu::util::DeviceExt as _;
use crate::render::OUTPUT_FORMAT; use crate::render::{DEPTH_FORMAT, OUTPUT_FORMAT};
#[derive(Debug, Clone, Copy, Pod, Zeroable)] #[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)] #[repr(C)]
@ -109,7 +109,13 @@ impl Pipeline {
topology: wgpu::PrimitiveTopology::TriangleList, topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default() ..Default::default()
}, },
depth_stencil: None, depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState { multisample: wgpu::MultisampleState {
count: 1, count: 1,
mask: !0, mask: !0,

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@ -4,7 +4,7 @@ use bytemuck::{Pod, Zeroable, bytes_of, cast_slice};
use glam::{Mat4, Vec3}; use glam::{Mat4, Vec3};
use wgpu::util::DeviceExt as _; use wgpu::util::DeviceExt as _;
use crate::render::OUTPUT_FORMAT; use crate::render::{DEPTH_FORMAT, OUTPUT_FORMAT};
#[derive(Debug, Clone, Copy, Pod, Zeroable)] #[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)] #[repr(C)]
@ -91,7 +91,17 @@ impl Pipeline {
topology: wgpu::PrimitiveTopology::LineList, topology: wgpu::PrimitiveTopology::LineList,
..Default::default() ..Default::default()
}, },
depth_stencil: None, depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: -2,
slope_scale: 0.,
clamp: 0.,
},
}),
multisample: wgpu::MultisampleState { multisample: wgpu::MultisampleState {
count: 1, count: 1,
mask: !0, mask: !0,

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@ -4,3 +4,4 @@ pub mod lines;
static SIMPLE_SHADER: &str = include_str!("simple.wgsl"); static SIMPLE_SHADER: &str = include_str!("simple.wgsl");
pub const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb; pub const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;