108 lines
4.2 KiB
Rust
108 lines
4.2 KiB
Rust
use crate::{
|
|
asset::{AssetStorage, Handle, Mesh},
|
|
legion::prelude::*,
|
|
render::{
|
|
render_graph_2::{RenderPass, ShaderUniforms},
|
|
Instanced,
|
|
},
|
|
};
|
|
|
|
use super::resource_name;
|
|
use super::ResourceInfo;
|
|
use zerocopy::AsBytes;
|
|
|
|
// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
|
|
|
|
// TODO: consider swapping out dyn RenderPass for explicit WgpuRenderPass type to avoid dynamic dispatch
|
|
pub type DrawTarget = fn(world: &World, render_pass: &mut dyn RenderPass);
|
|
|
|
const MESH_VERTEX_BUFFER_NAME: &str = "TempMeshVertexBuffer";
|
|
const MESH_INDEX_BUFFER_NAME: &str = "TempMeshIndexBuffer";
|
|
pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
|
|
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
|
|
let mut current_mesh_id = None;
|
|
let mut current_mesh_index_length = 0;
|
|
let mesh_query =
|
|
<(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
|
|
for (entity, (_shader_uniforms, mesh)) in mesh_query.iter_entities(world) {
|
|
let mut should_load_mesh = current_mesh_id == None;
|
|
if let Some(current) = current_mesh_id {
|
|
should_load_mesh = current != mesh.id;
|
|
}
|
|
|
|
if should_load_mesh {
|
|
if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
|
|
let renderer = render_pass.get_renderer();
|
|
renderer.create_buffer_with_data(
|
|
MESH_VERTEX_BUFFER_NAME,
|
|
mesh_asset.vertices.as_bytes(),
|
|
wgpu::BufferUsage::VERTEX,
|
|
);
|
|
renderer.create_buffer_with_data(
|
|
MESH_INDEX_BUFFER_NAME,
|
|
mesh_asset.indices.as_bytes(),
|
|
wgpu::BufferUsage::INDEX,
|
|
);
|
|
|
|
// TODO: Verify buffer format matches render pass
|
|
render_pass.set_index_buffer(MESH_INDEX_BUFFER_NAME, 0);
|
|
render_pass.set_vertex_buffer(0, MESH_VERTEX_BUFFER_NAME, 0);
|
|
current_mesh_id = Some(mesh.id);
|
|
current_mesh_index_length = mesh_asset.indices.len() as u32;
|
|
};
|
|
}
|
|
|
|
// TODO: validate bind group properties against shader uniform properties at least once
|
|
render_pass.setup_bind_groups(Some(&entity));
|
|
render_pass.draw_indexed(0..current_mesh_index_length, 0, 0..1);
|
|
}
|
|
|
|
// cleanup buffers
|
|
let renderer = render_pass.get_renderer();
|
|
renderer.remove_buffer(MESH_VERTEX_BUFFER_NAME);
|
|
renderer.remove_buffer(MESH_INDEX_BUFFER_NAME);
|
|
}
|
|
|
|
pub fn ui_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
|
|
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
|
|
// NOTE: this is ugly and borrowing is stupid
|
|
let result = {
|
|
let renderer = render_pass.get_renderer();
|
|
let result = if let Some(ResourceInfo::InstanceBuffer { count, mesh_id, .. }) =
|
|
renderer.get_resource_info(resource_name::buffer::UI_INSTANCES)
|
|
{
|
|
Some((*count, *mesh_id))
|
|
} else {
|
|
None
|
|
};
|
|
|
|
if let Some((instance_count, mesh_id)) = result {
|
|
if let Some(mesh_asset) = mesh_storage.get(mesh_id) {
|
|
renderer.create_buffer_with_data(
|
|
MESH_VERTEX_BUFFER_NAME,
|
|
mesh_asset.vertices.as_bytes(),
|
|
wgpu::BufferUsage::VERTEX,
|
|
);
|
|
renderer.create_buffer_with_data(
|
|
MESH_INDEX_BUFFER_NAME,
|
|
mesh_asset.indices.as_bytes(),
|
|
wgpu::BufferUsage::INDEX,
|
|
);
|
|
Some((instance_count, mesh_asset.indices.len()))
|
|
} else {
|
|
None
|
|
}
|
|
} else {
|
|
None
|
|
}
|
|
|
|
};
|
|
if let Some((instance_count, indices_length)) = result {
|
|
render_pass.setup_bind_groups(None);
|
|
render_pass.set_index_buffer(MESH_INDEX_BUFFER_NAME, 0);
|
|
render_pass.set_vertex_buffer(0, MESH_VERTEX_BUFFER_NAME, 0);
|
|
render_pass.set_vertex_buffer(1, resource_name::buffer::UI_INSTANCES, 0);
|
|
render_pass.draw_indexed(0..indices_length as u32, 0, 0..(instance_count as u32));
|
|
}
|
|
}
|