moria/src/rendering/pipeline.rs

59 lines
2.0 KiB
Rust

use bevy::asset::Assets;
use bevy::render::{
pipeline::{
BlendFactor, BlendOperation, BlendState, ColorTargetState, ColorWrite, CompareFunction,
DepthBiasState, DepthStencilState, PipelineDescriptor, StencilFaceState, StencilState,
},
shader::{Shader, ShaderStage, ShaderStages},
texture::TextureFormat,
};
// pub const PBR_PIPELINE_HANDLE: HandleUntyped =
// HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 13148362314012771389);
pub(crate) fn build_pbr_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
PipelineDescriptor {
depth_stencil: Some(DepthStencilState {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
clamp_depth: false,
}),
color_target_states: vec![ColorTargetState {
format: TextureFormat::default(),
color_blend: BlendState {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendState {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
}],
..PipelineDescriptor::new(ShaderStages {
vertex: shaders.add(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("pbr.vert"),
)),
fragment: Some(shaders.add(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("pbr.frag"),
))),
})
}
}