Cord/crates/cord-render/src/pipeline.rs

135 lines
4.7 KiB
Rust

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