lemur/src/window/game_screen.rs

207 lines
7.2 KiB
Rust

use std::sync::Arc;
use egui::Widget;
use wgpu::{util::DeviceExt as _, BindGroup, BindGroupLayout, RenderPipeline};
use crate::graphics::TextureSink;
pub struct GameScreen {
bind_group: Arc<BindGroup>,
}
impl GameScreen {
fn init_pipeline(render_state: &egui_wgpu::RenderState) {
let device = &render_state.device;
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
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,
});
render_state
.renderer
.write()
.callback_resources
.insert(SharedGameScreenResources {
pipeline: render_pipeline,
bind_group_layout,
});
}
pub fn init(render_state: &egui_wgpu::RenderState) -> (Self, TextureSink) {
Self::init_pipeline(render_state);
let device = &render_state.device;
let queue = &render_state.queue;
let (sink, texture_view) = TextureSink::new(device, queue.clone());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
let colors = Colors {
left: [1.0, 0.0, 0.0, 1.0],
right: [0.0, 0.7734375, 0.9375, 1.0],
};
let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("colors"),
contents: bytemuck::bytes_of(&colors),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let renderer = render_state.renderer.read();
let resources: &SharedGameScreenResources = renderer.callback_resources.get().unwrap();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind group"),
layout: &resources.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: color_buf.as_entire_binding(),
},
],
});
(
Self {
bind_group: Arc::new(bind_group),
},
sink,
)
}
}
impl Widget for &GameScreen {
fn ui(self, ui: &mut egui::Ui) -> egui::Response {
let response = ui.allocate_rect(ui.clip_rect(), egui::Sense::hover());
let callback = egui_wgpu::Callback::new_paint_callback(
response.rect,
GameScreenCallback {
bind_group: self.bind_group.clone(),
},
);
ui.painter().add(callback);
response
}
}
struct GameScreenCallback {
bind_group: Arc<BindGroup>,
}
impl egui_wgpu::CallbackTrait for GameScreenCallback {
fn paint(
&self,
info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'static>,
callback_resources: &egui_wgpu::CallbackResources,
) {
let resources: &SharedGameScreenResources = callback_resources.get().unwrap();
let viewport = info.viewport_in_pixels();
let left = viewport.left_px as f32;
let top = viewport.top_px as f32;
let width = viewport.width_px as f32;
let height = viewport.height_px as f32;
let aspect_ratio = 384.0 / 224.0;
let w = width.min(height * aspect_ratio);
let h = height.min(width / aspect_ratio);
let x = left + (width - w) / 2.0;
let y = top + (height - h) / 2.0;
render_pass.set_pipeline(&resources.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.set_viewport(x, y, w, h, 0.0, 1.0);
render_pass.draw(0..6, 0..1);
}
}
struct SharedGameScreenResources {
pipeline: RenderPipeline,
bind_group_layout: BindGroupLayout,
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: [f32; 4],
right: [f32; 4],
}