1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
|
use crate::wgpuctx::WgpuCtx;
pub struct RenderPipelineBuilder<'a>
{
bind_groups: Vec<&'a wgpu::BindGroupLayout>,
shader: &'a wgpu::ShaderModule,
vertex_entry_point: Option<&'static str>,
fragment_entry_point: Option<&'static str>,
vertex_comp_options: Option<wgpu::PipelineCompilationOptions<'a>>,
fragment_comp_options: Option<wgpu::PipelineCompilationOptions<'a>>,
vertex_buffer_layouts: Vec<wgpu::VertexBufferLayout<'a>>,
cull_mode: Option<wgpu::Face>,
primitive_topology: wgpu::PrimitiveTopology
}
impl<'a> RenderPipelineBuilder<'a>
{
pub fn new(
shader: &'a wgpu::ShaderModule)
-> Self {
Self {
bind_groups: Vec::new(),
shader: shader,
vertex_entry_point: Some("vs_main"),
fragment_entry_point: Some("fs_main"),
vertex_comp_options: None,
fragment_comp_options: None,
vertex_buffer_layouts: Vec::new(),
cull_mode: Some(wgpu::Face::Back),
primitive_topology: wgpu::PrimitiveTopology::TriangleList
}
}
pub fn add_bindgroup(
mut self,
bindgroup: &'a wgpu::BindGroupLayout)
-> Self {
self.bind_groups.push(bindgroup);
self
}
pub fn add_vertex_layout(
mut self,
layout: wgpu::VertexBufferLayout<'a>)
-> Self {
self.vertex_buffer_layouts.push(layout);
self
}
pub fn cull_mode(
mut self,
mode: Option<wgpu::Face>
) -> Self {
self.cull_mode = mode; self
}
pub fn primitive_topology(
mut self,
topology: wgpu::PrimitiveTopology
) -> Self {
self.primitive_topology = topology; self
}
pub fn build(
self,
label: Option<&'static str>,
wgpuctx: &WgpuCtx)
-> wgpu::RenderPipeline
{
let layout_descr = wgpu::PipelineLayoutDescriptor {
label: label,
bind_group_layouts: self.bind_groups.as_slice(),
push_constant_ranges: &[]
};
let layout = wgpuctx.create_pipeline_layout(&layout_descr);
wgpuctx.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: label,
layout: Some(&layout),
vertex: wgpu::VertexState {
module: self.shader,
entry_point: self.vertex_entry_point,
compilation_options: match self.vertex_comp_options {
Some(option) => option,
None => wgpu::PipelineCompilationOptions::default()
},
buffers: self.vertex_buffer_layouts.as_slice()
},
fragment: Some(wgpu::FragmentState {
module: self.shader,
entry_point: self.fragment_entry_point,
compilation_options: match self.fragment_comp_options {
Some(option) => option,
None => wgpu::PipelineCompilationOptions::default()
},
targets: &[Some(wgpu::ColorTargetState {
format: wgpuctx.surface_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::OVER
}),
write_mask: wgpu::ColorWrites::ALL
})],
}),
primitive: wgpu::PrimitiveState {
topology: self.primitive_topology,
strip_index_format: if self.primitive_topology.is_strip() {
Some(wgpu::IndexFormat::Uint32) } else {
None },
front_face: wgpu::FrontFace::Ccw,
cull_mode: self.cull_mode,
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
}
)
}
}
|