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()
}
}