use super::super::{AaMode, GlobalsLayouts, Mesh, Quad, Vertex as VertexTrait};
use bytemuck::{Pod, Zeroable};
use std::mem;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Vertex {
pub pos: [f32; 3],
}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: Self::STRIDE,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
impl VertexTrait for Vertex {
const QUADS_INDEX: Option<wgpu::IndexFormat> = None;
const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
}
pub struct SkyboxPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl SkyboxPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
layouts: &GlobalsLayouts,
aa_mode: AaMode,
format: wgpu::TextureFormat,
) -> Self {
common_base::span!(_guard, "SkyboxPipeline::new");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Skybox pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&layouts.globals, &layouts.shadow_textures],
});
let samples = aa_mode.samples();
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Skybox pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[Vertex::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 {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Zero,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
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,
}
}
}
#[rustfmt::skip]
pub fn create_mesh() -> Mesh<Vertex> {
let mut mesh = Mesh::new();
mesh.push_quad(Quad::new(
Vertex { pos: [-1.0, -1.0, -1.0] },
Vertex { pos: [-1.0, 1.0, -1.0] },
Vertex { pos: [-1.0, 1.0, 1.0] },
Vertex { pos: [-1.0, -1.0, 1.0] },
));
mesh.push_quad(Quad::new(
Vertex { pos: [ 1.0, -1.0, 1.0] },
Vertex { pos: [ 1.0, 1.0, 1.0] },
Vertex { pos: [ 1.0, 1.0, -1.0] },
Vertex { pos: [ 1.0, -1.0, -1.0] },
));
mesh.push_quad(Quad::new(
Vertex { pos: [ 1.0, -1.0, -1.0] },
Vertex { pos: [-1.0, -1.0, -1.0] },
Vertex { pos: [-1.0, -1.0, 1.0] },
Vertex { pos: [ 1.0, -1.0, 1.0] },
));
mesh.push_quad(Quad::new(
Vertex { pos: [ 1.0, 1.0, 1.0] },
Vertex { pos: [-1.0, 1.0, 1.0] },
Vertex { pos: [-1.0, 1.0, -1.0] },
Vertex { pos: [ 1.0, 1.0, -1.0] },
));
mesh.push_quad(Quad::new(
Vertex { pos: [-1.0, -1.0, -1.0] },
Vertex { pos: [ 1.0, -1.0, -1.0] },
Vertex { pos: [ 1.0, 1.0, -1.0] },
Vertex { pos: [-1.0, 1.0, -1.0] },
));
mesh.push_quad(Quad::new(
Vertex { pos: [-1.0, 1.0, 1.0] },
Vertex { pos: [ 1.0, 1.0, 1.0] },
Vertex { pos: [ 1.0, -1.0, 1.0] },
Vertex { pos: [-1.0, -1.0, 1.0] },
));
mesh
}