feat: added the RenderPassType enum to create a difference between user and engine defined render passes. Engine defined passes will be rendered using the universal_render_pipeline.

This commit is contained in:
lisk77 2025-03-20 00:16:21 +01:00
parent 661e3aa67a
commit 4b6b5e64e9
2 changed files with 150 additions and 56 deletions

View file

@ -2,20 +2,36 @@ use wgpu::{ShaderModule, BindGroup, BindGroupLayout, BufferUsages, Device, Queue
use wgpu::util::DeviceExt;
use comet_resources::{Vertex, Texture};
#[derive(Debug, Clone)]
pub enum RenderPassType {
Engine,
User
}
pub struct RenderPassInfo {
pass_name: String,
pass_type: RenderPassType,
texture_bind_group: BindGroup,
shader: ShaderModule,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
vertex_data: Vec<Vertex>,
index_data: Vec<u16>,
num_indices: u32,
pipeline: RenderPipeline
pipeline: Option<RenderPipeline>
}
impl RenderPassInfo {
pub fn new(device: &Device, pass_name: String, texture_group_layout: &BindGroupLayout, texture: &Texture, shader: ShaderModule, vertex_data: Vec<Vertex>, index_data: Vec<u16>, pipeline_layout: &PipelineLayout, config: &SurfaceConfiguration) -> Self {
pub fn new_user_pass(
device: &Device,
pass_name: String,
texture_group_layout: &BindGroupLayout,
texture: &Texture,
shader: ShaderModule,
vertex_data: Vec<Vertex>,
index_data: Vec<u16>,
pipeline_layout: &PipelineLayout,
config: &SurfaceConfiguration
) -> Self {
let num_indices = index_data.len() as u32;
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("{} Vertex Buffer", pass_name).as_str()),
@ -95,14 +111,62 @@ impl RenderPassInfo {
Self {
pass_name,
pass_type: RenderPassType::User,
texture_bind_group,
shader,
vertex_buffer,
index_buffer,
vertex_data,
index_data,
num_indices,
pipeline
pipeline: Some(pipeline)
}
}
pub fn new_engine_pass(
device: &Device,
pass_name: String,
texture_group_layout: &BindGroupLayout,
texture: &Texture,
vertex_data: Vec<Vertex>,
index_data: Vec<u16>,
) -> Self {
let num_indices = index_data.len() as u32;
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("{} Vertex Buffer", pass_name).as_str()),
contents: bytemuck::cast_slice(&vertex_data),
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("{} Index Buffer", pass_name).as_str()),
contents: bytemuck::cast_slice(&index_data),
usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
});
let texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&texture.sampler),
},
],
label: Some(format!("{} Texture Bind Group", pass_name).as_str()),
});
Self {
pass_name,
pass_type: RenderPassType::Engine,
texture_bind_group,
vertex_buffer,
index_buffer,
vertex_data,
index_data,
num_indices,
pipeline: None
}
}
@ -110,8 +174,59 @@ impl RenderPassInfo {
&self.pass_name
}
pub fn shader(&self) -> &ShaderModule {
&self.shader
pub fn pass_type(&self) -> RenderPassType {
self.pass_type.clone()
}
pub fn set_shader(&mut self, device: &Device, config: &SurfaceConfiguration, pipeline_layout: &PipelineLayout, shader: &ShaderModule) {
self.pipeline = Some(device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
}));
}
pub fn texture_bind_group(&self) -> &BindGroup {
@ -216,7 +331,7 @@ impl RenderPassInfo {
self.num_indices = self.index_data.len() as u32;
}
pub fn pipeline(&self) -> &RenderPipeline {
&self.pipeline
pub fn pipeline(&self) -> Option<&RenderPipeline> {
self.pipeline.as_ref()
}
}

View file

@ -9,13 +9,13 @@ use winit::dpi::PhysicalSize;
use winit::window::Window;
use comet_colors::{ Color, LinearRgba };
use comet_ecs::{Camera, Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene};
use comet_log::{debug, info};
use comet_log::{debug, error, info};
use comet_math::{Point2, Point3, Vec2, Vec3};
use comet_resources::{texture, graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
use comet_resources::texture_atlas::TextureRegion;
use comet_structs::ComponentSet;
use crate::camera::{RenderCamera, CameraUniform};
use crate::render_pass::RenderPassInfo;
use crate::render_pass::{RenderPassInfo, RenderPassType};
use crate::renderer::Renderer;
pub struct Renderer2D<'a> {
@ -25,7 +25,8 @@ pub struct Renderer2D<'a> {
config: wgpu::SurfaceConfiguration,
size: PhysicalSize<u32>,
render_pipeline_layout: wgpu::PipelineLayout,
diffuse_bind_group_layout: wgpu::BindGroupLayout,
universal_render_pipeline: wgpu::RenderPipeline,
texture_bind_group_layout: wgpu::BindGroupLayout,
camera: RenderCamera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
@ -96,20 +97,6 @@ impl<'a> Renderer2D<'a> {
source: wgpu::ShaderSource::Wgsl(include_str!("base2d.wgsl").into()),
});
let geometry_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&geometry_data),
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&index_data),
usage: BufferUsages::INDEX | BufferUsages::COPY_DST
});
let num_indices = index_data.len() as u32;
let graphic_resource_manager = GraphicResourceManager::new();
let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
@ -139,21 +126,6 @@ impl<'a> Renderer2D<'a> {
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let camera = RenderCamera::new(1.0, Vec2::new(2.0, 2.0), Vec3::new(0.0, 0.0, 0.0));
let mut camera_uniform = CameraUniform::new();
@ -199,7 +171,7 @@ impl<'a> Renderer2D<'a> {
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
let universal_render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
@ -248,20 +220,14 @@ impl<'a> Renderer2D<'a> {
cache: None,
});
let mut pipelines = Vec::new();
pipelines.push(render_pipeline);
let mut render_pass = Vec::new();
render_pass.push(RenderPassInfo::new(
render_pass.push(RenderPassInfo::new_engine_pass(
&device,
"Render Pass".to_string(),
"Standard Render Pass".to_string(),
&texture_bind_group_layout,
&diffuse_texture,
shader,
geometry_data.clone(),
index_data.clone(),
&render_pipeline_layout,
&config
));
let clear_color = match clear_color {
@ -281,9 +247,10 @@ impl<'a> Renderer2D<'a> {
config,
size,
render_pipeline_layout,
diffuse_bind_group_layout: texture_bind_group_layout,
camera: camera,
camera_uniform: camera_uniform,
universal_render_pipeline,
texture_bind_group_layout,
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
render_pass,
@ -335,7 +302,15 @@ impl<'a> Renderer2D<'a> {
/// A function that applies a shader to the entire surface of the `Renderer2D` if the shader is loaded.
pub fn apply_shader(&mut self, shader: &str) {
todo!()
let module = match self.graphic_resource_manager.get_shader(shader) {
Some(module) => module,
None => {
error!("Shader not found");
return;
}
};
self.render_pass[0].set_shader(&self.device, &self.config, &self.render_pipeline_layout, module);
}
/// A function to revert back to the base shader of the `Renderer2D`
@ -374,7 +349,7 @@ impl<'a> Renderer2D<'a> {
/// The old texture atlas will be replaced with the new one.
pub fn set_texture_atlas_by_paths(&mut self, paths: Vec<String>) {
self.graphic_resource_manager.create_texture_atlas(paths);
self.render_pass[0].set_texture(&self.device, &self.diffuse_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
self.render_pass[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
}
fn switch_texture(&mut self, to: Texture) {
@ -764,7 +739,11 @@ impl<'a> Renderer2D<'a> {
timestamp_writes: None,
});
render_pass.set_pipeline(pass.pipeline());
match pass.pass_type() {
RenderPassType::Engine => render_pass.set_pipeline(&self.universal_render_pipeline),
RenderPassType::User => render_pass.set_pipeline(pass.pipeline().unwrap()),
}
render_pass.set_bind_group(0, pass.texture_bind_group(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_vertex_buffer(0, pass.vertex_buffer().slice(..));