mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
173 lines
5.4 KiB
Rust
173 lines
5.4 KiB
Rust
use super::super::{AaMode, Bound, Consts, GlobalsLayouts, Vertex as VertexTrait};
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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use vek::*;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Zeroable, Pod)]
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pub struct Vertex {
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pub pos: [f32; 3],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: Self::STRIDE,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}],
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}
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}
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}
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impl VertexTrait for Vertex {
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const QUADS_INDEX: Option<wgpu::IndexFormat> = None;
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const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Zeroable, Pod)]
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pub struct Locals {
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/// pos is [f32; 4] instead of [f32; 3] so that Locals's size is a multiple
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/// of 8 bytes (which is required by gfx), the last component is ignored
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/// by the shader
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pub pos: [f32; 4],
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pub color: [f32; 4],
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}
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pub type BoundLocals = Bound<Consts<Locals>>;
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impl From<Vec3<f32>> for Vertex {
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fn from(pos: Vec3<f32>) -> Vertex {
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Vertex {
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pos: [pos.x, pos.y, pos.z],
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}
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}
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}
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pub struct DebugPipeline {
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pub pipeline: wgpu::RenderPipeline,
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}
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impl DebugPipeline {
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pub fn new(
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device: &wgpu::Device,
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vs_module: &wgpu::ShaderModule,
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fs_module: &wgpu::ShaderModule,
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global_layouts: &GlobalsLayouts,
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layout: &DebugLayout,
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aa_mode: AaMode,
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) -> Self {
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common_base::span!(_guard, "DebugPipeline::new");
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Debug pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&global_layouts.globals, &layout.locals],
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});
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let samples = match aa_mode {
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AaMode::None | AaMode::Fxaa => 1,
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AaMode::MsaaX4 => 4,
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AaMode::MsaaX8 => 8,
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AaMode::MsaaX16 => 16,
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};
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Debug pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: vs_module,
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entry_point: "main",
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buffers: &[Vertex::desc()],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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clamp_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::GreaterEqual,
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stencil: wgpu::StencilState {
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front: wgpu::StencilFaceState::IGNORE,
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back: wgpu::StencilFaceState::IGNORE,
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read_mask: !0,
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write_mask: !0,
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},
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bias: wgpu::DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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}),
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multisample: wgpu::MultisampleState {
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count: samples,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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});
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Self {
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pipeline: render_pipeline,
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}
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}
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}
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pub struct DebugLayout {
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pub locals: wgpu::BindGroupLayout,
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}
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impl DebugLayout {
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pub fn new(device: &wgpu::Device) -> Self {
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Self {
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locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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}),
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}
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}
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pub fn bind_locals(&self, device: &wgpu::Device, locals: Consts<Locals>) -> BoundLocals {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.locals,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: locals.buf().as_entire_binding(),
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}],
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});
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BoundLocals {
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bind_group,
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with: locals,
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}
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}
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}
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