Refactored and structured code to reduce load in state
This commit is contained in:
parent
1b25b358df
commit
f4484ba335
10
solar_engine/src/device_manager.rs
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10
solar_engine/src/device_manager.rs
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@ -0,0 +1,10 @@
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use wgpu::{Device, Queue, Surface, SurfaceConfiguration};
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use crate::render::SampleCount;
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pub struct DeviceManager<'a> {
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pub surface: Surface<'a>,
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pub device: Device,
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pub queue: Queue,
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pub config: SurfaceConfiguration,
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pub sample_count: SampleCount,
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}
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60
solar_engine/src/geometry_manager.rs
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60
solar_engine/src/geometry_manager.rs
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@ -0,0 +1,60 @@
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use std::collections::HashMap;
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use wgpu::{Device, Buffer};
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use crate::render::{create_circle_vertices, create_sphere_vertices, Geometry, Shape, Vertex};
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use wgpu::util::DeviceExt;
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pub struct GeometryManager {
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pub geometries: HashMap<Shape, Geometry>,
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}
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impl GeometryManager {
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pub fn new(device: &Device) -> Self {
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let mut geometries = HashMap::new();
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// Circle
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let (circle_vertices, circle_indices) = create_circle_vertices(512, 0.5, [0.5, 0.5, 0.5]);
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geometries.insert(
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Shape::Circle,
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Self::create_geometry(device, &circle_vertices, &circle_indices),
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);
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// Sphere
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let (sphere_vertices, sphere_indices) = create_sphere_vertices(32, 32, 0.5, [0.5, 0.5, 0.5]);
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geometries.insert(
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Shape::Sphere,
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Self::create_geometry(device, &sphere_vertices, &sphere_indices),
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);
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// Füge hier beliebige weitere Shapes hinzu
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Self { geometries }
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}
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pub fn get(&self, shape: &Shape) -> Option<&Geometry> {
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self.geometries.get(shape)
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}
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pub fn shapes(&self) -> impl Iterator<Item = Shape> + '_ {
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self.geometries.keys().copied()
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}
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fn create_geometry(device: &Device, vertices: &[Vertex], indices: &[u16]) -> Geometry {
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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Geometry {
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vertex_buffer,
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index_buffer,
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index_count: indices.len() as u32,
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}
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}
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}
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95
solar_engine/src/globals.rs
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95
solar_engine/src/globals.rs
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@ -0,0 +1,95 @@
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use crate::camera::Camera;
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use crate::render::Globals;
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use wgpu::{BindGroup, BindGroupLayout, Buffer, Device, Queue};
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use bytemuck::{Pod, Zeroable};
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use wgpu::util::DeviceExt;
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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pub struct GlobalsUniform {
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pub view_proj: [[f32; 4]; 4],
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pub resolution: [f32; 2],
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_padding: [f32; 2],
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}
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pub struct GlobalsManager {
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buffer: Buffer,
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pub(crate) bind_group: BindGroup,
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layout: BindGroupLayout,
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resolution: [f32; 2],
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}
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impl GlobalsManager {
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pub fn new(device: &Device, width: u32, height: u32, camera: &Camera) -> Self {
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let resolution = [width as f32, height as f32];
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let view_proj = camera.build_view_projection_matrix();
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let data = GlobalsUniform {
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view_proj: view_proj.into(),
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resolution,
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_padding: [0.0; 2],
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};
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Globals Buffer"),
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contents: bytemuck::cast_slice(&[data]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Globals Bind Group Layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Globals Bind Group"),
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layout: &layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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});
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Self {
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buffer,
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bind_group,
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layout,
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resolution,
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}
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}
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pub fn update(&mut self, queue: &Queue, camera: &Camera) {
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let view_proj = camera.build_view_projection_matrix();
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let data = GlobalsUniform {
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view_proj: view_proj.into(),
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resolution: self.resolution,
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_padding: [0.0; 2],
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};
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queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[data]));
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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self.resolution = [width as f32, height as f32];
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}
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pub fn layout(&self) -> &BindGroupLayout {
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&self.layout
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}
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pub fn bind_group(&self) -> &BindGroup {
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&self.bind_group
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}
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pub fn resolution(&self) -> [f32; 2] {
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self.resolution
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}
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}
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65
solar_engine/src/instance_manager.rs
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65
solar_engine/src/instance_manager.rs
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@ -0,0 +1,65 @@
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use crate::render::{InstanceRaw, RenderInstance, Shape};
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use wgpu::{Buffer, Device, Queue};
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use wgpu::util::DeviceExt;
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use std::mem::size_of;
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pub struct InstanceManager {
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instances: Vec<RenderInstance>,
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raw: Vec<InstanceRaw>,
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buffer: Buffer,
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}
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impl InstanceManager {
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pub fn new(device: &Device) -> Self {
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Instance Buffer (empty)"),
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size: 1,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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Self {
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instances: Vec::new(),
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raw: Vec::new(),
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buffer,
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}
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}
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pub fn set_instances(&mut self, device: &Device, queue: &Queue, instances: Vec<RenderInstance>) {
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self.raw = instances.iter().map(RenderInstance::to_raw).collect();
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let byte_len = (self.raw.len() * size_of::<InstanceRaw>()) as wgpu::BufferAddress;
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if byte_len > self.buffer.size() {
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self.buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer (resized)"),
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contents: bytemuck::cast_slice(&self.raw),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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} else {
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queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.raw));
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}
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self.instances = instances;
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}
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pub fn raw_instances_for_shape(&self, shape: Shape) -> Vec<&InstanceRaw> {
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self.instances
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.iter()
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.zip(self.raw.iter())
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.filter(|(inst, _)| inst.shape == shape)
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.map(|(_, raw)| raw)
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.collect()
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}
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pub fn buffer(&self) -> &Buffer {
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&self.buffer
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}
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pub fn len(&self) -> usize {
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self.instances.len()
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}
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pub fn is_empty(&self) -> bool {
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self.instances.is_empty()
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}
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}
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@ -6,6 +6,11 @@ mod application;
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mod input;
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mod camera;
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mod light;
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mod renderer;
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mod device_manager;
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mod instance_manager;
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mod globals;
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mod geometry_manager;
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pub use body::Body;
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231
solar_engine/src/renderer.rs
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231
solar_engine/src/renderer.rs
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use crate::camera::Camera;
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use crate::geometry_manager::GeometryManager;
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use crate::globals::GlobalsManager;
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use crate::instance_manager::InstanceManager;
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use crate::light::LightManager;
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use crate::render::{Geometry, InstanceRaw, Shape};
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use std::collections::HashMap;
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use wgpu::{Device, Queue, SurfaceTexture, TextureView};
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pub struct Renderer {
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pipeline: wgpu::RenderPipeline,
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depth_texture: TextureView,
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sample_count: u32,
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}
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impl Renderer {
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pub fn new(
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device: &Device,
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config: &wgpu::SurfaceConfiguration,
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global_layout: &wgpu::BindGroupLayout,
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light_manager: &mut LightManager,
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camera: &Camera,
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sample_count: u32,
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) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let cluster_assignment = light_manager.compute_cluster_assignments(
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camera.build_view_matrix(),
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camera.build_view_projection_matrix(),
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config.width as f32,
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config.height as f32,
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);
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let cluster_buffers = light_manager.create_cluster_buffers(device, &cluster_assignment);
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
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global_layout,
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&light_manager.layout,
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&cluster_buffers.layout,
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],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[crate::render::Vertex::desc(), InstanceRaw::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: sample_count,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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let depth_texture =
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Self::create_depth_texture(device, config.width, config.height, sample_count);
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Self {
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pipeline,
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depth_texture,
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sample_count,
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}
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}
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pub fn resize(&mut self, device: &Device, width: u32, height: u32) {
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self.depth_texture = Self::create_depth_texture(device, width, height, self.sample_count);
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}
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fn create_depth_texture(
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device: &Device,
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width: u32,
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height: u32,
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sample_count: u32,
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) -> TextureView {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Depth Texture"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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});
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texture.create_view(&Default::default())
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}
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pub fn render_frame(
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&mut self,
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device: &Device,
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queue: &Queue,
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output: SurfaceTexture,
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view: &TextureView,
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surface_format: wgpu::TextureFormat,
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globals: &mut GlobalsManager,
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camera: &Camera,
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light_manager: &mut LightManager,
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geometry: &GeometryManager,
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instances: &InstanceManager,
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) -> Result<(), wgpu::SurfaceError> {
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// Update uniform buffer
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globals.update(queue, camera);
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// Update cluster buffers
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let assignment = light_manager.compute_cluster_assignments(
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camera.build_view_matrix(),
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camera.build_view_projection_matrix(),
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globals.resolution()[0],
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globals.resolution()[1],
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);
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light_manager.update_cluster_buffers(device, queue, &assignment);
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light_manager.update_gpu(queue);
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let multisampled_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Multisample Target"),
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size: wgpu::Extent3d {
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width: globals.resolution()[0] as u32,
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height: globals.resolution()[1] as u32,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: self.sample_count,
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dimension: wgpu::TextureDimension::D2,
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format: surface_format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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});
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let multisampled_view = multisampled_texture.create_view(&Default::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Main Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &multisampled_view,
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resolve_target: Some(view),
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.1,
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b: 0.2,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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..Default::default()
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});
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &globals.bind_group, &[]);
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pass.set_bind_group(1, &light_manager.bind_group, &[]);
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if let Some(clusters) = &light_manager.cluster_buffers {
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pass.set_bind_group(2, &clusters.bind_group, &[]);
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}
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for shape in geometry.shapes() {
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if let Some(mesh) = geometry.get(&shape) {
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let relevant = instances.raw_instances_for_shape(shape);
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if relevant.is_empty() {
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continue;
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}
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(1, instances.buffer().slice(..));
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pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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pass.draw_indexed(0..mesh.index_count, 0, 0..relevant.len() as u32);
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}
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}
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}
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queue.submit(Some(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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@ -5,12 +5,17 @@ use cgmath::{perspective, Deg, Matrix4, Point3, Vector3};
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use log::info;
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use pollster::FutureExt;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{Adapter, BindGroup, BindGroupLayout, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities, SurfaceConfiguration};
|
||||
use wgpu::{Adapter, BindGroup, BindGroupLayout, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities, SurfaceConfiguration, SurfaceError};
|
||||
use winit::dpi::PhysicalSize;
|
||||
use winit::window::{Window};
|
||||
use crate::camera::Camera;
|
||||
use crate::device_manager::DeviceManager;
|
||||
use crate::geometry_manager::GeometryManager;
|
||||
use crate::globals::GlobalsManager;
|
||||
use crate::instance_manager::InstanceManager;
|
||||
use crate::light::{ClusterBuffers, GpuLight, LightManager};
|
||||
use crate::render::{create_circle_vertices, create_sphere_vertices, Geometry, Globals, InstanceRaw, RenderInstance, SampleCount, Shape, Vertex};
|
||||
use crate::renderer::Renderer;
|
||||
|
||||
pub struct State<'a> {
|
||||
surface: Surface<'a>,
|
||||
@ -18,66 +23,53 @@ pub struct State<'a> {
|
||||
queue: Queue,
|
||||
config: SurfaceConfiguration,
|
||||
sample_count: SampleCount,
|
||||
|
||||
size: PhysicalSize<u32>,
|
||||
|
||||
window: Arc<Window>,
|
||||
pub camera: Camera,
|
||||
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
|
||||
instances: Vec<RenderInstance>,
|
||||
instance_buffer: wgpu::Buffer,
|
||||
|
||||
geometries: HashMap<Shape, Geometry>,
|
||||
global_bind_group: BindGroup,
|
||||
global_buffer: wgpu::Buffer,
|
||||
|
||||
camera: Camera,
|
||||
depth_texture: wgpu::TextureView,
|
||||
|
||||
pub globals: GlobalsManager,
|
||||
pub geometry_manager: GeometryManager,
|
||||
pub instance_manager: InstanceManager,
|
||||
pub light_manager: LightManager,
|
||||
pub renderer: Renderer,
|
||||
}
|
||||
|
||||
impl<'a> State<'a> {
|
||||
pub(crate) fn new(window: Window) -> Self {
|
||||
let window_arc = Arc::new(window);
|
||||
let size = window_arc.inner_size();
|
||||
let window = Arc::new(window);
|
||||
let size = window.inner_size();
|
||||
|
||||
let instance = Self::create_gpu_instance();
|
||||
let surface = instance.create_surface(window_arc.clone()).unwrap();
|
||||
|
||||
let surface = instance.create_surface(window.clone()).unwrap();
|
||||
|
||||
let adapter = Self::create_adapter(instance, &surface);
|
||||
|
||||
let (device, queue) = Self::create_device(&adapter);
|
||||
let surface_caps = surface.get_capabilities(&adapter);
|
||||
let config = Self::create_surface_config(size, surface_caps);
|
||||
|
||||
let capabilities = surface.get_capabilities(&adapter);
|
||||
let config = Self::create_surface_config(size, capabilities);
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let sample_count = SampleCount(Self::probe_msaa_support(&device, &config));
|
||||
info!("MSAA sample count: {}", sample_count.0);
|
||||
info!("MSAA sample count: {}", sample_count.get());
|
||||
|
||||
let aspect = config.width as f32 / config.height as f32;
|
||||
let camera = Camera::new(aspect);
|
||||
let view_proj = camera.build_view_projection_matrix();
|
||||
let camera = Camera::new(config.width as f32 / config.height as f32);
|
||||
|
||||
let globals = Globals {
|
||||
view_proj: view_proj.into(),
|
||||
resolution: [config.width as f32, config.height as f32],
|
||||
_padding: [0.0, 0.0],
|
||||
};
|
||||
let (global_buffer, global_bind_group_layout, global_bind_group) = Self::create_global_buffer(&device);
|
||||
queue.write_buffer(&global_buffer, 0, bytemuck::cast_slice(&[globals]));
|
||||
let globals = 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 mut light_manager = LightManager::new(&device, 10);
|
||||
|
||||
let render_pipeline = Self::create_render_pipeline(&queue, &device, &config, sample_count.0, &global_bind_group_layout, &mut light_manager, &camera);
|
||||
let geometries = Self::create_geometries(&device);
|
||||
|
||||
let instances = vec![];
|
||||
let instance_data: Vec<InstanceRaw> = instances.iter().map(RenderInstance::to_raw).collect();
|
||||
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_data),
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let depth_texture = Self::create_depth_texture(&device, config.width, config.height, sample_count.get());
|
||||
let renderer = Renderer::new(
|
||||
&device,
|
||||
&config,
|
||||
globals.layout(),
|
||||
&mut light_manager,
|
||||
&camera,
|
||||
sample_count.get(),
|
||||
);
|
||||
|
||||
Self {
|
||||
surface,
|
||||
@ -86,106 +78,13 @@ impl<'a> State<'a> {
|
||||
config,
|
||||
sample_count,
|
||||
size,
|
||||
window: window_arc,
|
||||
render_pipeline,
|
||||
geometries,
|
||||
global_bind_group,
|
||||
global_buffer,
|
||||
instances,
|
||||
instance_buffer,
|
||||
window,
|
||||
camera,
|
||||
depth_texture,
|
||||
light_manager
|
||||
}
|
||||
}
|
||||
|
||||
fn create_global_buffer(device: &wgpu::Device) -> (wgpu::Buffer, BindGroupLayout, BindGroup) {
|
||||
let global_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("Global Buffer"),
|
||||
size: size_of::<Globals>() as u64,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let global_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Global Bind Group Layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let global_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &global_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: global_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("Global Bind Group"),
|
||||
});
|
||||
|
||||
(global_buffer, global_bind_group_layout, global_bind_group)
|
||||
}
|
||||
|
||||
fn update_lights(&mut self) {
|
||||
let light_data: Vec<GpuLight> = self.light_manager.lights.iter().map(|l| l.to_gpu()).collect();
|
||||
self.queue.write_buffer(&self.light_manager.buffer, 0, bytemuck::cast_slice(&light_data));
|
||||
}
|
||||
|
||||
fn create_depth_texture(device: &Device, width: u32, height: u32, sample_count: u32) -> wgpu::TextureView {
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Depth Texture"),
|
||||
size: wgpu::Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
});
|
||||
texture.create_view(&Default::default())
|
||||
}
|
||||
|
||||
fn create_geometries(device: &Device) -> HashMap<Shape, Geometry> {
|
||||
let mut geometries = HashMap::new();
|
||||
|
||||
let (circle_vertices, circle_indices) = create_circle_vertices(512, 0.5, [0.5, 0.5, 0.5]);
|
||||
let circle_geometry = Self::create_geometry(device, &circle_vertices, &circle_indices);
|
||||
geometries.insert(Shape::Circle, circle_geometry);
|
||||
|
||||
let (sphere_vertices, sphere_indices) = create_sphere_vertices(32, 32, 0.5, [0.5, 0.5, 0.5]);
|
||||
let sphere_geometry = Self::create_geometry(device, &sphere_vertices, &sphere_indices);
|
||||
geometries.insert(Shape::Sphere, sphere_geometry);
|
||||
|
||||
geometries
|
||||
}
|
||||
|
||||
fn create_geometry(device: &Device, vertices: &[Vertex], indices: &[u16]) -> Geometry {
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(indices),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
Geometry {
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
index_count: indices.len() as u32,
|
||||
globals,
|
||||
geometry_manager,
|
||||
instance_manager,
|
||||
light_manager,
|
||||
renderer,
|
||||
}
|
||||
}
|
||||
|
||||
@ -218,80 +117,6 @@ impl<'a> State<'a> {
|
||||
})
|
||||
}
|
||||
|
||||
fn create_render_pipeline(queue: &Queue, device: &Device, config: &SurfaceConfiguration, sample_count: u32, global_bind_group_layout: &BindGroupLayout, light_manager: &mut LightManager, camera: &Camera) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let cluster_assignment = light_manager.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 render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[
|
||||
&global_bind_group_layout,
|
||||
&light_manager.layout,
|
||||
&cluster_buffers.layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: sample_count,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn create_surface_config(size: PhysicalSize<u32>, capabilities: SurfaceCapabilities) -> wgpu::SurfaceConfiguration {
|
||||
let surface_format = capabilities.formats.iter()
|
||||
.find(|f| f.is_srgb())
|
||||
@ -339,148 +164,39 @@ impl<'a> State<'a> {
|
||||
}
|
||||
|
||||
pub(crate) fn resize(&mut self, new_size: PhysicalSize<u32>) {
|
||||
self.size = new_size;
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
|
||||
self.config.width = max(new_size.width, 1);
|
||||
self.config.height = max(new_size.height, 1);
|
||||
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
|
||||
self.camera.set_aspect(self.config.width as f32 / self.config.height as f32);
|
||||
let view_proj = self.camera.build_view_projection_matrix();
|
||||
|
||||
let new_globals = Globals {
|
||||
view_proj: view_proj.into(),
|
||||
resolution: [self.config.width as f32, self.config.height as f32],
|
||||
_padding: [0.0, 0.0],
|
||||
};
|
||||
self.queue.write_buffer(&self.global_buffer, 0, bytemuck::cast_slice(&[new_globals]));
|
||||
self.depth_texture = Self::create_depth_texture(&self.device, self.config.width, self.config.height, self.sample_count.get());
|
||||
|
||||
println!("Resized to {:?} from state!", new_size);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
pub fn render(&mut self) -> Result<(), SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::default());
|
||||
|
||||
let multisampled_texture = self.device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Multisampled Render Target"),
|
||||
size: wgpu::Extent3d {
|
||||
width: self.config.width,
|
||||
height: self.config.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: self.sample_count.get(),
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: self.config.format,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
});
|
||||
let multisampled_view = multisampled_texture.create_view(&Default::default());
|
||||
self.renderer.render_frame(
|
||||
&self.device,
|
||||
&self.queue,
|
||||
output,
|
||||
&view,
|
||||
self.config.format,
|
||||
&mut self.globals,
|
||||
&self.camera,
|
||||
&mut self.light_manager,
|
||||
&self.geometry_manager,
|
||||
&self.instance_manager,
|
||||
|
||||
let view_proj = self.camera.build_view_projection_matrix();
|
||||
let globals = Globals {
|
||||
view_proj: view_proj.into(),
|
||||
resolution: [self.config.width as f32, self.config.height as f32],
|
||||
_padding: [0.0, 0.0],
|
||||
};
|
||||
self.queue.write_buffer(&self.global_buffer, 0, bytemuck::cast_slice(&[globals]));
|
||||
|
||||
let assignment = self.light_manager.compute_cluster_assignments(
|
||||
self.camera.build_view_matrix(),
|
||||
self.camera.build_view_projection_matrix(),
|
||||
self.config.width as f32,
|
||||
self.config.height as f32,
|
||||
);
|
||||
self.light_manager.update_cluster_buffers(&self.device, &self.queue, &assignment);
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &multisampled_view,
|
||||
resolve_target: Some(&output.texture.create_view(&Default::default())),
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 1.0,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
}
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: wgpu::StoreOp::Store,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.global_bind_group, &[]);
|
||||
|
||||
// Update the light manager buffer
|
||||
self.light_manager.update_gpu(&self.queue);
|
||||
render_pass.set_bind_group(1, &self.light_manager.bind_group, &[]);
|
||||
|
||||
if let Some(clusters) = &self.light_manager.cluster_buffers {
|
||||
render_pass.set_bind_group(2, &clusters.bind_group, &[]);
|
||||
}
|
||||
|
||||
for shape in self.geometries.keys().copied() {
|
||||
let geometry = &self.geometries[&shape];
|
||||
|
||||
let relevant_instances: Vec<_> = self.instances
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter(|(_, inst)| inst.shape == shape)
|
||||
.map(|(i, _)| i as u32)
|
||||
.collect();
|
||||
|
||||
if relevant_instances.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
render_pass.set_vertex_buffer(0, geometry.vertex_buffer.slice(..));
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
render_pass.set_index_buffer(geometry.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..geometry.index_count, 0, 0..relevant_instances.len() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
)
|
||||
}
|
||||
|
||||
pub fn set_instances(&mut self, instances: Vec<RenderInstance>) {
|
||||
let raw_data: Vec<InstanceRaw> = instances.iter().map(RenderInstance::to_raw).collect();
|
||||
let byte_len = (raw_data.len() * size_of::<InstanceRaw>()) as wgpu::BufferAddress;
|
||||
|
||||
// Resize the buffer if necessary
|
||||
if byte_len > self.instance_buffer.size() {
|
||||
self.instance_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance Buffer (resized)"),
|
||||
contents: bytemuck::cast_slice(&raw_data),
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
} else {
|
||||
self.queue.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&raw_data));
|
||||
}
|
||||
|
||||
self.instances = instances;
|
||||
self.instance_manager.set_instances(&self.device, &self.queue, instances);
|
||||
}
|
||||
|
||||
pub fn window(&self) -> &Window {
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user