use crate::camera::Camera3d;
use crate::context::Context;
use crate::light::LightCollection;
use crate::resource::vertex_index::VERTEX_INDEX_FORMAT;
use crate::resource::{DynamicUniformBuffer, GpuData, GpuMesh3d, Material3d, RenderContext};
use crate::scene::{InstancesBuffer3d, ObjectData3d};
use bytemuck::{Pod, Zeroable};
use glamx::{Mat3, Pose3, Vec3};
use std::any::Any;
use std::cell::Cell;
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct FrameUniforms {
view: [[f32; 4]; 4],
proj: [[f32; 4]; 4],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct ObjectUniforms {
transform: [[f32; 4]; 4],
scale: [[f32; 4]; 3], _padding: [f32; 4],
}
pub struct UvsMaterialGpuData {
object_uniform_offset: Option<u32>,
}
impl UvsMaterialGpuData {
pub fn new() -> Self {
Self {
object_uniform_offset: None,
}
}
}
impl Default for UvsMaterialGpuData {
fn default() -> Self {
Self::new()
}
}
impl GpuData for UvsMaterialGpuData {
fn as_any(&self) -> &dyn Any {
self
}
fn as_any_mut(&mut self) -> &mut dyn Any {
self
}
}
pub struct UvsMaterial {
pipeline_cull: wgpu::RenderPipeline,
pipeline_no_cull: wgpu::RenderPipeline,
object_bind_group_layout: wgpu::BindGroupLayout,
frame_uniform_buffer: wgpu::Buffer,
frame_bind_group: wgpu::BindGroup,
object_uniform_buffer: DynamicUniformBuffer<ObjectUniforms>,
object_bind_group: Option<wgpu::BindGroup>,
frame_counter: Cell<u64>,
last_frame: Cell<u64>,
}
impl Default for UvsMaterial {
fn default() -> Self {
Self::new()
}
}
impl UvsMaterial {
pub fn new() -> UvsMaterial {
let ctxt = Context::get();
let frame_bind_group_layout =
ctxt.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("uvs_material_frame_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let object_bind_group_layout =
ctxt.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("uvs_material_object_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true, min_binding_size: None,
},
count: None,
}],
});
let pipeline_layout = ctxt.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("uvs_material_pipeline_layout"),
bind_group_layouts: &[
Some(&frame_bind_group_layout),
Some(&object_bind_group_layout),
],
immediate_size: 0,
});
let shader =
ctxt.create_shader_module(Some("uvs_material_shader"), include_str!("uvs.wgsl"));
let vertex_buffer_layouts = [
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
},
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
}],
},
];
let create_pipeline = |cull_mode: Option<wgpu::Face>, label: &str| {
ctxt.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &vertex_buffer_layouts,
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: ctxt.surface_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,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Context::depth_format(),
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Less),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
})
};
let pipeline_cull = create_pipeline(Some(wgpu::Face::Back), "uvs_material_pipeline_cull");
let pipeline_no_cull = create_pipeline(None, "uvs_material_pipeline_no_cull");
let frame_uniform_buffer = ctxt.create_buffer(&wgpu::BufferDescriptor {
label: Some("uvs_shared_frame_uniform_buffer"),
size: std::mem::size_of::<FrameUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let frame_bind_group = ctxt.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("uvs_shared_frame_bind_group"),
layout: &frame_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: frame_uniform_buffer.as_entire_binding(),
}],
});
let object_uniform_buffer =
DynamicUniformBuffer::<ObjectUniforms>::new("uvs_dynamic_object_uniform_buffer");
let object_bind_group = ctxt.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("uvs_dynamic_object_bind_group"),
layout: &object_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: object_uniform_buffer.buffer(),
offset: 0,
size: std::num::NonZeroU64::new(object_uniform_buffer.aligned_size()),
}),
}],
});
UvsMaterial {
pipeline_cull,
pipeline_no_cull,
object_bind_group_layout,
frame_uniform_buffer,
frame_bind_group,
object_uniform_buffer,
object_bind_group: Some(object_bind_group),
frame_counter: Cell::new(0),
last_frame: Cell::new(u64::MAX),
}
}
}
impl Material3d for UvsMaterial {
fn create_gpu_data(&self) -> Box<dyn GpuData> {
Box::new(UvsMaterialGpuData::new())
}
fn begin_frame(&mut self) {
self.frame_counter
.set(self.frame_counter.get().wrapping_add(1));
self.object_uniform_buffer.clear();
}
fn flush(&mut self) {
let ctxt = Context::get();
let buffer_reallocated = self.object_uniform_buffer.flush();
if buffer_reallocated {
self.object_bind_group = Some(ctxt.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("uvs_dynamic_object_bind_group"),
layout: &self.object_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: self.object_uniform_buffer.buffer(),
offset: 0,
size: std::num::NonZeroU64::new(self.object_uniform_buffer.aligned_size()),
}),
}],
}));
}
}
fn prepare(
&mut self,
pass: usize,
transform: Pose3,
scale: Vec3,
camera: &mut dyn Camera3d,
_lights: &LightCollection,
_data: &ObjectData3d,
gpu_data: &mut dyn GpuData,
_viewport_width: u32,
_viewport_height: u32,
) {
let ctxt = Context::get();
let gpu_data = gpu_data
.as_any_mut()
.downcast_mut::<UvsMaterialGpuData>()
.expect("UvsMaterial requires UvsMaterialGpuData");
let current_frame = self.frame_counter.get();
let is_new_frame = current_frame != self.last_frame.get();
if is_new_frame {
self.last_frame.set(current_frame);
let (view, proj) = camera.view_transform_pair(pass);
let frame_uniforms = FrameUniforms {
view: view.to_mat4().to_cols_array_2d(),
proj: proj.to_cols_array_2d(),
};
ctxt.write_buffer(
&self.frame_uniform_buffer,
0,
bytemuck::bytes_of(&frame_uniforms),
);
}
let formatted_transform = transform.to_mat4();
let formatted_scale = Mat3::from_diagonal(scale);
let scale_cols = formatted_scale.to_cols_array_2d();
let scale_padded: [[f32; 4]; 3] = [
[scale_cols[0][0], scale_cols[0][1], scale_cols[0][2], 0.0],
[scale_cols[1][0], scale_cols[1][1], scale_cols[1][2], 0.0],
[scale_cols[2][0], scale_cols[2][1], scale_cols[2][2], 0.0],
];
let object_uniforms = ObjectUniforms {
transform: formatted_transform.to_cols_array_2d(),
scale: scale_padded,
_padding: [0.0; 4],
};
let object_offset = self.object_uniform_buffer.push(&object_uniforms);
gpu_data.object_uniform_offset = Some(object_offset);
}
fn render(
&mut self,
_pass: usize,
_transform: Pose3,
_scale: Vec3,
_camera: &mut dyn Camera3d,
_lights: &LightCollection,
data: &ObjectData3d,
mesh: &mut GpuMesh3d,
_instances: &mut InstancesBuffer3d,
gpu_data: &mut dyn GpuData,
render_pass: &mut wgpu::RenderPass<'_>,
_context: &RenderContext,
) {
if !data.surface_rendering_active() {
return;
}
let gpu_data = gpu_data
.as_any_mut()
.downcast_mut::<UvsMaterialGpuData>()
.expect("UvsMaterial requires UvsMaterialGpuData");
let object_offset = gpu_data
.object_uniform_offset
.expect("prepare() must be called before render()");
mesh.coords().write().unwrap().load_to_gpu();
mesh.uvs().write().unwrap().load_to_gpu();
mesh.faces().write().unwrap().load_to_gpu();
let coords_buffer = mesh.coords().read().unwrap();
let uvs_buffer = mesh.uvs().read().unwrap();
let faces_buffer = mesh.faces().read().unwrap();
let coords_buf = match coords_buffer.buffer() {
Some(b) => b,
None => return,
};
let uvs_buf = match uvs_buffer.buffer() {
Some(b) => b,
None => return,
};
let faces_buf = match faces_buffer.buffer() {
Some(b) => b,
None => return,
};
let object_bind_group = self.object_bind_group.as_ref().unwrap();
let pipeline = if data.backface_culling_enabled() {
&self.pipeline_cull
} else {
&self.pipeline_no_cull
};
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(0, &self.frame_bind_group, &[]);
render_pass.set_bind_group(1, object_bind_group, &[object_offset]);
render_pass.set_vertex_buffer(0, coords_buf.slice(..));
render_pass.set_vertex_buffer(1, uvs_buf.slice(..));
render_pass.set_index_buffer(faces_buf.slice(..), VERTEX_INDEX_FORMAT);
render_pass.draw_indexed(0..mesh.num_indices(), 0, 0..1);
}
}
pub static UVS_VERTEX_SRC: &str = include_str!("uvs.wgsl");
pub static UVS_FRAGMENT_SRC: &str = include_str!("uvs.wgsl");