use crate::render::utils::WgpuContext;
use std::borrow::Cow;
pub struct DepthVisualPipeline {
pub pipeline: wgpu::RenderPipeline,
pub bind_group_layout: wgpu::BindGroupLayout,
}
impl DepthVisualPipeline {
pub fn new(wgpu_ctx: &WgpuContext) -> Self {
let WgpuContext { device, .. } = wgpu_ctx;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Depth Visual Shader"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
"./shaders/depth_visual.wgsl"
))),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Depth Visual Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Depth Visual Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Depth Visual Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Self {
pipeline,
bind_group_layout,
}
}
}