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use super::super::{AaMode, GlobalsLayouts, Vertex as VertexTrait};
use bytemuck::{Pod, Zeroable};
use common::util::srgb_to_linear;
use std::mem;
use vek::*;

#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Vertex {
    pos: [f32; 3],
    norm: [f32; 3],
    col: [f32; 3],
    flags: u32,
}

impl Vertex {
    pub fn new(
        pos: Vec3<f32>,
        norm: Vec3<f32>,
        col: Rgb<f32>,
        flags: crate::scene::lod::VertexFlags,
    ) -> Self {
        Self {
            pos: pos.into_array(),
            norm: norm.into_array(),
            col: col.into_array(),
            flags: flags.bits() as u32,
        }
    }

    fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
        const ATTRIBUTES: [wgpu::VertexAttribute; 4] =
            wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3, 2 => Float32x3, 3 => Uint32];
        wgpu::VertexBufferLayout {
            array_stride: Self::STRIDE,
            step_mode: wgpu::VertexStepMode::Vertex,
            attributes: &ATTRIBUTES,
        }
    }
}

impl VertexTrait for Vertex {
    const QUADS_INDEX: Option<wgpu::IndexFormat> = None;
    const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
}

#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Instance {
    inst_pos: [f32; 3],
    inst_col: [f32; 3],
    flags: u32,
}

impl Instance {
    pub fn new(inst_pos: Vec3<f32>, col: Rgb<u8>, flags: common::lod::InstFlags) -> Self {
        Self {
            inst_pos: inst_pos.into_array(),
            inst_col: srgb_to_linear(col.map(|c| c as f32 / 255.0)).into_array(),
            flags: flags.bits() as u32,
        }
    }

    fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
        const ATTRIBUTES: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![
            4 => Float32x3,
            5 => Float32x3,
            6 => Uint32,
        ];
        wgpu::VertexBufferLayout {
            array_stride: mem::size_of::<Self>() as wgpu::BufferAddress,
            step_mode: wgpu::VertexStepMode::Instance,
            attributes: &ATTRIBUTES,
        }
    }
}

// impl Default for Instance {
//     fn default() -> Self { Self::new(Mat4::identity(), 0.0, 0.0,
// Vec3::zero(), 0, 1.0, 0.0, 0) } }

// TODO: ColLightsWrapper instead?
pub struct Locals;

pub struct LodObjectPipeline {
    pub pipeline: wgpu::RenderPipeline,
}

impl LodObjectPipeline {
    pub fn new(
        device: &wgpu::Device,
        vs_module: &wgpu::ShaderModule,
        fs_module: &wgpu::ShaderModule,
        global_layout: &GlobalsLayouts,
        aa_mode: AaMode,
        format: wgpu::TextureFormat,
    ) -> Self {
        common_base::span!(_guard, "LodObjectPipeline::new");
        let render_pipeline_layout =
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("LoD object pipeline layout"),
                push_constant_ranges: &[],
                bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
            });

        let samples = aa_mode.samples();

        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("LoD object pipeline"),
            layout: Some(&render_pipeline_layout),
            vertex: wgpu::VertexState {
                module: vs_module,
                entry_point: "main",
                buffers: &[Vertex::desc(), Instance::desc()],
            },
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                strip_index_format: None,
                front_face: wgpu::FrontFace::Ccw,
                cull_mode: Some(wgpu::Face::Back),
                unclipped_depth: false,
                polygon_mode: wgpu::PolygonMode::Fill,
                conservative: false,
            },
            depth_stencil: Some(wgpu::DepthStencilState {
                format: wgpu::TextureFormat::Depth32Float,
                depth_write_enabled: true,
                depth_compare: wgpu::CompareFunction::GreaterEqual,
                stencil: wgpu::StencilState {
                    front: wgpu::StencilFaceState::IGNORE,
                    back: wgpu::StencilFaceState::IGNORE,
                    read_mask: !0,
                    write_mask: 0,
                },
                bias: wgpu::DepthBiasState {
                    constant: 0,
                    slope_scale: 0.0,
                    clamp: 0.0,
                },
            }),
            multisample: wgpu::MultisampleState {
                count: samples,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            fragment: Some(wgpu::FragmentState {
                module: fs_module,
                entry_point: "main",
                targets: &[
                    Some(wgpu::ColorTargetState {
                        format,
                        blend: Some(wgpu::BlendState::REPLACE),
                        write_mask: wgpu::ColorWrites::ALL,
                    }),
                    Some(wgpu::ColorTargetState {
                        format: wgpu::TextureFormat::Rgba8Uint,
                        blend: None,
                        write_mask: wgpu::ColorWrites::ALL,
                    }),
                ],
            }),
            multiview: None,
        });

        Self {
            pipeline: render_pipeline,
        }
    }
}