use crate::texture::Texture;
pub fn cubemap_making_bindgroup_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("cubemap-making bindgroup"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
],
})
}
pub fn cubemap_making_bindgroup(
device: &wgpu::Device,
label: Option<&str>,
buffer: &wgpu::Buffer,
texture: &Texture,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label,
layout: &cubemap_making_bindgroup_layout(device),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(buffer.as_entire_buffer_binding()),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture.view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&texture.sampler),
},
],
})
}
pub struct CubemapMakingRenderPipeline(pub wgpu::RenderPipeline);
impl CubemapMakingRenderPipeline {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
log::trace!("creating cubemap-making render pipeline with format '{format:?}'");
let vertex_linkage = crate::linkage::skybox_cubemap_vertex::linkage(device);
let fragment_linkage = crate::linkage::skybox_equirectangular_fragment::linkage(device);
let bg_layout = cubemap_making_bindgroup_layout(device);
let pp_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("cubemap-making pipeline layout"),
bind_group_layouts: &[&bg_layout],
push_constant_ranges: &[],
});
CubemapMakingRenderPipeline(device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("cubemap-making pipeline"),
layout: Some(&pp_layout),
vertex: wgpu::VertexState {
module: &vertex_linkage.module,
entry_point: vertex_linkage.entry_point,
buffers: &[],
compilation_options: Default::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
mask: !0,
alpha_to_coverage_enabled: false,
count: 1,
},
fragment: Some(wgpu::FragmentState {
module: &fragment_linkage.module,
entry_point: fragment_linkage.entry_point,
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
multiview: None,
cache: None,
},
))
}
}