use super::shader_source;
use crate::render::graph::{UnifiedColor, UnifiedTransform};
use super::{WgpuRender, WgpuRenderBase};
use std::mem;
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug)]
pub struct General2dVertex {
pub position: [f32; 2],
pub tex_coords: [f32; 2],
}
unsafe impl bytemuck::Pod for General2dVertex {}
unsafe impl bytemuck::Zeroable for General2dVertex {}
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct General2dUniforms {
pub transform: [[f32; 4]; 4], pub area: [f32; 4], pub color: [f32; 4], pub params: [f32; 4], }
pub struct WgpuGeneral2dRender {
base: WgpuRenderBase,
area: [f32; 4],
transform: UnifiedTransform,
color: UnifiedColor,
sharpness: f32,
vertex_buffer: Option<wgpu::Buffer>,
index_buffer: Option<wgpu::Buffer>,
uniform_buffer: Option<wgpu::Buffer>,
render_pipeline: Option<wgpu::RenderPipeline>,
bind_group_layout: Option<wgpu::BindGroupLayout>,
current_bind_group: Option<wgpu::BindGroup>,
current_render_texture_index: Option<usize>,
}
impl WgpuRender for WgpuGeneral2dRender {
fn new(canvas_width: u32, canvas_height: u32) -> Self {
Self {
base: WgpuRenderBase::new(0, canvas_width, canvas_height),
area: [0.0, 0.0, 1.0, 1.0], transform: UnifiedTransform::new(),
color: UnifiedColor::white(),
sharpness: 0.0,
vertex_buffer: None,
index_buffer: None,
uniform_buffer: None,
render_pipeline: None,
bind_group_layout: None,
current_bind_group: None,
current_render_texture_index: None,
}
}
fn get_base(&mut self) -> &mut WgpuRenderBase {
&mut self.base
}
fn create_shader(&mut self, device: &wgpu::Device) {
self.create_shader_with_format(device, wgpu::TextureFormat::Rgba8Unorm);
}
fn create_buffer(&mut self, device: &wgpu::Device) {
let vertices = [
General2dVertex { position: [-1.0, -1.0], tex_coords: [0.0, 1.0] }, General2dVertex { position: [ 1.0, -1.0], tex_coords: [1.0, 1.0] }, General2dVertex { position: [ 1.0, 1.0], tex_coords: [1.0, 0.0] }, General2dVertex { position: [-1.0, 1.0], tex_coords: [0.0, 0.0] }, ];
let indices: [u16; 6] = [0, 1, 2, 2, 3, 0];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("General2D Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("General2D Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
self.vertex_buffer = Some(vertex_buffer);
self.index_buffer = Some(index_buffer);
self.uniform_buffer = None; }
fn prepare_draw(&mut self, device: &wgpu::Device, queue: &wgpu::Queue) {
let uniforms = General2dUniforms {
transform: self.transform.to_matrix4(),
area: self.area,
color: self.color.to_array(),
params: [self.sharpness, 0.0, 0.0, 0.0],
};
self.uniform_buffer = Some(device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("General2D Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM,
}));
}
fn draw(&mut self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
if let (Some(pipeline), Some(vertex_buffer), Some(index_buffer), Some(bind_group)) = (
&self.render_pipeline,
&self.vertex_buffer,
&self.index_buffer,
&self.current_bind_group,
) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("General2D Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.set_vertex_buffer(0, vertex_buffer.slice(..));
render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..6, 0, 0..1);
}
}
fn cleanup(&mut self, _device: &wgpu::Device) {
}
}
impl General2dVertex {
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<General2dVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: mem::offset_of!(General2dVertex, tex_coords) as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}
impl WgpuGeneral2dRender {
pub fn create_shader_with_format(&mut self, device: &wgpu::Device, format: wgpu::TextureFormat) {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("General2D Shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(shader_source::GENERAL2D_SHADER)),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("General2D 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,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
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: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("General2D Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("General2D Render Pipeline"),
layout: Some(&pipeline_layout),
cache: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[General2dVertex::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format, blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::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 {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
self.bind_group_layout = Some(bind_group_layout);
self.render_pipeline = Some(render_pipeline);
}
pub fn prepare_draw_with_texture(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
texture_view: &wgpu::TextureView,
sampler: &wgpu::Sampler,
) {
self.prepare_draw(device, queue);
if let (Some(bind_group_layout), Some(uniform_buffer)) = (
&self.bind_group_layout,
&self.uniform_buffer,
) {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(sampler),
},
],
label: Some("General2D Bind Group"),
});
self.current_bind_group = Some(bind_group);
}
}
pub fn set_render_texture_index(&mut self, rtidx: usize) -> &mut Self {
self.current_render_texture_index = Some(rtidx);
self
}
pub fn set_area(&mut self, area: &[f32; 4]) -> &mut Self {
self.area = *area;
self
}
pub fn set_transform(&mut self, transform: &UnifiedTransform) -> &mut Self {
self.transform = *transform;
self
}
pub fn set_color(&mut self, color: &UnifiedColor) -> &mut Self {
self.color = *color;
self
}
pub fn set_sharpness(&mut self, sharpness: f32) -> &mut Self {
self.sharpness = sharpness;
self
}
}