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use glam::{EulerRot, Mat3, Mat4, Vec3, vec3};
use std::collections::{HashMap, HashSet};
use weareshared::{packets::Resource, tree::SceneTree};
use wgpu::{
BindGroup, BindGroupDescriptor, BindGroupLayoutDescriptor, BlendState, Color, ColorTargetState,
ColorWrites, CommandEncoder, Device, FragmentState, FrontFace, IndexFormat, LoadOp,
MultisampleState, Operations, PipelineCompilationOptions, PipelineLayoutDescriptor,
PolygonMode, PrimitiveState, PrimitiveTopology, PushConstantRange, RenderPassColorAttachment,
RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor, ShaderStages, StoreOp,
TextureFormat, TextureView, VertexAttribute, VertexBufferLayout, VertexFormat, VertexState,
VertexStepMode, include_wgsl,
};
use crate::scene_prepare::RPrefab;
pub struct ScenePipeline {
pipeline: RenderPipeline,
bind_group: BindGroup,
}
macro_rules! v_attr {
($($n:literal),*) => {
[$(VertexBufferLayout {
step_mode: VertexStepMode::Vertex,
array_stride: 4,
attributes: &[VertexAttribute {
format: VertexFormat::Float32,
offset: 0,
shader_location: $n,
}],
}),*]
};
}
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: &[PushConstantRange {
range: 0..(4 * 4 * size_of::<f32>() as u32),
stages: ShaderStages::VERTEX,
}],
});
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: &v_attr!(0, 1, 2, 3, 4, 5, 6, 7),
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,
}
}
pub fn draw(
&mut self,
commands: &mut CommandEncoder,
target: &TextureView,
scene: &SceneTree,
prefabs: &HashMap<Resource, RPrefab>,
prefabs_needed: &mut HashSet<Resource>,
) {
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: 0.01,
g: 0.01,
b: 0.01,
a: 1.,
}),
},
})],
..Default::default()
});
let camera = Mat4::perspective_infinite_reverse_rh(1., 1., 0.1)
* Mat4::look_at_rh(vec3(-5., 0., 0.), vec3(0., 0., 0.), Vec3::Y);
for ob in scene.objects.values() {
let prefab_projection = camera
* Mat4::from_mat3(Mat3::from_euler(
EulerRot::YXZ,
ob.rot.x,
ob.rot.y,
ob.rot.z,
))
* Mat4::from_translation(ob.pos.into());
if let Some(prefab) = prefabs.get(&ob.res) {
for (affine, part) in &prefab.0 {
let part_projection = prefab_projection
* Mat4::from_mat3a(affine.matrix3)
* Mat4::from_translation(affine.translation.into());
let projection = part_projection.to_cols_array().map(|v| v.to_le_bytes());
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.set_pipeline(&self.pipeline);
rpass.set_push_constants(ShaderStages::VERTEX, 0, projection.as_flattened());
rpass.set_index_buffer(part.index.slice(..), IndexFormat::Uint16);
rpass.set_vertex_buffer(0, part.position[0].slice(..));
rpass.set_vertex_buffer(1, part.position[1].slice(..));
rpass.set_vertex_buffer(2, part.position[2].slice(..));
rpass.set_vertex_buffer(3, part.normal[0].slice(..));
rpass.set_vertex_buffer(4, part.normal[1].slice(..));
rpass.set_vertex_buffer(5, part.normal[2].slice(..));
rpass.set_vertex_buffer(6, part.texcoord[0].slice(..));
rpass.set_vertex_buffer(7, part.texcoord[1].slice(..));
rpass.draw_indexed(0..part.index_count, 0, 0..1);
}
} else {
prefabs_needed.insert(ob.res);
}
}
}
}
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