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 BuildOpaquePassShaderArgs<'a> {
pub mode: RendererMode,
pub device: &'a Device,
pub interfaces: &'a ShaderInterfaces,
pub directional_light_bgl: &'a BindGroupLayout,
pub texture_bgl: ModeData<(), &'a BindGroupLayout>,
pub materials: &'a MaterialManager,
}
pub fn build_opaque_pass_shader(args: BuildOpaquePassShaderArgs<'_>) -> RenderPipeline {
let opaque_pass_vert = unsafe {
mode_safe_shader(
args.device,
args.mode,
"opaque pass vert",
"opaque.vert.cpu.spv",
"opaque.vert.gpu.spv",
false,
)
};
let opaque_pass_frag = unsafe {
mode_safe_shader(
args.device,
args.mode,
"depth pass frag",
"opaque.frag.cpu.spv",
"opaque.frag.gpu.spv",
false,
)
};
let cpu_vertex_buffers = cpu_vertex_buffers();
let gpu_vertex_buffers = gpu_vertex_buffers();
let mut bgls: ArrayVec<&BindGroupLayout, 6> = ArrayVec::new();
bgls.push(&args.interfaces.samplers_bgl);
bgls.push(&args.interfaces.culled_object_bgl);
bgls.push(args.directional_light_bgl);
bgls.push(&args.interfaces.uniform_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("opaque pass"),
bind_group_layouts: &bgls,
push_constant_ranges: &[],
});
args.device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("opaque pass"),
layout: Some(&pll),
vertex: VertexState {
module: &opaque_pass_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: CompareFunction::GreaterEqual,
stencil: StencilState::default(),
bias: DepthBiasState::default(),
}),
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
module: &opaque_pass_frag,
entry_point: "main",
targets: &[ColorTargetState {
format: TextureFormat::Rgba16Float,
blend: None,
write_mask: ColorWrites::all(),
}],
}),
})
}