mirror of https://github.com/AxioDL/metaforce.git
82 lines
2.5 KiB
C++
82 lines
2.5 KiB
C++
#include "shader.hpp"
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#include "../../gpu.hpp"
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#include "../common.hpp"
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#include <magic_enum.hpp>
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#include <utility>
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namespace aurora::gfx::stream {
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static logvisor::Module Log("aurora::gfx::stream");
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using gpu::g_device;
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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{};
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attributes[0] = wgpu::VertexAttribute{
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.format = wgpu::VertexFormat::Float32x3,
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.offset = 0,
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.shaderLocation = 0,
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};
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uint64_t offset = 12;
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uint32_t shaderLocation = 1;
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if (info.usesNormal) {
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attributes[shaderLocation] = wgpu::VertexAttribute{
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.format = wgpu::VertexFormat::Float32x3,
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.offset = offset,
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.shaderLocation = shaderLocation,
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};
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offset += 12;
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shaderLocation++;
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}
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if (info.usesVtxColor) {
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attributes[shaderLocation] = wgpu::VertexAttribute{
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.format = wgpu::VertexFormat::Float32x4,
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.offset = offset,
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.shaderLocation = shaderLocation,
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};
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offset += 16;
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shaderLocation++;
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}
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// TODO only sample 1?
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for (int i = 0; i < info.sampledTextures.size(); ++i) {
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if (!info.sampledTextures.test(i)) {
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continue;
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}
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attributes[shaderLocation] = wgpu::VertexAttribute{
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.format = wgpu::VertexFormat::Float32x2,
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.offset = offset,
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.shaderLocation = shaderLocation,
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};
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offset += 8;
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shaderLocation++;
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}
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const std::array vertexBuffers{wgpu::VertexBufferLayout{
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.arrayStride = offset,
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.attributeCount = shaderLocation,
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.attributes = attributes.data(),
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}};
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return build_pipeline(config, info, vertexBuffers, shader, "Stream Pipeline");
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}
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State construct_state() { return {}; }
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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.offset};
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pass.SetBindGroup(0, find_bind_group(data.bindGroups.uniformBindGroup), offsets.size(), offsets.data());
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if (data.bindGroups.samplerBindGroup && data.bindGroups.textureBindGroup) {
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pass.SetBindGroup(1, find_bind_group(data.bindGroups.samplerBindGroup));
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pass.SetBindGroup(2, find_bind_group(data.bindGroups.textureBindGroup));
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}
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pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.offset, data.vertRange.size);
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pass.Draw(data.vertexCount);
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}
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} // namespace aurora::gfx::stream
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