use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;
use crate::target::Targets;
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct PrimVertex {
pos: [f32; 2],
}
const QUAD_VERTS: &[PrimVertex] = &[
PrimVertex { pos: [0.0, 0.0] },
PrimVertex { pos: [1.0, 0.0] },
PrimVertex { pos: [1.0, 1.0] },
PrimVertex { pos: [0.0, 1.0] },
];
const QUAD_INDICES: &[u16] = &[0, 1, 2, 0, 2, 3];
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable, Debug)]
pub struct CircleInstance {
pub center: [f32; 2],
pub radius: f32,
pub thickness: f32,
pub color: [f32; 4],
}
pub(crate) struct PrimitiveBatcher {
quad_vb: wgpu::Buffer,
quad_ib: wgpu::Buffer,
instance_vb: wgpu::Buffer,
capacity: usize,
pipeline: wgpu::RenderPipeline,
pending: Vec<(i16, CircleInstance)>,
}
impl PrimitiveBatcher {
pub fn new(
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
camera_bgl: &wgpu::BindGroupLayout,
sample_count: u32,
depth_format: Option<wgpu::TextureFormat>,
) -> Self {
let quad_vb = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("prim.quad_vb"),
contents: bytemuck::cast_slice(QUAD_VERTS),
usage: wgpu::BufferUsages::VERTEX,
});
let quad_ib = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("prim.quad_ib"),
contents: bytemuck::cast_slice(QUAD_INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let capacity = 1024usize;
let instance_vb = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("prim.circle_instances"),
size: (capacity * std::mem::size_of::<CircleInstance>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("prim.circle.shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("circle.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("prim.layout"),
bind_group_layouts: &[Some(camera_bgl)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("prim.circle.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<PrimVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x2],
},
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<CircleInstance>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array![
2 => Float32x2,
3 => Float32,
4 => Float32,
5 => Float32x4,
],
},
],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: depth_format.map(crate::target::no_write_depth),
multisample: crate::target::multisample(sample_count),
multiview_mask: None,
cache: None,
});
Self {
quad_vb,
quad_ib,
instance_vb,
capacity,
pipeline,
pending: Vec::new(),
}
}
pub fn push(&mut self, layer: i16, inst: CircleInstance) {
self.pending.push((layer, inst));
}
pub fn collect_layers(&self, out: &mut std::collections::BTreeSet<i16>) {
out.extend(self.pending.iter().map(|(layer, _)| *layer));
}
pub fn upload(&mut self, device: &wgpu::Device, queue: &wgpu::Queue) {
if self.pending.is_empty() {
return;
}
self.pending.sort_by_key(|(layer, _)| *layer);
if self.pending.len() > self.capacity {
self.capacity = self.pending.len().next_power_of_two();
self.instance_vb = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("prim.circle_instances"),
size: (self.capacity * std::mem::size_of::<CircleInstance>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
}
let flat: Vec<CircleInstance> = self.pending.iter().map(|(_, c)| *c).collect();
queue.write_buffer(&self.instance_vb, 0, bytemuck::cast_slice(&flat));
}
pub fn draw_layer(
&self,
layer: i16,
encoder: &mut wgpu::CommandEncoder,
targets: &Targets,
camera_bg: &wgpu::BindGroup,
) {
let lo = self.pending.partition_point(|(l, _)| *l < layer);
let hi = self.pending.partition_point(|(l, _)| *l <= layer);
if lo == hi {
return;
}
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("prim.circle.pass"),
color_attachments: &[Some(targets.color_attachment(wgpu::LoadOp::Load))],
depth_stencil_attachment: targets.depth_attachment(wgpu::LoadOp::Load),
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, camera_bg, &[]);
pass.set_vertex_buffer(0, self.quad_vb.slice(..));
pass.set_index_buffer(self.quad_ib.slice(..), wgpu::IndexFormat::Uint16);
pass.set_vertex_buffer(1, self.instance_vb.slice(..));
pass.draw_indexed(0..6, 0, lo as u32..hi as u32);
}
pub fn clear(&mut self) {
self.pending.clear();
}
}