135 lines
4.7 KiB
Rust
135 lines
4.7 KiB
Rust
use crate::camera::Camera;
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use anyhow::Result;
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use bytemuck::{Pod, Zeroable};
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/// Matches the WGSL `Uniforms` struct byte-for-byte.
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///
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/// WGSL alignment: vec3<f32> aligns to 16 bytes, vec2 to 8, vec4 to 16.
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/// Total: 80 bytes (multiple of 16).
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Pod, Zeroable)]
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struct Uniforms {
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resolution: [f32; 2], // offset 0
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viewport_offset: [f32; 2], // offset 8
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camera_pos: [f32; 3], // offset 16 (vec3 align 16)
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time: f32, // offset 28
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camera_target: [f32; 3], // offset 32 (vec3 align 16)
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fov: f32, // offset 44
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render_flags: [f32; 4], // offset 48 (vec4 align 16)
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scene_scale: f32, // offset 64
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_pad: [f32; 3], // offset 68
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}
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pub struct RenderPipeline {
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pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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scene_scale: f32,
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}
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impl RenderPipeline {
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat, wgsl_source: &str, scene_scale: f32) -> Result<Self> {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("scene"),
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source: wgpu::ShaderSource::Wgsl(wgsl_source.into()),
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});
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("uniforms"),
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size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("uniforms_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(
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std::mem::size_of::<Uniforms>() as u64
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),
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},
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count: None,
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}],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("uniforms_bind"),
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render_layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("render"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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Ok(Self { pipeline, uniform_buffer, bind_group, scene_scale })
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}
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pub fn update_uniforms(
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&self,
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queue: &wgpu::Queue,
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width: u32,
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height: u32,
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time: f32,
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camera: &Camera,
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) {
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let uniforms = Uniforms {
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resolution: [width as f32, height as f32],
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viewport_offset: [0.0, 0.0],
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camera_pos: camera.position(),
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time,
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camera_target: camera.target,
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fov: camera.fov,
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render_flags: [1.0, 1.0, 1.0, 0.0],
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scene_scale: self.scene_scale,
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_pad: [0.0; 3],
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};
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniforms));
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}
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pub fn draw<'a>(&'a self, pass: &mut wgpu::RenderPass<'a>) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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pass.draw(0..3, 0..1);
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}
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}
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