1use wgpu::util::DeviceExt;
2
3#[repr(C)]
5#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
6struct GridVertex {
7 position: [f32; 3],
8 color: [f32; 4],
9}
10
11pub struct GridRenderer {
12 pub vertex_buffer: wgpu::Buffer,
13 pub vertex_count: u32,
14 pub pipeline: wgpu::RenderPipeline,
15 pub bind_group_layout: wgpu::BindGroupLayout,
16 pub bind_group: wgpu::BindGroup,
17 pub uniform_buffer: wgpu::Buffer,
18}
19
20impl GridRenderer {
21 pub fn new(
22 device: &wgpu::Device,
23 surface_format: wgpu::TextureFormat,
24 scene_layout: &wgpu::BindGroupLayout,
25 ) -> Self {
26 let (vertices, vertex_count) = Self::generate_grid_vertices();
27
28 let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
29 label: Some("Grid Vertex Buffer"),
30 contents: bytemuck::cast_slice(&vertices),
31 usage: wgpu::BufferUsages::VERTEX,
32 });
33
34 let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
37 label: Some("Grid Object Bind Group Layout"),
38 entries: &[wgpu::BindGroupLayoutEntry {
39 binding: 0,
40 visibility: wgpu::ShaderStages::VERTEX,
41 ty: wgpu::BindingType::Buffer {
42 ty: wgpu::BufferBindingType::Uniform,
43 has_dynamic_offset: false,
44 min_binding_size: None,
45 },
46 count: None,
47 }],
48 });
49
50 let identity_matrix: [[f32; 4]; 4] = [
52 [1.0, 0.0, 0.0, 0.0],
53 [0.0, 1.0, 0.0, 0.0],
54 [0.0, 0.0, 1.0, 0.0],
55 [0.0, 0.0, 0.0, 1.0],
56 ];
57 let uniform_data: [[f32; 4]; 8] = [
59 identity_matrix[0],
60 identity_matrix[1],
61 identity_matrix[2],
62 identity_matrix[3],
63 identity_matrix[0],
64 identity_matrix[1],
65 identity_matrix[2],
66 identity_matrix[3],
67 ];
68
69 let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
70 label: Some("Grid Object Uniform Buffer"),
71 contents: bytemuck::cast_slice(&uniform_data),
72 usage: wgpu::BufferUsages::UNIFORM,
73 });
74
75 let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
76 label: Some("Grid Object Bind Group"),
77 layout: &bind_group_layout,
78 entries: &[wgpu::BindGroupEntry {
79 binding: 0,
80 resource: uniform_buffer.as_entire_binding(),
81 }],
82 });
83
84 let shader_source = Self::build_shader_source();
85 let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
86 label: Some("Grid Shader"),
87 source: wgpu::ShaderSource::Wgsl(shader_source.into()),
88 });
89
90 let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
91 label: Some("Grid Pipeline Layout"),
92 bind_group_layouts: &[scene_layout, &bind_group_layout],
93 push_constant_ranges: &[],
94 });
95
96 let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
97 label: Some("Grid Pipeline"),
98 layout: Some(&pipeline_layout),
99 vertex: wgpu::VertexState {
100 module: &shader_module,
101 entry_point: Some("vs_main"),
102 buffers: &[wgpu::VertexBufferLayout {
103 array_stride: std::mem::size_of::<GridVertex>() as wgpu::BufferAddress,
104 step_mode: wgpu::VertexStepMode::Vertex,
105 attributes: &[
106 wgpu::VertexAttribute {
107 format: wgpu::VertexFormat::Float32x3,
108 offset: 0,
109 shader_location: 0,
110 },
111 wgpu::VertexAttribute {
112 format: wgpu::VertexFormat::Float32x4,
113 offset: 12,
114 shader_location: 1,
115 },
116 ],
117 }],
118 compilation_options: wgpu::PipelineCompilationOptions::default(),
119 },
120 fragment: Some(wgpu::FragmentState {
121 module: &shader_module,
122 entry_point: Some("fs_main"),
123 targets: &[Some(wgpu::ColorTargetState {
124 format: surface_format,
125 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
126 write_mask: wgpu::ColorWrites::ALL,
127 })],
128 compilation_options: wgpu::PipelineCompilationOptions::default(),
129 }),
130 primitive: wgpu::PrimitiveState {
131 topology: wgpu::PrimitiveTopology::LineList,
132 strip_index_format: None,
133 front_face: wgpu::FrontFace::Ccw,
134 cull_mode: None,
135 polygon_mode: wgpu::PolygonMode::Fill,
136 unclipped_depth: false,
137 conservative: false,
138 },
139 depth_stencil: Some(wgpu::DepthStencilState {
140 format: crate::depth::DepthTexture::FORMAT,
141 depth_write_enabled: false,
142 depth_compare: wgpu::CompareFunction::LessEqual,
143 stencil: wgpu::StencilState::default(),
144 bias: wgpu::DepthBiasState::default(),
145 }),
146 multisample: wgpu::MultisampleState {
147 count: 4,
148 mask: !0,
149 alpha_to_coverage_enabled: false,
150 },
151 multiview: None,
152 cache: None,
153 });
154
155 Self {
156 vertex_buffer,
157 vertex_count,
158 pipeline,
159 bind_group_layout,
160 bind_group,
161 uniform_buffer,
162 }
163 }
164
165 pub fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
166 render_pass.set_pipeline(&self.pipeline);
167 render_pass.set_bind_group(1, &self.bind_group, &[]);
168 render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
169 render_pass.draw(0..self.vertex_count, 0..1);
170 }
171
172 fn generate_grid_vertices() -> (Vec<GridVertex>, u32) {
173 let mut vertices = Vec::new();
174
175 let grid_half = 25;
176 let major_every = 5;
177
178 for i in -grid_half..=grid_half {
180 let is_major = i % major_every == 0;
181 let alpha = if is_major { 0.4 } else { 0.15 };
182 let color = [0.5, 0.5, 0.5, alpha];
183
184 let fi = i as f32;
185 vertices.push(GridVertex {
187 position: [fi, 0.0, -grid_half as f32],
188 color,
189 });
190 vertices.push(GridVertex {
191 position: [fi, 0.0, grid_half as f32],
192 color,
193 });
194 vertices.push(GridVertex {
196 position: [-grid_half as f32, 0.0, fi],
197 color,
198 });
199 vertices.push(GridVertex {
200 position: [grid_half as f32, 0.0, fi],
201 color,
202 });
203 }
204
205 vertices.push(GridVertex {
207 position: [0.0, 0.0, 0.0],
208 color: [1.0, 0.2, 0.2, 0.9],
209 });
210 vertices.push(GridVertex {
211 position: [grid_half as f32, 0.0, 0.0],
212 color: [1.0, 0.2, 0.2, 0.9],
213 });
214
215 vertices.push(GridVertex {
217 position: [0.0, 0.0, 0.0],
218 color: [0.2, 1.0, 0.2, 0.9],
219 });
220 vertices.push(GridVertex {
221 position: [0.0, grid_half as f32, 0.0],
222 color: [0.2, 1.0, 0.2, 0.9],
223 });
224
225 vertices.push(GridVertex {
227 position: [0.0, 0.0, 0.0],
228 color: [0.3, 0.4, 1.0, 0.9],
229 });
230 vertices.push(GridVertex {
231 position: [0.0, 0.0, grid_half as f32],
232 color: [0.3, 0.4, 1.0, 0.9],
233 });
234
235 let count = vertices.len() as u32;
236 (vertices, count)
237 }
238
239 fn build_shader_source() -> String {
240 r#"
241struct SceneUniforms {
242 view_proj: mat4x4<f32>,
243 camera_pos: vec4<f32>,
244 viewport: vec4<f32>,
245 global_opacity: vec4<f32>,
246}
247
248struct ObjectUniforms {
249 model: mat4x4<f32>,
250 normal_matrix: mat4x4<f32>,
251}
252
253@group(0) @binding(0) var<uniform> scene: SceneUniforms;
254@group(1) @binding(0) var<uniform> object: ObjectUniforms;
255
256struct VertexInput {
257 @location(0) position: vec3<f32>,
258 @location(1) color: vec4<f32>,
259}
260
261struct VertexOutput {
262 @builtin(position) clip_pos: vec4<f32>,
263 @location(0) color: vec4<f32>,
264}
265
266@vertex
267fn vs_main(in: VertexInput) -> VertexOutput {
268 var out: VertexOutput;
269 let world_pos = (object.model * vec4<f32>(in.position, 1.0)).xyz;
270 out.clip_pos = scene.view_proj * vec4<f32>(world_pos, 1.0);
271 out.color = in.color;
272 return out;
273}
274
275@fragment
276fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
277 return in.color;
278}
279"#
280 .to_string()
281 }
282}