ripping up the example
This commit is contained in:
551
src/render.rs
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551
src/render.rs
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@@ -0,0 +1,551 @@
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use crate::{EntityUniforms, Pass};
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use bytemuck::{Pod, Zeroable};
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use bytemuck::__core::mem;
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use wgpu::util::DeviceExt;
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use std::rc::Rc;
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#[repr(C)]
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#[derive(Clone, Copy)]
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struct ForwardUniforms {
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proj: [[f32; 4]; 4],
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num_lights: [u32; 4],
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}
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unsafe impl Pod for ForwardUniforms {}
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unsafe impl Zeroable for ForwardUniforms {}
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#[repr(C)]
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#[derive(Clone, Copy)]
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struct EntityUniforms {
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model: [[f32; 4]; 4],
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color: [f32; 4],
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}
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unsafe impl Pod for EntityUniforms {}
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unsafe impl Zeroable for EntityUniforms {}
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#[repr(C)]
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struct ShadowUniforms {
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proj: [[f32; 4]; 4],
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}
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struct Pass {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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}
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pub struct Renderer {
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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light_uniform_buf: wgpu::Buffer,
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}
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impl Renderer {
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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height: 512,
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depth: Self::MAX_LIGHTS as u32,
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(3.0f32, -10.0, 6.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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}
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impl Renderer {
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pub fn create_buffer(&mut self, device: &wgpu::Device) {
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// Creates the vertex and index buffers for the cube
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
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let cube_vertex_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Cubes Vertex Buffer"),
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contents: bytemuck::cast_slice(&cube_vertex_data),
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usage: wgpu::BufferUsage::VERTEX,
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},
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));
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let cube_index_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Cubes Index Buffer"),
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contents: bytemuck::cast_slice(&cube_index_data),
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usage: wgpu::BufferUsage::INDEX,
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},
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));
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// Creates the vertex and index buffers for the plane
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let (plane_vertex_data, plane_index_data) = create_plane(7.0);
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let plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Plane Vertex Buffer"),
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contents: bytemuck::cast_slice(&plane_vertex_data),
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usage: wgpu::BufferUsage::VERTEX,
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});
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let plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Plane Index Buffer"),
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contents: bytemuck::cast_slice(&plane_index_data),
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usage: wgpu::BufferUsage::INDEX,
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});
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// Creates the uniform for entities, which does the rotation and projection
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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}
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pub fn init(&mut self) -> Renderer {
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// Pre init the light uniform, with slots enough for MAX_LIGHTS
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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// This seems way way way way easier than what I was doing in tracer
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// Though the attr thing is still a macro. Which would cause issues if
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// I wanted to get tricky with the 0,1 types
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let vertex_attr = wgpu::vertex_attr_array![0 => Float4, 1 => Float4];
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &vertex_attr,
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};
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/*
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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Need to open this up in renderdoc and see what it's actually doing
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*/
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let shadow_pass = {
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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min_binding_size: wgpu::BufferSize::new(uniform_size),
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},
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count: None,
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("shadow"),
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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push_constant_ranges: &[],
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});
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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}],
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label: None,
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});
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// Create the render pipeline
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let vs_module = device.create_shader_module(wgpu::include_spirv!("../resources/bake.vert.spv"));
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let fs_module = device.create_shader_module(wgpu::include_spirv!("../resources/bake.frag.spv"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("shadow"),
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilStateDescriptor::default(),
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}),
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: &[vb_desc.clone()],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pass {
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pipeline,
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bind_group,
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uniform_buf,
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}
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};
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let forward_pass = {
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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min_binding_size: wgpu::BufferSize::new(mem::size_of::<
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ForwardUniforms,
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>()
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as _),
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1, // lights
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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min_binding_size: wgpu::BufferSize::new(light_uniform_size),
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2Array,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: true },
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count: None,
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},
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],
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label: None,
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("main"),
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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push_constant_ranges: &[],
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});
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let forward_uniforms = ForwardUniforms {
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proj: *mx_total.as_ref(),
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num_lights: [lights.len() as u32, 0, 0, 0],
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};
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let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::bytes_of(&forward_uniforms),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Buffer(light_uniform_buf.slice(..)),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&shadow_view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&shadow_sampler),
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},
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],
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label: None,
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});
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// Create the render pipeline
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let vs_module = device.create_shader_module(wgpu::include_spirv!("../resources/forward.vert.spv"));
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let fs_module = device.create_shader_module(wgpu::include_spirv!("../resources/forward.frag.spv"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("main"),
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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..Default::default()
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[sc_desc.format.into()],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::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::StencilStateDescriptor::default(),
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}),
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: &[vb_desc],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pass {
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pipeline,
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bind_group,
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uniform_buf,
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}
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};
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 1,
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},
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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::TextureUsage::OUTPUT_ATTACHMENT,
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label: None,
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});
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Renderer {
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lights_are_dirty: false,
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shadow_pass,
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forward_pass,
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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light_uniform_buf,
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}
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}
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pub fn render(
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&mut self,
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frame: &wgpu::SwapChainTexture,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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_spawner: &impl futures::task::LocalSpawn,
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)
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{
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// update uniforms
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for entity in self.entities.iter_mut() {
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if entity.rotation_speed != 0.0 {
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let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
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entity.mx_world = entity.mx_world * rotation;
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}
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let data = EntityUniforms {
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model: entity.mx_world.into(),
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color: [
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entity.color.r as f32,
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entity.color.g as f32,
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entity.color.b as f32,
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entity.color.a as f32,
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],
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};
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queue.write_buffer(&entity.uniform_buf, 0, bytemuck::bytes_of(&data));
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}
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if self.lights_are_dirty {
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self.lights_are_dirty = false;
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for (i, light) in self.lights.iter().enumerate() {
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queue.write_buffer(
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&self.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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bytemuck::bytes_of(&light.to_raw()),
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);
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}
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}
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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encoder.push_debug_group("shadow passes");
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for (i, light) in self.lights.iter().enumerate() {
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encoder.push_debug_group(&format!(
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"shadow pass {} (light at position {:?})",
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i, light.pos
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));
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// The light uniform buffer already has the projection,
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// let's just copy it over to the shadow uniform buffer.
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encoder.copy_buffer_to_buffer(
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&self.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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&self.shadow_pass.uniform_buf,
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0,
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64,
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);
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encoder.insert_debug_marker("render entities");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[],
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depth_stencil_attachment: Some(
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wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &light.target_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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});
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pass.set_pipeline(&self.shadow_pass.pipeline);
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pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
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for entity in &self.entities {
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pass.set_bind_group(1, &entity.bind_group, &[]);
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pass.set_index_buffer(entity.index_buf.slice(..));
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pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
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pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
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}
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}
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|
||||
encoder.pop_debug_group();
|
||||
}
|
||||
encoder.pop_debug_group();
|
||||
|
||||
// forward pass
|
||||
encoder.push_debug_group("forward rendering pass");
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &self.forward_depth,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: false,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&self.forward_pass.pipeline);
|
||||
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
|
||||
|
||||
for entity in &self.entities {
|
||||
pass.set_bind_group(1, &entity.bind_group, &[]);
|
||||
pass.set_index_buffer(entity.index_buf.slice(..));
|
||||
pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
|
||||
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
encoder.pop_debug_group();
|
||||
|
||||
queue.submit(iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
pub fn optional_features() -> wgpu::Features {
|
||||
wgpu::Features::DEPTH_CLAMPING
|
||||
}
|
||||
|
||||
pub fn resize(
|
||||
&mut self,
|
||||
sc_desc: &wgpu::SwapChainDescriptor,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
)
|
||||
{
|
||||
// update view-projection matrix
|
||||
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
queue.write_buffer(
|
||||
&self.forward_pass.uniform_buf,
|
||||
0,
|
||||
bytemuck::cast_slice(mx_ref),
|
||||
);
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
label: None,
|
||||
});
|
||||
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user