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,
}
}
}
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,
}
}
}