use super::*;
impl ViewportGpuResources {
pub(crate) fn ensure_sprite_pipelines(&mut self, device: &wgpu::Device) {
if self.sprite_bgl.is_some() {
return;
}
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("sprite_bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::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,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("sprite_shader"),
source: wgpu::ShaderSource::Wgsl(
include_str!("../../shaders/sprite.wgsl").into(),
),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("sprite_pipeline_layout"),
bind_group_layouts: &[&self.camera_bind_group_layout, &bgl],
push_constant_ranges: &[],
});
let vert_attrs = [wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}];
let vertex_buffers = [wgpu::VertexBufferLayout {
array_stride: 12,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &vert_attrs,
}];
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("sprite_pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &vertex_buffers,
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: self.target_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: self.sample_count,
..Default::default()
},
multiview: None,
cache: None,
});
let pipeline_dw = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("sprite_pipeline_depth_write"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &vertex_buffers,
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: self.target_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: self.sample_count,
..Default::default()
},
multiview: None,
cache: None,
});
self.sprite_bgl = Some(bgl);
self.sprite_pipeline = Some(pipeline);
self.sprite_pipeline_depth_write = Some(pipeline_dw);
}
pub(crate) fn upload_sprite(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
item: &crate::renderer::SpriteItem,
) -> SpriteGpuData {
let count = item.positions.len() as u32;
let pos_bytes: Vec<u8> = item
.positions
.iter()
.flat_map(|p| bytemuck::bytes_of(p).iter().copied())
.collect();
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite_vertex_buf"),
size: pos_bytes.len().max(12) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&vertex_buffer, 0, &pos_bytes);
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct GpuSpriteInstance {
color: [f32; 4],
size: f32,
rotation: f32,
_pad0: f32,
_pad1: f32,
uv_rect: [f32; 4],
}
let instances: Vec<GpuSpriteInstance> = (0..item.positions.len())
.map(|i| GpuSpriteInstance {
color: if i < item.colors.len() { item.colors[i] } else { item.default_color },
size: if i < item.sizes.len() { item.sizes[i] } else { item.default_size },
rotation: if i < item.rotations.len() { item.rotations[i] } else { 0.0 },
_pad0: 0.0,
_pad1: 0.0,
uv_rect: if i < item.uv_rects.len() {
item.uv_rects[i]
} else {
[0.0, 0.0, 1.0, 1.0]
},
})
.collect();
let instance_bytes = bytemuck::cast_slice(&instances);
let instance_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite_instance_buf"),
size: instance_bytes.len().max(48) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&instance_buf, 0, instance_bytes);
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct SpriteUniformData {
model: [[f32; 4]; 4],
world_space: u32,
has_texture: u32,
_pad0: u32,
_pad1: u32,
}
let (texture_view, has_texture): (&wgpu::TextureView, u32) =
if let Some(id) = item.texture_id {
if let Some(tex) = self.textures.get(id as usize) {
(&tex.view, 1)
} else {
(&self.fallback_lut_view, 0)
}
} else {
(&self.fallback_lut_view, 0)
};
let uniform_data = SpriteUniformData {
model: item.model,
world_space: if item.size_mode
== crate::renderer::SpriteSizeMode::WorldSpace
{
1
} else {
0
},
has_texture,
_pad0: 0,
_pad1: 0,
};
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite_uniform_buf"),
size: std::mem::size_of::<SpriteUniformData>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&uniform_buf, 0, bytemuck::bytes_of(&uniform_data));
let bgl = self
.sprite_bgl
.as_ref()
.expect("ensure_sprite_pipelines not called");
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sprite_bind_group"),
layout: bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.material_sampler),
},
wgpu::BindGroupEntry {
binding: 3,
resource: instance_buf.as_entire_binding(),
},
],
});
SpriteGpuData {
vertex_buffer,
sprite_count: count,
bind_group,
depth_write: item.depth_write,
_uniform_buf: uniform_buf,
_instance_buf: instance_buf,
}
}
}