metaforce/aurora/lib/gfx/stream/shader.cpp

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#include "shader.hpp"
#include "../../gpu.hpp"
#include "../common.hpp"
#include <magic_enum.hpp>
#include <utility>
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namespace aurora::gfx::stream {
static logvisor::Module Log("aurora::gfx::stream");
using gpu::g_device;
wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config) {
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const auto [shader, info] = build_shader(config.shaderConfig);
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std::array<wgpu::VertexAttribute, 4> attributes{};
attributes[0] = wgpu::VertexAttribute{
.format = wgpu::VertexFormat::Float32x3,
.offset = 0,
.shaderLocation = 0,
};
uint64_t offset = 12;
uint32_t shaderLocation = 1;
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if (info.usesNormal) {
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attributes[shaderLocation] = wgpu::VertexAttribute{
.format = wgpu::VertexFormat::Float32x3,
.offset = offset,
.shaderLocation = shaderLocation,
};
offset += 12;
shaderLocation++;
}
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if (info.usesVtxColor) {
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attributes[shaderLocation] = wgpu::VertexAttribute{
.format = wgpu::VertexFormat::Float32x4,
.offset = offset,
.shaderLocation = shaderLocation,
};
offset += 16;
shaderLocation++;
}
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// TODO only sample 1?
for (int i = 0; i < info.sampledTextures.size(); ++i) {
if (!info.sampledTextures.test(i)) {
continue;
}
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attributes[shaderLocation] = wgpu::VertexAttribute{
.format = wgpu::VertexFormat::Float32x2,
.offset = offset,
.shaderLocation = shaderLocation,
};
offset += 8;
shaderLocation++;
}
const std::array vertexBuffers{wgpu::VertexBufferLayout{
.arrayStride = offset,
.attributeCount = shaderLocation,
.attributes = attributes.data(),
}};
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return build_pipeline(config, info, vertexBuffers, shader, "Stream Pipeline");
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}
State construct_state() { return {}; }
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void render(const State& state, const DrawData& data, const wgpu::RenderPassEncoder& pass) {
if (!bind_pipeline(data.pipeline, pass)) {
return;
}
const std::array offsets{data.uniformRange.offset};
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pass.SetBindGroup(0, find_bind_group(data.bindGroups.uniformBindGroup), offsets.size(), offsets.data());
if (data.bindGroups.samplerBindGroup && data.bindGroups.textureBindGroup) {
pass.SetBindGroup(1, find_bind_group(data.bindGroups.samplerBindGroup));
pass.SetBindGroup(2, find_bind_group(data.bindGroups.textureBindGroup));
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}
pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.offset, data.vertRange.size);
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pass.Draw(data.vertexCount);
}
} // namespace aurora::gfx::stream