basic working polygon renderer

This commit is contained in:
2024-06-15 03:03:48 -04:00
parent 219213ee24
commit aa466a248c
23 changed files with 639 additions and 300 deletions

View File

@@ -1,14 +1,16 @@
mod command;
mod util;
pub mod voxel;
pub mod voxel_poly;
pub use command::*;
use util::Texture;
use super::camera::Camera;
use crate::client::rsc::CLEAR_COLOR;
use nalgebra::Vector2;
use smaa::{SmaaMode, SmaaTarget};
use voxel::VoxelPipeline;
use voxel_poly::VoxelPipeline;
use winit::dpi::PhysicalSize;
pub struct Renderer<'a> {
@@ -22,6 +24,7 @@ pub struct Renderer<'a> {
voxel_pipeline: VoxelPipeline,
smaa_target: SmaaTarget,
camera: Camera,
depth_texture: Texture,
}
impl<'a> Renderer<'a> {
@@ -67,7 +70,7 @@ impl<'a> Renderer<'a> {
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
@@ -87,10 +90,12 @@ impl<'a> Renderer<'a> {
SmaaMode::Smaa1X,
);
let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
Self {
camera: Camera::default(),
size: Vector2::new(size.width, size.height),
voxel_pipeline: VoxelPipeline::new(&device, &config.format),
voxel_pipeline: VoxelPipeline::new(&device, &config),
staging_belt,
surface,
encoder: Self::create_encoder(&device),
@@ -98,6 +103,7 @@ impl<'a> Renderer<'a> {
config,
queue,
smaa_target,
depth_texture,
}
}
@@ -127,7 +133,14 @@ impl<'a> Renderer<'a> {
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
@@ -149,6 +162,8 @@ impl<'a> Renderer<'a> {
self.smaa_target
.resize(&self.device, size.width, size.height);
self.depth_texture =
Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
self.voxel_pipeline.update_view(
&self.device,
&mut self.encoder,