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easy_gpu/assets/render/
pipeline.rs

1use wgpu::{BlendState, BufferBindingType, Device, SurfaceConfiguration};
2use wgpu::ShaderModule;
3use crate::assets::vertex_layout::BufferLayout;
4use crate::assets_manager::asset_manager::AssetManager;
5use crate::assets_manager::handle::Handle;
6
7pub struct RenderPipeline {
8    pub pipeline: wgpu::RenderPipeline,
9    pub material_layout: wgpu::BindGroupLayout,
10}
11
12pub struct RenderPipelineBuilder<'a> {
13    shader: Handle<ShaderModule>,
14    vertex_layouts: Vec<wgpu::VertexBufferLayout<'a>>,
15    pub(crate) depth_format: Option<wgpu::TextureFormat>,
16    depth_writes_enabled: bool,
17    material_entries: Vec<wgpu::BindGroupLayoutEntry>,
18    blend: BlendState,
19    vs_entry: &'a str,
20    fs_entry: &'a str,
21}
22
23impl<'a> RenderPipelineBuilder<'a> {
24    pub fn new(
25        shader: Handle<ShaderModule>,
26    ) -> Self {
27        Self {
28            shader,
29            vertex_layouts: Vec::new(),
30            depth_format: None,
31            depth_writes_enabled: true,
32            material_entries: vec![],
33            blend: BlendState::ALPHA_BLENDING,
34            vs_entry: "vs_main",
35            fs_entry: "fs_main",
36        }
37    }
38    pub fn material_layout(
39        mut self,
40        entries: &[wgpu::BindGroupLayoutEntry],
41    ) -> Self {
42        self.material_entries = entries.to_vec();
43        self
44    }
45
46    pub fn vertex_layout(mut self, layout: BufferLayout) -> Self {
47        self.vertex_layouts.push(layout.to_wgpu_layout());
48        self
49    }
50
51    pub fn depth_format(mut self, format: wgpu::TextureFormat) -> Self {
52        self.depth_format = Some(format);
53        self
54    }
55
56    pub fn depth_writes_enabled(mut self, enabled: bool) -> Self {
57        self.depth_writes_enabled = enabled;
58        self
59    }
60
61    pub fn vs_entry_point(mut self, entry: &'a str) -> Self{
62        self.vs_entry = entry;
63        self
64    }
65
66    pub fn fs_entry_point(mut self, entry: &'a str) -> Self{
67        self.fs_entry = entry;
68        self
69    }
70    
71    pub fn additive_alpha_blending(mut self) -> Self{
72        self.blend = wgpu::BlendState {
73            color:wgpu::BlendComponent {
74                src_factor: wgpu::BlendFactor::SrcAlpha,
75                dst_factor: wgpu::BlendFactor::One,
76                operation: wgpu::BlendOperation::Add,
77            },
78            alpha: wgpu::BlendComponent {
79                src_factor: wgpu::BlendFactor::One,
80                dst_factor: wgpu::BlendFactor::One,
81                operation: wgpu::BlendOperation::Add,
82            }};
83        self
84    }
85
86    pub fn blend_mode(mut self,blend_state: BlendState) -> Self{
87        self.blend = blend_state;
88        self
89    }
90
91    pub fn build(self,device: &Device,asset_manager: &AssetManager,surface_config: &SurfaceConfiguration) -> RenderPipeline {
92        let shader = asset_manager.shaders.get(self.shader).unwrap();
93
94        let material_layout = device.create_bind_group_layout(
95            &wgpu::BindGroupLayoutDescriptor {
96                label: Some("material layout"),
97                entries: &self.material_entries,
98            }
99        );
100
101        let pipeline_layout = device.create_pipeline_layout(
102            &wgpu::PipelineLayoutDescriptor {
103                label: Some("pipeline layout"),
104                bind_group_layouts: &[
105                    Some(&material_layout),
106                ],
107                immediate_size: 0,
108            }
109        );
110
111        let pipeline = device.create_render_pipeline(
112            &wgpu::RenderPipelineDescriptor {
113                label: Some("pipeline"),
114                layout: Some(&pipeline_layout),
115                vertex: wgpu::VertexState {
116                    module: shader,
117                    entry_point: Option::from(self.vs_entry),
118                    compilation_options: Default::default(),
119                    buffers: &self.vertex_layouts,
120                },
121                fragment: Some(wgpu::FragmentState {
122                    module: shader,
123                    entry_point: Option::from(self.vs_entry),
124                    compilation_options: Default::default(),
125                    targets: &[Some(wgpu::ColorTargetState {
126                        format: surface_config.format,
127                        blend: Some(self.blend),
128                        write_mask: wgpu::ColorWrites::ALL,
129                    })],
130                }),
131                multiview_mask: None,
132                primitive: wgpu::PrimitiveState::default(),
133                depth_stencil: self.depth_format.map(|format| {
134                    wgpu::DepthStencilState {
135                        format,
136                        depth_write_enabled: Option::from(self.depth_writes_enabled),
137                        depth_compare: Option::from(wgpu::CompareFunction::LessEqual),
138                        stencil: Default::default(),
139                        bias: Default::default(),
140                    }
141                }),
142                multisample: wgpu::MultisampleState::default(),
143                cache: None,
144            }
145        );
146
147        RenderPipeline { pipeline, material_layout }
148    }
149}
150
151pub fn texture(binding: u32) -> wgpu::BindGroupLayoutEntry {
152    wgpu::BindGroupLayoutEntry {
153        binding,
154        visibility: wgpu::ShaderStages::FRAGMENT,
155        ty: wgpu::BindingType::Texture {
156            multisampled: false,
157            view_dimension: wgpu::TextureViewDimension::D2,
158            sample_type: wgpu::TextureSampleType::Float { filterable: true },
159        },
160        count: None,
161    }
162}
163
164pub fn sampler(binding: u32) -> wgpu::BindGroupLayoutEntry {
165    wgpu::BindGroupLayoutEntry {
166        binding,
167        visibility: wgpu::ShaderStages::FRAGMENT,
168        ty: wgpu::BindingType::Sampler(
169            wgpu::SamplerBindingType::Filtering
170        ),
171        count: None,
172    }
173}
174
175pub fn uniform(binding: u32) -> wgpu::BindGroupLayoutEntry {
176    wgpu::BindGroupLayoutEntry {
177        binding,
178        visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
179        ty: wgpu::BindingType::Buffer {
180            ty: BufferBindingType::Uniform,
181            has_dynamic_offset: false,
182            min_binding_size: None,
183        },
184        count: None,
185    }
186}