use crate::context::Context;
use crate::post_processing::post_processing_effect::{PostProcessingContext, PostProcessingEffect};
use crate::resource::RenderTarget;
use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct QuadVertex {
position: [f32; 2],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct OculusUniforms {
kappa_0: f32,
kappa_1: f32,
kappa_2: f32,
kappa_3: f32,
scale: [f32; 2],
scale_in: [f32; 2],
}
pub struct OculusStereo {
pipeline: wgpu::RenderPipeline,
texture_bind_group_layout: wgpu::BindGroupLayout,
#[allow(dead_code)]
uniform_bind_group_layout: wgpu::BindGroupLayout,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
vertex_buffer: wgpu::Buffer,
w: f32,
h: f32,
}
impl Default for OculusStereo {
fn default() -> Self {
Self::new()
}
}
impl OculusStereo {
pub fn new() -> OculusStereo {
let ctxt = Context::get();
let texture_bind_group_layout =
ctxt.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("oculus_texture_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let uniform_bind_group_layout =
ctxt.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("oculus_uniform_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let pipeline_layout = ctxt.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("oculus_pipeline_layout"),
bind_group_layouts: &[
Some(&texture_bind_group_layout),
Some(&uniform_bind_group_layout),
],
immediate_size: 0,
});
let shader = ctxt.create_shader_module(
Some("oculus_shader"),
include_str!("../builtin/oculus.wgsl"),
);
let vertex_buffer_layout = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<QuadVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
}],
};
let pipeline = ctxt.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("oculus_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[vertex_buffer_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: ctxt.surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
});
let vertices = [
QuadVertex {
position: [-1.0, -1.0],
},
QuadVertex {
position: [1.0, -1.0],
},
QuadVertex {
position: [-1.0, 1.0],
},
QuadVertex {
position: [1.0, 1.0],
},
];
let vertex_buffer = ctxt.create_buffer_init(
Some("oculus_vertex_buffer"),
bytemuck::cast_slice(&vertices),
wgpu::BufferUsages::VERTEX,
);
let uniform_buffer = ctxt.create_buffer_simple(
Some("oculus_uniform_buffer"),
std::mem::size_of::<OculusUniforms>() as u64,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let uniform_bind_group = ctxt.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("oculus_uniform_bind_group"),
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
OculusStereo {
pipeline,
texture_bind_group_layout,
uniform_bind_group_layout,
uniform_buffer,
uniform_bind_group,
vertex_buffer,
h: 1.0, w: 1.0, }
}
}
impl PostProcessingEffect for OculusStereo {
fn update(&mut self, _: f32, w: f32, h: f32, _: f32, _: f32) {
self.w = w;
self.h = h;
}
fn draw(&mut self, target: &RenderTarget, context: &mut PostProcessingContext) {
let ctxt = Context::get();
let (color_view, sampler) = match target {
RenderTarget::Offscreen(o) => (&o.color_view, &o.sampler),
RenderTarget::Screen => return, };
let scale_factor = 0.9f32; let aspect = (self.w / 2.0) / self.h;
let kappa = [1.0f32, 1.7f32, 0.7f32, 15.0f32];
let uniforms = OculusUniforms {
kappa_0: kappa[0],
kappa_1: kappa[1],
kappa_2: kappa[2],
kappa_3: kappa[3],
scale: [0.5f32, aspect],
scale_in: [2.0f32 * scale_factor, 1.0f32 / aspect * scale_factor],
};
ctxt.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniforms));
let texture_bind_group = ctxt.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("oculus_texture_bind_group"),
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(color_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(sampler),
},
],
});
{
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("oculus_render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: context.output_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &texture_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.draw(0..4, 0..1);
}
}
}