galileo 0.2.1

Cross-platform general purpose map rendering engine
Documentation
use std::sync::Arc;

use wgpu::util::DeviceExt;
use wgpu::{
    BindGroup, BindGroupLayout, Device, RenderPass, RenderPipeline, RenderPipelineDescriptor,
    TextureFormat,
};

use crate::render::render_bundle::world_set::ImageVertex;
use crate::render::wgpu::pipelines::default_targets;
use crate::render::wgpu::{pipelines, DisplayInstance};
use crate::render::RenderOptions;

const INDICES: &[u16] = &[1, 0, 2, 1, 2, 3];

pub struct WgpuImage {
    pub texture_bind_group: Arc<BindGroup>,
    pub vertex_buffer: wgpu::Buffer,
}

pub struct ImagePipeline {
    wgpu_pipeline: RenderPipeline,
    index_buffer: wgpu::Buffer,
    pub wgpu_pipeline_antialias: RenderPipeline,
}

impl ImagePipeline {
    pub fn create(
        device: &Device,
        format: TextureFormat,
        map_view_layout: &BindGroupLayout,
        texture_bind_group_layout: &BindGroupLayout,
    ) -> Self {
        let shader = device.create_shader_module(wgpu::include_wgsl!("./shaders/image.wgsl"));
        let buffers = [ImageVertex::wgpu_desc(), DisplayInstance::wgpu_desc()];

        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: None,
            bind_group_layouts: &[map_view_layout, texture_bind_group_layout],
            push_constant_ranges: &[],
        });

        let targets = default_targets(format);

        let mut desc = RenderPipelineDescriptor {
            ..pipelines::default_pipeline_descriptor(&layout, &shader, &targets, &buffers, false)
        };

        let wgpu_pipeline = device.create_render_pipeline(&desc);
        desc.multisample.count = 4;
        let wgpu_pipeline_antialias = device.create_render_pipeline(&desc);

        let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Image index buffer"),
            contents: bytemuck::cast_slice(INDICES),
            usage: wgpu::BufferUsages::INDEX,
        });

        Self {
            wgpu_pipeline,
            wgpu_pipeline_antialias,
            index_buffer,
        }
    }

    pub fn create_image(
        &self,
        device: &Device,
        texture: Arc<BindGroup>,
        vertices: &[ImageVertex; 4],
    ) -> WgpuImage {
        let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Image vertex buffer"),
            usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
            contents: bytemuck::cast_slice(vertices),
        });

        WgpuImage {
            texture_bind_group: texture,
            vertex_buffer,
        }
    }

    pub fn render<'a>(
        &'a self,
        buffers: &'a WgpuImage,
        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);
        }

        let bind_group: &BindGroup = &buffers.texture_bind_group;
        render_pass.set_bind_group(1, bind_group, &[]);
        render_pass.set_vertex_buffer(0, buffers.vertex_buffer.slice(..));
        render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
        render_pass.draw_indexed(0..INDICES.len() as u32, 0, bundle_index..(bundle_index + 1));
    }
}

impl ImageVertex {
    fn wgpu_desc() -> wgpu::VertexBufferLayout<'static> {
        wgpu::VertexBufferLayout {
            array_stride: std::mem::size_of::<ImageVertex>() as wgpu::BufferAddress,
            step_mode: wgpu::VertexStepMode::Vertex,
            attributes: &[
                wgpu::VertexAttribute {
                    offset: 0,
                    shader_location: 0,
                    format: wgpu::VertexFormat::Float32x2,
                },
                wgpu::VertexAttribute {
                    offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
                    shader_location: 1,
                    format: wgpu::VertexFormat::Float32,
                },
                wgpu::VertexAttribute {
                    offset: (std::mem::size_of::<[f32; 2]>() + std::mem::size_of::<f32>())
                        as wgpu::BufferAddress,
                    shader_location: 2,
                    format: wgpu::VertexFormat::Float32x2,
                },
                wgpu::VertexAttribute {
                    offset: (std::mem::size_of::<[f32; 2]>()
                        + std::mem::size_of::<f32>()
                        + std::mem::size_of::<[f32; 2]>())
                        as wgpu::BufferAddress,
                    shader_location: 3,
                    format: wgpu::VertexFormat::Float32x2,
                },
            ],
        }
    }
}