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(super) const SKINNED_OIT_CACHE_CAPACITY: usize = 4;
pub(super) struct SkinnedOitBundle {
pub accum_texture: wgpu::Texture,
pub accum_view: wgpu::TextureView,
pub reveal_texture: wgpu::Texture,
pub reveal_view: wgpu::TextureView,
}
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) blend_opaque_depth_prepass_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_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) 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) 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) oit_resource_cache: Vec<((u32, u32), SkinnedOitBundle)>,
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: Vec<Option<SkinnedWorldRenderState>>,
pub(super) frame_counter: u64,
pub(crate) dirty_skinned_mesh_names: HashSet<String>,
}
fn skinned_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 SkinnedMeshPass {
pub fn set_current_world(&mut self, world_id: u64) {
self.current_world_id = world_id;
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(SkinnedWorldRenderState::default());
}
}
pub(super) fn state(&self) -> &SkinnedWorldRenderState {
self.world_states[self.current_world_id as usize]
.as_ref()
.unwrap()
}
pub(super) fn state_mut(&mut self) -> &mut SkinnedWorldRenderState {
self.world_states[self.current_world_id as usize]
.as_mut()
.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[self.current_world_id as usize]
.as_mut()
.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,
));
}
}
}