gloss_renderer/forward_renderer/render_passes/
pipeline_runner.rs1use easy_wgpu::{
2 bind_group_layout::{BindGroupLayoutBuilder, BindGroupLayoutDesc},
3 buffer::Buffer,
4 gpu::Gpu,
5};
6use gloss_hecs::Query;
7
8use crate::{
9 components::Name,
10 config::RenderConfig,
11 forward_renderer::{bind_group_collection::BindGroupCollection, locals::LocalEntData},
12 scene::Scene,
13};
14
15use super::upload_pass::PerFrameUniforms;
16
17pub trait PipelineRunner {
18 type QueryItems<'r>: Query;
19 type QueryState<'r>;
20
21 fn query_state(scene: &Scene) -> Self::QueryState<'_>;
22 fn prepare<'a>(&mut self, gpu: &Gpu, per_frame_uniforms: &PerFrameUniforms, scene: &'a Scene) -> Self::QueryState<'a>;
23 fn run<'r>(
24 &'r mut self,
25 render_pass: &mut wgpu::RenderPass<'r>,
26 per_frame_uniforms: &'r PerFrameUniforms,
27 _render_params: &RenderConfig,
28 query_state: &'r mut Self::QueryState<'_>,
29 );
30 fn begin_pass(&mut self);
31 fn input_layout_desc() -> BindGroupLayoutDesc {
32 BindGroupLayoutBuilder::new().label("empty_layout").build()
33 }
34 fn update_input_bind_group(&mut self, _gpu: &Gpu, _scene: &Scene, _per_frame_uniforms: &PerFrameUniforms) {}
36 fn update_locals(&mut self, gpu: &Gpu, scene: &Scene);
37
38 fn update_locals_inner<Locals: LocalEntData + encase::ShaderType + encase::internal::WriteInto, Q: Query>(
39 gpu: &Gpu,
40 scene: &Scene,
41 locals_uniform: &mut Buffer,
42 locals_bind_groups: &mut impl BindGroupCollection,
43 query_state: &mut gloss_hecs::QueryBorrow<'_, Q>,
44 ) {
45 locals_uniform.reset_chunks_offset_if_necessary();
46 for (id, _comps) in query_state.iter() {
50 let name = scene.get_comp::<&Name>(&id).unwrap().0.clone();
51
52 let locals = Locals::new(id, scene);
54 let offset_in_ubo = locals_uniform.push_cpu_chunk_aligned::<Locals>(&locals);
55
56 locals_bind_groups.update_bind_group(id, gpu, &name, locals_uniform, offset_in_ubo, scene);
59 }
60 locals_uniform.upload_from_cpu_chunks(gpu.queue()); }
64}