wgpu-renderer/src/core/state.rs
2025-01-11 18:54:03 +02:00

797 lines
31 KiB
Rust

use cgmath::prelude::*;
use std::default::Default;
use std::mem;
use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::{event::*, window::Window};
use super::camera::{Camera, CameraController, CameraUniform};
use super::instance::{Instance, InstanceRaw};
use super::light::{DrawLight, LightUniform};
use super::model::{DrawModel, Model, ModelVertex, Vertex};
use super::pass::RenderPass;
use super::resources;
use super::texture::Texture;
const SHADOW_MAP_SIZE: u32 = 2048;
const SHADOW_MAP_LAYERS: u32 = 6;
#[repr(C)]
#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct GlobalUniforms {
pub time: f32,
pub light_matrix_index: u32,
pub use_shadowmaps: u32,
pub _padding: u32,
}
pub struct State {
pub size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
geometry_pass: RenderPass,
#[cfg(not(target_arch = "wasm32"))]
fog_pass: RenderPass,
camera: Camera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
global_bind_group: wgpu::BindGroup,
camera_controller: CameraController,
geom_instances: Vec<Instance>,
geom_instance_buffer: wgpu::Buffer,
#[cfg(not(target_arch = "wasm32"))]
fog_instances: Vec<Instance>,
#[cfg(not(target_arch = "wasm32"))]
fog_instance_buffer: wgpu::Buffer,
geometry_depth_texture: Texture,
geom_model: Model,
#[cfg(not(target_arch = "wasm32"))]
fog_model: Model,
light_model: Model,
light_uniform: LightUniform,
light_buffer: wgpu::Buffer,
light_debug_pass: RenderPass,
light_depth_bind_group: wgpu::BindGroup,
geometry_depth_bind_group: wgpu::BindGroup,
geometry_depth_bind_group_layout: wgpu::BindGroupLayout,
light_depth_pass: RenderPass,
light_depth_texture_target_views: [wgpu::TextureView; SHADOW_MAP_LAYERS as usize],
global_uniforms: GlobalUniforms,
global_uniforms_buffer: wgpu::Buffer,
}
impl State {
pub async fn new(window: &Window) -> Self {
log::info!("Creating surface");
let mut size = window.inner_size();
size.width = size.width.max(1);
size.height = size.height.max(1);
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::PRIMARY | wgpu::Backends::GL, ..Default::default() });
let surface = unsafe { instance.create_surface(window) }.unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.expect("failed to get adapter");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::default(),
limits: if cfg!(target_arch = "wasm32") {
// TODO: remove once webgpu?
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
label: None,
},
None,
)
.await
.expect("failed to get device");
let caps = surface.get_capabilities(&adapter);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: caps.formats[0],
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Opaque,
view_formats: vec![caps.formats[0]],
};
surface.configure(&device, &config);
let camera = Camera::new(
(-500.0, 150.0, 0.0).into(),
0.0,
0.0,
55.0,
config.width as f32 / config.height as f32,
);
let mut camera_uniform = CameraUniform::new();
camera_uniform.update(&camera, &config);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let camera_uniform_size = mem::size_of::<CameraUniform>() as u64;
let light_uniform = LightUniform::new([0.0, 0.0, 0.0], [1.0, 1.0, 1.0, 250000.0]);
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light UB"),
contents: bytemuck::cast_slice(&[light_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let light_uniform_size = mem::size_of::<LightUniform>() as u64;
let global_uniforms = GlobalUniforms::default();
let global_uniforms_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light Matrix UB"),
contents: bytemuck::cast_slice(&[global_uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let global_uniform_size = mem::size_of::<GlobalUniforms>() as u64;
let global_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
// CameraUniform
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(camera_uniform_size),
},
count: None,
},
// LightUniform
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(light_uniform_size),
},
count: None,
},
// global_uniforms
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(global_uniform_size),
},
count: None,
},
],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &global_bind_group_layout,
entries: &[
// CameraUniform
wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
},
// light struct
wgpu::BindGroupEntry {
binding: 1,
resource: light_buffer.as_entire_binding(),
},
// global_uniforms
wgpu::BindGroupEntry {
binding: 2,
resource: global_uniforms_buffer.as_entire_binding(),
}
],
label: Some("camera_bind_group"),
});
let camera_controller = CameraController::new(400.0, 2.0);
let geometry_depth_texture = State::create_geometry_depth_texture(&device, &config);
let light_depth_texture = Texture::create_depth_texture(
&device,
"light_depth_texture",
Some(wgpu::CompareFunction::LessEqual),
SHADOW_MAP_SIZE,
SHADOW_MAP_SIZE,
SHADOW_MAP_LAYERS,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
true,
);
let light_depth_texture_target_views = (0..SHADOW_MAP_LAYERS)
.map(|i| {
light_depth_texture.texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("light_depth_texture_view"),
format: None,
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::DepthOnly,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: i,
array_layer_count: Some(1),
})
})
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture views");
let light_depth_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
// light cubemap
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2Array,
sample_type: wgpu::TextureSampleType::Depth,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
],
label: Some("Light Bind Group Layout"),
});
let light_depth_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &light_depth_bind_group_layout,
entries: &[
// light cubemap
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
},
],
label: Some("Light Bind Group"),
});
let geometry_depth_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
// geometry depth
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Depth,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("Depth Bind Group Layout"),
});
let geometry_depth_bind_group = State::create_geometry_depth_bind_group(&device, &geometry_depth_bind_group_layout, &geometry_depth_texture);
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
// diffuse
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// normal
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// metallic + roughness
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let geom_model = resources::load_model_gltf(
"models/Sponza.glb",
&device,
&queue,
&texture_bind_group_layout,
)
.await
.unwrap();
#[cfg(not(target_arch = "wasm32"))]
let fog_model = resources::load_model_gltf(
"models/Cube.glb",
&device,
&queue,
&texture_bind_group_layout,
)
.await
.unwrap();
let light_model = resources::load_model_gltf(
"models/Cube.glb",
&device,
&queue,
&texture_bind_group_layout,
)
.await
.unwrap();
let geom_instances = vec![Instance {
// this sponza model isn't quite centered
position: [60.0, 0.0, 35.0].into(),
rotation: cgmath::Quaternion::one(),
scale: [1.0, 1.0, 1.0].into(),
}];
let geom_instance_data = geom_instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let geom_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Geometry Instance Buffer"),
contents: bytemuck::cast_slice(&geom_instance_data),
usage: wgpu::BufferUsages::VERTEX,
});
#[cfg(not(target_arch = "wasm32"))]
let fog_instances = vec![Instance {
position: [0.0, 30.0, 0.0].into(),
rotation: cgmath::Quaternion::one(),
scale: [1360.0, 30.0, 600.0].into(),
}];
#[cfg(not(target_arch = "wasm32"))]
let fog_instance_data = fog_instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
#[cfg(not(target_arch = "wasm32"))]
let fog_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Fog Instance Buffer"),
contents: bytemuck::cast_slice(&fog_instance_data),
usage: wgpu::BufferUsages::VERTEX,
});
let light_depth_pass = RenderPass::new(
&device,
&[
&global_bind_group_layout,
],
&[],
"depth.wgsl",
None,
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc(), InstanceRaw::desc()],
"light depth pass",
true,
false,
true,
Some(wgpu::Face::Back),
);
let geometry_pass = RenderPass::new(
&device,
&[
&global_bind_group_layout,
&light_depth_bind_group_layout,
&texture_bind_group_layout,
],
&[],
"pbr.wgsl",
Some(config.format),
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc(), InstanceRaw::desc()],
"geometry pass",
false,
false,
true,
Some(wgpu::Face::Back),
);
let light_debug_pass = RenderPass::new(
&device,
&[&global_bind_group_layout],
&[],
"light_debug.wgsl",
Some(config.format),
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc()],
"light debug pass",
false,
false,
true,
Some(wgpu::Face::Back),
);
#[cfg(not(target_arch = "wasm32"))]
let fog_pass = RenderPass::new(
&device,
&[
&global_bind_group_layout,
&light_depth_bind_group_layout,
&geometry_depth_bind_group_layout,
],
&[],
"fog.wgsl",
Some(config.format),
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc(), InstanceRaw::desc()],
"fog pass",
false,
true,
false,
Some(wgpu::Face::Back),
);
Self {
size,
surface,
device,
queue,
config,
geometry_pass,
#[cfg(not(target_arch = "wasm32"))]
fog_pass,
camera,
camera_uniform,
camera_buffer,
global_bind_group: camera_bind_group,
camera_controller,
geom_instances,
geom_instance_buffer,
#[cfg(not(target_arch = "wasm32"))]
fog_instances,
#[cfg(not(target_arch = "wasm32"))]
fog_instance_buffer,
geometry_depth_texture,
geom_model,
#[cfg(not(target_arch = "wasm32"))]
fog_model,
light_model,
light_uniform,
light_buffer,
light_debug_pass,
light_depth_bind_group,
geometry_depth_bind_group,
geometry_depth_bind_group_layout,
light_depth_pass,
light_depth_texture_target_views,
global_uniforms,
global_uniforms_buffer,
}
}
pub fn create_geometry_depth_bind_group(device: &wgpu::Device, layout: &wgpu::BindGroupLayout, geometry_depth_texture: &Texture) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
entries: &[
// geometry depth
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&geometry_depth_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&geometry_depth_texture.sampler),
},
],
label: Some("Depth Bind Group"),
})
}
fn create_geometry_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Texture {
Texture::create_depth_texture(
device,
"geometry_depth_texture",
None,
config.width,
config.height,
1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
true,
)
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
self.camera
.projection
.resize(new_size.width, new_size.height);
self.geometry_depth_texture = State::create_geometry_depth_texture(&self.device, &self.config);
self.geometry_depth_bind_group = State::create_geometry_depth_bind_group(&self.device, &self.geometry_depth_bind_group_layout, &self.geometry_depth_texture);
}
}
pub fn input(
&mut self,
window_event: Option<&WindowEvent>,
device_event: Option<&DeviceEvent>,
) -> bool {
self.camera_controller
.process_events(window_event, device_event)
}
pub fn update(&mut self, dt: Duration, time: Duration) {
// Update camera
self.camera.update(dt, &self.camera_controller);
self.camera_controller.reset(false);
self.camera_uniform.update(&self.camera, &self.config);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
// Update the light
self.light_uniform.position[0] = f32::sin(time.as_secs_f32() * 0.5) * 500.0;
self.light_uniform.position[1] = 250.0 + f32::sin(time.as_secs_f32() * 0.3) * 200.0;
self.light_uniform.position[2] = f32::sin(time.as_secs_f32() * 0.8) * 100.0;
self.light_uniform.update_matrices();
self.light_uniform.color[0] = f32::abs(f32::sin(time.as_secs_f32() * 1.0));
self.light_uniform.color[1] = f32::abs(f32::sin(time.as_secs_f32() * 0.6));
self.light_uniform.color[2] = f32::abs(f32::sin(time.as_secs_f32() * 0.4));
self.queue.write_buffer(
&self.light_buffer,
0,
bytemuck::cast_slice(&[self.light_uniform]),
);
// Global uniforms
self.global_uniforms.time = time.as_secs_f32();
self.global_uniforms.use_shadowmaps = if cfg!(target_arch = "wasm32") { 0u32 } else { 1u32 };
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
// render light to depth textures
for i in 0..SHADOW_MAP_LAYERS as usize {
self.global_uniforms.light_matrix_index = i as u32;
self.queue.write_buffer(
&self.global_uniforms_buffer,
0,
bytemuck::cast_slice(&[self.global_uniforms]),
);
let mut depth_encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Depth Encoder"),
});
{
let mut light_depth_render_pass =
depth_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Light Depth Render Pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.light_depth_texture_target_views[i],
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,
});
light_depth_render_pass.set_vertex_buffer(1, self.geom_instance_buffer.slice(..));
light_depth_render_pass.set_pipeline(&self.light_depth_pass.pipeline);
light_depth_render_pass.draw_model_instanced(
&self.geom_model,
0..self.geom_instances.len() as u32,
[&self.global_bind_group].into(),
false,
);
}
self.queue.submit(std::iter::once(depth_encoder.finish()));
}
// render geometry
let surface_texture = self.surface.get_current_texture()?;
let surface_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut geometry_encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
geometry_encoder.push_debug_group("geometry pass");
{
let mut geom_render_pass = geometry_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Geometry Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.geometry_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,
});
geom_render_pass.set_vertex_buffer(1, self.geom_instance_buffer.slice(..));
geom_render_pass.set_pipeline(&self.geometry_pass.pipeline);
geom_render_pass.draw_model_instanced(
&self.geom_model,
0..self.geom_instances.len() as u32,
[&self.global_bind_group, &self.light_depth_bind_group].into(),
true,
);
}
geometry_encoder.pop_debug_group();
geometry_encoder.push_debug_group("debug light pass");
{
let mut light_debug_render_pass =
geometry_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: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.geometry_depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
light_debug_render_pass.set_pipeline(&self.light_debug_pass.pipeline);
light_debug_render_pass.draw_light_model(
&self.light_model,
&self.global_bind_group,
);
}
geometry_encoder.pop_debug_group();
self.queue.submit(std::iter::once(geometry_encoder.finish()));
#[cfg(not(target_arch = "wasm32"))]
{
let mut fog_encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Fog Encoder"),
});
fog_encoder.push_debug_group("fog pass");
{
let mut fog_render_pass = fog_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Fog Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.geometry_depth_texture.view,
depth_ops: None,
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
fog_render_pass.set_vertex_buffer(1, self.fog_instance_buffer.slice(..));
fog_render_pass.set_pipeline(&self.fog_pass.pipeline);
fog_render_pass.draw_model_instanced(
&self.fog_model,
0..self.fog_instances.len() as u32,
[&self.global_bind_group, &self.light_depth_bind_group, &self.geometry_depth_bind_group].into(),
false,
);
}
fog_encoder.pop_debug_group();
self.queue.submit(std::iter::once(fog_encoder.finish()));
}
surface_texture.present();
Ok(())
}
}