use arrayvec::ArrayVec;
use rend3::{resources::MaterialManager, ModeData, RendererMode};
use wgpu::{
BindGroupLayout, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState, DepthStencilState, Device, Face,
FragmentState, FrontFace, MultisampleState, PipelineLayoutDescriptor, PolygonMode, PrimitiveState,
PrimitiveTopology, RenderPipeline, RenderPipelineDescriptor, StencilState, TextureFormat, VertexState,
};
use crate::{
common::{interfaces::ShaderInterfaces, shaders::mode_safe_shader},
vertex::{cpu_vertex_buffers, gpu_vertex_buffers},
};
pub struct BuildDepthPassShaderArgs<'a> {
pub mode: RendererMode,
pub device: &'a Device,
pub interfaces: &'a ShaderInterfaces,
pub texture_bgl: ModeData<(), &'a BindGroupLayout>,
pub materials: &'a MaterialManager,
pub include_color: bool,
}
pub fn build_depth_pass_shader(args: BuildDepthPassShaderArgs) -> RenderPipeline {
let depth_prepass_vert = unsafe {
mode_safe_shader(
args.device,
args.mode,
"depth pass vert",
"depth.vert.cpu.spv",
"depth.vert.gpu.spv",
false,
)
};
let depth_prepass_frag = unsafe {
mode_safe_shader(
args.device,
args.mode,
"depth pass frag",
"depth.frag.cpu.spv",
"depth.frag.gpu.spv",
false,
)
};
let cpu_vertex_buffers = cpu_vertex_buffers();
let gpu_vertex_buffers = gpu_vertex_buffers();
let mut bgls: ArrayVec<&BindGroupLayout, 4> = ArrayVec::new();
bgls.push(&args.interfaces.samplers_bgl);
bgls.push(&args.interfaces.culled_object_bgl);
bgls.push(args.materials.get_bind_group_layout());
if args.mode == RendererMode::GPUPowered {
bgls.push(args.texture_bgl.as_gpu())
}
let pll = args.device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("depth prepass"),
bind_group_layouts: &bgls,
push_constant_ranges: &[],
});
let color_state = [ColorTargetState {
format: TextureFormat::Rgba16Float,
blend: None,
write_mask: ColorWrites::empty(),
}];
args.device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("depth prepass"),
layout: Some(&pll),
vertex: VertexState {
module: &depth_prepass_vert,
entry_point: "main",
buffers: match args.mode {
RendererMode::CPUPowered => &cpu_vertex_buffers,
RendererMode::GPUPowered => &gpu_vertex_buffers,
},
},
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: FrontFace::Cw,
cull_mode: Some(Face::Back),
clamp_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(DepthStencilState {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: if args.include_color {
CompareFunction::GreaterEqual
} else {
CompareFunction::LessEqual
},
stencil: StencilState::default(),
bias: if args.include_color {
DepthBiasState::default()
} else {
DepthBiasState {
constant: 2,
slope_scale: 2.0,
clamp: 0.0,
}
},
}),
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
module: &depth_prepass_frag,
entry_point: "main",
targets: if args.include_color { &color_state } else { &[] },
}),
})
}