use {
crate::{
bind_groups::Layouts,
camera::{Camera, Projection, View},
canvas::{BackendSelector, Error as CanvasError},
color::Linear,
context::Screenshot,
error::{Error, ResourceNotFound, TooManySources, TooManySpaces},
frame::Frame,
framebuffer::Framebuffer,
handles::*,
mesh::{Data as MeshData, Mesh},
pipeline::{Pipeline, PipelineParameters},
r#loop::Loop,
screen::Screen,
shader::Shader,
shader_data::{
Instance, InstanceModel, Light, LightSpace, PostShaderData, SourceModel, SpaceData,
SpaceModel, Texture, TextureData,
},
storage::Storage,
topology::Topology,
vertex::Vertex,
},
once_cell::unsync::OnceCell,
wgpu::{
Adapter, Device, Instance as WgpuInstance, Queue, ShaderModule, Surface,
SurfaceConfiguration, SurfaceError,
},
winit::window::Window,
};
pub(crate) struct Render {
device: Device,
queue: Queue,
surface: Surface,
surface_config: SurfaceConfiguration,
screen: Screen,
max_texture_size: u32,
shaders: Shaders,
layouts: Layouts,
post_pipeline: Pipeline,
post_shader_data: PostShaderData,
framebuffer: Framebuffer,
resources: Resources,
}
impl Render {
pub async fn new(window: &Window, selector: BackendSelector<'_>) -> Result<Self, CanvasError> {
use wgpu::*;
#[cfg(target_os = "android")]
{
Self::wait_for_native_screen();
}
let instance = Instance::default();
let surface = unsafe { instance.create_surface(window).expect("create surface") };
let adapter = Self::select_adapter(selector, &instance, &surface)
.await
.ok_or(CanvasError::FailedBackendSelection)?;
let (device, queue) = adapter
.request_device(
&DeviceDescriptor {
features: Features::empty(),
limits: Limits {
max_storage_buffers_per_shader_stage: 0,
max_storage_textures_per_shader_stage: 0,
max_dynamic_storage_buffers_per_pipeline_layout: 0,
max_storage_buffer_binding_size: 0,
max_compute_workgroup_storage_size: 0,
max_compute_invocations_per_workgroup: 0,
max_compute_workgroup_size_x: 0,
max_compute_workgroup_size_y: 0,
max_compute_workgroup_size_z: 0,
max_compute_workgroups_per_dimension: 0,
..if cfg!(target_arch = "wasm32") {
Limits::downlevel_webgl2_defaults()
} else {
Limits::downlevel_defaults()
}
},
label: None,
},
None,
)
.await
.expect("request device");
let max_texture_size = device.limits().max_texture_dimension_2d;
let surface_config = SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: Framebuffer::RENDER_FORMAT,
width: 1,
height: 1,
present_mode: PresentMode::Fifo,
alpha_mode: CompositeAlphaMode::Auto,
view_formats: vec![],
};
let layouts = Layouts::new(&device);
let post_shader_data = PostShaderData::new(&device, &layouts.post_shader_data);
let shaders = Shaders::default();
let mut resources = Resources::default();
resources.lights.insert({
const DEFAULT_AMBIENT: [f32; 3] = [1.; 3];
Light::new(DEFAULT_AMBIENT, &[], &device, &layouts.lights).expect("default light")
});
resources.spaces.insert(
LightSpace::new(&[], &[], &device, &queue, &layouts.space)
.expect("default light space"),
);
let post_pipeline = Pipeline::new(
&device,
&shaders,
&layouts,
surface_config.format,
Shader::Post,
PipelineParameters {
blend: BlendState::ALPHA_BLENDING,
topology: PrimitiveTopology::TriangleStrip,
cull_faces: false,
depth_stencil: None,
..Default::default()
},
);
let framebuffer = Framebuffer::new_default(&device, &layouts.textured);
Ok(Self {
device,
queue,
surface,
surface_config,
screen: Screen::default(),
max_texture_size,
shaders,
layouts,
post_pipeline,
post_shader_data,
framebuffer,
resources,
})
}
pub fn create_layer<V, T>(&mut self, params: PipelineParameters) -> LayerHandle<V, T>
where
V: Vertex,
T: Topology,
{
let pipeline = Pipeline::new(
&self.device,
&self.shaders,
&self.layouts,
self.surface_config.format,
V::VALUE.into_inner(),
PipelineParameters {
topology: T::VALUE.into_inner(),
..params
},
);
let id = self.resources.layers.insert(pipeline);
LayerHandle::new(id)
}
pub fn delete_layer<V, T>(
&mut self,
handle: LayerHandle<V, T>,
) -> Result<(), ResourceNotFound> {
self.resources.layers.remove(handle.id())
}
pub fn create_texture(&mut self, data: TextureData) -> TextureHandle {
let texture = Texture::new(data, &self.device, &self.queue, &self.layouts.textured);
let id = self.resources.textures.insert(texture);
TextureHandle(id)
}
pub fn update_texture(&self, handle: TextureHandle, data: TextureData) -> Result<(), Error> {
let texture = self.resources.textures.get(handle.0)?;
texture.update_data(data, &self.queue)?;
Ok(())
}
pub fn delete_texture(&mut self, handle: TextureHandle) -> Result<(), ResourceNotFound> {
self.resources.textures.remove(handle.0)
}
pub fn create_instances(&mut self, models: &[InstanceModel]) -> InstanceHandle {
let instance = Instance::new(models, &self.device);
let id = self.resources.instances.insert(instance);
InstanceHandle(id)
}
pub fn update_instances(
&self,
handle: InstanceHandle,
models: &[InstanceModel],
) -> Result<(), Error> {
let instances = self.resources.instances.get(handle.0)?;
instances.update_models(models, &self.queue)?;
Ok(())
}
pub fn delete_instances(&mut self, handle: InstanceHandle) -> Result<(), ResourceNotFound> {
self.resources.instances.remove(handle.0)
}
pub fn create_mesh<V, T>(&mut self, data: &MeshData<V, T>) -> MeshHandle<V, T>
where
V: Vertex,
T: Topology,
{
let mesh = Mesh::new(data, &self.device);
let id = self.resources.meshes.insert(mesh);
MeshHandle::new(id)
}
pub fn delete_mesh<V, T>(&mut self, handle: MeshHandle<V, T>) -> Result<(), ResourceNotFound> {
self.resources.meshes.remove(handle.id())
}
pub fn create_view(&mut self, view: View<Projection>) -> ViewHandle {
let mut camera = Camera::new(&self.device, &self.layouts.camera);
camera.set_view(view);
let id = self.resources.views.insert(camera);
ViewHandle(id)
}
pub fn update_view(
&mut self,
handle: ViewHandle,
view: View<Projection>,
) -> Result<(), ResourceNotFound> {
self.resources
.views
.get_mut(handle.0)
.map(|camera| camera.set_view(view))
}
pub fn delete_view(&mut self, handle: ViewHandle) -> Result<(), ResourceNotFound> {
self.resources.views.remove(handle.0)
}
pub fn create_light(
&mut self,
ambient: Linear<f32, 3>,
srcs: &[SourceModel],
) -> Result<LightHandle, TooManySources> {
let light = Light::new(ambient.0, srcs, &self.device, &self.layouts.lights)?;
let id = self.resources.lights.insert(light);
Ok(LightHandle(id))
}
pub fn update_light(
&mut self,
handle: LightHandle,
ambient: Linear<f32, 3>,
srcs: &[SourceModel],
) -> Result<(), Error> {
let light = self.resources.lights.get_mut(handle.0)?;
light.update_sources(ambient.0, srcs, &self.queue)?;
Ok(())
}
pub fn update_nth_light(
&self,
handle: LightHandle,
n: usize,
source: SourceModel,
) -> Result<(), Error> {
let light = self.resources.lights.get(handle.0)?;
light.update_nth(n, source, &self.queue)?;
Ok(())
}
pub fn delete_light(&mut self, handle: LightHandle) -> Result<(), ResourceNotFound> {
self.resources.lights.remove(handle.0)
}
pub fn create_space(
&mut self,
spaces: &[SpaceModel],
data: &[SpaceData],
) -> Result<SpaceHandle, TooManySpaces> {
let ls = LightSpace::new(spaces, data, &self.device, &self.queue, &self.layouts.space)?;
let id = self.resources.spaces.insert(ls);
Ok(SpaceHandle(id))
}
pub fn update_space(
&mut self,
handle: SpaceHandle,
spaces: &[SpaceModel],
data: &[SpaceData],
) -> Result<(), Error> {
let ls = self.resources.spaces.get_mut(handle.0)?;
ls.update_spaces(spaces, data, &self.queue)?;
Ok(())
}
pub fn update_nth_space(
&self,
handle: SpaceHandle,
n: usize,
space: SpaceModel,
) -> Result<(), Error> {
let ls = self.resources.spaces.get(handle.0)?;
ls.update_nth_space(n, space, &self.queue)?;
Ok(())
}
pub fn update_nth_space_color(
&self,
handle: SpaceHandle,
n: usize,
color: Linear<f32, 3>,
) -> Result<(), Error> {
let ls = self.resources.spaces.get(handle.0)?;
ls.update_nth_color(n, color.0, &self.queue)?;
Ok(())
}
pub fn update_nth_space_data(
&self,
handle: SpaceHandle,
n: usize,
data: SpaceData,
) -> Result<(), Error> {
let ls = self.resources.spaces.get(handle.0)?;
ls.update_nth_data(n, data, &self.queue)?;
Ok(())
}
pub fn delete_space(&mut self, handle: SpaceHandle) -> Result<(), ResourceNotFound> {
self.resources.spaces.remove(handle.0)
}
pub fn screen(&self) -> Screen {
self.screen
}
pub fn set_screen(&mut self, screen: Option<Screen>) {
if let Some(screen) = screen {
self.screen = screen;
}
let (width, height) = self.screen.physical_size();
self.surface_config.width = width;
self.surface_config.height = height;
self.surface.configure(&self.device, &self.surface_config);
let (bw, bh) = self.screen.buffer_size(self.max_texture_size);
let (fw, fh) = self.screen.size_factor();
self.post_shader_data
.resize([bw.get() as f32, bh.get() as f32], [fw, fh], &self.queue);
self.framebuffer = Framebuffer::new(
(bw, bh),
self.screen.filter,
&self.device,
&self.layouts.textured,
);
}
pub fn draw_frame<L>(&mut self, lp: &L) -> RenderResult<L::Error>
where
L: Loop,
{
use wgpu::*;
let output = match self.surface.get_current_texture() {
Ok(output) => output,
Err(err) => return RenderResult::SurfaceError(err),
};
let frame_view = output
.texture
.create_view(&TextureViewDescriptor::default());
let mut frame = Frame::new(self, frame_view);
if let Err(err) = lp.render(&mut frame) {
return RenderResult::Error(err);
}
frame.commit_in_frame();
output.present();
RenderResult::Ok
}
pub fn take_screenshot(&self) -> Screenshot {
use {std::sync::mpsc, wgpu::*};
const N_COLOR_CHANNELS: usize = 4;
let image = ImageCopyTexture {
texture: self.framebuffer.render_texture(),
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
};
let (width, height) = self.screen.virtual_size_aligned();
let buffer = self.device.create_buffer(&BufferDescriptor {
label: Some("copy buffer"),
size: width as u64 * height as u64 * N_COLOR_CHANNELS as u64,
usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let buffer = ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: Some(width * N_COLOR_CHANNELS as u32),
rows_per_image: Some(height),
},
};
let size = Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor::default());
encoder.copy_texture_to_buffer(image, buffer, size);
self.queue.submit([encoder.finish()]);
let (sender, receiver) = mpsc::channel();
let buffer_slice = buffer.buffer.slice(..);
buffer_slice.map_async(MapMode::Read, move |res| _ = sender.send(res));
self.device.poll(Maintain::Wait);
if receiver
.recv()
.expect("wait until the buffer maps")
.is_err()
{
return Screenshot {
width,
height,
data: vec![],
};
}
let (vw, vh) = self.screen.virtual_size();
let data = {
let view = buffer_slice.get_mapped_range();
let mut data = Vec::with_capacity(vw as usize * vh as usize * N_COLOR_CHANNELS);
let row_size = width as usize * N_COLOR_CHANNELS;
let virt_row_size = vw as usize * N_COLOR_CHANNELS;
for row in view.chunks(row_size) {
data.extend_from_slice(&row[..virt_row_size]);
}
if Framebuffer::RENDER_FORMAT == TextureFormat::Bgra8UnormSrgb {
for chunk in data.chunks_mut(N_COLOR_CHANNELS) {
chunk.swap(0, 2);
}
}
data
};
Screenshot {
width: vw,
height: vh,
data,
}
}
pub fn device(&self) -> &Device {
&self.device
}
pub fn queue(&self) -> &Queue {
&self.queue
}
pub fn post_pipeline(&self) -> &Pipeline {
&self.post_pipeline
}
pub fn post_shader_data(&self) -> &PostShaderData {
&self.post_shader_data
}
pub fn framebuffer(&self) -> &Framebuffer {
&self.framebuffer
}
pub fn resources(&self) -> &Resources {
&self.resources
}
#[cfg(target_os = "android")]
fn wait_for_native_screen() {
loop {
log::info!("waiting for native screen");
if let Some(window) = ndk_glue::native_window().as_ref() {
log::info!("native screen found:{:?}", window);
break;
}
}
}
async fn select_adapter(
mut selector: BackendSelector<'_>,
instance: &WgpuInstance,
surface: &Surface,
) -> Option<Adapter> {
use {
crate::canvas::{Backend, Device, SelectorEntry},
wgpu::{
Backend as WgpuBackend, Backends, DeviceType, PowerPreference,
RequestAdapterOptions,
},
};
if cfg!(target_arch = "wasm32") {
selector = BackendSelector::Auto;
}
match selector {
BackendSelector::Auto => {
instance
.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::HighPerformance,
compatible_surface: Some(surface),
force_fallback_adapter: false,
})
.await
}
BackendSelector::Callback(callback) => {
#[cfg(target_arch = "wasm32")]
{
return None;
}
#[cfg(not(target_arch = "wasm32"))]
{
let mut adapters = vec![];
let mut entries = vec![];
for adapter in instance.enumerate_adapters(Backends::all()) {
let info = adapter.get_info();
let entry = SelectorEntry {
name: info.name,
backend: match info.backend {
WgpuBackend::Vulkan => Backend::Vulkan,
WgpuBackend::Metal => Backend::Metal,
WgpuBackend::Dx12 => Backend::Dx12,
WgpuBackend::Dx11 => Backend::Dx11,
WgpuBackend::Gl => Backend::Gl,
WgpuBackend::BrowserWebGpu => Backend::WebGpu,
WgpuBackend::Empty => panic!("undefined backend"),
},
device: match info.device_type {
DeviceType::IntegratedGpu => Device::IntegratedGpu,
DeviceType::DiscreteGpu => Device::DiscreteGpu,
DeviceType::VirtualGpu => Device::VirtualGpu,
DeviceType::Cpu => Device::Cpu,
DeviceType::Other => panic!("undefined device type"),
},
};
adapters.push(adapter);
entries.push(entry);
}
let selected = callback(entries);
if selected < adapters.len() {
Some(adapters.swap_remove(selected))
} else {
None
}
}
}
}
}
}
pub(crate) enum RenderResult<E> {
Ok,
SurfaceError(SurfaceError),
Error(E),
}
#[derive(Default)]
pub(crate) struct Shaders {
color: OnceCell<ShaderModule>,
flat: OnceCell<ShaderModule>,
post: OnceCell<ShaderModule>,
textured: OnceCell<ShaderModule>,
}
impl Shaders {
pub fn module(&self, device: &Device, shader: Shader) -> &ShaderModule {
use wgpu::{ShaderModuleDescriptor, ShaderSource};
let cell = match shader {
Shader::Color => &self.color,
Shader::Flat => &self.flat,
Shader::Post => &self.post,
Shader::Textured => &self.textured,
};
cell.get_or_init(|| {
device.create_shader_module(ShaderModuleDescriptor {
label: None,
source: ShaderSource::Wgsl(shader.source().into()),
})
})
}
}
#[derive(Default)]
pub(crate) struct Resources {
pub(crate) layers: Storage<Pipeline>,
pub(crate) textures: Storage<Texture>,
pub(crate) instances: Storage<Instance>,
pub(crate) meshes: Storage<Mesh>,
pub(crate) views: Storage<Camera>,
pub(crate) lights: Storage<Light>,
pub(crate) spaces: Storage<LightSpace>,
}