use renderling_shader::scene::GpuConstants;
use crate::Uniform;
pub fn diffuse_irradiance_convolution_bindgroup_layout(
device: &wgpu::Device,
) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("convolution bindgroup"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
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: true },
view_dimension: wgpu::TextureViewDimension::Cube,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
pub fn diffuse_irradiance_convolution_bindgroup(
device: &wgpu::Device,
label: Option<&str>,
constants: &Uniform<GpuConstants>,
texture: &crate::Texture,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label,
layout: &diffuse_irradiance_convolution_bindgroup_layout(device),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
constants.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 DiffuseIrradianceConvolutionRenderPipeline(pub wgpu::RenderPipeline);
impl DiffuseIrradianceConvolutionRenderPipeline {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
log::trace!("creating convolution render pipeline with format '{format:?}'");
let vertex_linkage = crate::linkage::vertex_cubemap(device);
let vertex_shader =
device.create_shader_module(wgpu::include_spirv!("linkage/vertex_cubemap.spv"));
let fragment_shader = device.create_shader_module(wgpu::include_wgsl!(
"wgsl/diffuse_irradiance_convolution.wgsl"
));
log::trace!(" done.");
let bg_layout = diffuse_irradiance_convolution_bindgroup_layout(device);
let pp_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("convolution pipeline layout"),
bind_group_layouts: &[&bg_layout],
push_constant_ranges: &[],
});
let pipeline = DiffuseIrradianceConvolutionRenderPipeline(device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("convolution pipeline"),
layout: Some(&pp_layout),
vertex: wgpu::VertexState {
module: &vertex_linkage.module,
entry_point: vertex_linkage.entry_point,
buffers: &[],
},
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_shader,
entry_point: "fragment_convolve_diffuse_irradiance",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
},
));
log::trace!(" completed pipeline creation");
pipeline
}
}