mirror of https://github.com/AxioDL/metaforce.git
342 lines
11 KiB
C++
342 lines
11 KiB
C++
#include "shader.hpp"
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#include "../../gpu.hpp"
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#include <logvisor/logvisor.hpp>
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#include <magic_enum.hpp>
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namespace aurora::gfx::textured_quad {
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static logvisor::Module Log("aurora::gfx::textured_quad");
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using gpu::g_device;
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using gpu::g_graphicsConfig;
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using gpu::utils::make_vertex_attributes;
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using gpu::utils::make_vertex_buffer_layout;
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using gpu::utils::make_vertex_state;
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State construct_state() {
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wgpu::ShaderModuleWGSLDescriptor wgslDescriptor{};
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wgslDescriptor.source = R"""(
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struct Uniform {
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xf: mat4x4<f32>;
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color: vec4<f32>;
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lod: f32;
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};
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@group(0) @binding(0)
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var<uniform> ubuf: Uniform;
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@group(0) @binding(1)
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var texture_sampler: sampler;
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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struct VertexOutput {
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@builtin(position) pos: vec4<f32>;
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@location(0) uv: vec2<f32>;
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};
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@stage(vertex)
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fn vs_main(@location(0) in_pos: vec3<f32>, @location(1) in_uv: vec2<f32>) -> VertexOutput {
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var out: VertexOutput;
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out.pos = ubuf.xf * vec4<f32>(in_pos, 1.0);
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out.uv = in_uv;
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return out;
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}
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@stage(fragment)
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return ubuf.color * textureSampleBias(texture, texture_sampler, in.uv, ubuf.lod);
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}
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)""";
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const auto shaderDescriptor = wgpu::ShaderModuleDescriptor{
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.nextInChain = &wgslDescriptor,
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.label = "Textured Quad Shader",
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};
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auto shader = g_device.CreateShaderModule(&shaderDescriptor);
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wgpu::SupportedLimits limits;
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g_device.GetLimits(&limits);
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const auto uniform_alignment = limits.limits.minUniformBufferOffsetAlignment;
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const auto uniform_size = ALIGN(sizeof(Uniform), uniform_alignment);
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const std::array uniformLayoutEntries{
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wgpu::BindGroupLayoutEntry{
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.binding = 0,
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.visibility = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
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.buffer =
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wgpu::BufferBindingLayout{
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.type = wgpu::BufferBindingType::Uniform,
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.hasDynamicOffset = true,
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.minBindingSize = uniform_size,
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},
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},
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wgpu::BindGroupLayoutEntry{
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.binding = 1,
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.visibility = wgpu::ShaderStage::Fragment,
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.sampler =
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wgpu::SamplerBindingLayout{
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.type = wgpu::SamplerBindingType::Filtering,
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},
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},
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};
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const auto uniformLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{
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.label = "Textured Quad Uniform Bind Group Layout",
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.entryCount = uniformLayoutEntries.size(),
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.entries = uniformLayoutEntries.data(),
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};
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auto uniformLayout = g_device.CreateBindGroupLayout(&uniformLayoutDescriptor);
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const auto samplerDescriptor = wgpu::SamplerDescriptor{
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.addressModeU = wgpu::AddressMode::Repeat,
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.addressModeV = wgpu::AddressMode::Repeat,
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.addressModeW = wgpu::AddressMode::Repeat,
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.magFilter = wgpu::FilterMode::Linear,
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.minFilter = wgpu::FilterMode::Linear,
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.mipmapFilter = wgpu::FilterMode::Linear,
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.maxAnisotropy = g_graphicsConfig.textureAnistropy,
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};
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auto sampler = g_device.CreateSampler(&samplerDescriptor);
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const std::array uniformBindGroupEntries{
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wgpu::BindGroupEntry{
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.binding = 0,
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.buffer = g_uniformBuffer,
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.size = uniform_size,
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},
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wgpu::BindGroupEntry{
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.binding = 1,
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.sampler = sampler,
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},
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};
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const auto uniformBindGroupDescriptor = wgpu::BindGroupDescriptor{
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.label = "Textured Quad Uniform Bind Group",
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.layout = uniformLayout,
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.entryCount = uniformBindGroupEntries.size(),
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.entries = uniformBindGroupEntries.data(),
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};
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auto uniformBindGroup = g_device.CreateBindGroup(&uniformBindGroupDescriptor);
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const auto textureBinding = wgpu::TextureBindingLayout{
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.sampleType = wgpu::TextureSampleType::Float,
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.viewDimension = wgpu::TextureViewDimension::e2D,
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};
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const std::array textureLayoutEntries{
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wgpu::BindGroupLayoutEntry{
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.binding = 0,
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.visibility = wgpu::ShaderStage::Fragment,
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.texture = textureBinding,
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},
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};
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const auto textureLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{
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.label = "Textured Quad Texture Bind Group Layout",
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.entryCount = textureLayoutEntries.size(),
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.entries = textureLayoutEntries.data(),
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};
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auto textureLayout = g_device.CreateBindGroupLayout(&textureLayoutDescriptor);
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const std::array bindGroupLayouts{
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uniformLayout,
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textureLayout,
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};
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const auto pipelineLayoutDescriptor = wgpu::PipelineLayoutDescriptor{
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.label = "Textured Quad Pipeline Layout",
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.bindGroupLayoutCount = bindGroupLayouts.size(),
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.bindGroupLayouts = bindGroupLayouts.data(),
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};
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auto pipelineLayout = g_device.CreatePipelineLayout(&pipelineLayoutDescriptor);
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return {
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.shader = shader,
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.uniformLayout = uniformLayout,
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.uniformBindGroup = uniformBindGroup,
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.textureLayout = textureLayout,
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.sampler = sampler,
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.pipelineLayout = pipelineLayout,
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};
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}
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wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config) {
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const auto attributes =
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make_vertex_attributes(std::array{wgpu::VertexFormat::Float32x3, wgpu::VertexFormat::Float32x2});
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const std::array vertexBuffers{make_vertex_buffer_layout(sizeof(Vert), attributes)};
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wgpu::CompareFunction depthCompare;
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switch (config.zComparison) {
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case ZTest::Never:
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depthCompare = wgpu::CompareFunction::Never;
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break;
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case ZTest::Less:
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depthCompare = wgpu::CompareFunction::Less;
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break;
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case ZTest::Equal:
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depthCompare = wgpu::CompareFunction::Equal;
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break;
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case ZTest::LEqual:
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depthCompare = wgpu::CompareFunction::LessEqual;
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break;
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case ZTest::Greater:
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depthCompare = wgpu::CompareFunction::Greater;
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break;
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case ZTest::NEqual:
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depthCompare = wgpu::CompareFunction::NotEqual;
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break;
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case ZTest::GEqual:
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depthCompare = wgpu::CompareFunction::GreaterEqual;
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break;
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case ZTest::Always:
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depthCompare = wgpu::CompareFunction::Always;
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break;
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}
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const auto depthStencil = wgpu::DepthStencilState{
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.format = g_graphicsConfig.depthFormat,
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.depthWriteEnabled = config.zTest,
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.depthCompare = depthCompare,
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};
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bool alphaWrite = false;
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wgpu::BlendComponent blendComponent;
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switch (config.filterType) {
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case CameraFilterType::Multiply:
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blendComponent = wgpu::BlendComponent{
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.srcFactor = wgpu::BlendFactor::Zero,
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.dstFactor = wgpu::BlendFactor::Src,
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};
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alphaWrite = true;
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break;
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case CameraFilterType::Add:
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blendComponent = wgpu::BlendComponent{
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.srcFactor = wgpu::BlendFactor::SrcAlpha,
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.dstFactor = wgpu::BlendFactor::One,
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};
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alphaWrite = false;
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break;
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case CameraFilterType::Subtract:
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blendComponent = wgpu::BlendComponent{
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.operation = wgpu::BlendOperation::Subtract,
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.srcFactor = wgpu::BlendFactor::SrcAlpha,
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.dstFactor = wgpu::BlendFactor::One,
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};
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alphaWrite = false;
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break;
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case CameraFilterType::Blend:
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blendComponent = wgpu::BlendComponent{
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.srcFactor = wgpu::BlendFactor::SrcAlpha,
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.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha,
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};
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alphaWrite = false;
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break;
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case CameraFilterType::InvDstMultiply:
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blendComponent = wgpu::BlendComponent{
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.srcFactor = wgpu::BlendFactor::Zero,
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.dstFactor = wgpu::BlendFactor::OneMinusSrc,
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};
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alphaWrite = true;
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break;
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default:
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Log.report(logvisor::Fatal, FMT_STRING("unimplemented filter type {}"), magic_enum::enum_name(config.filterType));
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unreachable();
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}
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const auto blendState = wgpu::BlendState{
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.color = blendComponent,
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.alpha = blendComponent,
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};
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auto writeMask = wgpu::ColorWriteMask::Red | wgpu::ColorWriteMask::Green | wgpu::ColorWriteMask::Blue;
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if (alphaWrite) {
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writeMask = writeMask | wgpu::ColorWriteMask::Alpha;
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}
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const std::array colorTargets{
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wgpu::ColorTargetState{
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.format = g_graphicsConfig.colorFormat,
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.blend = &blendState,
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.writeMask = writeMask,
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},
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};
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const auto fragmentState = wgpu::FragmentState{
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.module = state.shader,
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.entryPoint = "fs_main",
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.targetCount = colorTargets.size(),
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.targets = colorTargets.data(),
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};
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const auto pipelineDescriptor = wgpu::RenderPipelineDescriptor{
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.label = "Textured Quad Pipeline",
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.layout = state.pipelineLayout,
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.vertex = make_vertex_state(state.shader, vertexBuffers),
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.primitive =
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wgpu::PrimitiveState{
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.topology = wgpu::PrimitiveTopology::TriangleStrip,
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},
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.depthStencil = &depthStencil,
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.multisample =
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wgpu::MultisampleState{
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.count = g_graphicsConfig.msaaSamples,
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},
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.fragment = &fragmentState,
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};
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return g_device.CreateRenderPipeline(&pipelineDescriptor);
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}
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DrawData make_draw_data(const State& state, CameraFilterType filter_type, const TextureHandle& texture,
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ZTest z_comparison, bool z_test, const zeus::CColor& color, float uv_scale,
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const zeus::CRectangle& rect, float z) {
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auto pipeline = pipeline_ref(PipelineConfig{
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.filterType = filter_type,
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.zComparison = z_comparison,
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.zTest = z_test,
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});
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const std::array verts{
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Vert{{0.f, 0.f, z}, {0.0, 0.0}},
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Vert{{0.f, 1.f, z}, {0.0, uv_scale}},
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Vert{{1.f, 0.f, z}, {uv_scale, 0.0}},
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Vert{{1.f, 1.f, z}, {uv_scale, uv_scale}},
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};
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const auto vertRange = push_verts(ArrayRef{verts});
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const auto uniform = Uniform{
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.xf =
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Mat4x4<float>{
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Vec4<float>{rect.size.x() * 2.f, 0.f, 0.f, 0.f},
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Vec4<float>{0.f, rect.size.y() * 2.f, 0.f, 0.f},
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Vec4<float>{0.f, 0.f, 1.f, 0.f},
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Vec4<float>{rect.position.x() * 2.f - 1.f, rect.position.y() * 2.f - 1.f, 0.f, 1.f},
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},
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.color = color,
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.lod = 0.f,
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};
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const auto uniformRange = push_uniform(uniform);
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const std::array entries{
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wgpu::BindGroupEntry{
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.binding = 0,
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.textureView = texture.ref->view,
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},
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};
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const auto textureBindGroup = bind_group_ref(wgpu::BindGroupDescriptor{
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.label = "Textured Quad Texture Bind Group",
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.layout = state.textureLayout,
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.entryCount = entries.size(),
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.entries = entries.data(),
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});
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return {
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.pipeline = pipeline,
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.vertRange = vertRange,
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.uniformRange = uniformRange,
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.textureBindGroup = textureBindGroup,
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};
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}
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void render(const State& state, const DrawData& data, const wgpu::RenderPassEncoder& pass) {
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if (!bind_pipeline(data.pipeline, pass)) {
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return;
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}
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const std::array offsets{data.uniformRange.first};
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pass.SetBindGroup(0, state.uniformBindGroup, offsets.size(), offsets.data());
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pass.SetBindGroup(1, find_bind_group(data.textureBindGroup));
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pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.first, data.vertRange.second);
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pass.Draw(4);
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}
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} // namespace aurora::gfx::textured_quad
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