#![allow(dead_code)]
use wgpu_3dgs_viewer::selection::ViewportTexture;
#[derive(Debug)]
pub struct ViewportTextureOverlayRenderer {
sampler: wgpu::Sampler,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl ViewportTextureOverlayRenderer {
pub const BIND_GROUP_LAYOUT_DESCRIPTOR: wgpu::BindGroupLayoutDescriptor<'static> =
wgpu::BindGroupLayoutDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
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: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
};
pub fn new(
device: &wgpu::Device,
texture_format: wgpu::TextureFormat,
viewport_texture: &ViewportTexture,
) -> Self {
log::debug!("Creating selection viewport texture overlay renderer sampler");
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Sampler"),
..Default::default()
});
log::debug!("Creating selection viewport texture overlay renderer bind group layout");
let bind_group_layout =
device.create_bind_group_layout(&Self::BIND_GROUP_LAYOUT_DESCRIPTOR);
log::debug!("Creating selection viewport texture overlay renderer bind group");
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Bind Group"),
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(viewport_texture.view()),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
log::debug!("Creating selection viewport texture overlay renderer pipeline layout");
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
..Default::default()
});
log::debug!("Creating selection viewport texture overlay renderer shader");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Shader"),
source: wgpu::ShaderSource::Wgsl(
include_str!("../shader/selection/viewport_texture_overlay.wgsl").into(),
),
});
log::debug!("Creating selection viewport texture overlay renderer pipeline");
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vert_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("frag_main"),
targets: &[Some(wgpu::ColorTargetState {
format: texture_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Self {
sampler,
bind_group_layout,
bind_group,
pipeline,
}
}
pub fn update_bind_group(&mut self, device: &wgpu::Device, viewport_texture: &ViewportTexture) {
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Selection Viewport Texture Overlay Renderer Bind Group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(viewport_texture.view()),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
}
pub fn render(&self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Selection Viewport Texture Overlay Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
self.render_with_pass(&mut render_pass);
}
pub fn render_with_pass(&self, pass: &mut wgpu::RenderPass<'_>) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
pass.draw(0..3, 0..1);
}
}