use super::AnimationConfig;
use crate::{
pipeline::constants::TEXTURE_SIZE,
storage::{scene::effect_state::EffectState, Asset, Palette},
wgpu_render_state,
};
use std::{
num::{NonZero, NonZeroU64},
sync::Arc,
};
use wgpu::{util::DeviceExt, *};
#[derive(Debug)]
pub struct AnimationRenderer {
pipeline: RenderPipeline,
bind_group: BindGroup,
uniform: Buffer,
texture: Texture,
view: TextureView,
}
impl AnimationRenderer {
pub fn new(fragment_shader: &str) -> Self {
let texture_desc = TextureDescriptor {
size: Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::RENDER_ATTACHMENT
| TextureUsages::TEXTURE_BINDING,
label: None,
view_formats: &[TextureFormat::Bgra8Unorm],
};
let wgpu_render_state = wgpu_render_state();
let device = wgpu_render_state.device;
let texture = device.create_texture(&texture_desc);
let view = texture.create_view(&TextureViewDescriptor::default());
let vertex_shader = device.create_shader_module(ShaderModuleDescriptor {
label: Some("animation vertex shader"),
source: ShaderSource::Wgsl(include_str!("../../../shaders/vertex.wgsl").into()),
});
let fragment_shader = device.create_shader_module(ShaderModuleDescriptor {
label: Some("animation fragment shader"),
source: ShaderSource::Wgsl(fragment_shader.into()),
});
let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("animation bind group layout"),
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(
{ EffectState::size() + Palette::size() } as u64
),
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("animation pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
cache: None,
label: Some("animation pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &vertex_shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: PipelineCompilationOptions::default(),
},
fragment: Some(FragmentState {
module: &fragment_shader,
entry_point: Some("fs_main"),
targets: &[Some(TextureFormat::Bgra8Unorm.into())],
compilation_options: PipelineCompilationOptions::default(),
}),
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
multiview: None,
});
let contents = [0u8; EffectState::size() + Palette::size() + AnimationConfig::size()];
let uniform = device.create_buffer_init(&util::BufferInitDescriptor {
label: Some("animation uniform buffer"),
contents: &contents,
usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&BindGroupDescriptor {
label: Some("animation bind group"),
layout: &bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: uniform.as_entire_binding(),
}],
});
Self {
pipeline,
bind_group,
uniform,
texture,
view,
}
}
pub fn set_buffers(
&self,
queue: &Queue,
state: &EffectState,
beat_progression: f32,
palette: Option<Arc<Asset<Palette>>>,
) {
let mut contents = [0; Palette::size() + EffectState::size()];
if let Some(palette) = palette {
palette.data.write_data(&mut contents[..Palette::size()]);
}
state.write_data(
beat_progression,
&mut contents[Palette::size()..Palette::size() + EffectState::size()],
);
if let Some(mut view) = queue.write_buffer_with(
&self.uniform,
0,
NonZero::new(contents.len() as u64).expect("Contents length is zero"),
) {
view.copy_from_slice(&contents);
}
}
pub fn render(&self, encoder: &mut CommandEncoder) {
let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("Renderer Pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: self.view(),
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
pub fn view(&self) -> &TextureView {
&self.view
}
pub fn texture(&self) -> &Texture {
&self.texture
}
pub fn uniforms(&self) -> &Buffer {
&self.uniform
}
}