tweaks
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@@ -67,7 +67,9 @@ pub struct RenderState {
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// Gbuffer bs
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pub(in crate::render) gbuffer_pass: Pass,
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pub(in crate::render) gbuffer_cam_projection_buffer: wgpu::Buffer,
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pub(in crate::render) gbuffer_depth: wgpu::TextureView,
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pub(in crate::render) gbuffer_depth_texture: wgpu::TextureView,
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pub(in crate::render) gbuffer_depth_views: Vec<Arc<TextureView>>,
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pub(in crate::render) gbuffer_target_texture: wgpu::TextureView,
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pub(in crate::render) gbuffer_target_views: Vec<Arc<TextureView>>,
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// this is for the set=1 entity uniforms
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@@ -884,6 +886,37 @@ impl RenderState {
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label: Some("Forward Depth Texture"),
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});
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let g_buffer_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: 5,
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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::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: Some("g-buffer depth texture"),
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});
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// I need one of these for each of the g-buffer elements I'm calculating
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let mut g_buffer_depth_texture_views = (0..4)
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.map(|i| {
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Arc::new(g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("g-buffer depth texture"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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}))
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})
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.collect::<Vec<_>>();
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let g_buffer_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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@@ -925,7 +958,7 @@ impl RenderState {
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RenderState {
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gbuffer_pass: g_buffer_pass,
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gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform,
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gbuffer_depth: g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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gbuffer_depth_texture: g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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gbuffer_target_views: g_buffer_depth_texture_views,
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swapchain: swap_chain,
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