nightshade 0.14.0

A cross-platform data-oriented game engine.
Documentation
use super::super::types::InstancedTransformComputeUniforms;
use super::MeshPass;

impl MeshPass {
    pub(in super::super) fn dispatch_instanced_transform_compute(
        &self,
        encoder: &mut wgpu::CommandEncoder,
        queue: &wgpu::Queue,
        world: &crate::ecs::world::World,
    ) {
        let world_state = self.world_states[self.current_world_id as usize]
            .as_ref()
            .unwrap();
        let gpu = world_state.gpu_buffers.as_ref().unwrap();
        let Some(ref bind_group) = gpu.instanced_compute_bind_group else {
            return;
        };

        let ranges: Vec<_> = world_state
            .instanced_transform_ranges
            .iter()
            .map(|(&entity, &(start, count))| (entity, start, count))
            .collect();

        if ranges.is_empty() {
            return;
        }

        let uniform_size = std::mem::size_of::<InstancedTransformComputeUniforms>();

        for &(entity, start, count) in &ranges {
            let parent_transform = world
                .core
                .get_global_transform(entity)
                .map(|t| t.0)
                .unwrap_or_else(nalgebra_glm::Mat4::identity);
            let uniforms = InstancedTransformComputeUniforms {
                parent_transform: parent_transform.into(),
                instance_count: count,
                output_offset: start,
                _pad: [0; 2],
            };
            queue.write_buffer(
                &self.instanced_compute_staging_buffer,
                0,
                bytemuck::bytes_of(&uniforms),
            );

            encoder.copy_buffer_to_buffer(
                &self.instanced_compute_staging_buffer,
                0,
                &self.instanced_compute_uniforms_buffer,
                0,
                uniform_size as u64,
            );

            let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                label: Some("Instanced Transform Compute Pass"),
                timestamp_writes: None,
            });

            compute_pass.set_pipeline(&self.instanced_compute_pipeline);
            compute_pass.set_bind_group(0, bind_group, &[]);
            compute_pass.dispatch_workgroups(count.div_ceil(256), 1, 1);
        }
    }

    pub(in super::super) fn upload_instanced_local_matrices(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        local_matrices: &[[[f32; 4]; 4]],
    ) {
        if local_matrices.is_empty() {
            return;
        }

        let current_size = self.world_states[self.current_world_id as usize]
            .as_ref()
            .unwrap()
            .gpu_buffers
            .as_ref()
            .unwrap()
            .instanced_local_matrix_buffer_size;

        if local_matrices.len() > current_size {
            let new_size = std::cmp::min(
                (local_matrices.len() as f32 * super::super::types::BUFFER_GROWTH_FACTOR).ceil()
                    as usize,
                super::super::types::MAX_INSTANCES,
            );

            let new_buffer = device.create_buffer(&wgpu::BufferDescriptor {
                label: Some("Instanced Local Matrix Buffer (Resized)"),
                size: (std::mem::size_of::<[[f32; 4]; 4]>() * new_size) as u64,
                usage: wgpu::BufferUsages::STORAGE
                    | wgpu::BufferUsages::COPY_DST
                    | wgpu::BufferUsages::COPY_SRC,
                mapped_at_creation: false,
            });
            {
                let world_state = self.world_states[self.current_world_id as usize]
                    .as_mut()
                    .unwrap();
                let gpu = world_state.gpu_buffers.as_mut().unwrap();
                gpu.instanced_local_matrix_buffer = new_buffer;
                gpu.instanced_local_matrix_buffer_size = new_size;
            }
        }

        let buffer = &self.world_states[self.current_world_id as usize]
            .as_ref()
            .unwrap()
            .gpu_buffers
            .as_ref()
            .unwrap()
            .instanced_local_matrix_buffer;
        queue.write_buffer(buffer, 0, bytemuck::cast_slice(local_matrices));

        self.rebuild_instanced_compute_bind_group(device);
    }
}