feat(editor): add ViewportRenderer blit pipeline and shader

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-26 10:35:15 +09:00
parent 6ef248f76d
commit 9f42300109
3 changed files with 227 additions and 0 deletions

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@@ -17,3 +17,6 @@ pub use orbit_camera::OrbitCamera;
pub mod viewport_texture; pub mod viewport_texture;
pub use viewport_texture::{ViewportTexture, VIEWPORT_COLOR_FORMAT, VIEWPORT_DEPTH_FORMAT}; pub use viewport_texture::{ViewportTexture, VIEWPORT_COLOR_FORMAT, VIEWPORT_DEPTH_FORMAT};
pub mod viewport_renderer;
pub use viewport_renderer::ViewportRenderer;

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@@ -0,0 +1,182 @@
use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct RectUniform {
rect: [f32; 4],
screen: [f32; 2],
_pad: [f32; 2],
}
pub struct ViewportRenderer {
pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
uniform_buffer: wgpu::Buffer,
}
impl ViewportRenderer {
pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Viewport Blit Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("viewport_shader.wgsl").into()),
});
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Viewport Blit BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
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::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Viewport Blit PL"),
bind_group_layouts: &[&bind_group_layout],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Viewport Blit Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Viewport Sampler"),
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Viewport Rect Uniform"),
size: std::mem::size_of::<RectUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
ViewportRenderer {
pipeline,
bind_group_layout,
sampler,
uniform_buffer,
}
}
pub fn render(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
target_view: &wgpu::TextureView,
viewport_color_view: &wgpu::TextureView,
screen_w: f32,
screen_h: f32,
rect_x: f32,
rect_y: f32,
rect_w: f32,
rect_h: f32,
) {
let uniform = RectUniform {
rect: [rect_x, rect_y, rect_w, rect_h],
screen: [screen_w, screen_h],
_pad: [0.0; 2],
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniform]));
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Viewport Blit BG"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: self.uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(viewport_color_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Viewport Blit Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
rpass.set_scissor_rect(
rect_x.max(0.0) as u32,
rect_y.max(0.0) as u32,
rect_w.ceil().max(1.0) as u32,
rect_h.ceil().max(1.0) as u32,
);
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.draw(0..6, 0..1);
}
}

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@@ -0,0 +1,42 @@
struct RectUniform {
rect: vec4<f32>,
screen: vec2<f32>,
_pad: vec2<f32>,
};
@group(0) @binding(0) var<uniform> u: RectUniform;
@group(0) @binding(1) var t_viewport: texture_2d<f32>;
@group(0) @binding(2) var s_viewport: sampler;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
var positions = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 1.0),
);
let p = positions[idx];
let px = u.rect.x + p.x * u.rect.z;
let py = u.rect.y + p.y * u.rect.w;
let ndc_x = (px / u.screen.x) * 2.0 - 1.0;
let ndc_y = 1.0 - (py / u.screen.y) * 2.0;
var out: VertexOutput;
out.position = vec4<f32>(ndc_x, ndc_y, 0.0, 1.0);
out.uv = p;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_viewport, s_viewport, in.uv);
}