feat(core): Étape 11 — resize (surface + depth, Phase 4.4)
This commit is contained in:
@@ -167,6 +167,23 @@ impl Renderer {
|
||||
self.write_default_frame_uniforms();
|
||||
}
|
||||
|
||||
/// Recreates the depth texture at a new size, used on window resize (ROADMAP Phase 4.4).
|
||||
/// The previous depth texture is dropped when its field is replaced — no leak, no double
|
||||
/// allocation. The helper `create_depth_texture` (Étape 9, D3) is reused so the recreate stays
|
||||
/// trivial. Inputs: width/height — the new surface dimensions in pixels.
|
||||
pub fn resize_depth(&mut self, width: u32, height: u32) {
|
||||
let (depth_texture, depth_view) = create_depth_texture(&self.device, width, height);
|
||||
self._depth_texture = depth_texture;
|
||||
self.depth_view = depth_view;
|
||||
}
|
||||
|
||||
/// Updates the stored surface texture format after a surface reconfigure (ROADMAP Phase 4.4).
|
||||
/// Used when `Context::configure` returns a different format so the Renderer stays in sync
|
||||
/// with the surface. Inputs: format — the new surface texture format.
|
||||
pub fn set_format(&mut self, format: wgpu::TextureFormat) {
|
||||
self.format = format;
|
||||
}
|
||||
|
||||
/// Rewrites the shared per-frame uniform buffer from the scene's active camera and the current
|
||||
/// viewport aspect, then returns the frame bind group wired to that buffer. Called at the start of
|
||||
/// every `render_scene` so the GPU sees the latest camera matrices and camera position (Étape 4.3).
|
||||
|
||||
Reference in New Issue
Block a user