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-rw-r--r--client/src/scene_render.rs129
1 files changed, 129 insertions, 0 deletions
diff --git a/client/src/scene_render.rs b/client/src/scene_render.rs
new file mode 100644
index 0000000..cc15e3f
--- /dev/null
+++ b/client/src/scene_render.rs
@@ -0,0 +1,129 @@
+use std::collections::HashMap;
+use weareshared::{packets::Resource, tree::SceneTree};
+use wgpu::{
+ BindGroup, BindGroupDescriptor, BindGroupLayoutDescriptor, BlendState, Buffer, Color,
+ ColorTargetState, ColorWrites, CommandEncoder, Device, FragmentState, FrontFace, IndexFormat,
+ LoadOp, MultisampleState, Operations, PipelineCompilationOptions, PipelineLayoutDescriptor,
+ PolygonMode, PrimitiveState, PrimitiveTopology, RenderPassColorAttachment,
+ RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor, StoreOp, TextureFormat,
+ TextureView, VertexAttribute, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
+ include_wgsl,
+};
+
+pub struct ScenePipeline {
+ pipeline: RenderPipeline,
+ bind_group: BindGroup,
+ prefabs: HashMap<Resource, RPrefab>,
+}
+
+struct RPrefab(Vec<RPart>);
+struct RPart {
+ index_count: u32,
+ index: Buffer,
+ positions: Buffer,
+ normals: Buffer,
+}
+
+impl ScenePipeline {
+ pub fn new(device: &Device, format: TextureFormat) -> Self {
+ let module = device.create_shader_module(include_wgsl!("shader.wgsl"));
+
+ let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
+ entries: &[],
+ label: None,
+ });
+ let bind_group = device.create_bind_group(&BindGroupDescriptor {
+ label: None,
+ layout: &bind_group_layout,
+ entries: &[],
+ });
+ let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
+ label: None,
+ bind_group_layouts: &[&bind_group_layout],
+ push_constant_ranges: &[],
+ });
+ let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
+ label: None,
+ layout: Some(&pipeline_layout),
+ fragment: Some(FragmentState {
+ module: &module,
+ entry_point: Some("fs_main"),
+ targets: &[Some(ColorTargetState {
+ blend: Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING),
+ format,
+ write_mask: ColorWrites::all(),
+ })],
+ compilation_options: PipelineCompilationOptions::default(),
+ }),
+ vertex: VertexState {
+ module: &module,
+ entry_point: Some("vs_main"),
+ buffers: &[VertexBufferLayout {
+ step_mode: VertexStepMode::Vertex,
+ array_stride: 2 * 4 * 3,
+ attributes: &[
+ VertexAttribute {
+ format: VertexFormat::Float32x3,
+ offset: 0,
+ shader_location: 0,
+ },
+ VertexAttribute {
+ format: VertexFormat::Float32x3,
+ offset: 3 * 4,
+ shader_location: 1,
+ },
+ ],
+ }],
+ compilation_options: PipelineCompilationOptions::default(),
+ },
+ primitive: PrimitiveState {
+ topology: PrimitiveTopology::TriangleList,
+ front_face: FrontFace::Ccw,
+ cull_mode: None, //Some(Face::Back),
+ polygon_mode: PolygonMode::Fill,
+ ..Default::default()
+ },
+ depth_stencil: Default::default(),
+ multisample: MultisampleState::default(),
+ multiview: None,
+ cache: None,
+ });
+ Self {
+ bind_group,
+ pipeline,
+ prefabs: HashMap::new(),
+ }
+ }
+ pub fn draw(&self, commands: &mut CommandEncoder, target: &TextureView, scene: &SceneTree) {
+ let mut rpass = commands.begin_render_pass(&RenderPassDescriptor {
+ label: None,
+ color_attachments: &[Some(RenderPassColorAttachment {
+ view: target,
+ resolve_target: None,
+ ops: Operations {
+ store: StoreOp::Store,
+ load: LoadOp::Clear(Color {
+ r: 0.1,
+ g: 0.1,
+ b: 0.1,
+ a: 1.,
+ }),
+ },
+ })],
+ ..Default::default()
+ });
+ rpass.set_bind_group(0, &self.bind_group, &[]);
+ rpass.set_pipeline(&self.pipeline);
+
+ for ob in scene.objects.values() {
+ if let Some(prefab) = self.prefabs.get(&ob.res) {
+ for part in &prefab.0 {
+ rpass.set_index_buffer(part.index.slice(..), IndexFormat::Uint16);
+ rpass.set_vertex_buffer(0, part.positions.slice(..));
+ rpass.set_vertex_buffer(1, part.normals.slice(..));
+ rpass.draw_indexed(0..part.index_count, 0, 0..1);
+ }
+ }
+ }
+ }
+}