use log::info;
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub position: [f32; 2],
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 1] = wgpu::vertex_attr_array![0 => Float32x2];
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}
#[derive(Debug)]
pub struct RenderPassWrapper<'a> {
render_pass: wgpu::RenderPass<'a>,
}
impl<'a> RenderPassWrapper<'a> {
pub fn into_inner(self) -> wgpu::RenderPass<'a> {
self.render_pass
}
}
pub struct Renderer {
pub render_pipeline: wgpu::RenderPipeline,
pub vertex_buffer: wgpu::Buffer,
}
impl Renderer {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
format: wgpu::TextureFormat,
layout: &wgpu::PipelineLayout,
fragment_entry: Option<&str>,
) -> Self {
const VERTICES: &[Vertex] = &[
Vertex {
position: [-1.0, -1.0],
},
Vertex {
position: [1.0, -1.0],
},
Vertex {
position: [-1.0, 1.0],
},
Vertex {
position: [1.0, 1.0],
},
];
info!("Creating vertex buffer");
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let color_target_state = [Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})];
info!("Creating render pipeline");
let pipeline_desc = wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: Some(fragment_entry.unwrap_or("fs_main")),
targets: &color_target_state,
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
};
let render_pipeline = device.create_render_pipeline(&pipeline_desc);
Self {
render_pipeline,
vertex_buffer,
}
}
pub fn render_to_view(
&self,
encoder: &mut wgpu::CommandEncoder,
view: &wgpu::TextureView,
bind_group: &wgpu::BindGroup,
) {
let mut render_pass = Self::begin_render_pass(
encoder,
view,
wgpu::LoadOp::Clear(wgpu::Color::BLACK),
Some("Blit Pass"),
);
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.draw(0..4, 0..1);
}
pub fn begin_render_pass<'a>(
encoder: &'a mut wgpu::CommandEncoder,
view: &'a wgpu::TextureView,
load_op: wgpu::LoadOp<wgpu::Color>,
label: Option<&'a str>,
) -> RenderPassWrapper<'a> {
let render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: load_op,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
RenderPassWrapper { render_pass }
}
}
impl<'a> std::ops::Deref for RenderPassWrapper<'a> {
type Target = wgpu::RenderPass<'a>;
fn deref(&self) -> &Self::Target {
&self.render_pass
}
}
impl<'a> std::ops::DerefMut for RenderPassWrapper<'a> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.render_pass
}
}