use crate::types::glyph::GlyphInstance;
pub struct TextPipeline {
pub pipeline: wgpu::RenderPipeline,
pub atlas_bind_group: wgpu::BindGroup,
pub uniform_bind_group: wgpu::BindGroup,
pub uniform_buffer: wgpu::Buffer,
}
impl TextPipeline {
pub fn new(device: &wgpu::Device, atlas: &super::atlas::GlyphAtlas, config: &wgpu::SurfaceConfiguration) -> Self {
let atlas_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Atlas 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,
},
],
});
let atlas_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Atlas Bind Group"),
layout: &atlas_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&atlas.view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&atlas.sampler) },
],
});
let uniform_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Uniform 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,
},
],
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Uniform Buffer"),
size: 16, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Uniform Bind Group"),
layout: &uniform_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: uniform_buffer.as_entire_binding() },
],
});
let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Pipeline Layout"),
bind_group_layouts: &[Some(&atlas_layout), Some(&uniform_layout)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Text Pipeline"),
layout: Some(&pipeline_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: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
cache: None,
multiview_mask: None,
});
Self {
pipeline,
atlas_bind_group,
uniform_bind_group,
uniform_buffer,
}
}
pub fn update_screen_size(&self, queue: &wgpu::Queue, width: f32, height: f32) {
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[width, height]));
}
pub fn draw<'a>(&'a self, rpass: &mut wgpu::RenderPass<'a>, instance_buffer: &'a wgpu::Buffer, instance_count: u32) {
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.atlas_bind_group, &[]);
rpass.set_bind_group(1, &self.uniform_bind_group, &[]);
rpass.set_vertex_buffer(0, instance_buffer.slice(..));
rpass.draw(0..4, 0..instance_count);
}
}