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ascending_graphics/maps/
render.rs

1use crate::{
2    AsBufferPass, AtlasSet, GpuRenderer, GraphicsError, InstanceBuffer,
3    MAX_MAPS, Map, MapLayout, MapRaw, MapRenderPipeline, SetBuffers,
4    StaticVertexBuffer, TileVertex, instance_buffer::OrderedIndex,
5};
6use std::{collections::VecDeque, iter, mem};
7use wgpu::util::{DeviceExt, align_to};
8
9/// Instance Buffer Setup for [`Map`]'s.
10///
11#[derive(Debug)]
12pub struct MapRenderer {
13    /// Instance Buffer holding all Rendering information for [`Map`]'s.
14    pub buffer: InstanceBuffer<TileVertex>,
15    /// Stores each unused buffer ID to be pulled into a map_index_buffer for the map ID.
16    pub unused_indexs: VecDeque<usize>,
17    /// Uniform buffer for the 500 count array of [`crate::Map`]'s base shared data.
18    pub(crate) map_buffer: wgpu::Buffer,
19    /// Uniform buffer BindGroup for the 500 count array of [`crate::Map`]'s base shared data.
20    map_bind_group: wgpu::BindGroup,
21}
22
23impl MapRenderer {
24    /// Creates a new [`MapRenderer`].
25    ///
26    /// # Arguments
27    /// - map_count: The number of Maps to presize the instance buffer by.
28    ///
29    pub fn new(
30        renderer: &mut GpuRenderer,
31        map_count: u32,
32    ) -> Result<Self, GraphicsError> {
33        let map_alignment: usize =
34            align_to(mem::size_of::<MapRaw>(), 16) as usize;
35
36        let maps: Vec<u8> =
37            iter::repeat_n(0u8, MAX_MAPS * map_alignment).collect();
38
39        let map_buffer = renderer.device().create_buffer_init(
40            &wgpu::util::BufferInitDescriptor {
41                label: Some("map uniform buffer"),
42                contents: &maps, //500
43                usage: wgpu::BufferUsages::UNIFORM
44                    | wgpu::BufferUsages::COPY_DST,
45            },
46        );
47
48        // Create the bind group layout for the map
49        let layout = renderer.create_layout(MapLayout);
50
51        // Create the bind group.
52        let map_bind_group =
53            renderer
54                .device()
55                .create_bind_group(&wgpu::BindGroupDescriptor {
56                    layout: &layout,
57                    entries: &[wgpu::BindGroupEntry {
58                        binding: 0,
59                        resource: map_buffer.as_entire_binding(),
60                    }],
61                    label: Some("map_bind_group"),
62                });
63
64        let mut unused_indexs = VecDeque::with_capacity(MAX_MAPS);
65
66        for i in 0..MAX_MAPS {
67            unused_indexs.push_back(i);
68        }
69
70        Ok(Self {
71            buffer: InstanceBuffer::with_capacity(
72                renderer.gpu_device(),
73                9_216 * map_count as usize,
74            ),
75            map_buffer,
76            map_bind_group,
77            unused_indexs,
78        })
79    }
80
81    /// Adds a Buffer [`OrderedIndex`] to the Rendering Store to get processed.
82    /// This must be done before [`MapRenderer::finalize`] but after [`Map::update`] in order for it to Render.
83    ///
84    /// # Arguments
85    /// - index: The [`OrderedIndex`] of the Object we want to render.
86    /// - buffer_layer: The Buffer Layer we want to add this Object too.
87    ///
88    pub fn add_buffer_store(
89        &mut self,
90        renderer: &GpuRenderer,
91        index: OrderedIndex,
92        buffer_layer: usize,
93    ) {
94        self.buffer.add_buffer_store(renderer, index, buffer_layer);
95    }
96
97    /// Finalizes the Buffer by processing staged [`OrderedIndex`]'s and uploading it to the GPU.
98    /// Must be called after all the [`MapRenderer::add_buffer_store`]'s.
99    ///
100    pub fn finalize(&mut self, renderer: &mut GpuRenderer) {
101        self.buffer.finalize(renderer);
102    }
103
104    /// Updates a [`Map`] and adds its [`OrderedIndex`]'s to staging using [`MapRenderer::add_buffer_store`].
105    /// This must be done before [`MapRenderer::finalize`] in order for it to Render.
106    ///
107    /// # Arguments
108    /// - map: [`Map`] we want to update and prepare for rendering.
109    /// - atlas: [`AtlasSet`] the [`Map`] needs to render with.
110    /// - buffer_layers: The Buffer Layer's we want to add this Object too.
111    ///
112    pub fn update(
113        &mut self,
114        map: &mut Map,
115        renderer: &mut GpuRenderer,
116        atlas: &mut AtlasSet,
117        buffer_layers: [usize; 2],
118    ) {
119        if let Some((bottom, upper)) = map.update(renderer, atlas, self) {
120            self.add_buffer_store(renderer, bottom, buffer_layers[0]);
121            self.add_buffer_store(renderer, upper, buffer_layers[1]);
122        }
123    }
124
125    /// Returns a reference too [`wgpu::BindGroup`].
126    ///
127    pub fn bind_group(&self) -> &wgpu::BindGroup {
128        &self.map_bind_group
129    }
130}
131
132/// Trait used to Grant Direct [`Map`] Rendering to [`wgpu::RenderPass`]
133pub trait RenderMap<'a, 'b>
134where
135    'b: 'a,
136{
137    /// Renders the all [`Map`]'s within the buffer layer to screen that have been processed and finalized.
138    ///
139    fn render_map(
140        &mut self,
141        renderer: &'b GpuRenderer,
142        buffer: &'b MapRenderer,
143        atlas: &'b AtlasSet,
144        buffer_layer: usize,
145    );
146}
147
148impl<'a, 'b> RenderMap<'a, 'b> for wgpu::RenderPass<'a>
149where
150    'b: 'a,
151{
152    fn render_map(
153        &mut self,
154        renderer: &'b GpuRenderer,
155        buffer: &'b MapRenderer,
156        atlas: &'b AtlasSet,
157        buffer_layer: usize,
158    ) {
159        if let Some(Some(details)) = buffer.buffer.buffers.get(buffer_layer)
160            && buffer.buffer.count() > 0
161        {
162            self.set_buffers(renderer.buffer_object.as_buffer_pass());
163            self.set_bind_group(1, atlas.bind_group(), &[]);
164            self.set_bind_group(2, &buffer.map_bind_group, &[]);
165            self.set_vertex_buffer(1, buffer.buffer.instances(None));
166            self.set_pipeline(
167                renderer.get_pipelines(MapRenderPipeline).unwrap(),
168            );
169            self.draw_indexed(
170                0..StaticVertexBuffer::index_count(),
171                0,
172                details.start..details.end,
173            );
174        }
175    }
176}