use crate::gpu::depth::DEPTH_FORMAT;
use crate::gpu::fill_extrusion_vertex::FillExtrusionVertex;
use crate::gpu::model_vertex::ModelVertex;
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ShadowDepthUniform {
pub light_view_proj: [[f32; 4]; 4],
}
pub struct ShadowFillExtrusionPipeline {
pub pipeline: wgpu::RenderPipeline,
pub uniform_bind_group_layout: wgpu::BindGroupLayout,
}
impl ShadowFillExtrusionPipeline {
pub fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("shadow_depth_shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/shadow_depth.wgsl").into()),
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("shadow_fill_ext_uniform_bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<
ShadowDepthUniform,
>() as u64),
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("shadow_fill_ext_pipeline_layout"),
bind_group_layouts: &[&uniform_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow_fill_extrusion_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_fill_extrusion"),
buffers: &[FillExtrusionVertex::layout()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: None,
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
..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 {
constant: 2,
slope_scale: 2.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
pipeline,
uniform_bind_group_layout,
}
}
}
pub struct ShadowModelPipeline {
pub pipeline: wgpu::RenderPipeline,
pub uniform_bind_group_layout: wgpu::BindGroupLayout,
pub model_bind_group_layout: wgpu::BindGroupLayout,
}
impl ShadowModelPipeline {
pub fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("shadow_depth_model_shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/shadow_depth.wgsl").into()),
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("shadow_model_uniform_bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<
ShadowDepthUniform,
>() as u64),
},
count: None,
}],
});
let model_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("shadow_model_transform_bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(64), },
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("shadow_model_pipeline_layout"),
bind_group_layouts: &[&uniform_bind_group_layout, &model_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow_model_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_model"),
buffers: &[ModelVertex::layout()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: None,
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
..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 {
constant: 2,
slope_scale: 2.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
pipeline,
uniform_bind_group_layout,
model_bind_group_layout,
}
}
}