moltrun 1.7.2

High-performance game engine library with AI capabilities, built on wgpu for modern 3D graphics and physics simulation
Documentation
use super::super::resources::Vertex;

/// 렌더 파이프라인 관리자
pub struct RenderPipeline {
    pipeline: wgpu::RenderPipeline,
    texture_bind_group_layout: wgpu::BindGroupLayout,
}

impl RenderPipeline {
    /// 기본 2D 스프라이트 파이프라인 생성
    pub fn new_sprite_pipeline(
        device: &wgpu::Device, 
        surface_format: wgpu::TextureFormat
    ) -> Self {
        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Sprite Shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/basic.wgsl").into()),
        });
        
        // 텍스처용 BindGroupLayout 생성
        let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Texture Bind Group Layout"),
            entries: &[
                // Binding 0: 텍스처
                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,
                },
                // Binding 1: 샘플러
                wgpu::BindGroupLayoutEntry {
                    binding: 1,
                    visibility: wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                    count: None,
                },
            ],
        });
        
        // PipelineLayout 생성 (BindGroupLayout 포함)
        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("Sprite Pipeline Layout"),
            bind_group_layouts: &[&texture_bind_group_layout],
            push_constant_ranges: &[],
        });
        
        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Sprite Pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vs_main"),
                buffers: &[Vertex::desc()],
                compilation_options: Default::default(),
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fs_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format: surface_format,
                    blend: Some(wgpu::BlendState::REPLACE),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                compilation_options: Default::default(),
            }),
            primitive: wgpu::PrimitiveState::default(),
            depth_stencil: None,
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
            cache: None,
        });
        
        Self { pipeline, texture_bind_group_layout }
    }
    
    pub fn pipeline(&self) -> &wgpu::RenderPipeline {
        &self.pipeline
    }
    
    pub fn texture_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        &self.texture_bind_group_layout
    }
}