use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct GridVertex {
position: [f32; 3],
color: [f32; 4],
}
pub struct GridRenderer {
pub vertex_buffer: wgpu::Buffer,
pub vertex_count: u32,
pub pipeline: wgpu::RenderPipeline,
pub bind_group_layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
pub uniform_buffer: wgpu::Buffer,
}
impl GridRenderer {
pub fn new(
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
scene_layout: &wgpu::BindGroupLayout,
) -> Self {
let (vertices, vertex_count) = Self::generate_grid_vertices();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Grid Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Grid Object Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let identity_matrix: [[f32; 4]; 4] = [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
];
let uniform_data: [[f32; 4]; 8] = [
identity_matrix[0],
identity_matrix[1],
identity_matrix[2],
identity_matrix[3],
identity_matrix[0],
identity_matrix[1],
identity_matrix[2],
identity_matrix[3],
];
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Grid Object Uniform Buffer"),
contents: bytemuck::cast_slice(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Grid Object Bind Group"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let shader_source = Self::build_shader_source();
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Grid Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Grid Pipeline Layout"),
bind_group_layouts: &[scene_layout, &bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Grid Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: Some("vs_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<GridVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x3,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x4,
offset: 12,
shader_location: 1,
},
],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: crate::depth::DepthTexture::FORMAT,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 4,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
Self {
vertex_buffer,
vertex_count,
pipeline,
bind_group_layout,
bind_group,
uniform_buffer,
}
}
pub fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(1, &self.bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.draw(0..self.vertex_count, 0..1);
}
fn generate_grid_vertices() -> (Vec<GridVertex>, u32) {
let mut vertices = Vec::new();
let grid_half = 25;
let major_every = 5;
for i in -grid_half..=grid_half {
let is_major = i % major_every == 0;
let alpha = if is_major { 0.4 } else { 0.15 };
let color = [0.5, 0.5, 0.5, alpha];
let fi = i as f32;
vertices.push(GridVertex {
position: [fi, 0.0, -grid_half as f32],
color,
});
vertices.push(GridVertex {
position: [fi, 0.0, grid_half as f32],
color,
});
vertices.push(GridVertex {
position: [-grid_half as f32, 0.0, fi],
color,
});
vertices.push(GridVertex {
position: [grid_half as f32, 0.0, fi],
color,
});
}
vertices.push(GridVertex {
position: [0.0, 0.0, 0.0],
color: [1.0, 0.2, 0.2, 0.9],
});
vertices.push(GridVertex {
position: [grid_half as f32, 0.0, 0.0],
color: [1.0, 0.2, 0.2, 0.9],
});
vertices.push(GridVertex {
position: [0.0, 0.0, 0.0],
color: [0.2, 1.0, 0.2, 0.9],
});
vertices.push(GridVertex {
position: [0.0, grid_half as f32, 0.0],
color: [0.2, 1.0, 0.2, 0.9],
});
vertices.push(GridVertex {
position: [0.0, 0.0, 0.0],
color: [0.3, 0.4, 1.0, 0.9],
});
vertices.push(GridVertex {
position: [0.0, 0.0, grid_half as f32],
color: [0.3, 0.4, 1.0, 0.9],
});
let count = vertices.len() as u32;
(vertices, count)
}
fn build_shader_source() -> String {
r#"
struct SceneUniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport: vec4<f32>,
global_opacity: vec4<f32>,
}
struct ObjectUniforms {
model: mat4x4<f32>,
normal_matrix: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> scene: SceneUniforms;
@group(1) @binding(0) var<uniform> object: ObjectUniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_pos = (object.model * vec4<f32>(in.position, 1.0)).xyz;
out.clip_pos = scene.view_proj * vec4<f32>(world_pos, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}
"#
.to_string()
}
}