cyborg/src/pool.rs

232 lines
6.8 KiB
Rust

use super::handle::{MaterialHandle, MeshHandle, TextureHandle};
use super::mesh::MeshData;
use slab::Slab;
use wgpu::util::DeviceExt;
pub struct MeshGroup {
// TODO make these all private
pub vertices: wgpu::Buffer,
pub vertex_capacity: usize,
pub indices: wgpu::Buffer,
pub index_capacity: usize,
}
impl MeshGroup {
fn new(device: &wgpu::Device, data: &MeshData) -> Self {
let vertex_capacity = data.vertices.len();
let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&data.vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_capacity = data.indices.len();
let indices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&data.indices),
usage: wgpu::BufferUsages::INDEX,
});
Self {
vertex_capacity,
vertices,
index_capacity,
indices,
}
}
}
#[derive(Default)]
pub struct MeshPool {
// TODO make this private
pub groups: Slab<MeshGroup>,
}
impl MeshPool {
pub fn allocate(&mut self, device: &wgpu::Device, data: &MeshData) -> MeshHandle {
let group = MeshGroup::new(device, data);
let group_id = self.groups.insert(group);
let sub_id = 0;
MeshHandle { group_id, sub_id }
}
pub fn get_group(&self, handle: &MeshHandle) -> Option<&MeshGroup> {
self.groups.get(handle.group_id)
}
}
pub struct TextureData {
pub width: u32,
pub height: u32,
pub data: Vec<u8>,
}
pub struct Texture {
texture: wgpu::Texture,
texture_view: wgpu::TextureView,
}
impl Texture {
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, data: &TextureData) -> Self {
let size = wgpu::Extent3d {
width: data.width,
height: data.height,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: None,
});
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&data.data,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: std::num::NonZeroU32::new(4 * size.width),
rows_per_image: std::num::NonZeroU32::new(size.height),
},
size,
);
Texture {
texture,
texture_view,
}
}
}
pub struct TexturePool {
// TODO make this all private
pub textures: Slab<Texture>,
pub sampler: wgpu::Sampler,
}
impl TexturePool {
pub fn new(device: &wgpu::Device) -> Self {
let textures = Default::default();
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
Self { textures, sampler }
}
pub fn allocate(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
data: &TextureData,
) -> TextureHandle {
let texture = Texture::new(device, queue, data);
let id = self.textures.insert(texture);
TextureHandle { id }
}
}
pub struct MaterialData {
pub albedo: TextureHandle,
pub metallic_roughness: TextureHandle,
}
pub struct Material {
pub bind_group: wgpu::BindGroup,
}
pub struct MaterialPool {
pub materials: Slab<Material>,
pub bind_group_layout: wgpu::BindGroupLayout,
}
impl MaterialPool {
pub fn new(device: &wgpu::Device) -> Self {
let texture_entry = wgpu::BindGroupLayoutEntry {
binding: u32::MAX,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
};
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
..texture_entry
},
wgpu::BindGroupLayoutEntry {
binding: 2,
..texture_entry
},
],
label: Some("Texture Bind Group Layout"),
});
Self {
materials: Default::default(),
bind_group_layout,
}
}
pub fn allocate(
&mut self,
device: &wgpu::Device,
texture_pool: &TexturePool,
data: &MaterialData,
) -> MaterialHandle {
let albedo_view = &texture_pool.textures[data.albedo.id].texture_view;
let mr_view = &texture_pool.textures[data.metallic_roughness.id].texture_view;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Sampler(&texture_pool.sampler),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(albedo_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(mr_view),
},
],
label: None,
});
let material = Material { bind_group };
let id = self.materials.insert(material);
MaterialHandle { id }
}
}