use super::{ super::{ consts::Consts, pipelines::{figure, lod_terrain, terrain, ui, ColLights, GlobalModel, GlobalsBindGroup}, texture::Texture, }, Renderer, }; impl Renderer { pub fn bind_globals( &self, global_model: &GlobalModel, lod_data: &lod_terrain::LodData, ) -> GlobalsBindGroup { let (point_shadow_map, directed_shadow_map) = match &self.shadow_map { Some(shadow_map) => (&shadow_map.point_depth, &shadow_map.directed_depth), None => (&self.dummy_shadow_cube_tex, &self.dummy_shadow_tex), }; self.layouts.global.bind( &self.device, global_model, lod_data, &self.noise_tex, point_shadow_map, directed_shadow_map, ) } pub fn create_ui_bound_locals(&mut self, vals: &[ui::Locals]) -> ui::BoundLocals { let locals = self.create_consts(vals); self.layouts.ui.bind_locals(&self.device, locals) } pub fn ui_bind_texture(&self, texture: &Texture) -> ui::TextureBindGroup { self.layouts.ui.bind_texture(&self.device, texture) } pub fn create_figure_bound_locals( &mut self, locals: &[figure::Locals], bone_data: &[figure::BoneData], ) -> figure::BoundLocals { let locals = self.create_consts(locals); let bone_data = self.create_consts(bone_data); self.layouts .figure .bind_locals(&self.device, locals, bone_data) } pub fn create_terrain_bound_locals( &mut self, locals: &[terrain::Locals], ) -> terrain::BoundLocals { let locals = self.create_consts(locals); self.layouts.terrain.bind_locals(&self.device, locals) } pub fn figure_bind_col_light(&self, col_light: Texture) -> ColLights { self.layouts.global.bind_col_light(&self.device, col_light) } pub fn terrain_bind_col_light(&self, col_light: Texture) -> ColLights { self.layouts.global.bind_col_light(&self.device, col_light) } }