zenthra-render 0.2.0

Wgpu-based GPU renderer for the Zenthra UI framework
Documentation
use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;

use zenthra_core::GlyphInstance;

#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct Uniforms {
    screen_size: [f32; 2],
    _padding: [f32; 2],
}

pub struct TextPipeline {
    pipeline: wgpu::RenderPipeline,
    uniform_buffer: wgpu::Buffer,
    uniform_bg: wgpu::BindGroup,
    atlas_bg: Option<wgpu::BindGroup>,
    atlas_bgl: wgpu::BindGroupLayout,
    instance_buffer: Option<wgpu::Buffer>,
    instance_count: u32,
}

impl TextPipeline {
    pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
        let shader = device.create_shader_module(wgpu::include_wgsl!("shaders/text.wgsl"));

        let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Text Uniform Buffer"),
            size: std::mem::size_of::<Uniforms>() as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let uniform_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Text Uniform BGL"),
            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,
            }],
        });

        let uniform_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Text Uniform BG"),
            layout: &uniform_bgl,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: uniform_buffer.as_entire_binding(),
            }],
        });

        let atlas_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Text Atlas BGL"),
            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,
                },
            ],
        });

        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("Text Pipeline Layout"),
            bind_group_layouts: &[Some(&uniform_bgl), Some(&atlas_bgl)],
            immediate_size: 0,
        });

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Text Pipeline"),
            layout: Some(&layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vs_main"),
                buffers: &[GlyphInstance::desc()],
                compilation_options: Default::default(),
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fs_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format,
                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                compilation_options: Default::default(),
            }),
            primitive: wgpu::PrimitiveState::default(),
            depth_stencil: None,
            multisample: wgpu::MultisampleState::default(),
            multiview_mask: None,
            cache: None,
        });

        Self {
            pipeline,
            uniform_buffer,
            uniform_bg,
            atlas_bg: None,
            atlas_bgl,
            instance_buffer: None,
            instance_count: 0,
        }
    }

    pub fn set_atlas(&mut self, device: &wgpu::Device, view: &wgpu::TextureView) {
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("Text Atlas Sampler"),
            mag_filter: wgpu::FilterMode::Linear,
            min_filter: wgpu::FilterMode::Linear,
            ..Default::default()
        });
        self.atlas_bg = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Text Atlas BG"),
            layout: &self.atlas_bgl,
            entries: &[
                wgpu::BindGroupEntry {
                    binding: 0,
                    resource: wgpu::BindingResource::TextureView(view),
                },
                wgpu::BindGroupEntry {
                    binding: 1,
                    resource: wgpu::BindingResource::Sampler(&sampler),
                },
            ],
        }));
    }

    pub fn prepare(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        width: u32,
        height: u32,
        instances: &[GlyphInstance],
    ) {
        queue.write_buffer(
            &self.uniform_buffer,
            0,
            bytemuck::bytes_of(&Uniforms {
                screen_size: [width as f32, height as f32],
                _padding: [0.0; 2],
            }),
        );

        if instances.is_empty() {
            self.instance_count = 0;
            return;
        }

        self.instance_buffer = Some(
            device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
                label: Some("Glyph Instance Buffer"),
                contents: bytemuck::cast_slice(instances),
                usage: wgpu::BufferUsages::VERTEX,
            }),
        );
        self.instance_count = instances.len() as u32;
    }

    pub fn draw<'a>(&'a self, pass: &mut wgpu::RenderPass<'a>) {
        let Some(atlas_bg) = &self.atlas_bg else { return };
        if self.instance_count == 0 {
            return;
        }
        let Some(buf) = &self.instance_buffer else { return };
        pass.set_pipeline(&self.pipeline);
        pass.set_bind_group(0, &self.uniform_bg, &[]);
        pass.set_bind_group(1, atlas_bg, &[]);
        pass.set_vertex_buffer(0, buf.slice(..));
        pass.draw(0..6, 0..self.instance_count);
    }
}