use std::f32::consts::FRAC_PI_2;
use std::mem::size_of;
use wgpu::util::DeviceExt;
use crate::draw::{Rgb, ShaderManager};
use kas::cast::Cast;
use kas::draw::{Colour, Pass};
use kas::geom::{Quad, Size, Vec2, Vec3};
const OFFSET: f32 = 0.125;
#[repr(C)]
#[derive(Clone, Copy, Debug)]
struct Vertex(Vec3, Rgb, Vec2, Vec2, Vec2);
unsafe impl bytemuck::Zeroable for Vertex {}
unsafe impl bytemuck::Pod for Vertex {}
impl Vertex {
fn new2(v: Vec2, d: f32, col: Rgb, n: Vec2, adjust: Vec2, p: Vec2) -> Self {
let v = Vec3::from2(v, d);
Vertex(v, col, n, adjust, p)
}
}
pub struct Pipeline {
bind_group_layout: wgpu::BindGroupLayout,
render_pipeline: wgpu::RenderPipeline,
}
pub struct Window {
bind_group: wgpu::BindGroup,
scale_buf: wgpu::Buffer,
passes: Vec<Vec<Vertex>>,
}
pub struct RenderBuffer<'a> {
pipe: &'a wgpu::RenderPipeline,
vertices: &'a mut Vec<Vertex>,
bind_group: &'a wgpu::BindGroup,
buffer: wgpu::Buffer,
}
impl<'a> RenderBuffer<'a> {
pub fn render(&'a self, rpass: &mut wgpu::RenderPass<'a>) {
let count = self.vertices.len().cast();
rpass.set_pipeline(self.pipe);
rpass.set_bind_group(0, self.bind_group, &[]);
rpass.set_vertex_buffer(0, self.buffer.slice(..));
rpass.draw(0..count, 0..1);
}
}
impl<'a> Drop for RenderBuffer<'a> {
fn drop(&mut self) {
self.vertices.clear();
}
}
impl Pipeline {
pub fn new(device: &wgpu::Device, shaders: &ShaderManager) -> Self {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("SR bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None, },
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None, },
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("SR pipeline_layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("SR render_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shaders.vert_3222,
entry_point: "main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![
0 => Float3,
1 => Float3,
2 => Float2,
3 => Float2,
4 => Float2
],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::Back,
polygon_mode: wgpu::PolygonMode::Fill,
},
depth_stencil: Some(super::DEPTH_DESC),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shaders.frag_shaded_round,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
alpha_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::Zero,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
color_blend: wgpu::BlendState {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
}),
});
Pipeline {
bind_group_layout,
render_pipeline,
}
}
pub fn new_window(&self, device: &wgpu::Device, size: Size, light_norm: [f32; 3]) -> Window {
type Scale = [f32; 2];
let scale_factor: Scale = [2.0 / size.0 as f32, -2.0 / size.1 as f32];
let scale_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("SR scale_buf"),
contents: bytemuck::cast_slice(&scale_factor),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let light_norm_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("SR light_norm_buf"),
contents: bytemuck::cast_slice(&light_norm),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("SR bind_group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &scale_buf,
offset: 0,
size: None,
},
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_norm_buf,
offset: 0,
size: None,
},
},
],
});
Window {
bind_group,
scale_buf,
passes: vec![],
}
}
pub fn render_buf<'a>(
&'a self,
window: &'a mut Window,
device: &wgpu::Device,
pass: usize,
) -> Option<RenderBuffer<'a>> {
if pass >= window.passes.len() || window.passes[pass].len() == 0 {
return None;
}
let vertices = &mut window.passes[pass];
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("SR render_buf"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsage::VERTEX,
});
Some(RenderBuffer {
pipe: &self.render_pipeline,
vertices,
bind_group: &window.bind_group,
buffer,
})
}
}
impl Window {
pub fn resize(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
size: Size,
) {
type Scale = [f32; 2];
let scale_factor: Scale = [2.0 / size.0 as f32, -2.0 / size.1 as f32];
let scale_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("SR scale_buf copy"),
contents: bytemuck::cast_slice(&scale_factor),
usage: wgpu::BufferUsage::COPY_SRC,
});
let byte_len = size_of::<Scale>().cast();
encoder.copy_buffer_to_buffer(&scale_buf, 0, &self.scale_buf, 0, byte_len);
}
pub fn circle(&mut self, pass: Pass, rect: Quad, mut norm: Vec2, col: Colour) {
let aa = rect.a;
let bb = rect.b;
if !aa.lt(bb) {
return;
}
if !Vec2::splat(-1.0).le(norm) || !norm.le(Vec2::splat(1.0)) {
norm = Vec2::splat(0.0);
}
let adjust = Vec2(FRAC_PI_2 * norm.0, norm.1 - norm.0);
let col = col.into();
let ab = Vec2(aa.0, bb.1);
let ba = Vec2(bb.0, aa.1);
let mid = (aa + bb) * 0.5;
let n0 = Vec2::splat(0.0);
let nbb = (bb - aa).sign();
let naa = -nbb;
let nab = Vec2(naa.0, nbb.1);
let nba = Vec2(nbb.0, naa.1);
let p = nbb / (bb - mid) * OFFSET;
let depth = pass.depth();
let aa = Vertex::new2(aa, depth, col, naa, adjust, p);
let ab = Vertex::new2(ab, depth, col, nab, adjust, p);
let ba = Vertex::new2(ba, depth, col, nba, adjust, p);
let bb = Vertex::new2(bb, depth, col, nbb, adjust, p);
let mid = Vertex::new2(mid, depth, col, n0, adjust, p);
#[rustfmt::skip]
self.add_vertices(pass.pass(), &[
aa, ba, mid,
mid, ba, bb,
bb, ab, mid,
mid, ab, aa,
]);
}
pub fn shaded_frame(
&mut self,
pass: Pass,
outer: Quad,
inner: Quad,
mut norm: Vec2,
col: Colour,
) {
let aa = outer.a;
let bb = outer.b;
let mut cc = inner.a;
let mut dd = inner.b;
if !aa.lt(bb) {
return;
}
if !aa.le(cc) || !cc.le(bb) {
cc = aa;
}
if !aa.le(dd) || !dd.le(bb) {
dd = bb;
}
if !cc.le(dd) {
dd = cc;
}
if !Vec2::splat(-1.0).le(norm) || !norm.le(Vec2::splat(1.0)) {
norm = Vec2::splat(0.0);
}
let adjust = Vec2(FRAC_PI_2 * norm.0, norm.1 - norm.0);
let col = col.into();
let ab = Vec2(aa.0, bb.1);
let ba = Vec2(bb.0, aa.1);
let cd = Vec2(cc.0, dd.1);
let dc = Vec2(dd.0, cc.1);
let n0 = Vec2::splat(0.0);
let nbb = (bb - aa).sign();
let naa = -nbb;
let nab = Vec2(naa.0, nbb.1);
let nba = Vec2(nbb.0, naa.1);
let na0 = Vec2(naa.0, 0.0);
let nb0 = Vec2(nbb.0, 0.0);
let n0a = Vec2(0.0, naa.1);
let n0b = Vec2(0.0, nbb.1);
let paa = naa / (aa - cc) * OFFSET;
let pab = nab / (ab - cd) * OFFSET;
let pba = nba / (ba - dc) * OFFSET;
let pbb = nbb / (bb - dd) * OFFSET;
let depth = pass.depth();
let ab = Vertex::new2(ab, depth, col, nab, adjust, pab);
let ba = Vertex::new2(ba, depth, col, nba, adjust, pba);
let cd = Vertex::new2(cd, depth, col, n0, adjust, pab);
let dc = Vertex::new2(dc, depth, col, n0, adjust, pba);
let ac = Vertex(Vec3(aa.0, cc.1, depth), col, na0, adjust, paa);
let ad = Vertex(Vec3(aa.0, dd.1, depth), col, na0, adjust, pab);
let bc = Vertex(Vec3(bb.0, cc.1, depth), col, nb0, adjust, pba);
let bd = Vertex(Vec3(bb.0, dd.1, depth), col, nb0, adjust, pbb);
let ca = Vertex(Vec3(cc.0, aa.1, depth), col, n0a, adjust, paa);
let cb = Vertex(Vec3(cc.0, bb.1, depth), col, n0b, adjust, pab);
let da = Vertex(Vec3(dd.0, aa.1, depth), col, n0a, adjust, pba);
let db = Vertex(Vec3(dd.0, bb.1, depth), col, n0b, adjust, pbb);
let aa = Vertex::new2(aa, depth, col, naa, adjust, paa);
let bb = Vertex::new2(bb, depth, col, nbb, adjust, pbb);
let cc = Vertex::new2(cc, depth, col, n0, adjust, paa);
let dd = Vertex::new2(dd, depth, col, n0, adjust, pbb);
#[rustfmt::skip]
self.add_vertices(pass.pass(), &[
ba, dc, da,
da, dc, ca,
dc, cc, ca,
ca, cc, aa,
aa, cc, ac,
ac, cc, cd,
ac, cd, ad,
ad, cd, ab,
ab, cd, cb,
cb, cd, dd,
cb, dd, db,
db, dd, bb,
bb, dd, bd,
bd, dd, dc,
bd, dc, bc,
bc, dc, ba,
]);
}
fn add_vertices(&mut self, pass: usize, slice: &[Vertex]) {
if self.passes.len() <= pass {
self.passes.resize(pass + 8, vec![]);
}
self.passes[pass].extend_from_slice(slice);
}
}