use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
pub struct GridPass {
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl GridPass {
pub fn new(
device: &wgpu::Device,
color_format: wgpu::TextureFormat,
depth_format: wgpu::TextureFormat,
) -> Self {
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Grid Uniform Buffer"),
size: std::mem::size_of::<GridUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("Grid Bind Group Layout"),
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
label: Some("Grid Bind Group"),
});
let shader = device.create_shader_module(wgpu::include_wgsl!("../../shaders/grid.wgsl"));
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Grid Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Grid Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vertex_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent::OVER,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: depth_format,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::GreaterEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: -2,
slope_scale: -2.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
uniform_buffer,
bind_group,
pipeline,
}
}
}
impl PassNode<crate::ecs::world::World> for GridPass {
fn name(&self) -> &str {
"grid_pass"
}
fn reads(&self) -> Vec<&str> {
vec![]
}
fn writes(&self) -> Vec<&str> {
vec![]
}
fn reads_writes(&self) -> Vec<&str> {
vec!["color", "depth"]
}
fn prepare(
&mut self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
world: &crate::ecs::world::World,
) {
if let Some(camera_matrices) =
crate::ecs::camera::queries::query_active_camera_matrices(world)
{
let (is_orthographic, orthographic_scale) = if let Some(camera_entity) =
world.resources.active_camera
&& let Some(camera) = world.get_camera(camera_entity)
{
match &camera.projection {
crate::ecs::world::components::Projection::Orthographic(ortho) => {
let avg_mag = (ortho.x_mag + ortho.y_mag) * 0.5;
let scale = if avg_mag > 100.0 {
avg_mag * 0.001
} else {
avg_mag * 0.1
};
(true, scale)
}
crate::ecs::world::components::Projection::Perspective(_) => (false, 1.0),
}
} else {
(false, 1.0)
};
let uniform = GridUniform::new(
camera_matrices.projection,
camera_matrices.view,
camera_matrices.camera_position,
is_orthographic,
orthographic_scale,
);
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniform]));
}
}
fn execute<'r, 'e>(
&mut self,
context: PassExecutionContext<'r, 'e, crate::ecs::world::World>,
) -> crate::render::wgpu::rendergraph::Result<
Vec<crate::render::wgpu::rendergraph::SubGraphRunCommand<'r>>,
> {
if !context.configs.resources.graphics.show_grid {
return Ok(context.into_sub_graph_commands());
}
let (color_view, color_load, color_store) = context.get_color_attachment("color")?;
let (depth_view, depth_load, depth_store) = context.get_depth_attachment("depth")?;
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Grid Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
resolve_target: None,
ops: wgpu::Operations {
load: color_load,
store: color_store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: depth_view,
depth_ops: Some(wgpu::Operations {
load: depth_load,
store: depth_store,
}),
stencil_ops: 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..6, 0..1);
drop(render_pass);
Ok(context.into_sub_graph_commands())
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct GridUniform {
view_proj: [[f32; 4]; 4],
camera_world_pos: [f32; 3],
grid_size: f32,
grid_min_pixels: f32,
grid_cell_size: f32,
orthographic_scale: f32,
is_orthographic: f32,
}
impl GridUniform {
pub fn new(
projection: crate::ecs::world::Mat4,
view: crate::ecs::world::Mat4,
camera_position: crate::ecs::world::Vec3,
is_orthographic: bool,
orthographic_scale: f32,
) -> Self {
let view_proj: [[f32; 4]; 4] = (projection * view).into();
Self {
view_proj,
camera_world_pos: [camera_position.x, camera_position.y, camera_position.z],
grid_size: 500.0,
grid_min_pixels: 2.0,
grid_cell_size: 0.025,
orthographic_scale,
is_orthographic: if is_orthographic { 1.0 } else { 0.0 },
}
}
}