nightshade 0.14.0

A cross-platform data-oriented game engine.
Documentation
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 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) oit_resource_cache: Vec<((u32, u32), OitResourceBundle)>,

    pub(super) transmission_color_texture: wgpu::Texture,
    pub(super) transmission_color_view: wgpu::TextureView,
    pub(super) transmission_sampler: wgpu::Sampler,
    pub(super) transmission_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) 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) mesh_names: Vec<String>,

    pub(super) registered_textures: HashMap<String, (wgpu::TextureView, wgpu::Sampler)>,
    pub(super) material_array_srgb_view: Option<wgpu::TextureView>,
    pub(super) material_array_linear_view: Option<wgpu::TextureView>,
    pub(super) material_array_sampler: Option<wgpu::Sampler>,
    pub(super) material_bind_group: Option<wgpu::BindGroup>,
    pub(super) material_layer_map: HashMap<
        crate::ecs::asset_id::TextureId,
        crate::render::wgpu::material_texture_arrays::MaterialTextureLayer,
    >,

    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: Vec<Vec<u32>>,
    pub(super) hiz_pass: HizPass,

    pub(super) depth_prepass_pipeline: wgpu::RenderPipeline,
    pub(super) blend_opaque_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: Vec<Option<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) 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(super) scene_bind_group_dirty: bool,
    pub(super) scratch_indirect_commands: Vec<super::types::DrawIndexedIndirect>,
    pub(super) scratch_indirect_reset_commands: Vec<super::types::DrawIndexedIndirect>,
    pub(super) scratch_visible_indices: Vec<u32>,
    pub(super) scratch_mesh_updates: Vec<(u32, super::types::ModelMatrix)>,
    pub(crate) frame_dirty: Option<MeshRenderStateInner>,
    pub(crate) dirty_mesh_ids: HashSet<u32>,
    pub(super) per_frame_cache: PerFrameMeshCache,
}

pub(super) const OIT_RESOURCE_CACHE_CAPACITY: usize = 4;

pub(super) struct OitResourceBundle {
    pub accum_texture: wgpu::Texture,
    pub accum_view: wgpu::TextureView,
    pub reveal_texture: wgpu::Texture,
    pub reveal_view: wgpu::TextureView,
    pub overlay_depth_texture: wgpu::Texture,
    pub overlay_depth_view: wgpu::TextureView,
    pub composite_bind_group: wgpu::BindGroup,
}

#[derive(Default)]
pub(super) struct PerFrameMeshCache {
    pub uptime_ms: u64,
    pub valid: bool,
    pub lights_data: Vec<crate::render::wgpu::passes::geometry::projection::LightData>,
    pub num_directional_lights: u32,
    pub directional_light_direction: [f32; 4],
    pub directional_light_transform: Option<(
        crate::ecs::light::components::Light,
        crate::ecs::transform::components::GlobalTransform,
    )>,
    pub entity_to_lights_index: std::collections::HashMap<freecs::Entity, usize>,
}

fn texture_bind_group_layout_entries() -> Vec<wgpu::BindGroupLayoutEntry> {
    vec![
        wgpu::BindGroupLayoutEntry {
            binding: 0,
            visibility: wgpu::ShaderStages::FRAGMENT,
            ty: wgpu::BindingType::Texture {
                sample_type: wgpu::TextureSampleType::Float { filterable: true },
                view_dimension: wgpu::TextureViewDimension::D2Array,
                multisampled: false,
            },
            count: None,
        },
        wgpu::BindGroupLayoutEntry {
            binding: 1,
            visibility: wgpu::ShaderStages::FRAGMENT,
            ty: wgpu::BindingType::Texture {
                sample_type: wgpu::TextureSampleType::Float { filterable: true },
                view_dimension: wgpu::TextureViewDimension::D2Array,
                multisampled: false,
            },
            count: None,
        },
        wgpu::BindGroupLayoutEntry {
            binding: 2,
            visibility: wgpu::ShaderStages::FRAGMENT,
            ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
            count: None,
        },
    ]
}

impl MeshPass {
    #[inline]
    pub(super) fn state(&self) -> &WorldRenderState {
        self.world_states[self.current_world_id as usize]
            .as_ref()
            .unwrap()
    }

    #[inline]
    pub(super) fn state_mut(&mut self) -> &mut WorldRenderState {
        self.world_states[self.current_world_id as usize]
            .as_mut()
            .unwrap()
    }

    #[inline]
    pub(super) fn gpu(&self) -> &WorldGpuBuffers {
        self.state().gpu_buffers.as_ref().unwrap()
    }

    #[inline]
    pub(super) fn gpu_mut(&mut self) -> &mut WorldGpuBuffers {
        self.state_mut().gpu_buffers.as_mut().unwrap()
    }

    #[inline]
    pub(super) fn world_state_get(&self, world_id: u64) -> Option<&WorldRenderState> {
        self.world_states
            .get(world_id as usize)
            .and_then(|slot| slot.as_ref())
    }

    #[inline]
    pub(super) fn world_state_get_mut(&mut self, world_id: u64) -> Option<&mut WorldRenderState> {
        self.world_states
            .get_mut(world_id as usize)
            .and_then(|slot| slot.as_mut())
    }

    pub(super) fn world_state_ensure(&mut self, world_id: u64) {
        let index = world_id as usize;
        if self.world_states.len() <= index {
            self.world_states.resize_with(index + 1, || None);
        }
        if self.world_states[index].is_none() {
            self.world_states[index] = Some(WorldRenderState::new());
        }
    }

    pub(super) fn world_state_remove(&mut self, world_id: u64) {
        if let Some(slot) = self.world_states.get_mut(world_id as usize) {
            *slot = None;
        }
    }

    pub(super) fn world_state_ids(&self) -> Vec<u64> {
        self.world_states
            .iter()
            .enumerate()
            .filter_map(|(index, slot)| slot.as_ref().map(|_| index as u64))
            .collect()
    }
}