use askama::Template;
use crate::{
dynamic_materials::ShadingBase,
render_passes::geometry::shader::{
cache_key::ShaderCacheKeyGeometry, masked_cache_key::ShaderCacheKeyGeometryMasked,
template::ShaderTemplateGeometryVertex,
},
shaders::{AwsmShaderError, Result},
};
#[derive(Debug)]
pub struct ShaderTemplateGeometryMasked {
pub bind_groups: ShaderTemplateGeometryMaskedBindGroups,
pub vertex: ShaderTemplateGeometryVertex,
pub fragment: ShaderTemplateGeometryMaskedFragment,
}
#[derive(Template, Debug)]
#[template(path = "masked_wgsl/bind_groups.wgsl", whitespace = "minimize")]
pub struct ShaderTemplateGeometryMaskedBindGroups {
texture_pool_arrays_len: u32,
texture_pool_samplers_len: u32,
}
#[derive(Template, Debug)]
#[template(path = "masked_wgsl/fragment.wgsl", whitespace = "minimize")]
pub struct ShaderTemplateGeometryMaskedFragment {
texture_pool_arrays_len: u32,
texture_pool_samplers_len: u32,
msaa_sample_count: u32,
base: ShadingBase,
dynamic_struct_decl: String,
dynamic_loader_decl: String,
dynamic_texture_helpers: String,
dynamic_alpha_wgsl: String,
flipbook_cell_wgsl: String,
}
impl TryFrom<&ShaderCacheKeyGeometryMasked> for ShaderTemplateGeometryMasked {
type Error = AwsmShaderError;
fn try_from(value: &ShaderCacheKeyGeometryMasked) -> Result<Self> {
let vertex_key = ShaderCacheKeyGeometry {
instancing_transforms: false,
meta_storage_array: false,
msaa_samples: None,
};
let (struct_decl, loader_decl, texture_helpers, alpha_wgsl) = match &value.dynamic_alpha {
Some(info) => (
info.struct_decl.clone(),
info.loader_decl.clone(),
info.texture_helpers.clone(),
info.alpha_wgsl.clone(),
),
None => (String::new(), String::new(), String::new(), String::new()),
};
Ok(Self {
bind_groups: ShaderTemplateGeometryMaskedBindGroups {
texture_pool_arrays_len: value.texture_pool_arrays_len,
texture_pool_samplers_len: value.texture_pool_samplers_len,
},
vertex: ShaderTemplateGeometryVertex::new(&vertex_key),
fragment: ShaderTemplateGeometryMaskedFragment {
texture_pool_arrays_len: value.texture_pool_arrays_len,
texture_pool_samplers_len: value.texture_pool_samplers_len,
msaa_sample_count: value.msaa_samples.unwrap_or(0),
base: value.base,
dynamic_struct_decl: struct_decl,
dynamic_loader_decl: loader_decl,
dynamic_texture_helpers: texture_helpers,
dynamic_alpha_wgsl: alpha_wgsl,
flipbook_cell_wgsl: if value.base == ShadingBase::Flipbook {
awsm_materials::flipbook::FLIPBOOK_CELL_WGSL.to_string()
} else {
String::new()
},
},
})
}
}
impl ShaderTemplateGeometryMasked {
pub fn into_source(self) -> Result<String> {
let bind_groups_source = self.bind_groups.render()?;
let vertex_source = self.vertex.render()?;
let fragment_source = self.fragment.render()?;
Ok(format!(
"{}\n{}\n{}",
bind_groups_source, vertex_source, fragment_source
))
}
pub fn debug_label(&self) -> Option<&str> {
Some("Geometry Masked")
}
}