264 lines
11 KiB
Rust
264 lines
11 KiB
Rust
use bytemuck::{Pod, Zeroable};
|
|
use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
|
|
use wgpu::util::DeviceExt;
|
|
|
|
use crate::SdfPipeline;
|
|
|
|
const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
|
|
|
|
pub struct ApplyMaskFeatherOptions<'a> {
|
|
pub mask: &'a wgpu::Texture,
|
|
pub width: u32,
|
|
pub height: u32,
|
|
pub feather: f32,
|
|
}
|
|
|
|
pub struct MaskFeatherPipeline {
|
|
sdf_pipeline: SdfPipeline,
|
|
inside_texture_bind_group_layout: wgpu::BindGroupLayout,
|
|
outside_texture_bind_group_layout: wgpu::BindGroupLayout,
|
|
uniform_bind_group_layout: wgpu::BindGroupLayout,
|
|
distance_pipeline: wgpu::RenderPipeline,
|
|
}
|
|
|
|
#[repr(C)]
|
|
#[derive(Clone, Copy, Pod, Zeroable)]
|
|
struct DistanceUniformBuffer {
|
|
resolution: [f32; 2],
|
|
feather_half: f32,
|
|
_padding: f32,
|
|
}
|
|
|
|
impl MaskFeatherPipeline {
|
|
pub fn new(context: &GpuContext) -> Self {
|
|
let device = context.device();
|
|
let inside_texture_bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("gpu-mask-distance-inside-layout"),
|
|
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,
|
|
},
|
|
],
|
|
});
|
|
let outside_texture_bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("gpu-mask-distance-outside-layout"),
|
|
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,
|
|
},
|
|
],
|
|
});
|
|
let uniform_bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("gpu-mask-distance-uniform-layout"),
|
|
entries: &[wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Buffer {
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
}],
|
|
});
|
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
label: Some("gpu-mask-distance-pipeline-layout"),
|
|
bind_group_layouts: &[
|
|
Some(&inside_texture_bind_group_layout),
|
|
Some(&outside_texture_bind_group_layout),
|
|
Some(&uniform_bind_group_layout),
|
|
],
|
|
immediate_size: 0,
|
|
});
|
|
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
label: Some("gpu-mask-distance-fullscreen-shader"),
|
|
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
|
|
});
|
|
let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
label: Some("gpu-mask-distance-fragment-shader"),
|
|
source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
|
|
});
|
|
let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
label: Some("gpu-mask-distance-pipeline"),
|
|
layout: Some(&pipeline_layout),
|
|
vertex: wgpu::VertexState {
|
|
module: &vertex_shader_module,
|
|
entry_point: Some("vertex_main"),
|
|
buffers: &[wgpu::VertexBufferLayout {
|
|
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
|
|
step_mode: wgpu::VertexStepMode::Vertex,
|
|
attributes: &[wgpu::VertexAttribute {
|
|
format: wgpu::VertexFormat::Float32x2,
|
|
offset: 0,
|
|
shader_location: 0,
|
|
}],
|
|
}],
|
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
|
},
|
|
fragment: Some(wgpu::FragmentState {
|
|
module: &fragment_shader_module,
|
|
entry_point: Some("fragment_main"),
|
|
targets: &[Some(wgpu::ColorTargetState {
|
|
format: GPU_TEXTURE_FORMAT,
|
|
blend: None,
|
|
write_mask: wgpu::ColorWrites::ALL,
|
|
})],
|
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
|
}),
|
|
primitive: wgpu::PrimitiveState::default(),
|
|
depth_stencil: None,
|
|
multisample: wgpu::MultisampleState::default(),
|
|
multiview_mask: None,
|
|
cache: None,
|
|
});
|
|
|
|
Self {
|
|
sdf_pipeline: SdfPipeline::new(context),
|
|
inside_texture_bind_group_layout,
|
|
outside_texture_bind_group_layout,
|
|
uniform_bind_group_layout,
|
|
distance_pipeline,
|
|
}
|
|
}
|
|
|
|
pub fn apply_mask_feather(
|
|
&self,
|
|
context: &GpuContext,
|
|
ApplyMaskFeatherOptions {
|
|
mask,
|
|
width,
|
|
height,
|
|
feather,
|
|
}: ApplyMaskFeatherOptions<'_>,
|
|
) -> wgpu::Texture {
|
|
let sdf = self
|
|
.sdf_pipeline
|
|
.compute_signed_distance_field(context, mask, width, height);
|
|
let output_texture = context.create_render_texture(width, height, "masks-feather-output");
|
|
let inside_view = sdf
|
|
.inside_texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
let outside_view = sdf
|
|
.outside_texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
|
let inside_bind_group = context
|
|
.device()
|
|
.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: Some("gpu-mask-distance-inside-bind-group"),
|
|
layout: &self.inside_texture_bind_group_layout,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::TextureView(&inside_view),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
|
|
},
|
|
],
|
|
});
|
|
let outside_bind_group = context
|
|
.device()
|
|
.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: Some("gpu-mask-distance-outside-bind-group"),
|
|
layout: &self.outside_texture_bind_group_layout,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::TextureView(&outside_view),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
|
|
},
|
|
],
|
|
});
|
|
let uniform_buffer =
|
|
context
|
|
.device()
|
|
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("gpu-mask-distance-uniform-buffer"),
|
|
contents: bytemuck::bytes_of(&DistanceUniformBuffer {
|
|
resolution: [width as f32, height as f32],
|
|
feather_half: feather / 2.0,
|
|
_padding: 0.0,
|
|
}),
|
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
|
});
|
|
let uniform_bind_group = context
|
|
.device()
|
|
.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: Some("gpu-mask-distance-uniform-bind-group"),
|
|
layout: &self.uniform_bind_group_layout,
|
|
entries: &[wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: uniform_buffer.as_entire_binding(),
|
|
}],
|
|
});
|
|
let mut encoder =
|
|
context
|
|
.device()
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("gpu-mask-distance-command-encoder"),
|
|
});
|
|
|
|
{
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("gpu-mask-distance-render-pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &output_view,
|
|
resolve_target: None,
|
|
depth_slice: None,
|
|
ops: wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
|
store: wgpu::StoreOp::Store,
|
|
},
|
|
})],
|
|
depth_stencil_attachment: None,
|
|
occlusion_query_set: None,
|
|
timestamp_writes: None,
|
|
multiview_mask: None,
|
|
});
|
|
render_pass.set_pipeline(&self.distance_pipeline);
|
|
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
|
|
render_pass.set_bind_group(0, &inside_bind_group, &[]);
|
|
render_pass.set_bind_group(1, &outside_bind_group, &[]);
|
|
render_pass.set_bind_group(2, &uniform_bind_group, &[]);
|
|
render_pass.draw(0..6, 0..1);
|
|
}
|
|
|
|
context.queue().submit([encoder.finish()]);
|
|
output_texture
|
|
}
|
|
}
|