use std::mem::size_of;
use wgpu::{BindGroupLayout, Device, RenderPass, RenderPipeline, TextureFormat};
use crate::render::render_bundle::screen_set::ScreenSetVertex;
use crate::render::wgpu::pipelines::{default_pipeline_descriptor, default_targets};
use crate::render::wgpu::{ScreenSetInstance, WgpuVertexBuffers};
pub struct ScreenSetPipeline {
wgpu_pipeline: RenderPipeline,
}
impl ScreenSetVertex {
fn wgpu_desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: size_of::<ScreenSetVertex>() 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::Uint8x4,
},
],
}
}
}
impl ScreenSetPipeline {
pub fn create(
device: &Device,
format: TextureFormat,
map_view_layout: &BindGroupLayout,
) -> Self {
let buffers = [ScreenSetVertex::wgpu_desc(), ScreenSetInstance::wgpu_desc()];
let shader = device.create_shader_module(wgpu::include_wgsl!("./shaders/screen_set.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 mut desc = default_pipeline_descriptor(&layout, &shader, &targets, &buffers, false);
desc.multisample.count = 4;
let wgpu_pipeline = device.create_render_pipeline(&desc);
Self { wgpu_pipeline }
}
pub fn render<'a>(
&'a self,
buffers: &'a WgpuVertexBuffers,
render_pass: &mut RenderPass<'a>,
bundle_index: u32,
) {
render_pass.set_pipeline(&self.wgpu_pipeline);
render_pass.set_vertex_buffer(0, buffers.vertex.slice(..));
render_pass.set_index_buffer(buffers.index.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..buffers.index_count, 0, bundle_index..(bundle_index + 1));
}
}