use bytemuck::{Pod, Zeroable};
use crate::render::Skybox;
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
struct SkyboxUniforms {
bottom: [f32; 3],
_pad0: f32,
horizon: [f32; 3],
_pad1: f32,
top: [f32; 3],
mode: f32,
}
pub struct SkyboxPass {
pipeline: wgpu::RenderPipeline,
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
}
impl SkyboxPass {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("skybox shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("skybox_shader.wgsl").into()),
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("skybox uniforms"),
size: std::mem::size_of::<SkyboxUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("skybox 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,
}],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("skybox bg"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("skybox pl"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("skybox pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_skybox"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_skybox"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: Default::default(),
multiview: None,
cache: None,
});
Self { pipeline, uniform_buffer, bind_group }
}
pub fn render(
&self,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
color_view: &wgpu::TextureView,
skybox: &Skybox,
) {
let uniforms = match skybox {
Skybox::Solid(c) => SkyboxUniforms {
bottom: [c[0], c[1], c[2]],
_pad0: 0.0,
horizon: [c[0], c[1], c[2]],
_pad1: 0.0,
top: [c[0], c[1], c[2]],
mode: 0.0,
},
Skybox::Gradient { bottom, top } => SkyboxUniforms {
bottom: *bottom,
_pad0: 0.0,
horizon: [0.0; 3],
_pad1: 0.0,
top: *top,
mode: 1.0,
},
Skybox::ThreeStop { bottom, horizon, top } => SkyboxUniforms {
bottom: *bottom,
_pad0: 0.0,
horizon: *horizon,
_pad1: 0.0,
top: *top,
mode: 2.0,
},
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniforms));
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("skybox pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
pass.draw(0..3, 0..1);
}
}