use askama::Template;
use crate::{
render_passes::material_transparent::shader::cache_key::ShaderCacheKeyMaterialTransparent,
shaders::{AwsmShaderError, Result},
};
#[derive(Debug)]
pub struct ShaderTemplateMaterialTransparent {
pub includes: ShaderTemplateTransparentMaterialIncludes,
pub bind_groups: ShaderTemplateTransparentMaterialBindGroups,
pub vertex: ShaderTemplateTransparentMaterialVertex,
pub fragment: ShaderTemplateTransparentMaterialFragment,
}
#[derive(Template, Debug)]
#[template(
path = "material_transparent_wgsl/includes.wgsl",
whitespace = "minimize"
)]
pub struct ShaderTemplateTransparentMaterialIncludes {
pub max_morph_unroll: u32,
pub max_skin_unroll: u32,
pub instancing_transforms: bool,
pub texture_pool_arrays_len: u32,
pub texture_pool_samplers_len: u32,
pub color_sets: Option<u32>,
pub uv_sets: u32,
pub debug: ShaderTemplateMaterialTransparentDebug,
}
impl ShaderTemplateTransparentMaterialIncludes {
pub fn new(cache_key: &ShaderCacheKeyMaterialTransparent) -> Self {
Self {
max_morph_unroll: 2,
max_skin_unroll: 2,
instancing_transforms: cache_key.instancing_transforms,
texture_pool_arrays_len: cache_key.texture_pool_arrays_len,
texture_pool_samplers_len: cache_key.texture_pool_samplers_len,
color_sets: cache_key.attributes.color_sets,
uv_sets: cache_key.attributes.uv_sets.unwrap_or_default(),
debug: ShaderTemplateMaterialTransparentDebug::new(),
}
}
pub fn has_lighting_ibl(&self) -> bool {
match self.debug.lighting {
ShaderTemplateMaterialTransparentDebugLighting::None => true,
ShaderTemplateMaterialTransparentDebugLighting::IblOnly => true,
ShaderTemplateMaterialTransparentDebugLighting::PunctualOnly => false,
}
}
pub fn has_lighting_punctual(&self) -> bool {
match self.debug.lighting {
ShaderTemplateMaterialTransparentDebugLighting::None => true,
ShaderTemplateMaterialTransparentDebugLighting::IblOnly => false,
ShaderTemplateMaterialTransparentDebugLighting::PunctualOnly => true,
}
}
}
#[derive(Template, Debug)]
#[template(
path = "material_transparent_wgsl/bind_groups.wgsl",
whitespace = "minimize"
)]
pub struct ShaderTemplateTransparentMaterialBindGroups {
pub texture_pool_arrays_len: u32,
pub texture_pool_samplers_len: u32,
pub multisampled_geometry: bool,
}
impl ShaderTemplateTransparentMaterialBindGroups {
pub fn new(cache_key: &ShaderCacheKeyMaterialTransparent) -> Self {
Self {
texture_pool_arrays_len: cache_key.texture_pool_arrays_len,
texture_pool_samplers_len: cache_key.texture_pool_samplers_len,
multisampled_geometry: cache_key.msaa_sample_count.is_some(),
}
}
}
#[derive(Template, Debug)]
#[template(
path = "material_transparent_wgsl/vertex.wgsl",
whitespace = "minimize"
)]
pub struct ShaderTemplateTransparentMaterialVertex {
pub instancing_transforms: bool,
pub uv_sets: u32,
pub color_sets: u32,
pub in_uv_set_start: u32,
pub in_color_set_start: u32,
pub out_uv_set_start: u32,
pub out_color_set_start: u32,
}
impl ShaderTemplateTransparentMaterialVertex {
pub fn new(cache_key: &ShaderCacheKeyMaterialTransparent) -> Self {
let uv_sets = cache_key.attributes.uv_sets.unwrap_or_default();
let color_sets = cache_key.attributes.color_sets.unwrap_or_default();
let in_color_set_start = if cache_key.instancing_transforms {
7
} else {
3
};
let in_uv_set_start = in_color_set_start + color_sets;
let out_color_set_start = 3; let out_uv_set_start = out_color_set_start + color_sets;
Self {
instancing_transforms: cache_key.instancing_transforms,
uv_sets,
color_sets,
in_uv_set_start,
in_color_set_start,
out_uv_set_start,
out_color_set_start,
}
}
}
#[derive(Template, Debug)]
#[template(
path = "material_transparent_wgsl/fragment.wgsl",
whitespace = "minimize"
)]
pub struct ShaderTemplateTransparentMaterialFragment {
pub uv_sets: u32,
pub color_sets: u32,
pub in_uv_set_start: u32,
pub in_color_set_start: u32,
pub texture_pool_arrays_len: u32,
pub texture_pool_samplers_len: u32,
pub transmission_blur_rings: u32, pub debug: ShaderTemplateMaterialTransparentDebug,
}
impl ShaderTemplateTransparentMaterialFragment {
pub fn new(cache_key: &ShaderCacheKeyMaterialTransparent) -> Self {
let uv_sets = cache_key.attributes.uv_sets.unwrap_or_default();
let color_sets = cache_key.attributes.color_sets.unwrap_or_default();
let in_color_set_start = 3; let in_uv_set_start = in_color_set_start + color_sets;
Self {
uv_sets,
color_sets,
in_uv_set_start,
in_color_set_start,
texture_pool_arrays_len: cache_key.texture_pool_arrays_len,
texture_pool_samplers_len: cache_key.texture_pool_samplers_len,
transmission_blur_rings: 3,
debug: ShaderTemplateMaterialTransparentDebug::new(),
}
}
pub fn has_lighting_ibl(&self) -> bool {
match self.debug.lighting {
ShaderTemplateMaterialTransparentDebugLighting::None => true,
ShaderTemplateMaterialTransparentDebugLighting::IblOnly => true,
ShaderTemplateMaterialTransparentDebugLighting::PunctualOnly => false,
}
}
pub fn has_lighting_punctual(&self) -> bool {
match self.debug.lighting {
ShaderTemplateMaterialTransparentDebugLighting::None => true,
ShaderTemplateMaterialTransparentDebugLighting::IblOnly => false,
ShaderTemplateMaterialTransparentDebugLighting::PunctualOnly => true,
}
}
}
impl TryFrom<&ShaderCacheKeyMaterialTransparent> for ShaderTemplateMaterialTransparent {
type Error = AwsmShaderError;
fn try_from(value: &ShaderCacheKeyMaterialTransparent) -> Result<Self> {
Ok(Self {
includes: ShaderTemplateTransparentMaterialIncludes::new(value),
bind_groups: ShaderTemplateTransparentMaterialBindGroups::new(value),
vertex: ShaderTemplateTransparentMaterialVertex::new(value),
fragment: ShaderTemplateTransparentMaterialFragment::new(value),
})
}
}
#[derive(Clone, Copy, Debug, Default)]
pub struct ShaderTemplateMaterialTransparentDebug {
lighting: ShaderTemplateMaterialTransparentDebugLighting,
}
impl ShaderTemplateMaterialTransparentDebug {
pub fn new() -> Self {
Self {
..Default::default()
}
}
pub fn any(&self) -> bool {
!matches!(
self.lighting,
ShaderTemplateMaterialTransparentDebugLighting::None
)
}
}
#[derive(Clone, Copy, Debug, Default)]
pub enum ShaderTemplateMaterialTransparentDebugLighting {
#[default]
None,
IblOnly,
PunctualOnly,
}
impl ShaderTemplateMaterialTransparent {
pub fn into_source(self) -> Result<String> {
let includes_source = self.includes.render()?;
let bind_groups_source = self.bind_groups.render()?;
let vertex_source = self.vertex.render()?;
let fragment_source = self.fragment.render()?;
Ok(format!(
"{}\n{}\n{}\n{}",
includes_source, bind_groups_source, vertex_source, fragment_source
))
}
#[cfg(debug_assertions)]
pub fn debug_label(&self) -> Option<&str> {
Some("Material Transparent")
}
}