use std::sync::Arc;
use wgpu::util::DeviceExt;
use wgpu::{BindGroup, BindGroupLayout, Device, RenderPass, RenderPipeline, TextureFormat};
use super::image::WgpuImage;
use crate::render::render_bundle::screen_set::ScreenSetImageVertex;
use crate::render::wgpu::pipelines::{default_pipeline_descriptor, default_targets};
use crate::render::wgpu::ScreenSetInstance;
const INDICES: &[u16] = &[1, 0, 2, 1, 2, 3];
pub struct ScreenSetImagePipeline {
wgpu_pipeline: RenderPipeline,
index_buffer: wgpu::Buffer,
}
impl ScreenSetImageVertex {
fn wgpu_desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: size_of::<ScreenSetImageVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: size_of::<[f32; 2]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}
impl ScreenSetImagePipeline {
pub fn create(
device: &Device,
format: TextureFormat,
map_view_layout: &BindGroupLayout,
texture_bind_group_layout: &BindGroupLayout,
) -> Self {
let buffers = [
ScreenSetImageVertex::wgpu_desc(),
ScreenSetInstance::wgpu_desc(),
];
let shader =
device.create_shader_module(wgpu::include_wgsl!("./shaders/screen_set_image.wgsl"));
let targets = default_targets(format);
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[map_view_layout, texture_bind_group_layout],
push_constant_ranges: &[],
});
let mut desc = default_pipeline_descriptor(&layout, &shader, &targets, &buffers, false);
desc.multisample.count = 4;
let wgpu_pipeline = 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,
index_buffer,
}
}
pub fn create_image(
&self,
device: &Device,
texture: Arc<BindGroup>,
vertices: &[ScreenSetImageVertex; 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,
image: &'a WgpuImage,
render_pass: &mut RenderPass<'a>,
bundle_index: u32,
) {
let bind_group: &BindGroup = &image.texture_bind_group;
render_pass.set_bind_group(1, bind_group, &[]);
render_pass.set_pipeline(&self.wgpu_pipeline);
render_pass.set_vertex_buffer(0, image.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));
}
}