mod batching;
mod bind_groups;
mod compute;
mod constructor;
mod incremental;
mod materials;
mod mesh_registry;
mod resize;
mod uniforms;
use crate::render::wgpu::passes::geometry::HizPass;
use std::collections::{HashMap, HashSet};
use super::types::{MeshBoundsAABB, MeshBoundsData, MeshData, MeshLodInfo, MeshRenderStateInner};
use super::world_state::{WorldGpuBuffers, WorldRenderState};
pub(super) struct MaterialBindGroupContext<'a> {
pub registered_textures: &'a HashMap<String, (wgpu::TextureView, wgpu::Sampler)>,
pub dummy_white_view: &'a wgpu::TextureView,
pub dummy_black_view: &'a wgpu::TextureView,
pub dummy_normal_view: &'a wgpu::TextureView,
pub dummy_sampler: &'a wgpu::Sampler,
pub texture_bind_group_layout: &'a wgpu::BindGroupLayout,
}
pub struct MeshPass {
pub(super) opaque_pipeline: wgpu::RenderPipeline,
pub(super) opaque_double_sided_pipeline: wgpu::RenderPipeline,
pub(super) overlay_opaque_pipeline: wgpu::RenderPipeline,
pub(super) overlay_opaque_double_sided_pipeline: wgpu::RenderPipeline,
pub(super) oit_pipeline: wgpu::RenderPipeline,
pub(super) oit_composite_pipeline: wgpu::RenderPipeline,
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_composite_bind_group: wgpu::BindGroup,
pub(super) oit_composite_bind_group_layout: wgpu::BindGroupLayout,
pub(super) oit_sampler: wgpu::Sampler,
pub(super) overlay_depth_texture: wgpu::Texture,
pub(super) overlay_depth_view: wgpu::TextureView,
pub(super) oit_texture_size: (u32, u32),
pub(super) uniform_buffer: wgpu::Buffer,
pub(super) uniform_bind_group: wgpu::BindGroup,
pub(super) overlay_uniform_buffer: wgpu::Buffer,
pub(super) overlay_uniform_bind_group: wgpu::BindGroup,
pub(super) instance_bind_group_layout: wgpu::BindGroupLayout,
pub(super) texture_bind_group_layout: wgpu::BindGroupLayout,
pub(super) scene_bind_group: wgpu::BindGroup,
pub(super) scene_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) ibl_sampler: wgpu::Sampler,
pub(super) dummy_white_view: wgpu::TextureView,
pub(super) dummy_black_view: wgpu::TextureView,
pub(super) dummy_normal_view: wgpu::TextureView,
pub(super) dummy_sampler: wgpu::Sampler,
pub(super) vertex_buffer: wgpu::Buffer,
pub(super) index_buffer: wgpu::Buffer,
pub(super) vertex_buffer_size: u64,
pub(super) index_buffer_size: u64,
pub(super) meshes: HashMap<String, u32>,
pub(super) mesh_data: Vec<MeshData>,
pub(super) registered_textures: HashMap<String, (wgpu::TextureView, wgpu::Sampler)>,
pub(super) newly_registered_textures: HashSet<String>,
pub(super) current_vertex_offset: u32,
pub(super) current_index_offset: u32,
pub(super) compaction_frame_counter: u64,
pub(super) last_vertex_utilization: f32,
pub(super) last_index_utilization: f32,
pub(super) culling_pipeline: wgpu::ComputePipeline,
pub(super) culling_bind_group_layout: wgpu::BindGroupLayout,
pub(super) culling_uniform_buffer: wgpu::Buffer,
pub(super) mesh_bounds_buffer: wgpu::Buffer,
pub(super) mesh_bounds_buffer_size: usize,
pub(super) mesh_bounds_data: Vec<MeshBoundsData>,
pub(super) mesh_aabbs_buffer: wgpu::Buffer,
pub(super) mesh_aabbs_buffer_size: usize,
pub(super) mesh_aabbs_data: Vec<MeshBoundsAABB>,
pub(super) mesh_lod_buffer: wgpu::Buffer,
pub(super) mesh_lod_buffer_size: usize,
pub(super) mesh_lod_data: Vec<MeshLodInfo>,
pub(super) mesh_lod_mesh_ids: HashMap<u32, Vec<u32>>,
pub(super) hiz_pass: HizPass,
pub(super) depth_prepass_pipeline: wgpu::RenderPipeline,
pub(super) phase1_culling_uniform_buffer: wgpu::Buffer,
pub(super) morph_displacement_buffer: wgpu::Buffer,
pub(super) morph_displacement_buffer_size: u64,
pub(super) current_morph_displacement_offset: u32,
pub(super) brdf_lut_view: wgpu::TextureView,
pub(super) irradiance_view: wgpu::TextureView,
pub(super) prefiltered_view: wgpu::TextureView,
pub(super) irradiance_b_view: wgpu::TextureView,
pub(super) prefiltered_b_view: wgpu::TextureView,
pub(super) point_shadow_cubemap_view: wgpu::TextureView,
pub(super) last_prepared_world_id: Option<u64>,
pub(super) current_world_id: u64,
pub(super) world_states: HashMap<u64, WorldRenderState>,
pub(super) frame_counter: u64,
pub(super) resize_full_rebuild_pending: bool,
pub(super) cluster_bounds_buffer: wgpu::Buffer,
pub(super) cluster_bounds_pipeline: wgpu::ComputePipeline,
pub(super) cluster_assign_pipeline: wgpu::ComputePipeline,
pub(super) _cluster_bounds_bind_group_layout: wgpu::BindGroupLayout,
pub(super) cluster_assign_bind_group_layout: wgpu::BindGroupLayout,
pub(super) view_matrix_buffer: wgpu::Buffer,
pub(super) transform_compute_pipeline: wgpu::ComputePipeline,
pub(super) transform_compute_bind_group_layout: wgpu::BindGroupLayout,
pub(super) transform_compute_uniforms_buffer: wgpu::Buffer,
pub(super) transform_compute_staging_buffer: wgpu::Buffer,
pub(super) instanced_compute_pipeline: wgpu::ComputePipeline,
pub(super) instanced_compute_bind_group_layout: wgpu::BindGroupLayout,
pub(super) instanced_compute_uniforms_buffer: wgpu::Buffer,
pub(super) instanced_compute_staging_buffer: wgpu::Buffer,
pub preserve_hiz: bool,
cached_oit_states: HashMap<(u32, u32), CachedOitState>,
pub(crate) frame_dirty: Option<MeshRenderStateInner>,
pub(crate) dirty_mesh_names: HashSet<String>,
}
struct CachedOitState {
oit_accum_texture: wgpu::Texture,
oit_accum_view: wgpu::TextureView,
oit_reveal_texture: wgpu::Texture,
oit_reveal_view: wgpu::TextureView,
oit_composite_bind_group: wgpu::BindGroup,
overlay_depth_texture: wgpu::Texture,
overlay_depth_view: wgpu::TextureView,
}
fn create_shader_module(device: &wgpu::Device, label: &str, source: &str) -> wgpu::ShaderModule {
let source = strip_specular_color_texture(source);
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(label),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::from(source)),
})
}
fn strip_specular_color_texture(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 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 MeshPass {
#[inline]
pub(super) fn state(&self) -> &WorldRenderState {
self.world_states.get(&self.current_world_id).unwrap()
}
#[inline]
pub(super) fn state_mut(&mut self) -> &mut WorldRenderState {
self.world_states.get_mut(&self.current_world_id).unwrap()
}
#[inline]
pub(super) fn gpu(&self) -> &WorldGpuBuffers {
self.world_states
.get(&self.current_world_id)
.unwrap()
.gpu_buffers
.as_ref()
.unwrap()
}
#[inline]
pub(super) fn gpu_mut(&mut self) -> &mut WorldGpuBuffers {
self.world_states
.get_mut(&self.current_world_id)
.unwrap()
.gpu_buffers
.as_mut()
.unwrap()
}
}