1use std::sync::Arc;
2use image::GenericImageView;
3use wgpu::{BufferUsages, Color, Device, Extent3d, Queue, ShaderModule, StoreOp, Surface, SurfaceConfiguration, TextureDimension};
4use winit::dpi::PhysicalSize;
5use winit::window::Window;
6use crate::{frame::Frame};
7use crate::assets::buffer::Buffer;
8use crate::assets::render::mesh::Mesh;
9use crate::assets::Texture;
10use crate::assets::vertex_layout::GpuVertex;
11use crate::assets_manager::asset_manager::AssetManager;
12use crate::assets_manager::handle::Handle;
13use crate::wgpu::TextureFormat;
14
15pub struct Renderer {
16 pub(crate) device: Device,
17 queue: Queue,
18 surface: Surface<'static>,
19 pub(crate)surface_config: SurfaceConfiguration,
20
21 pub asset_manager: AssetManager,
22
23 pub(crate)depth_texture: Option<wgpu::Texture>,
24 depth_view: Option<wgpu::TextureView>,
25
26 frame: Frame,
27
28 clear_colour: Color,
29}
30
31impl Renderer {
32 pub async fn new(window: Arc<Window>) -> Self {
33 let instance = wgpu::Instance::default();
34
35 let surface = instance.create_surface(window.clone()).unwrap();
36
37 let adapter = instance.request_adapter(
38 &wgpu::RequestAdapterOptions {
39 compatible_surface: Some(&surface),
40 ..Default::default()
41 },
42 ).await.unwrap();
43
44 let (device, queue) = adapter.request_device(
45 &wgpu::DeviceDescriptor::default(),
46 ).await.unwrap();
47
48 let caps = surface.get_capabilities(&adapter);
49
50 let surface_format = caps.formats
51 .iter()
52 .copied()
53 .find(|f| f.is_srgb())
54 .unwrap_or(caps.formats[0]);
55
56 let surface_config = SurfaceConfiguration {
57 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
58 format: surface_format,
59 width: window.inner_size().width,
60 height: window.inner_size().height,
61 present_mode: caps.present_modes[0],
62 alpha_mode: caps.alpha_modes[0],
63 view_formats: vec![],
64 desired_maximum_frame_latency: 2,
65 };
66
67 surface.configure(&device, &surface_config);
68
69 let asset_manager = AssetManager::new();
70
71 let frame = Frame::new();
72
73 Self {
74 device,
75 queue,
76 surface,
77 surface_config,
78 asset_manager,
79 depth_texture: None,
80 depth_view: None,
81 frame,
82 clear_colour: wgpu::Color::BLACK,
83 }
84 }
85
86 pub fn clear_colour(mut self,r: f64,g: f64,b: f64,a: f64) -> Self{
87 self.clear_colour = Color{
88 r,
89 g,
90 b,
91 a,
92 };
93 self
94 }
95
96 pub fn render(&mut self) {
97 let output = match self.surface.get_current_texture() {
98 wgpu::CurrentSurfaceTexture::Success(frame) => frame,
99 wgpu::CurrentSurfaceTexture::Suboptimal(frame) => {
100 frame
102 }
103 wgpu::CurrentSurfaceTexture::Timeout => {
104 return; }
106 wgpu::CurrentSurfaceTexture::Occluded => {
107 return; }
109 wgpu::CurrentSurfaceTexture::Outdated => {
110 self.surface.configure(&self.device, &self.surface_config);
112 return;
113 }
114 wgpu::CurrentSurfaceTexture::Lost => {
115 self.surface.configure(&self.device, &self.surface_config);
117 return;
118 }
119 wgpu::CurrentSurfaceTexture::Validation => {
120 return;
121 }
122 };
123
124 let view = output
125 .texture
126 .create_view(&wgpu::TextureViewDescriptor::default());
127
128 let mut encoder = self.device.create_command_encoder(
129 &wgpu::CommandEncoderDescriptor {
130 label: Some("Render Encoder"),
131 },
132 );
133
134 for texture in self.frame.textures_to_clear.drain(..){
135 let view = &self.asset_manager.textures.get(texture).unwrap().view;
136
137 let _rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
138 label: Some("Clear Texture Pass"),
139 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
140 view,
141 depth_slice: None,
142 resolve_target: None,
143 ops: wgpu::Operations {
144 load: wgpu::LoadOp::Clear(wgpu::Color {
145 r: 0.0,
146 g: 0.0,
147 b: 0.0,
148 a: 1.0,
149 }),
150 store: Default::default(),
151 },
152 })],
153 depth_stencil_attachment: None,
154 timestamp_writes: None,
155 occlusion_query_set: None,
156 multiview_mask: None,
157 });
158 }
159
160 for compute_task in &self.frame.compute_tasks{
161 compute_task.execute(&mut encoder, &self.asset_manager)
162 }
163
164 {
165 let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
166 label: Some("Render Pass"),
167
168 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
169 view: &view,
170 depth_slice: None,
171 resolve_target: None,
172 ops: wgpu::Operations {
173 load: wgpu::LoadOp::Clear(self.clear_colour),
174 store: StoreOp::Store,
175 },
176 })],
177 depth_stencil_attachment: self.depth_view.as_ref().map(|view| wgpu::RenderPassDepthStencilAttachment {
178 view,
179 depth_ops: Some(wgpu::Operations {
180 load: wgpu::LoadOp::Clear(1.0),
181 store: StoreOp::Store,
182 }),
183 stencil_ops: None,
184 }) ,
185 occlusion_query_set: None,
186 timestamp_writes: None,
187 multiview_mask: None,
188 });
189
190 let mut current_material = None;
191 let mut current_mesh = None;
192
193 for item in &self.frame.render_tasks {
194 if Some(item.material) != current_material{
195 current_material = Some(item.material);
196 let material = self.asset_manager.materials.get(item.material).unwrap();
197 let pipeline = self.asset_manager.render_pipelines.get(material.pipeline).unwrap();
198
199 render_pass.set_pipeline(&pipeline.pipeline);
200 render_pass.set_bind_group(0, &material.bind_group, &[]);
201 }
202
203 let mesh = self.asset_manager.meshes.get(item.mesh).unwrap();
204 if Some(item.mesh) != current_mesh{
205 current_mesh = Some(item.mesh);
206 render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
207 render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
208 }
209
210 if let Some(instances) = item.instances{
211 let instances = self.asset_manager.buffers.get(instances).unwrap();
212 render_pass.set_vertex_buffer(1, instances.buffer.slice(..));
213 render_pass.draw_indexed(0..mesh.index_count, 0,item.range.clone().unwrap());
214 }
215 else{
216 render_pass.draw_indexed(0..mesh.index_count, 0,0..1);
217 }
218
219
220 }
221 }
222
223 self.queue.submit(Some(encoder.finish()));
224
225 output.present();
226 }
227
228 pub fn resize_surface(&mut self, size: PhysicalSize<u32>) {
229 self.surface_config.width = size.width;
230 self.surface_config.height = size.height;
231 self.surface.configure(&self.device, &self.surface_config);
232 self.create_depth_texture(size.width, size.height);
233 }
234
235 pub fn window_aspect(&self) -> f32 {
236 self.surface_config.width as f32 / self.surface_config.height as f32
237 }
238
239 pub fn width(&self) -> u32{
240 self.surface_config.width
241 }
242 pub fn height(&self) -> u32{
243 self.surface_config.height
244 }
245
246 pub fn begin_frame(&mut self) -> &mut Frame {
247 self.frame.clear();
248 &mut self.frame
249 }
250
251 pub fn current_frame(&mut self) -> &mut Frame {
252 &mut self.frame
253 }
254
255 pub fn create_mesh<T: GpuVertex>(&mut self, vertices: &[T],indices: &[u16]) -> Handle<Mesh>{
256 let mesh = Mesh::new(&self.device,vertices,indices);
257 self.asset_manager.meshes.insert(mesh)
258 }
259
260 pub(crate) fn create_depth_texture(&mut self, width: u32, height: u32){
261 let texture = self.device.create_texture(&wgpu::TextureDescriptor {
262 size: wgpu::Extent3d {
263 width,
264 height,
265 depth_or_array_layers: 1,
266 },
267 mip_level_count: 1,
268 sample_count: 1,
269 dimension: wgpu::TextureDimension::D2,
270 format: wgpu::TextureFormat::Depth24Plus,
271 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
272 label: Some("depth_texture"),
273 view_formats: &[],
274 });
275
276 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
277
278 self.depth_view = Some(view);
279 self.depth_texture = Some(texture);
280 }
281
282 pub fn create_buffer(&mut self,buffer_usages: BufferUsages,size:u64) -> Handle<Buffer> {
283 let buffer = Buffer::new(&self.device,size,buffer_usages);
284 self.asset_manager.buffers.insert(buffer)
285 }
286
287 pub fn create_buffer_with_contents(&mut self,buffer_usages: BufferUsages,contents:&[u8]) -> Handle<Buffer> {
288 let buffer = Buffer::from_contents(&self.device,contents,buffer_usages);
289 self.asset_manager.buffers.insert(buffer)
290 }
291
292 pub fn load_shader(&mut self,src: &'static str) -> Handle<ShaderModule>{
293 let shader = self.device.create_shader_module(wgpu::ShaderModuleDescriptor {
294 label: Some("Shader"),
295 source: wgpu::ShaderSource::Wgsl(src.into()),
296 });
297 self.asset_manager.shaders.insert(shader)
298 }
299
300 pub fn write_buffer<T: bytemuck::Pod>(&self,handle: Handle<Buffer>,data: T){
301 let uniform = self.asset_manager.buffers.get(handle).unwrap();
302 self.queue.write_buffer(&uniform.buffer, 0, bytemuck::cast_slice(&[data]));
303 }
304 pub fn load_texture_from_file(&mut self,texture_bytes: Vec<u8>) -> Handle<Texture> {
305 let image = image::load_from_memory(texture_bytes.as_slice()).unwrap();
306 let rgba = image.to_rgba8();
307
308 let dims = image.dimensions();
309
310 let texture_size = wgpu::Extent3d{
311 width: dims.0,
312 height: dims.1,
313 depth_or_array_layers: 1,
314 };
315
316 let texture = self.device.create_texture(&wgpu::TextureDescriptor{
317 label: None,
318 size: texture_size,
319 mip_level_count: 1,
320 sample_count: 1,
321 dimension: TextureDimension::D2,
322 format: TextureFormat::Rgba8UnormSrgb,
323 usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
324 view_formats: &[],
325 });
326
327 self.queue.write_texture(
328 wgpu::TexelCopyTextureInfo{
329 texture: &texture,
330 mip_level: 0,
331 origin: wgpu::Origin3d::ZERO,
332 aspect: wgpu::TextureAspect::All,
333 },
334 &rgba,
335 wgpu::TexelCopyBufferLayout{
336 offset: 0,
337 bytes_per_row: Some(4 * dims.0),
338 rows_per_image: Some(dims.1),
339 },
340 texture_size
341 );
342
343 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
344
345 self.asset_manager.textures.insert(Texture::new(texture,view))
346 }
347
348 pub fn write_texture(&self,texture: Handle<Texture>,bytes: &[u8],byte_per_pixel: u32, texture_size: Extent3d){
349 let texture = &self.asset_manager.textures.get(texture).unwrap().texture;
350
351 self.queue.write_texture(
352 wgpu::TexelCopyTextureInfo{
353 texture,
354 mip_level: 0,
355 origin: wgpu::Origin3d::ZERO,
356 aspect: wgpu::TextureAspect::All,
357 },
358 bytes,
359 wgpu::TexelCopyBufferLayout{
360 offset: 0,
361 bytes_per_row: Some(byte_per_pixel * texture_size.width),
362 rows_per_image: Some(texture_size.height),
363 },
364 texture_size
365 );
366 }
367}
368