state::render cleanup

This commit is contained in:
Lauri Räsänen 2023-01-29 15:40:37 +02:00
parent 450fc7a518
commit 2fdae1a23a

View file

@ -341,8 +341,8 @@ impl State {
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
let surface_texture = self.surface.get_current_texture()?;
let surface_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
@ -352,10 +352,10 @@ impl State {
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Geometry Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
@ -377,16 +377,9 @@ impl State {
}),
});
render_pass.set_pipeline(&self.light_debug_pass.pipeline);
render_pass.draw_light_model(
&self.light_model,
&self.camera_bind_group,
&self.light_bind_group,
);
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_pipeline(&self.geometry_pass.pipeline);
render_pass.draw_model_instanced(
geom_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
geom_render_pass.set_pipeline(&self.geometry_pass.pipeline);
geom_render_pass.draw_model_instanced(
&self.model,
0..self.instances.len() as u32,
&self.camera_bind_group,
@ -394,9 +387,39 @@ impl State {
);
}
{
let mut light_debug_render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Light Debug Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
stencil_ops: None,
}),
});
light_debug_render_pass.set_pipeline(&self.light_debug_pass.pipeline);
light_debug_render_pass.draw_light_model(
&self.light_model,
&self.camera_bind_group,
&self.light_bind_group,
);
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
surface_texture.present();
Ok(())
}