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DepthPeelPass

Struct DepthPeelPass 

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pub struct DepthPeelPass { /* private fields */ }
Expand description

Resources for the depth peeling transparency system.

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impl DepthPeelPass

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pub fn new( device: &Device, width: u32, height: u32, mesh_bind_group_layout: &BindGroupLayout, slice_plane_bind_group_layout: &BindGroupLayout, matcap_bind_group_layout: &BindGroupLayout, ) -> Self

Creates a new depth peel pass with all required resources.

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pub fn resize(&mut self, device: &Device, width: u32, height: u32)

Resizes all textures. Call when window size changes.

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pub fn peel_pipeline(&self) -> &RenderPipeline

Returns the peel pipeline for external use.

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pub fn peel_bind_group(&self) -> &BindGroup

Returns the peel bind group (Group 3 for min-depth texture).

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pub fn peel_color_view(&self) -> &TextureView

Returns the peel color view (render target for each peel pass).

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pub fn peel_depth_color_view(&self) -> &TextureView

Returns the peel depth color view (depth-as-color output).

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pub fn peel_depth_view(&self) -> &TextureView

Returns the peel depth view (actual depth buffer).

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pub fn min_depth_view(&self) -> &TextureView

Returns the min-depth view.

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pub fn final_view(&self) -> &TextureView

Returns the final accumulated view.

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pub fn composite_layer(&self, encoder: &mut CommandEncoder, device: &Device)

Composites the current peel layer into the final buffer using alpha-under blending.

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pub fn update_min_depth(&self, encoder: &mut CommandEncoder, device: &Device)

Updates the min-depth texture from the current peel’s depth-as-color output. Uses Max blend to keep the furthest depth seen so far.

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pub fn composite_final_to_scene( &self, encoder: &mut CommandEncoder, device: &Device, hdr_view: &TextureView, )

Composites the final peeled result onto the HDR scene buffer.

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