use crate::{
CameraBuffer, RendererCreateError,
core::BufferWrapper,
selection::{ViewportTexture, ViewportTextureF32Buffer, ViewportTexturePosBuffer},
wesl_utils,
};
#[derive(Debug)]
pub struct ViewportTextureBrushRenderer<B = wgpu::BindGroup> {
#[allow(dead_code)]
bind_group_layout: wgpu::BindGroupLayout,
bind_group: B,
pipeline: wgpu::RenderPipeline,
}
impl<B> ViewportTextureBrushRenderer<B> {
pub fn create_bind_group(
&self,
device: &wgpu::Device,
camera: &CameraBuffer,
start: &ViewportTexturePosBuffer,
end: &ViewportTexturePosBuffer,
radius: &ViewportTextureF32Buffer,
) -> wgpu::BindGroup {
ViewportTextureBrushRenderer::create_bind_group_static(
device,
&self.bind_group_layout,
camera,
start,
end,
radius,
)
}
}
impl ViewportTextureBrushRenderer {
pub const BIND_GROUP_LAYOUT_DESCRIPTOR: wgpu::BindGroupLayoutDescriptor<'static> =
wgpu::BindGroupLayoutDescriptor {
label: Some("Viewport Selection Texture Brush Renderer Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
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::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
};
pub fn new(
device: &wgpu::Device,
texture: &ViewportTexture,
camera: &CameraBuffer,
start: &ViewportTexturePosBuffer,
end: &ViewportTexturePosBuffer,
radius: &ViewportTextureF32Buffer,
) -> Result<Self, RendererCreateError> {
let this = ViewportTextureBrushRenderer::new_without_bind_group(device, texture)?;
log::debug!("Creating viewport texture brush renderer bind group");
let bind_group = this.create_bind_group(device, camera, start, end, radius);
Ok(Self {
bind_group_layout: this.bind_group_layout,
bind_group,
pipeline: this.pipeline,
})
}
pub fn render(&self, encoder: &mut wgpu::CommandEncoder, texture: &ViewportTexture) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Viewport Texture Brush Renderer Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: texture.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..6, 0..3);
}
fn create_bind_group_static(
device: &wgpu::Device,
bind_group_layout: &wgpu::BindGroupLayout,
camera: &CameraBuffer,
start: &ViewportTexturePosBuffer,
end: &ViewportTexturePosBuffer,
radius: &ViewportTextureF32Buffer,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Viewport Texture Brush Renderer Bind Group"),
layout: bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera.buffer().as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: start.buffer().as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: end.buffer().as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: radius.buffer().as_entire_binding(),
},
],
})
}
}
impl ViewportTextureBrushRenderer<()> {
pub fn new_without_bind_group(
device: &wgpu::Device,
texture: &ViewportTexture,
) -> Result<Self, RendererCreateError> {
log::debug!("Creating viewport texture brush renderer bind group layout");
let bind_group_layout = device
.create_bind_group_layout(&ViewportTextureBrushRenderer::BIND_GROUP_LAYOUT_DESCRIPTOR);
log::debug!("Creating viewport texture brush renderer pipeline layout");
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Viewport Texture Brush Renderer Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
..Default::default()
});
log::debug!("Creating viewport texture brush renderer shader");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Viewport Texture Brush Renderer Shader"),
source: wgpu::ShaderSource::Wgsl(
wesl::compile_sourcemap(
&"wgpu_3dgs_viewer::selection::viewport_texture_brush"
.parse()
.expect("selection::viewport_texture_brush module path"),
&wesl_utils::resolver(),
&wesl::NoMangler,
&wesl::CompileOptions::default(),
)?
.to_string()
.into(),
),
});
log::debug!("Creating viewport texture brush renderer pipeline");
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Viewport Texture Brush 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.texture().format(),
blend: None,
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,
});
log::info!("Viewport texture brush renderer created");
Ok(Self {
bind_group_layout,
bind_group: (),
pipeline,
})
}
pub fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
texture: &ViewportTexture,
bind_group: &wgpu::BindGroup,
) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Viewport Texture Brush Renderer Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: texture.view(),
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
self.render_with_pass(&mut render_pass, bind_group);
}
pub fn render_with_pass(&self, pass: &mut wgpu::RenderPass<'_>, bind_group: &wgpu::BindGroup) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, bind_group, &[]);
pass.draw(0..6, 0..3);
}
}