qt-tracing/src/render/faces.rs

170 lines
4.3 KiB
Rust

use std::mem::offset_of;
use bytemuck::{Pod, Zeroable, bytes_of, cast_slice};
use glam::{Mat4, Vec3};
use wgpu::util::DeviceExt as _;
use crate::render::{DEPTH_FORMAT, OUTPUT_FORMAT};
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct LookParams {
pub m: Mat4,
}
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: Vec3,
pub color: Vec3,
}
impl Vertex {
pub fn new(pos: Vec3, color: Vec3) -> Self {
Self { pos, color }
}
}
pub struct Mesh {
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
index_count: u32,
}
impl Mesh {
pub fn new(device: &wgpu::Device, vertices: &[Vertex], indices: &[u16]) -> Self {
if vertices.len() >= 1 << 16 {
panic!("too many vertices");
}
for index in indices {
if *index as usize >= vertices.len() {
panic!(
"vertex index out of bounds: {index} out of {}",
vertices.len()
);
}
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
usage: wgpu::BufferUsages::VERTEX,
contents: cast_slice(vertices),
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
usage: wgpu::BufferUsages::INDEX,
contents: cast_slice(indices),
});
Self {
vertex_buffer,
index_buffer,
index_count: indices.len().try_into().expect("too many indices"),
}
}
}
pub struct Pipeline {
look_buf: wgpu::Buffer,
bindings: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl Pipeline {
pub fn new(device: &wgpu::Device) -> Self {
let look_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: size_of::<LookParams>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(super::COLORMAP_SHADER.into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
shader_location: 0,
offset: offset_of!(Vertex, pos) as u64,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
shader_location: 1,
offset: offset_of!(Vertex, color) as u64,
format: wgpu::VertexFormat::Float32x3,
},
],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: OUTPUT_FORMAT,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: look_buf.as_entire_binding(),
}],
});
Self {
look_buf,
bindings,
pipeline,
}
}
pub fn set_look(&self, queue: &wgpu::Queue, look: LookParams) {
queue.write_buffer(&self.look_buf, 0, bytes_of(&look));
}
pub fn render<'a>(
&self,
pass: &mut wgpu::RenderPass,
meshes: impl IntoIterator<Item = &'a Mesh>,
) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bindings, &[]);
for mesh in meshes {
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
pass.draw_indexed(0..mesh.index_count, 0, 0..1);
}
}
}