Complete rewrite

This commit is contained in:
Verox001 2025-05-20 02:44:41 +02:00
parent cb64d94c09
commit acb7c13a5f
12 changed files with 406 additions and 355 deletions

View File

@ -1,5 +1,5 @@
use cgmath::{Rotation3, Vector3};
use solar_engine::{Application, Body, InputEvent, Key, Light, MouseButton, RenderInstance, Shape, Simulator};
use solar_engine::{Application, Body, GpuMaterial, InputEvent, Key, Light, MouseButton, RenderInstance, Shape, Simulator, SubInstance};
use std::sync::{Arc, RwLock};
use std::thread;
@ -70,22 +70,47 @@ pub async fn run() {
1.0 / 1000.0,
));
let sun_material = GpuMaterial::new(
[1.0, 1.0, 0.0, 1.0],
[2.0, 2.0, 1.0],
);
let earth_material = GpuMaterial::new(
[0.0, 0.0, 1.0, 1.0],
[0.0, 0.0, 0.0],
);
let default_material = GpuMaterial::new(
[0.5, 0.5, 0.5, 1.0],
[0.0, 0.0, 0.0],
);
state.set_materials(vec![
sun_material,
earth_material,
default_material,
]);
let instances = bodies
.iter()
.enumerate()
.map(|(i, b)| {
let material_id = match i {
0 => 0,
1 => 1,
_ => 2,
};
RenderInstance {
position: ((b.position / 1.496e11) - sun_pos).cast::<f32>().unwrap(),
rotation: cgmath::Quaternion::from_angle_z(cgmath::Deg(0.0)),
color: match i {
0 => [1.0, 1.0, 0.0], // Sun
1 => [0.0, 0.0, 1.0], // Earth
_ => [0.5, 0.5, 0.5],
},
scale: 0.05,
submeshes: vec![
SubInstance {
shape: Shape::Sphere,
always_lit: i == 0, // Sun
is_transparent: false,
material_id,
}
],
}
})
.collect();

View File

@ -5,10 +5,10 @@ use winit::window::{Window, WindowId};
use crate::input::{InputEvent, InputTracker};
pub struct StateApplication<'a> {
state: Option<crate::state::State<'a>>,
state: Option<crate::engine_state::EngineState<'a>>,
modifiers: Modifiers,
update_fn: Option<Box<dyn FnMut(&mut crate::state::State<'a>) + 'a>>,
input_fn: Option<Box<dyn FnMut(&mut crate::state::State<'a>, &InputEvent) + 'a>>,
update_fn: Option<Box<dyn FnMut(&mut crate::engine_state::EngineState<'a>) + 'a>>,
input_fn: Option<Box<dyn FnMut(&mut crate::engine_state::EngineState<'a>, &InputEvent) + 'a>>,
input_tracker: InputTracker
}
@ -17,12 +17,12 @@ impl<'a> StateApplication<'a> {
Self { state: None, update_fn: None, input_fn: None, modifiers: Modifiers::default(), input_tracker: InputTracker::default() }
}
pub fn on_update<F: FnMut(&mut crate::state::State<'a>) + 'a>(mut self, func: F) -> Self {
pub fn on_update<F: FnMut(&mut crate::engine_state::EngineState<'a>) + 'a>(mut self, func: F) -> Self {
self.update_fn = Some(Box::new(func));
self
}
pub fn on_input<F: FnMut(&mut crate::state::State<'a>, &InputEvent) + 'a>(mut self, func: F) -> Self {
pub fn on_input<F: FnMut(&mut crate::engine_state::EngineState<'a>, &InputEvent) + 'a>(mut self, func: F) -> Self {
self.input_fn = Some(Box::new(func));
self
}
@ -38,7 +38,7 @@ impl<'a> ApplicationHandler for StateApplication<'a> {
let window = event_loop
.create_window(Window::default_attributes().with_title("Solar Engine"))
.unwrap();
self.state = Some(crate::state::State::new(window));
self.state = Some(crate::engine_state::EngineState::new(window));
}
fn window_event(
@ -58,9 +58,12 @@ impl<'a> ApplicationHandler for StateApplication<'a> {
self.state.as_mut().unwrap().resize(physical_size);
}
WindowEvent::RedrawRequested => {
if let (Some(state), Some(update_fn)) = (self.state.as_mut(), self.update_fn.as_mut()) {
if let Some(state) = self.state.as_mut() {
state.update();
if let Some(update_fn) = self.update_fn.as_mut() {
update_fn(state);
}
}
self.state.as_mut().unwrap().render().unwrap();
}

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@ -6,13 +6,14 @@ use winit::dpi::PhysicalSize;
use winit::window::{Window};
use crate::camera::Camera;
use crate::geometry_manager::GeometryManager;
use crate::globals::GlobalsManager;
use crate::instance_manager::InstanceManager;
use crate::light::{LightManager};
use crate::material::{GpuMaterial, MaterialManager};
use crate::renderer::{RenderInstance, Renderer};
use crate::globals_manager::GlobalsManager;
use crate::instance_manager::{InstanceManager, RenderInstance};
use crate::light_manager::{LightManager};
use crate::material_manager::{GpuMaterial, MaterialManager};
use crate::render_manager::{RenderManager};
pub struct SampleCount(pub u32);
type RenderResult = Result<(), SurfaceError>;
impl SampleCount {
pub fn get(&self) -> u32 {
@ -20,7 +21,7 @@ impl SampleCount {
}
}
pub struct State<'a> {
pub struct EngineState<'a> {
surface: Surface<'a>,
device: Device,
queue: Queue,
@ -31,15 +32,15 @@ pub struct State<'a> {
window: Arc<Window>,
pub camera: Camera,
pub globals: GlobalsManager,
pub globals_manager: GlobalsManager,
pub geometry_manager: GeometryManager,
pub instance_manager: InstanceManager,
pub light_manager: LightManager,
pub material_manager: MaterialManager,
pub renderer: Renderer,
pub render_manager: RenderManager,
}
impl<'a> State<'a> {
impl<'a> EngineState<'a> {
pub(crate) fn new(window: Window) -> Self {
let window = Arc::new(window);
let size = window.inner_size();
@ -61,27 +62,17 @@ impl<'a> State<'a> {
let camera = Camera::new(config.width as f32 / config.height as f32);
let globals = GlobalsManager::new(&device, config.width, config.height, &camera);
let globals_manager = GlobalsManager::new(&device, config.width, config.height, &camera);
let geometry_manager = GeometryManager::new(&device);
let instance_manager = InstanceManager::new(&device);
let mut light_manager = LightManager::new(&device, 100);
let initial_materials = vec![
GpuMaterial {
albedo: [1.0, 1.0, 1.0],
emissive: [0.0, 0.0, 0.0],
metallic: 0.0,
roughness: 0.5,
};
8
];
let mut material_manager = MaterialManager::new(&device);
let mut material_manager = MaterialManager::new(&device, initial_materials);
let renderer = Renderer::new(
let render_manager = RenderManager::new(
&device,
&config,
globals.layout(),
&globals_manager,
&mut light_manager,
&material_manager,
&camera,
@ -97,12 +88,12 @@ impl<'a> State<'a> {
size,
window,
camera,
globals,
globals_manager,
geometry_manager,
instance_manager,
light_manager,
material_manager,
renderer,
render_manager,
}
}
@ -189,22 +180,24 @@ impl<'a> State<'a> {
self.surface.configure(&self.device, &self.config);
self.camera.set_aspect(new_size.width as f32 / new_size.height as f32);
self.globals.resize(new_size.width, new_size.height);
self.renderer.resize(&self.device, new_size.width, new_size.height);
self.globals_manager.resize(&self.queue, new_size.width, new_size.height, &self.camera);
self.render_manager.resize(&self.device, new_size.width, new_size.height);
}
}
pub fn render(&mut self) -> Result<(), SurfaceError> {
pub fn update(&mut self) {}
pub fn render(&mut self) -> RenderResult {
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
self.renderer.render_frame(
self.render_manager.render_frame(
&self.device,
&self.queue,
output,
&view,
self.config.format,
&mut self.globals,
&mut self.globals_manager,
&self.camera,
&mut self.light_manager,
&self.geometry_manager,
@ -213,6 +206,10 @@ impl<'a> State<'a> {
)
}
pub fn set_materials(&mut self, materials: Vec<GpuMaterial>) {
self.material_manager.set_materials(&self.device, materials);
}
pub fn set_instances(&mut self, instances: Vec<RenderInstance>) {
self.instance_manager.set_instances(&self.device, &self.queue, instances);
}

View File

@ -1,7 +1,7 @@
use std::collections::HashMap;
use wgpu::{Device, Buffer};
use wgpu::util::DeviceExt;
use crate::renderer::Vertex;
use crate::render_manager::Vertex;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Shape {
@ -24,21 +24,19 @@ impl GeometryManager {
let mut geometries = HashMap::new();
// Circle
let (circle_vertices, circle_indices) = create_circle_vertices(512, 0.5, [0.5, 0.5, 0.5]);
let (circle_vertices, circle_indices) = generate_circle_mesh(512, 0.5);
geometries.insert(
Shape::Circle,
Self::create_geometry(device, &circle_vertices, &circle_indices),
);
// Sphere
let (sphere_vertices, sphere_indices) = create_sphere_vertices(32, 32, 0.5, [0.5, 0.5, 0.5]);
let (sphere_vertices, sphere_indices) = generate_sphere_mesh(32, 32, 0.5);
geometries.insert(
Shape::Sphere,
Self::create_geometry(device, &sphere_vertices, &sphere_indices),
);
// Füge hier beliebige weitere Shapes hinzu
Self { geometries }
}
@ -71,10 +69,10 @@ impl GeometryManager {
}
}
pub fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]) -> (Vec<Vertex>, Vec<u16>) {
pub fn generate_circle_mesh(segment_count: usize, radius: f32) -> (Vec<Vertex>, Vec<u16>) {
let mut vertices = vec![Vertex {
position: [0.0, 0.0, 0.0],
color,
color: [1.0, 1.0, 1.0],
normal: [0.0, 0.0, 1.0],
}];
let mut indices = vec![];
@ -85,7 +83,7 @@ pub fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]
let y = radius * theta.sin();
vertices.push(Vertex {
position: [x, y, 0.0],
color,
color: [1.0, 1.0, 1.0],
normal: [0.0, 0.0, 1.0],
});
}
@ -99,7 +97,7 @@ pub fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]
(vertices, indices)
}
pub fn create_sphere_vertices(stacks: usize, slices: usize, radius: f32, color: [f32; 3]) -> (Vec<Vertex>, Vec<u16>) {
pub fn generate_sphere_mesh(stacks: usize, slices: usize, radius: f32) -> (Vec<Vertex>, Vec<u16>) {
let mut vertices = Vec::new();
let mut indices = Vec::new();
@ -113,12 +111,10 @@ pub fn create_sphere_vertices(stacks: usize, slices: usize, radius: f32, color:
let x = r * theta.cos();
let z = r * theta.sin();
let normal = [x, y, z];
vertices.push(Vertex {
position: [x * radius, y * radius, z * radius],
color,
normal,
color: [1.0, 1.0, 1.0],
normal: [x, y, z],
});
}
}

View File

@ -8,25 +8,25 @@ use wgpu::util::DeviceExt;
pub struct GlobalsUniform {
pub view_proj: [[f32; 4]; 4],
pub resolution: [f32; 2],
_padding: [f32; 2],
_pad: [u32; 2],
}
pub struct GlobalsManager {
buffer: Buffer,
pub(crate) bind_group: BindGroup,
layout: BindGroupLayout,
resolution: [f32; 2],
pub buffer: Buffer,
pub bind_group: BindGroup,
pub layout: BindGroupLayout,
pub resolution: [f32; 2],
}
impl GlobalsManager {
pub fn new(device: &Device, width: u32, height: u32, camera: &Camera) -> Self {
let resolution = [width as f32, height as f32];
let view_proj = camera.build_view_projection_matrix();
let view_proj = camera.build_view_projection_matrix();
let data = GlobalsUniform {
view_proj: view_proj.into(),
resolution,
_padding: [0.0; 2],
_pad: [0; 2],
};
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
@ -66,29 +66,18 @@ impl GlobalsManager {
}
}
pub fn update(&mut self, queue: &Queue, camera: &Camera) {
pub fn update(&self, queue: &Queue, camera: &Camera) {
let view_proj = camera.build_view_projection_matrix();
let data = GlobalsUniform {
view_proj: view_proj.into(),
resolution: self.resolution,
_padding: [0.0; 2],
_pad: [0; 2],
};
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[data]));
}
pub fn resize(&mut self, width: u32, height: u32) {
pub fn resize(&mut self, queue: &Queue, width: u32, height: u32, camera: &Camera) {
self.resolution = [width as f32, height as f32];
}
pub fn layout(&self) -> &BindGroupLayout {
&self.layout
}
pub fn bind_group(&self) -> &BindGroup {
&self.bind_group
}
pub fn resolution(&self) -> [f32; 2] {
self.resolution
self.update(queue, camera);
}
}

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@ -1,12 +1,63 @@
use std::collections::HashMap;
use std::mem::size_of;
use wgpu::{Buffer, Device, Queue};
use wgpu::util::DeviceExt;
use std::mem::size_of;
use crate::geometry_manager::Shape;
use crate::renderer::{InstanceRaw, RenderInstance};
pub struct SubInstance {
pub shape: Shape,
pub material_id: u32,
}
pub struct RenderInstance {
pub position: cgmath::Vector3<f32>,
pub rotation: cgmath::Quaternion<f32>,
pub scale: f32,
pub submeshes: Vec<SubInstance>,
}
impl RenderInstance {
pub fn to_raws(&self) -> Vec<InstanceRaw> {
let model = cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation)
* cgmath::Matrix4::from_scale(self.scale);
self.submeshes
.iter()
.map(|sub| InstanceRaw {
model: model.into(),
material_id: sub.material_id,
})
.collect()
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct InstanceRaw {
pub model: [[f32; 4]; 4],
pub material_id: u32,
}
impl InstanceRaw {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 16, shader_location: 6, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 32, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 48, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 64, shader_location: 9, format: wgpu::VertexFormat::Uint32 },
],
}
}
}
pub struct InstanceManager {
instances: Vec<RenderInstance>,
raw: Vec<InstanceRaw>,
raw_by_shape: HashMap<Shape, Vec<InstanceRaw>>,
buffer: Buffer,
}
@ -21,35 +72,50 @@ impl InstanceManager {
Self {
instances: Vec::new(),
raw: Vec::new(),
raw_by_shape: HashMap::new(),
buffer,
}
}
pub fn set_instances(&mut self, device: &Device, queue: &Queue, instances: Vec<RenderInstance>) {
self.raw = instances.iter().map(RenderInstance::to_raw).collect();
let byte_len = (self.raw.len() * size_of::<InstanceRaw>()) as wgpu::BufferAddress;
let mut raw_by_shape: HashMap<Shape, Vec<InstanceRaw>> = HashMap::new();
for instance in &instances {
let model = cgmath::Matrix4::from_translation(instance.position)
* cgmath::Matrix4::from(instance.rotation)
* cgmath::Matrix4::from_scale(instance.scale);
for sub in &instance.submeshes {
raw_by_shape
.entry(sub.shape)
.or_default()
.push(InstanceRaw {
model: model.into(),
material_id: sub.material_id,
});
}
}
let all_raws: Vec<InstanceRaw> =
raw_by_shape.values().flat_map(|v| v.iter().copied()).collect();
let byte_len = (all_raws.len() * size_of::<InstanceRaw>()) as wgpu::BufferAddress;
if byte_len > self.buffer.size() {
self.buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer (resized)"),
contents: bytemuck::cast_slice(&self.raw),
contents: bytemuck::cast_slice(&all_raws),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
} else {
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.raw));
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&all_raws));
}
self.instances = instances;
self.raw_by_shape = raw_by_shape;
}
pub fn raw_instances_for_shape(&self, shape: Shape) -> Vec<&InstanceRaw> {
self.instances
.iter()
.zip(self.raw.iter())
.filter(|(inst, _)| inst.shape == shape)
.map(|(_, raw)| raw)
.collect()
pub fn raw_instances_for_shape(&self, shape: Shape) -> &[InstanceRaw] {
self.raw_by_shape.get(&shape).map_or(&[], |v| v.as_slice())
}
pub fn buffer(&self) -> &Buffer {

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@ -1,15 +1,15 @@
mod body;
mod simulator;
mod state;
mod engine_state;
mod application;
mod input;
mod camera;
mod light;
mod renderer;
mod light_manager;
mod render_manager;
mod instance_manager;
mod globals;
mod globals_manager;
mod geometry_manager;
mod material;
mod material_manager;
pub use body::Body;
@ -18,12 +18,15 @@ pub use simulator::distance_squared;
pub use application::StateApplication as Application;
pub use state::State;
pub use engine_state::EngineState;
pub use renderer::RenderInstance;
pub use instance_manager::RenderInstance;
pub use instance_manager::SubInstance;
pub use light::Light;
pub use light::LightType;
pub use material_manager::GpuMaterial;
pub use light_manager::Light;
pub use light_manager::LightType;
pub use geometry_manager::Shape;

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@ -73,8 +73,8 @@ impl Light {
pub struct LightManager {
pub lights: Vec<Light>,
pub buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub count_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub layout: wgpu::BindGroupLayout,
pub cluster_buffers: Option<ClusterBuffers>,
}
@ -183,12 +183,10 @@ impl LightManager {
queue.write_buffer(&self.count_buffer, 0, bytemuck::bytes_of(&count));
}
pub fn bind_group(&self) -> &wgpu::BindGroup {
&self.bind_group
pub fn ensure_cluster_buffers(&mut self, device: &wgpu::Device, assignment: &ClusterAssignment) {
if self.cluster_buffers.is_none() {
self.cluster_buffers = Some(self.create_cluster_buffers(device, assignment));
}
pub fn layout(&self) -> &wgpu::BindGroupLayout {
&self.layout
}
pub fn create_cluster_buffers(
@ -357,4 +355,18 @@ impl LightManager {
cluster_offsets,
}
}
pub fn update_all(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
view_matrix: Matrix4<f32>,
projection_matrix: Matrix4<f32>,
screen_width: f32,
screen_height: f32,
) {
self.update_gpu(queue);
let assignment = self.compute_cluster_assignments(view_matrix, projection_matrix, screen_width, screen_height);
self.update_cluster_buffers(device, queue, &assignment);
}
}

View File

@ -1,58 +0,0 @@
use wgpu::{Buffer, Device, Queue};
use wgpu::util::DeviceExt;
use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct GpuMaterial {
pub albedo: [f32; 3],
pub emissive: [f32; 3],
pub metallic: f32,
pub roughness: f32,
}
pub struct MaterialManager {
materials: Vec<GpuMaterial>,
buffer: Buffer,
pub layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
}
impl MaterialManager {
pub fn new(device: &Device, materials: Vec<GpuMaterial>) -> Self {
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Material Buffer"),
contents: bytemuck::cast_slice(&materials),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Material BindGroupLayout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Material BindGroup"),
layout: &layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
});
Self { materials, buffer, layout, bind_group }
}
pub fn update(&mut self, queue: &Queue) {
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.materials));
}
}

View File

@ -0,0 +1,110 @@
use wgpu::{Buffer, Device, Queue};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct GpuMaterial {
pub base_color: [f32; 4],
pub emission: [f32; 3],
_pad: f32,
}
impl GpuMaterial {
pub fn new(base_color: [f32; 4], emission: [f32; 3]) -> Self {
Self {
base_color,
emission,
_pad: 0.0,
}
}
}
pub struct MaterialManager {
materials: Vec<GpuMaterial>,
buffer: Buffer,
pub layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
}
impl MaterialManager {
pub fn new(device: &Device) -> Self {
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Material BindGroup Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let default_materials = vec![
GpuMaterial {
base_color: [1.0, 1.0, 1.0, 1.0],
emission: [0.0, 0.0, 0.0],
_pad: 0.0,
},
];
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Material Buffer"),
contents: bytemuck::cast_slice(&default_materials),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
label: Some("Material BindGroup"),
});
Self {
materials: default_materials,
buffer,
bind_group,
layout,
}
}
pub fn update(&self, queue: &Queue) {
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.materials));
}
pub fn add_material(&mut self, material: GpuMaterial) -> u32 {
self.materials.push(material);
(self.materials.len() - 1) as u32
}
pub fn set_materials(&mut self, device: &Device, materials: Vec<GpuMaterial>) {
self.materials = materials;
self.buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Material Buffer"),
contents: bytemuck::cast_slice(&self.materials),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: self.buffer.as_entire_binding(),
}],
label: Some("Material BindGroup"),
});
}
pub fn get_materials(&self) -> &[GpuMaterial] {
&self.materials
}
}

View File

@ -1,149 +1,93 @@
use wgpu::{Device, Queue, SurfaceConfiguration, SurfaceTexture, TextureView};
use crate::camera::Camera;
use crate::geometry_manager::{GeometryManager, Shape};
use crate::globals::GlobalsManager;
use crate::instance_manager::InstanceManager;
use crate::light::LightManager;
use wgpu::{Device, Queue, SurfaceTexture, TextureView};
use crate::material::MaterialManager;
pub struct RenderInstance {
pub position: cgmath::Vector3<f32>,
pub rotation: cgmath::Quaternion<f32>,
pub color: [f32; 3],
pub scale: f32,
pub shape: Shape,
pub always_lit: bool,
pub is_transparent: bool
}
impl RenderInstance {
pub fn to_raw(&self) -> InstanceRaw {
let model = cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation)
* cgmath::Matrix4::from_scale(self.scale);
InstanceRaw {
model: model.into(),
color: self.color,
flags: (self.always_lit as u32) | ((self.is_transparent as u32) << 1)
}
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct InstanceRaw {
model: [[f32; 4]; 4],
color: [f32; 3],
flags: u32,
}
impl InstanceRaw {
pub(crate) fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: size_of::<InstanceRaw>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 16, shader_location: 6, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 32, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 48, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 64, shader_location: 9, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: 76, shader_location: 10, format: wgpu::VertexFormat::Uint32 },
],
}
}
}
use crate::geometry_manager::GeometryManager;
use crate::globals_manager::GlobalsManager;
use crate::instance_manager::{InstanceManager, InstanceRaw};
use crate::light_manager::LightManager;
use crate::material_manager::MaterialManager;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub(crate) position: [f32; 3],
pub(crate) color: [f32; 3],
pub(crate) normal: [f32; 3],
pub position: [f32; 3],
pub color: [f32; 3],
pub normal: [f32; 3],
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 3] =
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3, 2 => Float32x3];
pub(crate) fn desc() -> wgpu::VertexBufferLayout<'static> {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: size_of::<Self>() as wgpu::BufferAddress,
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}
pub struct Renderer {
pub struct RenderManager {
pipeline: wgpu::RenderPipeline,
depth_texture: TextureView,
sample_count: u32
depth_texture: wgpu::TextureView,
sample_count: u32,
}
impl Renderer {
impl RenderManager {
pub fn new(
device: &Device,
config: &wgpu::SurfaceConfiguration,
global_layout: &wgpu::BindGroupLayout,
light_manager: &mut LightManager,
material_manager: &MaterialManager,
config: &SurfaceConfiguration,
globals: &GlobalsManager,
lights: &LightManager,
materials: &MaterialManager,
camera: &Camera,
sample_count: u32,
) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
label: Some("Main Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/shader.wgsl").into()),
});
let cluster_assignment = light_manager.compute_cluster_assignments(
let cluster_assignment = lights.compute_cluster_assignments(
camera.build_view_matrix(),
camera.build_view_projection_matrix(),
config.width as f32,
config.height as f32,
);
let cluster_buffers = light_manager.create_cluster_buffers(device, &cluster_assignment);
let cluster_buffers = lights.create_cluster_buffers(device, &cluster_assignment);
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
label: Some("Main Pipeline Layout"),
bind_group_layouts: &[
global_layout,
&light_manager.layout,
&globals.layout,
&lights.layout,
&cluster_buffers.layout,
&material_manager.layout,
&materials.layout,
],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
label: Some("Main Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc(), InstanceRaw::desc()],
compilation_options: Default::default(),
buffers: &[Vertex::desc(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::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,
},
primitive: wgpu::PrimitiveState::default(),
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
@ -160,8 +104,7 @@ impl Renderer {
cache: None,
});
let depth_texture =
Self::create_depth_texture(device, config.width, config.height, sample_count);
let depth_texture = Self::create_depth_texture(device, config.width, config.height, sample_count);
Self {
pipeline,
@ -170,25 +113,12 @@ impl Renderer {
}
}
pub fn resize(&mut self, device: &Device, width: u32, height: u32) {
self.depth_texture = Self::create_depth_texture(device, width, height, self.sample_count);
}
fn create_depth_texture(
device: &Device,
width: u32,
height: u32,
sample_count: u32,
) -> TextureView {
fn create_depth_texture(device: &Device, width: u32, height: u32, samples: u32) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Depth Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count,
sample_count: samples,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
@ -197,6 +127,10 @@ impl Renderer {
texture.create_view(&Default::default())
}
pub fn resize(&mut self, device: &Device, width: u32, height: u32) {
self.depth_texture = Self::create_depth_texture(device, width, height, self.sample_count);
}
pub fn render_frame(
&mut self,
device: &Device,
@ -204,34 +138,35 @@ impl Renderer {
output: SurfaceTexture,
view: &TextureView,
surface_format: wgpu::TextureFormat,
globals: &mut GlobalsManager,
globals: &GlobalsManager,
camera: &Camera,
light_manager: &mut LightManager,
lights: &mut LightManager,
geometry: &GeometryManager,
instances: &InstanceManager,
material_manager: &mut MaterialManager,
materials: &mut MaterialManager,
) -> Result<(), wgpu::SurfaceError> {
// Update uniform buffer
// Update globals
globals.update(queue, camera);
// Update cluster buffers
let assignment = light_manager.compute_cluster_assignments(
// Update light cluster
let assignment = lights.compute_cluster_assignments(
camera.build_view_matrix(),
camera.build_view_projection_matrix(),
globals.resolution()[0],
globals.resolution()[1],
globals.resolution[0],
globals.resolution[1],
);
light_manager.update_cluster_buffers(device, queue, &assignment);
light_manager.update_gpu(queue);
lights.update_cluster_buffers(device, queue, &assignment);
lights.update_gpu(queue);
// Update material buffer
material_manager.update(queue);
// Update materials
materials.update(queue);
// Create MSAA target
let multisampled_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Multisample Target"),
size: wgpu::Extent3d {
width: globals.resolution()[0] as u32,
height: globals.resolution()[1] as u32,
width: globals.resolution[0] as u32,
height: globals.resolution[1] as u32,
depth_or_array_layers: 1,
},
mip_level_count: 1,
@ -241,8 +176,10 @@ impl Renderer {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let multisampled_view = multisampled_texture.create_view(&Default::default());
// Begin render
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
@ -254,12 +191,7 @@ impl Renderer {
view: &multisampled_view,
resolve_target: Some(view),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.1,
b: 0.2,
a: 1.0,
}),
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.05, g: 0.05, b: 0.1, a: 1.0 }),
store: wgpu::StoreOp::Store,
},
})],
@ -276,24 +208,23 @@ impl Renderer {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &globals.bind_group, &[]);
pass.set_bind_group(1, &light_manager.bind_group, &[]);
if let Some(clusters) = &light_manager.cluster_buffers {
pass.set_bind_group(2, &clusters.bind_group, &[]);
pass.set_bind_group(1, &lights.bind_group, &[]);
if let Some(cluster) = &lights.cluster_buffers {
pass.set_bind_group(2, &cluster.bind_group, &[]);
}
pass.set_bind_group(3, &material_manager.bind_group, &[]);
pass.set_bind_group(3, &materials.bind_group, &[]);
for shape in geometry.shapes() {
if let Some(mesh) = geometry.get(&shape) {
let relevant = instances.raw_instances_for_shape(shape);
if relevant.is_empty() {
let instances_for_shape = instances.raw_instances_for_shape(shape);
if instances_for_shape.is_empty() {
continue;
}
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.set_vertex_buffer(1, instances.buffer().slice(..));
pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
pass.draw_indexed(0..mesh.index_count, 0, 0..relevant.len() as u32);
pass.draw_indexed(0..mesh.index_count, 0, 0..instances_for_shape.len() as u32);
}
}
}

View File

@ -16,25 +16,16 @@ struct InstanceInput {
@location(6) model_row1: vec4<f32>,
@location(7) model_row2: vec4<f32>,
@location(8) model_row3: vec4<f32>,
@location(9) color: vec3<f32>,
@location(10) flags: u32,
@location(9) material_id: u32,
};
struct VSOutput {
@builtin(position) position: vec4<f32>,
@location(0) frag_color: vec3<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) normal: vec3<f32>,
@location(3) flags: u32,
@location(0) world_pos: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) material_id: u32,
};
struct LightCount {
count: u32,
};
@group(1) @binding(1)
var<uniform> light_count: LightCount;
struct Globals {
view_proj: mat4x4<f32>,
resolution: vec2<f32>,
@ -57,17 +48,18 @@ struct GpuLight {
@group(1) @binding(0)
var<storage, read> all_lights: array<GpuLight>;
@group(1) @binding(1)
var<uniform> light_count: u32;
@group(2) @binding(0)
var<storage, read> cluster_light_indices: array<u32>;
@group(2) @binding(1)
var<storage, read> cluster_offsets: array<vec2<u32>>;
struct GpuMaterial {
albedo: vec3<f32>,
emissive: vec3<f32>,
metallic: f32,
roughness: f32,
_pad: vec2<f32>,
base_color: vec4<f32>,
emission: vec3<f32>
};
@group(3) @binding(0)
@ -84,18 +76,17 @@ fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
instance.model_row3
);
let world_position = (model * vec4<f32>(vertex.position, 1.0)).xyz;
let world_pos = (model * vec4<f32>(vertex.position, 1.0)).xyz;
let normal_matrix = mat3x3<f32>(
instance.model_row0.xyz,
instance.model_row1.xyz,
instance.model_row2.xyz
);
out.position = globals.view_proj * vec4<f32>(world_position, 1.0);
out.frag_color = instance.color * vertex.color;
out.world_pos = world_position;
out.position = globals.view_proj * vec4<f32>(world_pos, 1.0);
out.world_pos = world_pos;
out.normal = normalize(normal_matrix * vertex.normal);
out.flags = instance.flags;
out.material_id = instance.material_id;
return out;
}
@ -107,8 +98,7 @@ fn compute_cluster_id(frag_coord: vec4<f32>, view_pos_z: f32, screen_size: vec2<
let x = clamp(u32(x_frac * f32(CLUSTER_COUNT_X)), 0u, CLUSTER_COUNT_X - 1u);
let y = clamp(u32(y_frac * f32(CLUSTER_COUNT_Y)), 0u, CLUSTER_COUNT_Y - 1u);
// Z: logarithmic depth
let depth = -view_pos_z; // view-space z is negative
let depth = -view_pos_z;
let depth_clamped = clamp(depth, NEAR_PLANE, FAR_PLANE);
let log_depth = log2(depth_clamped);
let z = clamp(u32((log_depth / log2(FAR_PLANE / NEAR_PLANE)) * f32(CLUSTER_COUNT_Z)), 0u, CLUSTER_COUNT_Z - 1u);
@ -116,18 +106,10 @@ fn compute_cluster_id(frag_coord: vec4<f32>, view_pos_z: f32, screen_size: vec2<
return x + y * CLUSTER_COUNT_X + z * CLUSTER_COUNT_X * CLUSTER_COUNT_Y;
}
fn is_nan_f32(x: f32) -> bool {
return x != x;
}
fn is_nan_vec3(v: vec3<f32>) -> bool {
return any(vec3<bool>(v != v));
}
@fragment
fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
var lighting: vec3<f32> = vec3<f32>(0.0);
let always_lit = (input.flags & 0x1u) != 0u;
let material = materials[input.material_id];
var lighting = vec3<f32>(0.0);
let cluster_id = compute_cluster_id(input.position, input.world_pos.z, globals.resolution);
let offset_info = cluster_offsets[cluster_id];
@ -137,43 +119,38 @@ fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
for (var i = 0u; i < count; i = i + 1u) {
let light_index = cluster_light_indices[offset + i];
let light = all_lights[light_index];
var light_contrib: vec3<f32> = vec3<f32>(0.0);
let light_dir = normalize(light.position - input.world_pos);
let diff = max(dot(input.normal, light_dir), 0.0);
var light_contrib = vec3<f32>(0.0);
switch (light.light_type) {
case 0u: { // Directional
case 0u: {
light_contrib = light.color * light.intensity * diff;
}
case 1u: { // Point
case 1u: {
let dist = distance(light.position, input.world_pos);
if (dist < light.range) {
let attenuation = 1.0 / (dist * dist);
light_contrib = light.color * light.intensity * diff * attenuation;
}
}
case 2u: { // Spot
case 2u: {
let spot_dir = normalize(-light.direction);
let angle = dot(spot_dir, light_dir);
if (angle > light.outer_cutoff) {
let intensity = clamp((angle - light.outer_cutoff) / (light.inner_cutoff - light.outer_cutoff), 0.0, 1.0);
let falloff = clamp((angle - light.outer_cutoff) / (light.inner_cutoff - light.outer_cutoff), 0.0, 1.0);
let dist = distance(light.position, input.world_pos);
let attenuation = 1.0 / (dist * dist);
light_contrib = light.color * light.intensity * diff * attenuation * intensity;
light_contrib = light.color * light.intensity * diff * attenuation * falloff;
}
}
default: {}
}
if (!always_lit) {
lighting += light_contrib;
}
}
if (always_lit) {
lighting = vec3<f32>(1.0, 1.0, 1.0) * 2.0;
}
return vec4<f32>(input.frag_color * lighting, 1.0);
let final_rgb = material.base_color.rgb * lighting + material.emission;
return vec4<f32>(final_rgb, material.base_color.a);
}