feat(editor): integrate 3D viewport into editor_demo
Render actual 3D geometry (cubes + ground plane) in the Viewport panel using the existing mesh_shader.wgsl Blinn-Phong pipeline with orbit camera controls (left-drag to orbit, middle-drag to pan, scroll to zoom). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -7,6 +7,7 @@ edition = "2021"
|
||||
voltex_platform.workspace = true
|
||||
voltex_renderer.workspace = true
|
||||
voltex_editor.workspace = true
|
||||
voltex_math.workspace = true
|
||||
wgpu.workspace = true
|
||||
winit.workspace = true
|
||||
bytemuck.workspace = true
|
||||
|
||||
@@ -6,8 +6,12 @@ use winit::{
|
||||
window::WindowId,
|
||||
};
|
||||
use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
|
||||
use voltex_renderer::GpuContext;
|
||||
use voltex_editor::{UiContext, UiRenderer, DockTree, DockNode, Axis, Rect, LayoutState};
|
||||
use voltex_renderer::{GpuContext, Mesh, MeshVertex, CameraUniform, LightUniform, GpuTexture};
|
||||
use voltex_editor::{
|
||||
UiContext, UiRenderer, DockTree, DockNode, Axis, Rect, LayoutState,
|
||||
OrbitCamera, ViewportTexture, ViewportRenderer, VIEWPORT_COLOR_FORMAT,
|
||||
};
|
||||
use voltex_math::Mat4;
|
||||
|
||||
struct EditorDemoApp {
|
||||
state: Option<AppState>,
|
||||
@@ -25,6 +29,179 @@ struct AppState {
|
||||
counter: u32,
|
||||
speed: f32,
|
||||
show_grid: bool,
|
||||
// Viewport state
|
||||
orbit_cam: OrbitCamera,
|
||||
viewport_tex: ViewportTexture,
|
||||
viewport_renderer: ViewportRenderer,
|
||||
// 3D scene
|
||||
scene_pipeline: wgpu::RenderPipeline,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
light_buffer: wgpu::Buffer,
|
||||
camera_light_layout: wgpu::BindGroupLayout,
|
||||
#[allow(dead_code)]
|
||||
texture_layout: wgpu::BindGroupLayout,
|
||||
dummy_texture_bg: wgpu::BindGroup,
|
||||
scene_meshes: Vec<Mesh>,
|
||||
// Mouse tracking
|
||||
prev_mouse: (f32, f32),
|
||||
left_dragging: bool,
|
||||
middle_dragging: bool,
|
||||
scroll_delta: f32,
|
||||
}
|
||||
|
||||
fn camera_light_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Camera+Light BGL"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
|
||||
fn texture_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Texture BGL"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
|
||||
fn create_scene_pipeline(
|
||||
device: &wgpu::Device,
|
||||
cl_layout: &wgpu::BindGroupLayout,
|
||||
tex_layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Scene Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("../../../crates/voltex_renderer/src/mesh_shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Scene Pipeline Layout"),
|
||||
bind_group_layouts: &[cl_layout, tex_layout],
|
||||
immediate_size: 0,
|
||||
});
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Scene Pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[MeshVertex::LAYOUT],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: VIEWPORT_COLOR_FORMAT,
|
||||
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: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false },
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn make_cube(device: &wgpu::Device, cx: f32, cy: f32, cz: f32, size: f32) -> Mesh {
|
||||
let s = size * 0.5;
|
||||
let mut verts = Vec::new();
|
||||
let mut indices = Vec::new();
|
||||
|
||||
let mut add_face = |positions: [[f32; 3]; 4], normal: [f32; 3]| {
|
||||
let base = verts.len() as u32;
|
||||
for pos in &positions {
|
||||
verts.push(MeshVertex {
|
||||
position: [pos[0] + cx, pos[1] + cy, pos[2] + cz],
|
||||
normal,
|
||||
uv: [0.0, 0.0],
|
||||
tangent: [1.0, 0.0, 0.0, 1.0],
|
||||
});
|
||||
}
|
||||
indices.extend_from_slice(&[base, base+1, base+2, base, base+2, base+3]);
|
||||
};
|
||||
|
||||
// +Y (top)
|
||||
add_face([[-s,s,-s], [s,s,-s], [s,s,s], [-s,s,s]], [0.0, 1.0, 0.0]);
|
||||
// -Y (bottom)
|
||||
add_face([[-s,-s,s], [s,-s,s], [s,-s,-s], [-s,-s,-s]], [0.0, -1.0, 0.0]);
|
||||
// +Z (front)
|
||||
add_face([[-s,-s,s], [-s,s,s], [s,s,s], [s,-s,s]], [0.0, 0.0, 1.0]);
|
||||
// -Z (back)
|
||||
add_face([[s,-s,-s], [s,s,-s], [-s,s,-s], [-s,-s,-s]], [0.0, 0.0, -1.0]);
|
||||
// +X (right)
|
||||
add_face([[s,-s,s], [s,s,s], [s,s,-s], [s,-s,-s]], [1.0, 0.0, 0.0]);
|
||||
// -X (left)
|
||||
add_face([[-s,-s,-s], [-s,s,-s], [-s,s,s], [-s,-s,s]], [-1.0, 0.0, 0.0]);
|
||||
|
||||
Mesh::new(device, &verts, &indices)
|
||||
}
|
||||
|
||||
fn make_ground(device: &wgpu::Device) -> Mesh {
|
||||
let s = 5.0;
|
||||
let verts = vec![
|
||||
MeshVertex { position: [-s, 0.0, -s], normal: [0.0, 1.0, 0.0], uv: [0.0, 0.0], tangent: [1.0, 0.0, 0.0, 1.0] },
|
||||
MeshVertex { position: [s, 0.0, -s], normal: [0.0, 1.0, 0.0], uv: [1.0, 0.0], tangent: [1.0, 0.0, 0.0, 1.0] },
|
||||
MeshVertex { position: [s, 0.0, s], normal: [0.0, 1.0, 0.0], uv: [1.0, 1.0], tangent: [1.0, 0.0, 0.0, 1.0] },
|
||||
MeshVertex { position: [-s, 0.0, s], normal: [0.0, 1.0, 0.0], uv: [0.0, 1.0], tangent: [1.0, 0.0, 0.0, 1.0] },
|
||||
];
|
||||
let indices = vec![0, 1, 2, 0, 2, 3];
|
||||
Mesh::new(device, &verts, &indices)
|
||||
}
|
||||
|
||||
impl ApplicationHandler for EditorDemoApp {
|
||||
@@ -38,16 +215,8 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
let window = VoltexWindow::new(event_loop, &config);
|
||||
let gpu = GpuContext::new(window.handle.clone());
|
||||
|
||||
let ui = UiContext::new(
|
||||
gpu.config.width as f32,
|
||||
gpu.config.height as f32,
|
||||
);
|
||||
let ui_renderer = UiRenderer::new(
|
||||
&gpu.device,
|
||||
&gpu.queue,
|
||||
gpu.surface_format,
|
||||
&ui.font,
|
||||
);
|
||||
let ui = UiContext::new(gpu.config.width as f32, gpu.config.height as f32);
|
||||
let ui_renderer = UiRenderer::new(&gpu.device, &gpu.queue, gpu.surface_format, &ui.font);
|
||||
|
||||
let dock = DockTree::new(
|
||||
DockNode::split(
|
||||
@@ -62,6 +231,40 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
vec!["Debug", "Viewport", "Properties", "Console"],
|
||||
);
|
||||
|
||||
// Viewport
|
||||
let orbit_cam = OrbitCamera::new();
|
||||
let viewport_tex = ViewportTexture::new(&gpu.device, 640, 480);
|
||||
let viewport_renderer = ViewportRenderer::new(&gpu.device, gpu.surface_format);
|
||||
|
||||
// 3D scene setup
|
||||
let cl_layout = camera_light_bind_group_layout(&gpu.device);
|
||||
let tex_layout = texture_bind_group_layout(&gpu.device);
|
||||
let scene_pipeline = create_scene_pipeline(&gpu.device, &cl_layout, &tex_layout);
|
||||
|
||||
let camera_uniform = CameraUniform::new();
|
||||
let light_uniform = LightUniform::new();
|
||||
|
||||
use wgpu::util::DeviceExt;
|
||||
let camera_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[camera_uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Light Buffer"),
|
||||
contents: bytemuck::cast_slice(&[light_uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
// Dummy white texture for mesh shader group(1)
|
||||
let dummy_texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout);
|
||||
|
||||
// Scene meshes
|
||||
let ground = make_ground(&gpu.device);
|
||||
let cube1 = make_cube(&gpu.device, 0.0, 0.5, 0.0, 1.0);
|
||||
let cube2 = make_cube(&gpu.device, 2.0, 0.5, 1.0, 1.0);
|
||||
let cube3 = make_cube(&gpu.device, -1.5, 0.5, -1.0, 1.0);
|
||||
|
||||
self.state = Some(AppState {
|
||||
window,
|
||||
gpu,
|
||||
@@ -73,6 +276,20 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
counter: 0,
|
||||
speed: 5.0,
|
||||
show_grid: true,
|
||||
orbit_cam,
|
||||
viewport_tex,
|
||||
viewport_renderer,
|
||||
scene_pipeline,
|
||||
camera_buffer,
|
||||
light_buffer,
|
||||
camera_light_layout: cl_layout,
|
||||
texture_layout: tex_layout,
|
||||
dummy_texture_bg: dummy_texture.bind_group,
|
||||
scene_meshes: vec![ground, cube1, cube2, cube3],
|
||||
prev_mouse: (0.0, 0.0),
|
||||
left_dragging: false,
|
||||
middle_dragging: false,
|
||||
scroll_delta: 0.0,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -116,6 +333,11 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
WindowEvent::MouseInput { state: btn_state, button, .. } => {
|
||||
let pressed = btn_state == winit::event::ElementState::Pressed;
|
||||
state.input.process_mouse_button(button, pressed);
|
||||
match button {
|
||||
winit::event::MouseButton::Left => state.left_dragging = pressed,
|
||||
winit::event::MouseButton::Middle => state.middle_dragging = pressed,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
WindowEvent::MouseWheel { delta, .. } => {
|
||||
@@ -124,51 +346,51 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
|
||||
};
|
||||
state.input.process_scroll(y);
|
||||
state.scroll_delta = y;
|
||||
}
|
||||
|
||||
WindowEvent::RedrawRequested => {
|
||||
state.timer.tick();
|
||||
state.input.begin_frame();
|
||||
|
||||
// Gather mouse state
|
||||
let (mx, my) = state.input.mouse_position();
|
||||
let mouse_down = state.input.is_mouse_button_pressed(
|
||||
winit::event::MouseButton::Left,
|
||||
);
|
||||
let mx = mx as f32;
|
||||
let my = my as f32;
|
||||
let mouse_down = state.input.is_mouse_button_pressed(winit::event::MouseButton::Left);
|
||||
|
||||
let dt = state.timer.frame_dt();
|
||||
let fps = if dt > 0.0 { 1.0 / dt } else { 0.0 };
|
||||
|
||||
// Begin UI frame
|
||||
state.ui.begin_frame(mx as f32, my as f32, mouse_down);
|
||||
state.ui.begin_frame(mx, my, mouse_down);
|
||||
|
||||
|
||||
// Dock layout
|
||||
let screen_w = state.gpu.config.width as f32;
|
||||
let screen_h = state.gpu.config.height as f32;
|
||||
let areas = state.dock.layout(Rect { x: 0.0, y: 0.0, w: screen_w, h: screen_h });
|
||||
state.dock.update(mx as f32, my as f32, mouse_down);
|
||||
state.dock.update(mx, my, mouse_down);
|
||||
state.dock.draw_chrome(&mut state.ui);
|
||||
|
||||
// Find viewport rect for later 3D rendering
|
||||
let mut viewport_rect: Option<Rect> = None;
|
||||
|
||||
for (panel_id, rect) in &areas {
|
||||
state.ui.layout = LayoutState::new(rect.x + 4.0, rect.y + 4.0);
|
||||
match panel_id {
|
||||
0 => {
|
||||
state.ui.text("Debug Panel");
|
||||
state.ui.text(&format!("FPS: {:.0}", fps));
|
||||
if state.ui.button("Click Me") {
|
||||
state.counter += 1;
|
||||
}
|
||||
if state.ui.button("Click Me") { state.counter += 1; }
|
||||
state.ui.text(&format!("Count: {}", state.counter));
|
||||
state.speed = state.ui.slider("Speed", state.speed, 0.0, 10.0);
|
||||
state.show_grid = state.ui.checkbox("Show Grid", state.show_grid);
|
||||
}
|
||||
1 => {
|
||||
state.ui.text("Viewport");
|
||||
state.ui.text("(3D scene here)");
|
||||
viewport_rect = Some(*rect);
|
||||
// Don't draw UI text in viewport - the 3D scene goes here
|
||||
}
|
||||
2 => {
|
||||
state.ui.text("Properties");
|
||||
let pos = state.orbit_cam.position();
|
||||
state.ui.text(&format!("Cam: ({:.1}, {:.1}, {:.1})", pos.x, pos.y, pos.z));
|
||||
state.ui.text(&format!("Speed: {:.1}", state.speed));
|
||||
state.ui.text(&format!("Grid: {}", state.show_grid));
|
||||
}
|
||||
@@ -182,6 +404,21 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
|
||||
state.ui.end_frame();
|
||||
|
||||
// Orbit camera input (only when mouse is over viewport)
|
||||
if let Some(vr) = &viewport_rect {
|
||||
if vr.contains(mx, my) {
|
||||
let dx = mx - state.prev_mouse.0;
|
||||
let dy = my - state.prev_mouse.1;
|
||||
if state.left_dragging { state.orbit_cam.orbit(dx, dy); }
|
||||
if state.middle_dragging { state.orbit_cam.pan(dx, dy); }
|
||||
if state.scroll_delta.abs() > 0.0 {
|
||||
state.orbit_cam.zoom(state.scroll_delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
state.prev_mouse = (mx, my);
|
||||
state.scroll_delta = 0.0;
|
||||
|
||||
// Acquire surface texture
|
||||
let output = match state.gpu.surface.get_current_texture() {
|
||||
Ok(t) => t,
|
||||
@@ -190,63 +427,119 @@ impl ApplicationHandler for EditorDemoApp {
|
||||
state.gpu.resize(w, h);
|
||||
return;
|
||||
}
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => {
|
||||
event_loop.exit();
|
||||
return;
|
||||
}
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => { event_loop.exit(); return; }
|
||||
Err(_) => return,
|
||||
};
|
||||
|
||||
let view = output.texture.create_view(
|
||||
&wgpu::TextureViewDescriptor::default(),
|
||||
);
|
||||
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let mut encoder = state.gpu.device.create_command_encoder(
|
||||
&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Editor Demo Encoder"),
|
||||
},
|
||||
&wgpu::CommandEncoderDescriptor { label: Some("Editor Encoder") },
|
||||
);
|
||||
|
||||
// Clear the background
|
||||
{
|
||||
let _clear_pass = encoder.begin_render_pass(
|
||||
&wgpu::RenderPassDescriptor {
|
||||
label: Some("Clear Pass"),
|
||||
color_attachments: &[Some(
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.12,
|
||||
g: 0.12,
|
||||
b: 0.15,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
// Render 3D scene to viewport texture
|
||||
if let Some(vr) = &viewport_rect {
|
||||
state.viewport_tex.ensure_size(&state.gpu.device, vr.w.max(1.0) as u32, vr.h.max(1.0) as u32);
|
||||
|
||||
// Update camera uniform
|
||||
let aspect = vr.w / vr.h.max(1.0);
|
||||
let vp = state.orbit_cam.view_projection(aspect);
|
||||
let cam_pos = state.orbit_cam.position();
|
||||
|
||||
let camera_uniform = CameraUniform {
|
||||
view_proj: vp.cols,
|
||||
model: Mat4::IDENTITY.cols,
|
||||
camera_pos: [cam_pos.x, cam_pos.y, cam_pos.z],
|
||||
_padding: 0.0,
|
||||
};
|
||||
state.gpu.queue.write_buffer(&state.camera_buffer, 0, bytemuck::cast_slice(&[camera_uniform]));
|
||||
|
||||
let light_uniform = LightUniform {
|
||||
direction: [0.3, -1.0, -0.5],
|
||||
_padding1: 0.0,
|
||||
color: [1.0, 0.95, 0.9],
|
||||
ambient_strength: 0.15,
|
||||
};
|
||||
state.gpu.queue.write_buffer(&state.light_buffer, 0, bytemuck::cast_slice(&[light_uniform]));
|
||||
|
||||
// Create bind group for this frame
|
||||
let camera_light_bg = state.gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("Scene Camera+Light BG"),
|
||||
layout: &state.camera_light_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry { binding: 0, resource: state.camera_buffer.as_entire_binding() },
|
||||
wgpu::BindGroupEntry { binding: 1, resource: state.light_buffer.as_entire_binding() },
|
||||
],
|
||||
});
|
||||
|
||||
// Render scene to offscreen texture
|
||||
{
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Scene Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &state.viewport_tex.color_view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.15, g: 0.15, b: 0.2, a: 1.0 }),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: None,
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &state.viewport_tex.depth_view,
|
||||
depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: wgpu::StoreOp::Store }),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
multiview_mask: None,
|
||||
},
|
||||
});
|
||||
|
||||
rpass.set_pipeline(&state.scene_pipeline);
|
||||
rpass.set_bind_group(0, &camera_light_bg, &[]);
|
||||
rpass.set_bind_group(1, &state.dummy_texture_bg, &[]);
|
||||
|
||||
for mesh in &state.scene_meshes {
|
||||
rpass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
rpass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
rpass.draw_indexed(0..mesh.num_indices, 0, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the surface background
|
||||
{
|
||||
let _clear_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Clear Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.12, g: 0.12, b: 0.15, a: 1.0 }),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
}
|
||||
|
||||
// Blit viewport texture to surface
|
||||
if let Some(vr) = &viewport_rect {
|
||||
state.viewport_renderer.render(
|
||||
&state.gpu.device, &state.gpu.queue, &mut encoder, &view,
|
||||
&state.viewport_tex.color_view,
|
||||
screen_w, screen_h,
|
||||
vr.x, vr.y, vr.w, vr.h,
|
||||
);
|
||||
// Pass drops here, clearing the surface
|
||||
}
|
||||
|
||||
// Render UI overlay
|
||||
let screen_w = state.gpu.config.width as f32;
|
||||
let screen_h = state.gpu.config.height as f32;
|
||||
state.ui_renderer.render(
|
||||
&state.gpu.device,
|
||||
&state.gpu.queue,
|
||||
&mut encoder,
|
||||
&view,
|
||||
&state.ui.draw_list,
|
||||
screen_w,
|
||||
screen_h,
|
||||
&state.gpu.device, &state.gpu.queue, &mut encoder, &view,
|
||||
&state.ui.draw_list, screen_w, screen_h,
|
||||
);
|
||||
|
||||
state.gpu.queue.submit(std::iter::once(encoder.finish()));
|
||||
|
||||
Reference in New Issue
Block a user