use crate::model::Vertex;
use super::core::Graphics;
fn inject_user_hooks(base_template: &str, user_functions: &str) -> String {
let mut combined_shader = base_template.to_string();
if let Some(vs_start) = user_functions.find("fn user_vs_hook") {
let vs_body_start = user_functions[vs_start..]
.find('{')
.map(|i| vs_start + i + 1)
.unwrap_or(vs_start);
let vs_end = user_functions[vs_body_start..]
.find("fn user_fs_hook")
.map(|rel| vs_body_start + rel)
.unwrap_or(user_functions.len());
let vs_body_end = user_functions[..vs_end].rfind('}').unwrap_or(vs_end);
let vs_src = user_functions[vs_body_start..vs_body_end].trim();
if !vs_src.is_empty() {
let marker = "// USER_VS_HOOK";
if let Some(pos) = combined_shader.rfind(marker) {
combined_shader.insert_str(pos + marker.len(), &format!("\n{{\n{}\n}}", vs_src));
}
}
}
if let Some(fs_start) = user_functions.find("fn user_fs_hook") {
let fs_body_start = user_functions[fs_start..]
.find('{')
.map(|i| fs_start + i + 1)
.unwrap_or(fs_start);
let fs_end = user_functions.len();
let fs_body_end = user_functions[..fs_end].rfind('}').unwrap_or(fs_end);
let fs_src = user_functions[fs_body_start..fs_body_end].trim();
if !fs_src.is_empty() {
let marker = "// USER_FS_HOOK";
if let Some(pos) = combined_shader.rfind(marker) {
combined_shader.insert_str(pos + marker.len(), &format!("\n{{\n{}\n}}", fs_src));
}
}
}
combined_shader
}
impl Graphics {
pub(crate) fn create_default_model_pipelines(
&self,
) -> (wgpu::RenderPipeline, wgpu::RenderPipeline) {
let model_3d = self
.model_3d()
.expect("model_3d must exist before creating 3D pipelines");
let model_shader = self
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("model_shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/model.wgsl").into()),
});
let model_pipeline_layout =
self.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("model_pipeline_layout"),
bind_group_layouts: &[
&model_3d.model_renderer.globals_bind_group_layout,
&model_3d.model_renderer.texture_bind_group_layout,
&model_3d.model_renderer.bone_matrices_bind_group_layout,
&model_3d.model_renderer.environment_bind_group_layout,
],
immediate_size: 0,
});
let model_pipeline = self
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("model_pipeline"),
layout: Some(&model_pipeline_layout),
vertex: wgpu::VertexState {
module: &model_shader,
entry_point: Some("vs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[Vertex::layout()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &model_shader,
entry_point: Some("fs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: self.config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
let instanced_model_shader =
self.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("model_instanced_shader"),
source: wgpu::ShaderSource::Wgsl(
include_str!("../shaders/model_instanced.wgsl").into(),
),
});
let instanced_model_pipeline =
self.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("instanced_model_pipeline"),
layout: Some(&model_pipeline_layout),
vertex: wgpu::VertexState {
module: &instanced_model_shader,
entry_point: Some("vs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[
Vertex::layout(),
wgpu::VertexBufferLayout {
array_stride: 64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 16,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 32,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 48,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
},
],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &instanced_model_shader,
entry_point: Some("fs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: self.config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
(model_pipeline, instanced_model_pipeline)
}
pub(crate) fn restore_model_shader(&mut self, shader_id: u32, user_functions: &str) {
self.create_custom_model_pipelines(shader_id, user_functions);
}
fn create_custom_model_pipelines(&mut self, shader_id: u32, user_functions: &str) {
self.ensure_model_3d();
let device = &self.device;
let format = self.config.format;
let model_3d = self.model_3d.as_mut().expect("ensured");
let standard_shader_src =
inject_user_hooks(include_str!("../shaders/model.wgsl"), user_functions);
let instanced_shader_src = inject_user_hooks(
include_str!("../shaders/model_instanced.wgsl"),
user_functions,
);
let standard_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("custom_model_shader"),
source: wgpu::ShaderSource::Wgsl(standard_shader_src.into()),
});
let instanced_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("custom_model_instanced_shader"),
source: wgpu::ShaderSource::Wgsl(instanced_shader_src.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("custom_model_pipeline_layout"),
bind_group_layouts: &[
&model_3d.model_renderer.globals_bind_group_layout,
&model_3d.model_renderer.texture_bind_group_layout,
&model_3d.model_renderer.bone_matrices_bind_group_layout,
&model_3d.model_renderer.environment_bind_group_layout,
],
immediate_size: 0,
});
let standard_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("custom_model_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &standard_shader,
entry_point: Some("vs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[Vertex::layout()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &standard_shader,
entry_point: Some("fs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
let instanced_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("custom_instanced_model_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &instanced_shader,
entry_point: Some("vs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[
Vertex::layout(),
wgpu::VertexBufferLayout {
array_stride: 64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 16,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 32,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 48,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
},
],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &instanced_shader,
entry_point: Some("fs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
self.ensure_model_3d()
.model_pipelines
.insert(shader_id, standard_pipeline);
self.ensure_model_3d()
.instanced_model_pipelines
.insert(shader_id, instanced_pipeline);
}
}