adore 0.0.0

Adore: A flexible Rust game dev framework. Bring your own tools for streamlined development.
Documentation
#[allow(dead_code)]
pub struct Depth {
    pub(crate) texture: wgpu::Texture,
    pub(crate) view: wgpu::TextureView,
    pub(crate) sampler: wgpu::Sampler,
}

impl Depth {
    pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;

    pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> Self {
        let size = wgpu::Extent3d {
            width: config.width,
            height: config.height,
            depth_or_array_layers: 1,
        };
        let desc = wgpu::TextureDescriptor {
            label: Some(label),
            size,
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: Self::DEPTH_FORMAT,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
            view_formats: &[],
        };
        let texture = device.create_texture(&desc);

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Linear,
            min_filter: wgpu::FilterMode::Linear,
            mipmap_filter: wgpu::FilterMode::Nearest,
            compare: Some(wgpu::CompareFunction::LessEqual),
            lod_min_clamp: 0.0,
            lod_max_clamp: 100.0,
            ..Default::default()
        });

        Self {
            texture,
            view,
            sampler,
        }
    }
}