nightshade 0.13.0

A cross-platform data-oriented game engine.
Documentation
mod constructor;
mod materials;
mod mesh_registry;
mod uniforms;

use crate::ecs::skin::systems::SkinningCache;
use std::collections::{HashMap, HashSet};

use super::types::*;
use super::world_state::{SkinnedWorldGpuBuffers, SkinnedWorldRenderState};

pub struct SkinnedMeshPass {
    pub(super) skinning_compute_pipeline: wgpu::ComputePipeline,
    pub(super) skinning_compute_bind_group: wgpu::BindGroup,
    pub(super) _skinning_compute_bind_group_layout: wgpu::BindGroupLayout,

    pub(super) bone_transforms_buffer: wgpu::Buffer,
    pub(super) inverse_bind_matrices_buffer: wgpu::Buffer,
    pub(super) joint_matrices_buffer: wgpu::Buffer,
    pub(super) skin_data_buffer: wgpu::Buffer,
    pub(super) bone_transforms_buffer_size: usize,
    pub(super) inverse_bind_matrices_buffer_size: usize,
    pub(super) joint_matrices_buffer_size: usize,
    pub(super) skin_data_buffer_size: usize,

    pub(super) render_pipeline: wgpu::RenderPipeline,
    pub(super) oit_render_pipeline: wgpu::RenderPipeline,
    pub(super) oit_composite_pipeline: wgpu::RenderPipeline,
    pub(super) oit_composite_bind_group_layout: wgpu::BindGroupLayout,

    pub(super) uniform_buffer: wgpu::Buffer,
    pub(super) uniform_bind_group: wgpu::BindGroup,

    pub(super) instance_bind_group_layout: wgpu::BindGroupLayout,

    pub(super) texture_bind_group_layout: wgpu::BindGroupLayout,
    pub(super) shadow_bind_group: wgpu::BindGroup,
    pub(super) shadow_bind_group_layout: wgpu::BindGroupLayout,
    pub(super) shadow_sampler: wgpu::Sampler,
    pub(super) spotlight_shadow_buffer: wgpu::Buffer,
    pub(super) point_shadow_buffer: wgpu::Buffer,
    pub(super) point_shadow_sampler: wgpu::Sampler,
    pub(super) point_shadow_cubemap_view: wgpu::TextureView,

    pub(super) dummy_white_view: wgpu::TextureView,
    pub(super) dummy_black_view: wgpu::TextureView,
    pub(super) dummy_normal_view: wgpu::TextureView,
    pub(super) dummy_cube_view: wgpu::TextureView,
    pub(super) dummy_sampler: wgpu::Sampler,

    pub(super) brdf_lut_view: Option<wgpu::TextureView>,
    pub(super) irradiance_map_view: Option<wgpu::TextureView>,
    pub(super) prefiltered_env_view: Option<wgpu::TextureView>,
    pub(super) irradiance_b_view: Option<wgpu::TextureView>,
    pub(super) prefiltered_b_view: Option<wgpu::TextureView>,
    pub(super) ibl_sampler: wgpu::Sampler,

    pub(super) skinned_vertex_buffer: wgpu::Buffer,
    pub(super) skinned_index_buffer: wgpu::Buffer,
    pub(super) skinned_vertex_buffer_size: u64,
    pub(super) skinned_index_buffer_size: u64,

    pub(super) skinned_meshes: HashMap<String, u32>,
    pub(super) skinned_mesh_data: Vec<SkinnedMeshData>,
    pub(super) current_skinned_vertex_offset: u32,
    pub(super) current_skinned_index_offset: u32,

    pub(super) morph_displacement_buffer: wgpu::Buffer,
    pub(super) morph_displacement_buffer_size: usize,
    pub(super) current_morph_displacement_offset: u32,

    pub(super) total_joints_to_dispatch: u32,

    pub(super) material_bind_groups: HashMap<u32, wgpu::BindGroup>,
    pub(super) material_bind_group_cache_key: HashMap<u32, MaterialTextures>,
    pub(super) registered_textures: HashMap<String, (wgpu::TextureView, wgpu::Sampler)>,

    pub(super) skinning_cache: SkinningCache,

    pub(super) oit_accum_texture: wgpu::Texture,
    pub(super) oit_accum_view: wgpu::TextureView,
    pub(super) oit_reveal_texture: wgpu::Texture,
    pub(super) oit_reveal_view: wgpu::TextureView,
    pub(super) oit_sampler: wgpu::Sampler,
    pub(super) oit_texture_size: (u32, u32),

    pub(super) _cluster_bounds_buffer: wgpu::Buffer,
    pub(super) _view_matrix_buffer: wgpu::Buffer,
    pub(super) _cluster_bounds_pipeline: wgpu::ComputePipeline,
    pub(super) _cluster_assign_pipeline: wgpu::ComputePipeline,
    pub(super) _cluster_bounds_bind_group: wgpu::BindGroup,
    pub(super) _cluster_assign_bind_group_layout: wgpu::BindGroupLayout,
    pub(super) _cluster_assign_bind_group: Option<wgpu::BindGroup>,
    pub(super) _last_camera_hash: u64,
    pub(super) _camera_changed: bool,
    pub(super) _num_directional_lights: u32,

    pub(super) current_world_id: u64,
    pub(super) world_states: HashMap<u64, SkinnedWorldRenderState>,
    pub(super) frame_counter: u64,
    pub(crate) dirty_skinned_mesh_names: HashSet<String>,
}

fn create_skinned_shader_module(
    device: &wgpu::Device,
    label: &str,
    source: &str,
) -> wgpu::ShaderModule {
    let source = strip_specular_color_texture_skinned(source);
    device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some(label),
        source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::from(source)),
    })
}

fn strip_specular_color_texture_skinned(source: &str) -> String {
    let mut result = String::with_capacity(source.len());
    let mut lines = source.lines().peekable();
    while let Some(line) = lines.next() {
        let trimmed = line.trim();
        if trimmed == "@group(2) @binding(16)" || trimmed == "@group(2) @binding(17)" {
            lines.next();
            continue;
        }
        if trimmed.starts_with("if material.has_specular_color_texture") {
            for inner in lines.by_ref() {
                if inner.trim() == "}" {
                    break;
                }
            }
            continue;
        }
        result.push_str(line);
        result.push('\n');
    }
    result
}

fn skinned_texture_bind_group_layout_entries() -> Vec<wgpu::BindGroupLayoutEntry> {
    let texture_entry = |binding: u32| wgpu::BindGroupLayoutEntry {
        binding,
        visibility: wgpu::ShaderStages::FRAGMENT,
        ty: wgpu::BindingType::Texture {
            sample_type: wgpu::TextureSampleType::Float { filterable: true },
            view_dimension: wgpu::TextureViewDimension::D2,
            multisampled: false,
        },
        count: None,
    };
    let sampler_entry = |binding: u32| wgpu::BindGroupLayoutEntry {
        binding,
        visibility: wgpu::ShaderStages::FRAGMENT,
        ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
        count: None,
    };

    let entries = vec![
        texture_entry(0),
        sampler_entry(1),
        texture_entry(2),
        sampler_entry(3),
        texture_entry(4),
        sampler_entry(5),
        texture_entry(6),
        sampler_entry(7),
        texture_entry(8),
        sampler_entry(9),
        texture_entry(10),
        sampler_entry(11),
        texture_entry(12),
        sampler_entry(13),
        texture_entry(14),
        sampler_entry(15),
    ];

    entries
}

impl SkinnedMeshPass {
    pub fn set_current_world(&mut self, world_id: u64) {
        self.current_world_id = world_id;
        self.world_states.entry(world_id).or_default();
    }

    pub(super) fn state(&self) -> &SkinnedWorldRenderState {
        self.world_states.get(&self.current_world_id).unwrap()
    }

    pub(super) fn state_mut(&mut self) -> &mut SkinnedWorldRenderState {
        self.world_states.get_mut(&self.current_world_id).unwrap()
    }

    pub(super) fn gpu(&self) -> &SkinnedWorldGpuBuffers {
        self.state().gpu_buffers.as_ref().unwrap()
    }

    pub(super) fn ensure_world_gpu_buffers(&mut self, device: &wgpu::Device) {
        let world_state = self.world_states.get_mut(&self.current_world_id).unwrap();
        if world_state.gpu_buffers.is_none() {
            world_state.gpu_buffers = Some(SkinnedWorldGpuBuffers::new(
                device,
                &self.instance_bind_group_layout,
                &self.joint_matrices_buffer,
                &self.morph_displacement_buffer,
            ));
        }
    }
}