gloss_renderer/forward_renderer/render_passes/
outline_pass.rs1use std::collections::HashMap;
2
3use crate::{
4 components::{FacesGPU, ModelMatrix, Name, NormalsGPU, Renderable, VertsGPU, VisMesh, VisOutline},
5 config::RenderConfig,
6 forward_renderer::{bind_group_collection::BindGroupCollection, locals::LocalEntData},
7 scene::Scene,
8};
9use easy_wgpu::{
10 bind_group::{BindGroupBuilder, BindGroupWrapper},
11 bind_group_layout::{BindGroupLayoutBuilder, BindGroupLayoutDesc},
12 buffer::Buffer,
13};
14use easy_wgpu::{gpu::Gpu, utils::create_empty_group};
17use gloss_hecs::Entity;
18
19use super::{pipeline_runner::PipelineRunner, upload_pass::PerFrameUniforms};
20
21use easy_wgpu::pipeline::RenderPipelineDescBuilder;
22
23use encase;
24
25use gloss_utils::numerical::align;
26
27#[include_wgsl_oil::include_wgsl_oil("../../../shaders/outline.wgsl")]
29mod shader_code {}
30
31pub struct OutlinePass {
33 render_pipeline: wgpu::RenderPipeline,
34 _empty_group: wgpu::BindGroup,
35 locals_uniform: Buffer,
36 locals_bind_groups: LocalsBindGroups,
37}
38
39impl OutlinePass {
40 pub fn new(gpu: &Gpu, params: &RenderConfig, color_target_format: wgpu::TextureFormat, depth_target_format: wgpu::TextureFormat) -> Self {
44 const_assert!(std::mem::size_of::<Locals>() % 16 == 0);
46
47 let render_pipeline = RenderPipelineDescBuilder::new()
49 .label("outline_pass")
50 .shader_code(shader_code::SOURCE)
51 .shader_label("outline_shader")
52 .add_bind_group_layout_desc(PerFrameUniforms::build_layout_desc())
53 .add_bind_group_layout_desc(LocalsBindGroups::build_layout_desc())
54 .add_vertex_buffer_layout(VertsGPU::vertex_buffer_layout::<0>())
55 .add_vertex_buffer_layout(NormalsGPU::vertex_buffer_layout::<1>())
56 .add_render_target(wgpu::ColorTargetState {
57 format: color_target_format,
58 blend: None,
59 write_mask: wgpu::ColorWrites::ALL,
60 })
61 .depth_state(Some(wgpu::DepthStencilState {
62 format: depth_target_format,
63 depth_write_enabled: false,
64 depth_compare: wgpu::CompareFunction::Always, stencil: wgpu::StencilState {
66 front: wgpu::StencilFaceState {
67 compare: wgpu::CompareFunction::NotEqual, fail_op: wgpu::StencilOperation::Keep,
69 depth_fail_op: wgpu::StencilOperation::Keep,
70 pass_op: wgpu::StencilOperation::Keep,
71 },
72 back: wgpu::StencilFaceState {
73 compare: wgpu::CompareFunction::NotEqual, fail_op: wgpu::StencilOperation::Keep,
75 depth_fail_op: wgpu::StencilOperation::Keep,
76 pass_op: wgpu::StencilOperation::Keep,
77 },
78 read_mask: 0xFF,
79 write_mask: 0x00, },
81 bias: wgpu::DepthBiasState::default(),
82 }))
83 .multisample(wgpu::MultisampleState {
84 count: params.msaa_nr_samples,
85 ..Default::default()
86 })
87 .build_pipeline(gpu.device());
88
89 let empty_group = create_empty_group(gpu.device());
90
91 let size_bytes = 0x10000;
92 let usage = wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM;
93 let locals_uniform = Buffer::new_empty(gpu.device(), usage, Some("local_buffer"), size_bytes);
94
95 let locals_bind_groups = LocalsBindGroups::new(gpu);
96
97 Self {
98 render_pipeline,
99 _empty_group: empty_group,
100 locals_uniform,
101 locals_bind_groups,
102 }
103 }
104}
105impl PipelineRunner for OutlinePass {
106 type QueryItems<'a> = (
107 &'a VertsGPU,
108 &'a FacesGPU,
109 &'a NormalsGPU,
110 &'a VisMesh,
111 &'a Name,
112 &'a ModelMatrix,
113 &'a VisOutline,
114 );
115 type QueryState<'a> = gloss_hecs::QueryBorrow<'a, gloss_hecs::With<Self::QueryItems<'a>, &'a Renderable>>;
116
117 fn query_state(scene: &Scene) -> Self::QueryState<'_> {
118 scene.world.query::<Self::QueryItems<'_>>().with::<&Renderable>()
119 }
120
121 fn prepare<'a>(&mut self, gpu: &Gpu, _per_frame_uniforms: &PerFrameUniforms, scene: &'a Scene) -> Self::QueryState<'a> {
122 self.begin_pass();
123
124 self.update_locals(gpu, scene);
125
126 Self::query_state(scene)
130 }
131
132 #[allow(clippy::too_many_lines)]
135 fn run<'r>(
136 &'r mut self,
137 render_pass: &mut wgpu::RenderPass<'r>,
138 per_frame_uniforms: &'r PerFrameUniforms,
139 _render_params: &RenderConfig,
140 query_state: &'r mut Self::QueryState<'_>,
141 _scene: &Scene,
142 ) {
143 if query_state.iter().count() == 0 {
145 return;
146 }
147
148 render_pass.set_pipeline(&self.render_pipeline);
150 render_pass.set_bind_group(0, &per_frame_uniforms.bind_group, &[]);
151 render_pass.set_stencil_reference(1); for (_id, (verts, faces, normals, vis_mesh, name, _model_matrix, vis_outline)) in query_state.iter() {
154 if !vis_mesh.show_mesh || !vis_outline.show_outline {
155 continue;
156 }
157
158 let (local_bg, offset) = &self.locals_bind_groups.mesh2local_bind[&name.0.clone()];
159
160 render_pass.set_bind_group(1, local_bg.bg(), &[*offset]);
161
162 render_pass.set_vertex_buffer(0, verts.buf.slice(..));
163 render_pass.set_vertex_buffer(1, normals.buf.slice(..));
164 render_pass.set_index_buffer(faces.buf.slice(..), wgpu::IndexFormat::Uint32);
165 render_pass.draw_indexed(0..faces.nr_triangles * 3, 0, 0..1);
166 }
167 }
168
169 fn begin_pass(&mut self) {}
170
171 fn update_locals(&mut self, gpu: &Gpu, scene: &Scene) {
174 Self::update_locals_inner::<Locals, _>(
175 gpu,
176 scene,
177 &mut self.locals_uniform,
178 &mut self.locals_bind_groups,
179 &mut Self::query_state(scene),
180 );
181 }
182}
183
184#[repr(C)]
186#[derive(Clone, Copy, encase::ShaderType)]
187struct Locals {
188 model_matrix: nalgebra::Matrix4<f32>,
189 outline_color: nalgebra::Vector4<f32>,
190 outline_width: f32,
191 is_floor: u32,
192 pad_c: f32,
195 pad_d: f32,
196}
197impl LocalEntData for Locals {
198 fn new(entity: Entity, scene: &Scene) -> Self {
199 let model_matrix = scene.get_comp::<&ModelMatrix>(&entity).unwrap().0.to_homogeneous();
200
201 let Ok(vis_outline) = scene.get_comp::<&VisOutline>(&entity) else {
203 let default_outline = VisOutline::default();
205 return Locals {
206 model_matrix,
207 outline_color: default_outline.outline_color,
208 outline_width: 0.0,
209 is_floor: 0,
210 pad_c: 0.0,
211 pad_d: 0.0,
212 };
213 };
214
215 let is_floor = if let Some(floor) = scene.get_floor() {
216 floor.entity == entity
217 } else {
218 false
219 };
220 let is_floor = u32::from(is_floor);
221
222 Locals {
223 model_matrix,
224 outline_color: vis_outline.outline_color,
225 outline_width: vis_outline.outline_width,
226 is_floor,
227 pad_c: 0.0,
228 pad_d: 0.0,
229 }
230 }
231}
232
233struct LocalsBindGroups {
234 layout: wgpu::BindGroupLayout,
235 pub mesh2local_bind: HashMap<String, (BindGroupWrapper, u32)>,
236}
237impl BindGroupCollection for LocalsBindGroups {
238 fn new(gpu: &Gpu) -> Self {
239 Self {
240 layout: Self::build_layout_desc().into_bind_group_layout(gpu.device()),
241 mesh2local_bind: HashMap::default(),
242 }
243 }
244
245 fn build_layout_desc() -> BindGroupLayoutDesc {
248 BindGroupLayoutBuilder::new()
249 .label("gbuffer_pass_locals_layout")
250 .add_entry_uniform(
252 wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
253 true,
254 wgpu::BufferSize::new(u64::from(align(u32::try_from(std::mem::size_of::<Locals>()).unwrap(), 256))),
255 )
256 .build()
257 }
258
259 fn update_bind_group(&mut self, _entity: Entity, gpu: &Gpu, mesh_name: &str, ubo: &Buffer, offset_in_ubo: u32, _scene: &Scene) {
260 let entries = BindGroupBuilder::new().add_entry_buf_chunk::<Locals>(&ubo.buffer).build_entries();
261
262 self.update_if_stale(mesh_name, entries, offset_in_ubo, gpu);
263 }
264
265 fn get_layout(&self) -> &wgpu::BindGroupLayout {
266 &self.layout
267 }
268 fn get_mut_entity2binds(&mut self) -> &mut HashMap<String, (BindGroupWrapper, u32)> {
269 &mut self.mesh2local_bind
270 }
271}