2022-07-04 10:26:09 +02:00

126 lines
3.9 KiB
Rust

//! The main render pass for this application.
//!
//! Right now there is only one render graph. A use case for multiple render passes would be
//! [shadows](https://www.raywenderlich.com/books/metal-by-tutorials/v2.0/chapters/14-multipass-deferred-rendering).
use crate::render::graph::{Node, NodeRunError, RenderContext, RenderGraphContext, SlotInfo};
use crate::render::render_commands::{DrawMasks, DrawTiles};
use crate::render::render_phase::RenderCommand;
use crate::render::resource::TrackedRenderPass;
use crate::render::Eventually::Initialized;
use crate::render::{draw_graph, RenderState};
use std::ops::Deref;
pub mod graph {
// Labels for input nodes
pub mod input {}
// Labels for non-input nodes
pub mod node {
pub const MAIN_PASS_DEPENDENCIES: &str = "main_pass_dependencies";
pub const MAIN_PASS_DRIVER: &str = "main_pass_driver";
}
}
pub struct MainPassNode {}
impl MainPassNode {
pub fn new() -> Self {
Self {}
}
}
impl Node for MainPassNode {
fn input(&self) -> Vec<SlotInfo> {
vec![]
}
fn update(&mut self, _state: &mut RenderState) {}
fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
state: &RenderState,
) -> Result<(), NodeRunError> {
let (render_target, multisampling_texture, depth_texture) = if let (
Initialized(render_target),
Initialized(multisampling_texture),
Initialized(depth_texture),
) = (
&state.render_target,
&state.multisampling_texture,
&state.depth_texture,
) {
(render_target, multisampling_texture, depth_texture)
} else {
return Ok(());
};
let color_attachment = if let Some(texture) = multisampling_texture {
wgpu::RenderPassColorAttachment {
view: &texture.view,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
store: true,
},
resolve_target: Some(render_target.deref()),
}
} else {
wgpu::RenderPassColorAttachment {
view: render_target.deref(),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
store: true,
},
resolve_target: None,
}
};
let render_pass =
render_context
.command_encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(color_attachment)],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
}),
});
let mut tracked_pass = TrackedRenderPass::new(render_pass);
for item in &state.mask_phase.items {
DrawMasks::render(state, item, &mut tracked_pass);
}
for item in &state.tile_phase.items {
DrawTiles::render(state, item, &mut tracked_pass);
}
Ok(())
}
}
pub struct MainPassDriverNode;
impl Node for MainPassDriverNode {
fn run(
&self,
graph: &mut RenderGraphContext,
_render_context: &mut RenderContext,
_state: &RenderState,
) -> Result<(), NodeRunError> {
graph.run_sub_graph(draw_graph::NAME, vec![])?;
Ok(())
}
}