use crate::{
app::App,
assets::{plugin::AssetPlugin, upload::Asset},
ecs::plugin::Plugin,
wgpu::backend::WGPUBackend,
};
#[derive(Copy, Clone, PartialEq, Eq, Hash)]
pub enum MaterialBindingKind {
Texture,
TextureArray,
Sampler,
ComparisonSampler,
Buffer,
TextureCubemap,
}
impl MaterialBindingKind {
pub fn layout_entry(&self, binding: u32) -> wgpu::BindGroupLayoutEntry {
match self {
MaterialBindingKind::Texture => wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
MaterialBindingKind::TextureArray => wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
MaterialBindingKind::Sampler => wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
MaterialBindingKind::ComparisonSampler => wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
MaterialBindingKind::Buffer => wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
MaterialBindingKind::TextureCubemap => wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::Cube,
multisampled: false,
},
count: None,
},
}
}
}
#[derive(Clone)]
pub struct MaterialBindingEntry {
pub name: &'static str,
pub kind: MaterialBindingKind,
}
pub struct MaterialDescriptor<'a> {
pub label: Option<&'a str>,
pub shader_source: &'a str,
pub vertex_entry: Option<&'a str>,
pub fragment_entry: Option<&'a str>,
pub vertex_layouts: Vec<wgpu::VertexBufferLayout<'static>>,
pub entries: Vec<MaterialBindingEntry>,
pub cull_mode: Option<wgpu::Face>,
pub depth: Option<wgpu::DepthStencilState>,
pub targets: Vec<wgpu::ColorTargetState>,
pub polygon_mode: wgpu::PolygonMode,
pub extra_layouts: Vec<wgpu::BindGroupLayout>,
}
pub const DEFAULT_TARGET: [wgpu::ColorTargetState; 1] = [wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}];
impl<'a> Default for MaterialDescriptor<'a> {
fn default() -> Self {
Self {
label: None,
shader_source: "",
vertex_entry: Some("vs_main"),
fragment_entry: Some("fs_main"),
vertex_layouts: Vec::new(),
entries: Vec::new(),
cull_mode: Some(wgpu::Face::Back),
depth: None,
targets: Vec::new(),
extra_layouts: Vec::new(),
polygon_mode: wgpu::PolygonMode::Fill,
}
}
}
pub fn build_material(
device: &wgpu::Device,
desc: &MaterialDescriptor,
) -> (wgpu::RenderPipeline, wgpu::BindGroupLayout) {
let layout_entries: Vec<_> = desc
.entries
.iter()
.enumerate()
.map(|(i, e)| e.kind.layout_entry(i as u32))
.collect();
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: desc.label,
entries: &layout_entries,
});
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: desc.label,
source: wgpu::ShaderSource::Wgsl(desc.shader_source.into()),
});
let mut bind_group_layouts: Vec<&wgpu::BindGroupLayout> = desc.extra_layouts.iter().collect();
bind_group_layouts.push(&layout);
let bind_group_layouts: Vec<Option<&wgpu::BindGroupLayout>> =
bind_group_layouts.into_iter().map(Some).collect();
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: desc.label,
bind_group_layouts: &bind_group_layouts,
immediate_size: 0,
});
let targets: Vec<Option<wgpu::ColorTargetState>> =
desc.targets.iter().cloned().map(Some).collect();
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: desc.label,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: desc.vertex_entry,
compilation_options: Default::default(),
buffers: &desc.vertex_layouts,
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: desc.cull_mode,
unclipped_depth: false,
polygon_mode: desc.polygon_mode,
conservative: false,
},
depth_stencil: desc.depth.clone(),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: desc.fragment_entry,
compilation_options: Default::default(),
targets: &targets,
}),
multiview_mask: None,
cache: None,
});
(pipeline, layout)
}
pub struct GPUMaterial {
pub pipeline: wgpu::RenderPipeline,
pub layout: wgpu::BindGroupLayout,
pub entries: Vec<MaterialBindingEntry>,
}
impl Asset<WGPUBackend> for GPUMaterial {
type Source = MaterialDescriptor<'static>;
type Deps<'a> = ();
fn upload<'a>(source: &MaterialDescriptor, backend: &WGPUBackend, _deps: &()) -> Option<Self> {
let (pipeline, layout) = build_material(&backend.device, &source);
Some(Self {
pipeline,
layout,
entries: source.entries.to_vec(),
})
}
}
pub struct MaterialPlugin;
impl MaterialPlugin {
pub fn new() -> Self {
Self
}
}
impl Plugin for MaterialPlugin {
fn build(&self, app: &mut App) {
app.add_plugin(AssetPlugin::<super::backend::WGPUBackend, GPUMaterial>::new());
}
}