rustial-renderer-wgpu 0.0.1

Pure WGPU renderer for the rustial 2.5D map engine
Documentation
//! Dedicated fill render pipeline with per-layer translate, opacity, and
//! outline colour.

use crate::gpu::depth::DEPTH_FORMAT;
use crate::gpu::fill_vertex::FillVertex;
use crate::pipeline::uniforms::ViewProjUniform;

/// GPU uniform for fill-specific parameters.
///
/// Uploaded to binding 1 of group 0 alongside the shared view-projection
/// uniform at binding 0.
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct FillParamsUniform {
    /// Pixel-space translate `[tx, ty]`.
    pub fill_translate: [f32; 2],
    /// Layer opacity multiplier.
    pub fill_opacity: f32,
    /// 1.0 when fill-antialias is enabled, 0.0 otherwise.
    pub fill_antialias: f32,
    /// Outline colour RGBA (all-zero means "use fill colour").
    pub outline_color: [f32; 4],
}

/// The dedicated fill rendering pipeline.
pub struct FillPipeline {
    /// Render pipeline configured for filled polygon rendering.
    pub pipeline: wgpu::RenderPipeline,
    /// Bind group layout (group 0) for view-projection + fill params.
    pub uniform_bind_group_layout: wgpu::BindGroupLayout,
}

impl FillPipeline {
    /// Create the fill pipeline.
    pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("fill_shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/fill.wgsl").into()),
        });

        let uniform_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("fill_uniform_bgl"),
                entries: &[
                    // binding 0: ViewProjUniform
                    wgpu::BindGroupLayoutEntry {
                        binding: 0,
                        visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
                        ty: wgpu::BindingType::Buffer {
                            ty: wgpu::BufferBindingType::Uniform,
                            has_dynamic_offset: false,
                            min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<
                                ViewProjUniform,
                            >()
                                as u64),
                        },
                        count: None,
                    },
                    // binding 1: FillParamsUniform
                    wgpu::BindGroupLayoutEntry {
                        binding: 1,
                        visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
                        ty: wgpu::BindingType::Buffer {
                            ty: wgpu::BufferBindingType::Uniform,
                            has_dynamic_offset: false,
                            min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<
                                FillParamsUniform,
                            >()
                                as u64),
                        },
                        count: None,
                    },
                ],
            });

        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("fill_pipeline_layout"),
            bind_group_layouts: &[&uniform_bind_group_layout],
            push_constant_ranges: &[],
        });

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("fill_pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vs_main"),
                buffers: &[FillVertex::layout()],
                compilation_options: wgpu::PipelineCompilationOptions::default(),
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fs_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format: surface_format,
                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                compilation_options: wgpu::PipelineCompilationOptions::default(),
            }),
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                front_face: wgpu::FrontFace::Ccw,
                cull_mode: None, // Fill polygons may face either way.
                ..Default::default()
            },
            depth_stencil: Some(wgpu::DepthStencilState {
                format: DEPTH_FORMAT,
                depth_write_enabled: true,
                depth_compare: wgpu::CompareFunction::Less,
                stencil: wgpu::StencilState::default(),
                bias: wgpu::DepthBiasState::default(),
            }),
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
            cache: None,
        });

        Self {
            pipeline,
            uniform_bind_group_layout,
        }
    }
}