Files
snow_trail/src/postprocess.rs
2026-03-04 09:04:37 +01:00

201 lines
6.1 KiB
Rust

use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
pub struct ScreenVertex
{
pub position: [f32; 2],
pub uv: [f32; 2],
}
impl ScreenVertex
{
pub fn desc() -> wgpu::VertexBufferLayout<'static>
{
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ScreenVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}
pub struct LowResFramebuffer
{
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub depth_view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
pub width: u32,
pub height: u32,
}
impl LowResFramebuffer
{
pub fn new(device: &wgpu::Device, width: u32, height: u32, format: wgpu::TextureFormat)
-> Self
{
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Low Res Color Texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Low Res Depth Texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Low Res Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
Self {
texture,
view,
depth_view,
sampler,
width,
height,
}
}
}
pub fn create_fullscreen_quad(device: &wgpu::Device) -> (wgpu::Buffer, wgpu::Buffer, u32)
{
use wgpu::util::DeviceExt;
let vertices = [
ScreenVertex {
position: [-1.0, -1.0],
uv: [0.0, 1.0],
},
ScreenVertex {
position: [1.0, -1.0],
uv: [1.0, 1.0],
},
ScreenVertex {
position: [1.0, 1.0],
uv: [1.0, 0.0],
},
ScreenVertex {
position: [-1.0, 1.0],
uv: [0.0, 0.0],
},
];
let indices: [u16; 6] = [0, 1, 2, 2, 3, 0];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Fullscreen Quad Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Fullscreen Quad Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
(vertex_buffer, index_buffer, indices.len() as u32)
}
pub fn create_blit_pipeline(
device: &wgpu::Device,
format: wgpu::TextureFormat,
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline
{
let shader_source =
std::fs::read_to_string("src/shaders/blit.wgsl").expect("Failed to read blit shader");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Blit Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Blit Pipeline Layout"),
bind_group_layouts: &[bind_group_layout],
immediate_size: 0,
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Blit Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[ScreenVertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
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_mask: None,
cache: None,
})
}