use super::DEPTH_FORMAT;
#[allow(dead_code)]
pub struct PostProcessState {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub depth_texture: wgpu::Texture,
pub depth_view: wgpu::TextureView,
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub bind_group_layout: wgpu::BindGroupLayout,
pub sampler: wgpu::Sampler,
}
impl PostProcessState {
pub fn new(
device: &wgpu::Device,
uniform_buffer: &wgpu::Buffer,
shader_code: &str,
custom_uniform_fields: &str,
width: u32,
height: u32,
surface_format: wgpu::TextureFormat,
) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Offscreen Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: surface_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Offscreen Depth Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Scene Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let shader_src = generate_shader(shader_code, custom_uniform_fields);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Post-Process Shader"),
source: wgpu::ShaderSource::Wgsl(shader_src.into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Post-Process 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,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Post-Process Bind Group"),
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: uniform_buffer.as_entire_binding(),
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Post-Process Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Post-Process Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
texture,
view,
depth_texture,
depth_view,
pipeline,
bind_group,
bind_group_layout,
sampler,
}
}
pub fn resize(
&mut self,
device: &wgpu::Device,
uniform_buffer: &wgpu::Buffer,
width: u32,
height: u32,
surface_format: wgpu::TextureFormat,
) {
self.texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Offscreen Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: surface_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
self.view = self.texture.create_view(&wgpu::TextureViewDescriptor::default());
self.depth_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Offscreen Depth Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
self.depth_view = self.depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Post-Process Bind Group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: uniform_buffer.as_entire_binding(),
},
],
});
}
}
fn generate_shader(shader_code: &str, custom_uniform_fields: &str) -> String {
format!(
r#"
struct Uniforms {{
view_proj: mat4x4<f32>,
time: f32,
delta_time: f32,
{custom_uniform_fields}
}};
struct VertexOutput {{
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}};
@group(0) @binding(0)
var scene: texture_2d<f32>;
@group(0) @binding(1)
var scene_sampler: sampler;
@group(0) @binding(2)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {{
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
var uvs = array<vec2<f32>, 3>(
vec2<f32>(0.0, 1.0),
vec2<f32>(2.0, 1.0),
vec2<f32>(0.0, -1.0),
);
var out: VertexOutput;
out.clip_position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
out.uv = uvs[vertex_index];
return out;
}}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {{
{shader_code}
}}
"#
)
}