pub fn create_pipeline_and_bindgroup(
device: &wgpu::Device,
buffer: &wgpu::Buffer,
environment_texture: &crate::texture::Texture,
) -> (wgpu::RenderPipeline, wgpu::BindGroup) {
let label = Some("prefiltered environment");
let bindgroup_layout_desc = wgpu::BindGroupLayoutDescriptor {
label,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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: 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,
},
],
};
let bg_layout = device.create_bind_group_layout(&bindgroup_layout_desc);
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
label,
layout: &bg_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(buffer.as_entire_buffer_binding()),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&environment_texture.view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&environment_texture.sampler),
},
],
});
let pp_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label,
bind_group_layouts: &[&bg_layout],
push_constant_ranges: &[],
});
let vertex_linkage = crate::linkage::prefilter_environment_cubemap_vertex::linkage(device);
let fragment_linkage = crate::linkage::prefilter_environment_cubemap_fragment::linkage(device);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("prefiltered environment"),
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: wgpu::TextureFormat::Rgba16Float,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
multiview: None,
cache: None,
});
(pipeline, bindgroup)
}