WIP: don't draw fog past scene depth
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9acbec9a6a
commit
5a8dec8d02
3 changed files with 146 additions and 67 deletions
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@ -45,7 +45,7 @@ pub struct State {
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geom_instance_buffer: wgpu::Buffer,
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fog_instances: Vec<Instance>,
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fog_instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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geometry_depth_texture: Texture,
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geom_model: Model,
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fog_model: Model,
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light_model: Model,
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@ -53,7 +53,7 @@ pub struct State {
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light_buffer: wgpu::Buffer,
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light_debug_pass: RenderPass,
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light_bind_group: wgpu::BindGroup,
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light_depth_bind_group: wgpu::BindGroup,
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depth_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize],
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global_uniforms: GlobalUniforms,
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@ -152,16 +152,18 @@ impl State {
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let camera_controller = CameraController::new(400.0, 2.0);
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let depth_texture = Texture::create_depth_texture(
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let geometry_depth_texture = Texture::create_depth_texture(
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&device,
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"depth_texture",
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"geometry_depth_texture",
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Some(wgpu::CompareFunction::Less),
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config.width,
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config.height,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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);
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let geometry_abs_depth_sampler = Texture::create_sampler(&device, None);
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let light_depth_texture = Texture::create_depth_texture(
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&device,
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"light_depth_texture",
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@ -254,10 +256,10 @@ impl State {
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label: Some("Light Bind Group"),
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});
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let light_depth_bind_group_layout =
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let depth_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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// depth textures
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// light cubemap
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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@ -274,14 +276,31 @@ impl State {
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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},
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// geometry depth
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Depth,
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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::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("Light Depth Bind Group Layout"),
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label: Some("Depth Bind Group Layout"),
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});
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let light_depth_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_depth_bind_group_layout,
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let depth_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &depth_bind_group_layout,
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entries: &[
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// depth textures
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// light cubemap
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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@ -290,8 +309,17 @@ impl State {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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},
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// geometry depth
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&geometry_depth_texture.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(&geometry_abs_depth_sampler),
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},
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],
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label: Some("Light Depth Bind Group"),
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label: Some("Depth Bind Group"),
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});
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surface.configure(&device, &config);
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@ -427,7 +455,7 @@ impl State {
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&[
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&camera_bind_group_layout,
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&light_bind_group_layout,
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&light_depth_bind_group_layout,
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&depth_bind_group_layout,
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&texture_bind_group_layout,
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],
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&[],
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@ -445,7 +473,7 @@ impl State {
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&[
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&camera_bind_group_layout,
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&light_bind_group_layout,
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&light_depth_bind_group_layout,
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&depth_bind_group_layout,
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&texture_bind_group_layout,
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],
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&[],
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@ -488,7 +516,7 @@ impl State {
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geom_instance_buffer,
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fog_instances,
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fog_instance_buffer,
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depth_texture,
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geometry_depth_texture,
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geom_model,
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fog_model,
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light_model,
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@ -496,7 +524,7 @@ impl State {
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light_buffer,
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light_debug_pass,
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light_bind_group,
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light_depth_bind_group,
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depth_bind_group,
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light_depth_pass,
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light_depth_texture_target_views,
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global_uniforms,
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@ -513,14 +541,14 @@ impl State {
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self.camera
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.projection
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.resize(new_size.width, new_size.height);
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self.depth_texture = Texture::create_depth_texture(
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self.geometry_depth_texture = Texture::create_depth_texture(
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&self.device,
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"depth_texture",
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"geometry_depth_texture",
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Some(wgpu::CompareFunction::Less),
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self.config.width,
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self.config.height,
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1,
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wgpu::TextureUsages::RENDER_ATTACHMENT,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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);
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}
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}
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@ -641,7 +669,7 @@ impl State {
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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view: &self.geometry_depth_texture.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: StoreOp::Store,
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@ -657,41 +685,7 @@ impl State {
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geom_render_pass.draw_model_instanced(
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&self.geom_model,
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0..self.geom_instances.len() as u32,
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[&self.camera_bind_group, &self.light_bind_group, &self.light_depth_bind_group].into(),
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);
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}
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encoder.pop_debug_group();
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encoder.push_debug_group("fog pass");
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{
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let mut fog_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Fog Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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fog_render_pass.set_vertex_buffer(1, self.fog_instance_buffer.slice(..));
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fog_render_pass.set_pipeline(&self.fog_pass.pipeline);
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fog_render_pass.draw_model_instanced(
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&self.fog_model,
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0..self.fog_instances.len() as u32,
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[&self.camera_bind_group, &self.light_bind_group, &self.light_depth_bind_group].into(),
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[&self.camera_bind_group, &self.light_bind_group, &self.depth_bind_group].into(),
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);
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}
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encoder.pop_debug_group();
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@ -710,7 +704,7 @@ impl State {
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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view: &self.geometry_depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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@ -730,6 +724,40 @@ impl State {
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}
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encoder.pop_debug_group();
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encoder.push_debug_group("fog pass");
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{
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let mut fog_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Fog Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.geometry_depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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fog_render_pass.set_vertex_buffer(1, self.fog_instance_buffer.slice(..));
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fog_render_pass.set_pipeline(&self.fog_pass.pipeline);
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fog_render_pass.draw_model_instanced(
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&self.fog_model,
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0..self.fog_instances.len() as u32,
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[&self.camera_bind_group, &self.light_bind_group, &self.depth_bind_group].into(),
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);
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}
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encoder.pop_debug_group();
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self.queue.submit(std::iter::once(encoder.finish()));
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surface_texture.present();
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