use std::num::NonZeroU32;
use bytemuck::cast_slice;
use bytemuck_derive::{Pod, Zeroable};
use thiserror::Error;
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
BindGroupLayoutEntry, BindingResource, BindingType, BlendState, BufferBindingType, BufferUsage,
Color, ColorTargetState, ColorWrite, CommandEncoderDescriptor, Device, DeviceDescriptor,
Extent3d, Features, FragmentState, FrontFace, ImageCopyTexture, ImageDataLayout, Instance,
Limits, LoadOp, MultisampleState, Operations, Origin3d, PipelineLayoutDescriptor, PolygonMode,
PowerPreference, PresentMode, PrimitiveState, PrimitiveTopology, Queue,
RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor,
RequestAdapterOptions, RequestDeviceError, ShaderFlags, ShaderModuleDescriptor, ShaderSource,
ShaderStage, Surface, SwapChain, SwapChainDescriptor, SwapChainError, Texture,
TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsage,
TextureViewDescriptor, TextureViewDimension, VertexState,
};
use winit::{dpi::PhysicalSize, window::Window};
use crate::RogueFontData;
#[derive(Error, Debug)]
pub enum RenderError {
#[error("Appropriate graphics device was not found")]
AdapterNotFound,
#[error(transparent)]
BadDevice(#[from] RequestDeviceError),
#[error("Could not find a texture format compatible with the swap chain")]
BadSwapChainFormat,
}
pub type RenderResult<T> = Result<T, RenderError>;
pub struct RenderState {
surface: Surface,
device: Device,
queue: Queue,
swapchain_desc: SwapChainDescriptor,
swapchain: SwapChain,
render_pipeline: RenderPipeline,
fg_texture: RogueTexture,
bg_texture: RogueTexture,
chars_texture: RogueTexture,
font_texture: RogueTexture,
texture_bind_group_layout: BindGroupLayout,
texture_bind_group: BindGroup,
uniform_bind_group: BindGroup,
font_char_size: (u32, u32),
size: (u32, u32),
}
impl RenderState {
pub async fn new(window: &Window, font: &RogueFontData) -> RenderResult<Self> {
let inner_size = window.inner_size();
let instance = Instance::new(wgpu::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::default(),
compatible_surface: Some(&surface),
})
.await
.ok_or(RenderError::AdapterNotFound)?;
let (device, queue) = adapter
.request_device(
&DeviceDescriptor {
label: Some("Render device"),
features: Features::empty(),
limits: Limits::default(),
},
None,
)
.await?;
let swapchain_desc = SwapChainDescriptor {
usage: TextureUsage::RENDER_ATTACHMENT,
format: adapter
.get_swap_chain_preferred_format(&surface)
.ok_or(RenderError::BadSwapChainFormat)?,
width: inner_size.width,
height: inner_size.height,
present_mode: PresentMode::Fifo,
};
let swapchain = device.create_swap_chain(&surface, &swapchain_desc);
let size = (
inner_size.width / font.width,
inner_size.height / font.height,
);
let fg_texture = RogueTexture::new(&device, size);
let bg_texture = RogueTexture::new(&device, size);
let chars_texture = RogueTexture::new(&device, size);
let mut font_texture = RogueTexture::new(&device, (16 * font.width, 16 * font.height));
font_texture.storage.copy_from_slice(font.data.as_slice());
font_texture.update(&queue);
let shader_src = include_str!("shader.wgsl");
let shader = device.create_shader_module(&ShaderModuleDescriptor {
label: Some("ASCII engine shader"),
flags: ShaderFlags::all(),
source: ShaderSource::Wgsl(shader_src.into()),
});
let texture_bind_group_layout =
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("Texture Bind Group Layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStage::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStage::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStage::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStage::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
],
});
let texture_bind_group = Self::create_texture_bind_group(
&device,
&texture_bind_group_layout,
&fg_texture,
&bg_texture,
&chars_texture,
&font_texture,
);
let uniforms = RenderInfo {
font_width: font.width,
font_height: font.height,
_padding: [0; 2],
};
let uniform_buffer = device.create_buffer_init(&BufferInitDescriptor {
label: Some("Uniform buffer"),
contents: cast_slice(&[uniforms]),
usage: BufferUsage::UNIFORM | BufferUsage::COPY_DST,
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("Uniforms bin group layout"),
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStage::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let uniform_bind_group = device.create_bind_group(&BindGroupDescriptor {
label: Some("Uniforms bind group"),
layout: &uniform_bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let render_pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("Render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: VertexState {
module: &shader,
entry_point: "main",
buffers: &[],
},
fragment: Some(FragmentState {
module: &shader,
entry_point: "main",
targets: &[ColorTargetState {
format: swapchain_desc.format,
blend: Some(BlendState::REPLACE),
write_mask: ColorWrite::ALL,
}],
}),
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: FrontFace::Cw,
cull_mode: None,
polygon_mode: PolygonMode::Fill,
clamp_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Ok(RenderState {
surface,
device,
queue,
swapchain_desc,
swapchain,
render_pipeline,
fg_texture,
bg_texture,
chars_texture,
font_texture,
texture_bind_group_layout,
texture_bind_group,
uniform_bind_group,
font_char_size: (font.width, font.height),
size,
})
}
fn create_texture_bind_group(
device: &Device,
texture_bind_group_layout: &BindGroupLayout,
fore_image: &RogueTexture,
back_image: &RogueTexture,
text_image: &RogueTexture,
font_image: &RogueTexture,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
label: Some("Texture bind group"),
layout: texture_bind_group_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(
&fore_image
.texture
.create_view(&TextureViewDescriptor::default()),
),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(
&back_image
.texture
.create_view(&TextureViewDescriptor::default()),
),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::TextureView(
&text_image
.texture
.create_view(&TextureViewDescriptor::default()),
),
},
BindGroupEntry {
binding: 3,
resource: BindingResource::TextureView(
&font_image
.texture
.create_view(&TextureViewDescriptor::default()),
),
},
],
})
}
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
self.swapchain_desc.width = new_size.width;
self.swapchain_desc.height = new_size.height;
self.swapchain = self
.device
.create_swap_chain(&self.surface, &self.swapchain_desc);
let chars_size = (
new_size.width / self.font_char_size.0,
new_size.height / self.font_char_size.1,
);
if chars_size != self.size {
self.size = chars_size;
self.fg_texture = RogueTexture::new(&self.device, self.size);
self.bg_texture = RogueTexture::new(&self.device, self.size);
self.chars_texture = RogueTexture::new(&self.device, self.size);
self.texture_bind_group = Self::create_texture_bind_group(
&self.device,
&self.texture_bind_group_layout,
&self.fg_texture,
&self.bg_texture,
&self.chars_texture,
&self.font_texture,
);
}
}
pub fn render(&mut self) -> Result<(), SwapChainError> {
self.fg_texture.update(&self.queue);
self.bg_texture.update(&self.queue);
self.chars_texture.update(&self.queue);
let frame = self.swapchain.get_current_frame()?.output;
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor {
label: Some("Render encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("Main render pass"),
color_attachments: &[RenderPassColorAttachment {
view: &frame.view,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.texture_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.draw(0..4, 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));
Ok(())
}
pub fn images(&mut self) -> (&mut Vec<u32>, &mut Vec<u32>, &mut Vec<u32>) {
(
&mut self.fg_texture.storage,
&mut self.bg_texture.storage,
&mut self.chars_texture.storage,
)
}
pub fn chars_size(&self) -> (u32, u32) {
self.size
}
}
pub struct RogueTexture {
pub size: (u32, u32),
pub storage: Vec<u32>,
texture: Texture,
}
impl RogueTexture {
fn new(device: &Device, size: (u32, u32)) -> Self {
let vec_size = (size.0 * size.1) as usize;
let storage = vec![0; vec_size];
let texture_size = Extent3d {
width: size.0,
height: size.1,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&TextureDescriptor {
label: None,
size: texture_size,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8Unorm,
usage: TextureUsage::SAMPLED | TextureUsage::COPY_DST,
});
RogueTexture {
size,
texture,
storage,
}
}
fn update(&mut self, queue: &Queue) {
let (width, height) = self.size;
queue.write_texture(
ImageCopyTexture {
texture: &self.texture,
mip_level: 0,
origin: Origin3d::ZERO,
},
cast_slice(&self.storage),
ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * width),
rows_per_image: NonZeroU32::new(height),
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct RenderInfo {
font_width: u32, font_height: u32, _padding: [u32; 2],
}