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//! Rendering functionality.
#![allow(clippy::await_holding_refcell_ref)]
use crate::camera::{Camera2d, Camera3d, FixedView3d};
use crate::context::Context;
use crate::event::WindowEvent;
use crate::light::LightCollection;
use crate::post_processing::{PostProcessingContext, PostProcessingEffect};
use crate::prelude::FixedView2d;
use crate::renderer::{RayTracer, Renderer3d};
use crate::resource::{
MaterialManager2d, MaterialManager3d, RenderContext, RenderContext2d, RenderContext2dEncoder,
RenderPhase, RenderTarget,
};
use crate::scene::{SceneNode2d, SceneNode3d};
use super::Window;
/// Grace period during which the first frame keeps retrying surface acquisition
/// before giving up. A freshly created window — particularly on macOS — may need
/// the event loop to be pumped a few times before its surface is presentable.
#[cfg(not(target_arch = "wasm32"))]
const STARTUP_SURFACE_TIMEOUT: std::time::Duration = std::time::Duration::from_secs(2);
/// Delay between surface acquisition attempts while waiting for the first frame.
#[cfg(not(target_arch = "wasm32"))]
const SURFACE_RETRY_INTERVAL: std::time::Duration = std::time::Duration::from_millis(16);
impl Window {
/// Renders one frame of a 3D scene.
///
/// This is the main rendering function that should be called in your render loop.
/// It handles events, updates the scene, renders all objects, and swaps buffers.
///
/// # Arguments
/// * `scene` - The 3D scene graph to render
/// * `camera` - The camera used for viewing the scene
///
/// # Returns
/// `true` if rendering should continue, `false` if the window should close
///
/// # Example
/// ```no_run
/// use kiss3d::prelude::*;
///
/// #[kiss3d::main]
/// async fn main() {
/// let mut window = Window::new("My Application").await;
/// let mut camera = OrbitCamera3d::default();
/// let mut scene = SceneNode3d::empty();
///
/// while window.render_3d(&mut scene, &mut camera).await {
/// // Your per-frame code here
/// }
/// }
/// ```
///
/// # Platform-specific
/// - **Native**: Returns immediately after rendering one frame
/// - **WASM**: Yields to the browser's event loop and returns when the next frame is ready
pub async fn render_3d(&mut self, scene: &mut SceneNode3d, camera: &mut impl Camera3d) -> bool {
self.render(Some(scene), None, Some(camera), None, None, None)
.await
}
pub async fn render_2d(&mut self, scene: &mut SceneNode2d, camera: &mut impl Camera2d) -> bool {
self.render(None, Some(scene), None, Some(camera), None, None)
.await
}
pub async fn render(
&mut self,
scene: Option<&mut SceneNode3d>,
scene_2d: Option<&mut SceneNode2d>,
camera: Option<&mut dyn Camera3d>,
camera_2d: Option<&mut dyn Camera2d>,
renderer: Option<&mut dyn Renderer3d>,
post_processing: Option<&mut dyn PostProcessingEffect>,
) -> bool {
let mut default_cam2 = FixedView2d::default();
let mut default_cam = FixedView3d::default();
let camera = camera.unwrap_or(&mut default_cam);
let camera_2d = camera_2d.unwrap_or(&mut default_cam2);
self.handle_events(camera, camera_2d);
self.render_single_frame(
scene,
scene_2d,
camera,
camera_2d,
renderer,
post_processing,
)
.await
}
async fn render_single_frame(
&mut self,
mut scene: Option<&mut SceneNode3d>,
mut scene_2d: Option<&mut SceneNode2d>,
camera: &mut dyn Camera3d,
camera_2d: &mut dyn Camera2d,
mut renderer: Option<&mut dyn Renderer3d>,
mut post_processing: Option<&mut dyn PostProcessingEffect>,
) -> bool {
// A visible window renders into its surface; a hidden window has no
// presentable surface, so it renders into an offscreen texture that
// `snap` and recording can still read back.
let offscreen = self.hidden;
// Acquire the surface texture for visible windows. A just-created
// window may not be presentable yet, so `acquire_next_frame` retries
// until it is.
let frame = if offscreen {
None
} else {
match self.acquire_next_frame() {
Some(frame) => Some(frame),
None => return !self.should_close(),
}
};
// Read the size only now: while retrying, a pending resize event may
// have been processed and the surface reconfigured.
let w = self.width();
let h = self.height();
camera_2d.handle_event(&self.canvas, &WindowEvent::FramebufferSize(w, h));
camera.handle_event(&self.canvas, &WindowEvent::FramebufferSize(w, h));
camera_2d.update(&self.canvas);
camera.update(&self.canvas);
// No need to update the light position here - it's computed per-frame
// in the material's prepare() based on the camera position
// `OffscreenBuffers` are never multisampled, so offscreen rendering
// always uses a single sample (a hidden window is not antialiased).
let sample_count = if offscreen {
1
} else {
self.canvas.sample_count()
};
let ctxt = Context::get();
let mut encoder = ctxt.create_command_encoder(Some("kiss3d_frame_encoder"));
// Resize the HDR film + the offscreen render targets if needed.
//
// NOTE: the rasterizer's material/renderer pipelines are currently built
// single-sampled (their `MultisampleState.count` is 1), so the HDR film
// is single-sampled too. `sample_count` is still threaded through so that
// if MSAA pipelines are enabled later, `HdrPipeline` already supports an
// MSAA attachment + resolve (see `resolve_view` below).
let hdr_sample_count = 1;
self.hdr.resize(w, h, hdr_sample_count);
self.post_process_render_target
.resize(w, h, self.canvas.surface_format());
if offscreen {
if self.offscreen_output_target.is_none() {
self.offscreen_output_target =
Some(self.framebuffer_manager.new_render_target(w, h, true));
}
self.offscreen_output_target.as_mut().unwrap().resize(
w,
h,
self.canvas.surface_format(),
);
}
// The view that receives the final composited image: the surface
// texture for a visible window, the offscreen color texture otherwise.
let frame_view = match &frame {
Some(frame) => frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default()),
None => self
.offscreen_output_target
.as_ref()
.expect("offscreen render target was just created")
.color_view()
.expect("offscreen render target is never the screen")
.clone(),
};
// The rasterized scene always renders into the HDR film. `color_view` is
// the MSAA attachment when multisampling is on, the single-sample HDR
// texture otherwise; `resolve_view` is the MSAA resolve destination.
// A final tonemap pass converts this HDR image to the LDR output below.
let color_view = self.hdr.scene_render_view().clone();
let resolve_view = self.hdr.scene_resolve_view().cloned();
// The depth attachment must match the scene target's sample count. The
// canvas depth texture is built MSAA-aware; offscreen rendering is always
// single-sampled and uses the offscreen target's depth.
let depth_view = if offscreen {
self.offscreen_output_target
.as_ref()
.expect("offscreen render target was just created")
.depth_view()
.expect("offscreen render target is never the screen")
.clone()
} else {
self.canvas.depth_view().clone()
};
// Clear the render target at the start of the frame
{
let bg = self.background;
let _clear_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("clear_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: bg.r as f64,
g: bg.g as f64,
b: bg.b as f64,
a: bg.a as f64,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
// Render pass is dropped here, ending the clear pass
}
// Signal start of new frame to all materials (for dynamic buffer clearing)
MaterialManager3d::get_global_manager(|mm| mm.begin_frame());
// Create a light collection for this frame
let mut lights = LightCollection::with_ambient(self.ambient_intensity);
// Render the 3D scene using two-phase rendering
for pass in 0usize..camera.num_passes() {
camera.start_pass(pass, &self.canvas);
// Phase 1: Prepare - collect uniforms in CPU memory and gather lights from scene
if let Some(scene) = scene.as_deref_mut() {
scene.data_mut().prepare(pass, camera, &mut lights, w, h);
}
// Phase 2: Flush - upload all batched uniforms to GPU
MaterialManager3d::get_global_manager(|mm| mm.flush());
// Phase 2.5: Shadow pre-pass — render scene depth from each shadow-casting
// light into the shadow atlas before the color pass. World transforms are
// already propagated and lights collected by `prepare`. Only meaningful
// for the first pass; stereo passes reuse the same shadow maps.
if let Some(scene) = scene.as_deref_mut() {
self.shadow_mapper
.render(scene, &*camera, &lights, &mut encoder);
}
// Phase 3: Render - issue draw calls using a SINGLE render pass.
// The scene is rasterized into the HDR film, so the render context
// advertises the HDR format.
{
let render_context = RenderContext {
surface_format: Context::render_format(),
sample_count,
viewport_width: w,
viewport_height: h,
shadow_bind_group: Some(self.shadow_mapper.bind_group().clone()),
phase: RenderPhase::Opaque,
};
// Create one render pass for all 3D scene objects
let mut wgpu_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("scene_render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
if let Some(scene) = scene.as_deref_mut() {
self.render_scene(
scene,
camera,
&lights,
pass,
&mut wgpu_render_pass,
&render_context,
);
}
// Custom renderer still needs the old interface - drop render pass first
drop(wgpu_render_pass);
if let Some(ref mut renderer) = renderer {
// Create a separate render pass for custom renderers
let mut custom_render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("custom_renderer_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(
wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
},
),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
renderer.render(pass, camera, &mut custom_render_pass, &render_context);
}
}
}
// === Order-independent transparency ===
// Transparent object surfaces are drawn in a separate weighted-blended pass
// (McGuire & Bavoil) into the HDR pipeline's accum + revealage targets, then
// composited over the opaque HDR scene — so transparency needs no sorting and
// is robust to interpenetration. Points/polylines are opaque overlays already
// drawn above. Done once (not per stereo pass).
if let Some(scene) = scene {
let oit_context = RenderContext {
surface_format: Context::render_format(),
sample_count: 1,
viewport_width: w,
viewport_height: h,
shadow_bind_group: Some(self.shadow_mapper.bind_group().clone()),
phase: RenderPhase::Transparent,
};
{
let mut oit_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("oit_geometry_pass"),
color_attachments: &[
// accum: cleared to 0 (additive).
Some(wgpu::RenderPassColorAttachment {
view: self.hdr.oit_accum_view(),
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
}),
// revealage: cleared to 1 (nothing occluded yet).
Some(wgpu::RenderPassColorAttachment {
view: self.hdr.oit_reveal_view(),
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
}),
],
// Test against the opaque depth (the OIT pipeline does not write it).
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
scene
.data_mut()
.render(0, camera, &lights, &mut oit_pass, &oit_context);
}
self.hdr.composite_oit(&mut encoder);
}
camera.render_complete(&self.canvas);
// Render the 2D planar scene (into the HDR film, like the 3D scene).
{
let context_2d = RenderContext2d {
surface_format: Context::render_format(),
sample_count,
viewport_width: w,
viewport_height: h,
};
// Clear material buffers for the new frame
MaterialManager2d::get_global_manager(|mm| mm.begin_frame());
// Prepare phase (uniform writes)
if let Some(scene_2d) = scene_2d.as_deref_mut() {
scene_2d.prepare(camera_2d, &context_2d);
}
// Flush all accumulated uniform data to GPU
MaterialManager2d::get_global_manager(|mm| mm.flush());
// Render phase for scene (single render pass)
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("2d_scene_render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
if let Some(scene_2d) = scene_2d {
scene_2d
.data_mut()
.render(camera_2d, &mut render_pass, &context_2d);
}
}
// Polylines and points render on top of surfaces (into the HDR film).
{
let mut context_2d_encoder = RenderContext2dEncoder {
encoder: &mut encoder,
color_view: &color_view,
surface_format: Context::render_format(),
sample_count,
viewport_width: w,
viewport_height: h,
};
if self.polyline_renderer_2d.needs_rendering() {
self.polyline_renderer_2d
.render(camera_2d, &mut context_2d_encoder);
}
if self.point_renderer_2d.needs_rendering() {
self.point_renderer_2d
.render(camera_2d, &mut context_2d_encoder);
}
}
}
let (znear, zfar) = camera.clip_planes();
// HDR resolve: the scene was rasterized into the HDR film. If MSAA is
// active, resolve the multisampled HDR attachment into the single-sample
// HDR texture first (a render pass resolves on End even with no draws).
if let Some(resolve_view) = &resolve_view {
let _resolve_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("hdr_msaa_resolve_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_view,
resolve_target: Some(resolve_view),
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
}
// Tonemap + bloom resolve. Existing post-processing effects run on the
// tonemapped LDR image: the HDR film is tonemapped into the LDR
// post-process target, then the effect composites it into `frame_view`.
// Without an effect, the HDR film is tonemapped straight into `frame_view`.
if let Some(ref mut p) = post_processing {
let pp_ldr_view = match &self.post_process_render_target {
RenderTarget::Offscreen(o) => o.color_view.clone(),
RenderTarget::Screen => frame_view.clone(),
};
self.hdr.resolve(&mut encoder, &pp_ldr_view);
// TODO: use the real time value instead of 0.016!
p.update(0.016, w as f32, h as f32, znear, zfar);
let mut pp_context = PostProcessingContext {
encoder: &mut encoder,
output_view: &frame_view,
};
p.draw(&self.post_process_render_target, &mut pp_context);
} else {
self.hdr.resolve(&mut encoder, &frame_view);
}
// Render text
{
let mut context_2d_encoder = RenderContext2dEncoder {
encoder: &mut encoder,
color_view: &frame_view,
surface_format: self.canvas.surface_format(),
sample_count,
viewport_width: w,
viewport_height: h,
};
self.text_renderer
.render(w as f32, h as f32, &mut context_2d_encoder);
}
// Submit the main command buffer
ctxt.submit(std::iter::once(encoder.finish()));
// Render egui if enabled (uses its own command encoder and submits it)
#[cfg(feature = "egui")]
{
self.egui_context.renderer.render(
&frame_view,
&depth_view,
w,
h,
self.canvas.scale_factor() as f32,
);
}
// Copy the rendered image into the readback texture so `snap`,
// `snap_rect` and recording can read it back.
match &frame {
Some(frame) => self.canvas.copy_frame_to_readback(frame),
None => {
let color = self
.offscreen_output_target
.as_ref()
.expect("offscreen render target was just created")
.color_texture()
.expect("offscreen render target is never the screen")
.clone();
self.canvas.copy_texture_to_readback(&color);
}
}
// Capture frame for video recording if enabled
#[cfg(feature = "recording")]
self.capture_frame_if_recording();
// Present the frame (visible windows only; a hidden window has no
// presentable surface).
if let Some(frame) = frame {
self.canvas.present(frame);
}
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use web_sys::wasm_bindgen::closure::Closure;
if let Some(window) = web_sys::window() {
let (s, r) = oneshot::channel();
let closure = Closure::once(move || s.send(()).unwrap());
window
.request_animation_frame(closure.as_ref().unchecked_ref())
.unwrap();
r.await.unwrap();
}
}
!self.should_close()
}
/// Renders one path-traced frame.
///
/// This bypasses the rasterizer entirely: it collects lights and propagates
/// world transforms (via the scene's `prepare` pass), then drives the
/// [`RayTracer`] to dispatch the path-tracing pass into its HDR accumulation
/// buffer and tonemap the result into the frame's output view. Text overlays
/// are still rendered on top.
pub(super) async fn render_raytraced_frame(
&mut self,
scene: &mut SceneNode3d,
camera: &mut dyn Camera3d,
raytracer: &mut RayTracer,
) -> bool {
let offscreen = self.hidden;
let frame = if offscreen {
None
} else {
match self.acquire_next_frame() {
Some(frame) => Some(frame),
None => return !self.should_close(),
}
};
let w = self.width();
let h = self.height();
camera.handle_event(&self.canvas, &WindowEvent::FramebufferSize(w, h));
camera.update(&self.canvas);
let sample_count = if offscreen {
1
} else {
self.canvas.sample_count()
};
let ctxt = Context::get();
let mut encoder = ctxt.create_command_encoder(Some("kiss3d_raytrace_encoder"));
// The path tracer renders single-sampled into an offscreen color texture
// when the window is hidden; otherwise straight into the surface.
if offscreen {
if self.offscreen_output_target.is_none() {
self.offscreen_output_target =
Some(self.framebuffer_manager.new_render_target(w, h, true));
}
self.offscreen_output_target.as_mut().unwrap().resize(
w,
h,
self.canvas.surface_format(),
);
}
let frame_view = match &frame {
Some(frame) => frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default()),
None => self
.offscreen_output_target
.as_ref()
.expect("offscreen render target was just created")
.color_view()
.expect("offscreen render target is never the screen")
.clone(),
};
// Collect lights and propagate world transforms for the path tracer.
// (`prepare` does both; the path tracer reads geometry off the CPU side.)
let mut lights = LightCollection::with_ambient(self.ambient_intensity);
scene.data_mut().prepare(0, camera, &mut lights, w, h);
raytracer.render_frame(
scene,
camera,
&lights,
self.background,
&mut encoder,
&frame_view,
w,
h,
);
// Render text on top of the path-traced image.
{
let mut context_2d_encoder = RenderContext2dEncoder {
encoder: &mut encoder,
color_view: &frame_view,
surface_format: self.canvas.surface_format(),
sample_count,
viewport_width: w,
viewport_height: h,
};
self.text_renderer
.render(w as f32, h as f32, &mut context_2d_encoder);
}
ctxt.submit(std::iter::once(encoder.finish()));
// Render egui on top of the path-traced image (uses its own encoder).
// The depth view is unused by egui, so the color view is passed twice.
#[cfg(feature = "egui")]
{
self.egui_context.renderer.render(
&frame_view,
&frame_view,
w,
h,
self.canvas.scale_factor() as f32,
);
}
match &frame {
Some(frame) => self.canvas.copy_frame_to_readback(frame),
None => {
let color = self
.offscreen_output_target
.as_ref()
.expect("offscreen render target was just created")
.color_texture()
.expect("offscreen render target is never the screen")
.clone();
self.canvas.copy_texture_to_readback(&color);
}
}
#[cfg(feature = "recording")]
self.capture_frame_if_recording();
if let Some(frame) = frame {
self.canvas.present(frame);
}
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use web_sys::wasm_bindgen::closure::Closure;
if let Some(window) = web_sys::window() {
let (s, r) = oneshot::channel();
let closure = Closure::once(move || s.send(()).unwrap());
window
.request_animation_frame(closure.as_ref().unchecked_ref())
.unwrap();
r.await.unwrap();
}
}
!self.should_close()
}
/// Acquires the surface texture for the next frame.
///
/// Returns `None` when no frame is available and the caller should skip
/// rendering. Until the first frame has been rendered, this retries —
/// pumping window events between attempts — for up to a couple of seconds,
/// because a freshly created window may need the event loop to run a few
/// times before its surface becomes presentable. Once a frame has been
/// acquired, a later failure (e.g. a minimized window) skips the frame
/// immediately instead of stalling.
fn acquire_next_frame(&mut self) -> Option<wgpu::SurfaceTexture> {
if let Some(frame) = self.canvas.get_current_texture() {
self.first_frame = false;
return Some(frame);
}
// The window has rendered before: treat this as a transient failure
// and skip the frame without stalling.
if !self.first_frame {
return None;
}
#[cfg(target_arch = "wasm32")]
return None;
#[cfg(not(target_arch = "wasm32"))]
{
let deadline = std::time::Instant::now() + STARTUP_SURFACE_TIMEOUT;
loop {
std::thread::sleep(SURFACE_RETRY_INTERVAL);
self.canvas.poll_events();
if let Some(frame) = self.canvas.get_current_texture() {
self.first_frame = false;
return Some(frame);
}
if std::time::Instant::now() >= deadline {
log::warn!(
"could not acquire a surface texture within \
{STARTUP_SURFACE_TIMEOUT:?}; the window failed to become ready"
);
return None;
}
}
}
}
fn render_scene(
&mut self,
scene: &mut SceneNode3d,
camera: &mut dyn Camera3d,
lights: &LightCollection,
pass: usize,
render_pass: &mut wgpu::RenderPass<'_>,
context: &RenderContext,
) {
// Render points
self.point_renderer
.render(pass, camera, render_pass, context);
// Render polylines (lines with configurable width)
self.polyline_renderer
.render(pass, camera, render_pass, context);
// Render scene graph (surfaces and wireframes are handled by ObjectMaterial)
scene
.data_mut()
.render(pass, camera, lights, render_pass, context);
}
}