use wgpu::{
BindGroupLayout, CompareFunction, DepthStencilState, Device, RenderPass, RenderPipeline,
RenderPipelineDescriptor, StencilFaceState, StencilOperation, StencilState, TextureFormat,
VertexStepMode,
};
use crate::render::render_bundle::world_set::PointInstance;
use crate::render::wgpu::pipelines::{default_pipeline_descriptor, default_targets};
use crate::render::wgpu::{DisplayInstance, WgpuDotBuffers, DEPTH_FORMAT};
use crate::render::RenderOptions;
pub struct DotPipeline {
wgpu_pipeline: RenderPipeline,
pub wgpu_pipeline_antialias: RenderPipeline,
}
impl DotPipeline {
pub fn create(
device: &Device,
format: TextureFormat,
map_view_layout: &BindGroupLayout,
) -> Self {
let mut desc = PointInstance::wgpu_desc();
desc.step_mode = VertexStepMode::Vertex;
let buffers = [desc, DisplayInstance::wgpu_desc()];
let shader = device.create_shader_module(wgpu::include_wgsl!("./shaders/dot.wgsl"));
let targets = default_targets(format);
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[map_view_layout],
push_constant_ranges: &[],
});
let stencil_state = StencilFaceState {
compare: CompareFunction::Equal,
fail_op: StencilOperation::Keep,
depth_fail_op: StencilOperation::Keep,
pass_op: StencilOperation::Keep,
};
let primitive = wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::PointList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
};
let depth_stencil = Some(DepthStencilState {
format: DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::LessEqual,
stencil: StencilState {
front: stencil_state,
back: stencil_state,
read_mask: 0xff,
write_mask: 0xff,
},
bias: Default::default(),
});
let wgpu_pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
primitive,
depth_stencil: depth_stencil.clone(),
..default_pipeline_descriptor(&layout, &shader, &targets, &buffers, false)
});
let wgpu_pipeline_antialias = device.create_render_pipeline(&RenderPipelineDescriptor {
primitive,
depth_stencil,
..default_pipeline_descriptor(&layout, &shader, &targets, &buffers, true)
});
Self {
wgpu_pipeline,
wgpu_pipeline_antialias,
}
}
pub fn render<'a>(
&'a self,
buffers: &'a WgpuDotBuffers,
render_pass: &mut RenderPass<'a>,
render_options: RenderOptions,
bundle_index: u32,
) {
if render_options.antialias {
render_pass.set_pipeline(&self.wgpu_pipeline_antialias);
} else {
render_pass.set_pipeline(&self.wgpu_pipeline);
}
render_pass.set_vertex_buffer(0, buffers.buffer.slice(..));
render_pass.draw(0..buffers.point_count, bundle_index..(bundle_index + 1));
}
}