rogalik_wgpu 0.3.0

A WGPU backend for the Rogalik engine
Documentation
use std::collections::HashMap;

pub fn get_bind_group_layouts(
    device: &wgpu::Device,
) -> HashMap<BindGroupLayoutKind, wgpu::BindGroupLayout> {
    HashMap::from_iter([
        (
            BindGroupLayoutKind::Uniform,
            get_uniform_bind_group_layout(device),
        ),
        (
            BindGroupLayoutKind::PostProcess,
            get_post_process_bind_group_layout(device),
        ),
        (
            BindGroupLayoutKind::Sprite,
            get_sprite_bind_group_layout(device),
        ),
    ])
}

#[derive(Eq, PartialEq, Hash)]
pub enum BindGroupLayoutKind {
    PostProcess,
    Sprite,
    Uniform,
}

fn get_uniform_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
    device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        label: Some("Uniform bind group layout"),
        entries: &[wgpu::BindGroupLayoutEntry {
            binding: 0,
            visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
            ty: wgpu::BindingType::Buffer {
                ty: wgpu::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: None,
            },
            count: None,
        }],
    })
}

fn get_sprite_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
    device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        entries: &[
            // diffuse
            wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Texture {
                    multisampled: false,
                    view_dimension: wgpu::TextureViewDimension::D2,
                    sample_type: wgpu::TextureSampleType::Float { filterable: true },
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 1,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                count: None,
            },
            // normal
            wgpu::BindGroupLayoutEntry {
                binding: 2,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Texture {
                    multisampled: false,
                    view_dimension: wgpu::TextureViewDimension::D2,
                    sample_type: wgpu::TextureSampleType::Float { filterable: true },
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 3,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                count: None,
            },
        ],
        label: Some("Sprite Bind Group Layout"),
    })
}

fn get_post_process_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
    device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        entries: &[
            // input view
            wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Texture {
                    sample_type: wgpu::TextureSampleType::Float { filterable: true },
                    view_dimension: wgpu::TextureViewDimension::D2,
                    multisampled: false,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 1,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                count: None,
            },
            // texture
            wgpu::BindGroupLayoutEntry {
                binding: 2,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Texture {
                    multisampled: false,
                    view_dimension: wgpu::TextureViewDimension::D2,
                    sample_type: wgpu::TextureSampleType::Float { filterable: true },
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 3,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
                count: None,
            },
            // uniform
            wgpu::BindGroupLayoutEntry {
                binding: 4,
                visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Uniform,
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
        ],
        label: Some("PostProcess Bind Group Layout"),
    })
}