use super::gpu::GpuTexture;
use super::gpu3d::*;
use crate::three::{Frame3D, GpuMaterialDesc, Scene3D, SkinFrame, SkyLight};
use crate::*;
const SIZE: u32 = 128;
struct Rig {
device: wgpu::Device,
queue: wgpu::Queue,
output: wgpu::Texture,
target: wgpu::TextureView,
textures: Vec<GpuTexture>,
renderer: Renderer3D,
ctx: Ctx,
}
impl Rig {
fn new(solid_prepass: bool) -> Option<Self> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let Ok(adapter) = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions::default())) else {
eprintln!("no GPU adapter: skipped");
return None;
};
let Ok((device, queue)) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor::default())) else {
eprintln!("no GPU device: skipped");
return None;
};
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let white = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[wgpu::TextureFormat::Rgba8Unorm],
});
queue.write_texture(
white.as_image_copy(),
&[255; 4],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: None,
},
white.size(),
);
let sampler = device.create_sampler(&Default::default());
let view = white.create_view(&Default::default());
let textures = vec![GpuTexture {
texture: white.clone(),
nearest: false,
mips: None,
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
}),
}];
let output = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: SIZE,
height: SIZE,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let target = output.create_view(&Default::default());
let renderer = Renderer3D::new(&device, &layout, output.format(), 0, &white, 4, solid_prepass);
let mut ctx = Ctx::new(1.0 / 60.0, Vec2::new(SIZE as f32, SIZE as f32));
ctx.sky.atmosphere = false;
Some(Self {
device,
queue,
output,
target,
textures,
renderer,
ctx,
})
}
fn mesh(&mut self, data: &MeshData, desc: MaterialDesc) -> Mesh {
let material = self.ctx.create_material(desc);
let mesh = self.ctx.create_mesh(data, material);
self.renderer
.create_material(&self.device, &GpuMaterialDesc::new(&desc), &self.textures);
self.renderer
.create_mesh(&self.device, data, &[(0..data.indices.len() as u32, material)], true);
mesh
}
fn draw(&mut self) -> Vec<u8> {
let ctx = &mut self.ctx;
let mut frame = Frame3D::default();
frame.lod = ctx.lod;
frame.collect(
&mut ctx.world,
&ctx.assets3d,
&SkinFrame::default(),
&ctx.camera3d,
&ctx.lighting,
);
let scene = Scene3D {
frame: &frame,
lighting: &ctx.lighting,
sky: &ctx.sky,
light: SkyLight {
sun: if ctx.lighting.shadows {
Vec3::splat(ctx.lighting.sun_intensity)
} else {
Vec3::ZERO
},
sky: Vec3::ZERO,
ground: Vec3::ZERO,
},
camera: ctx.camera3d.position,
post: &ctx.post,
time: (0.0, 1.0 / 60.0),
occlusion: false,
};
self.renderer.prepare(
&self.device,
&self.queue,
&Prepare3D {
scene: &scene,
lut: None,
size: (SIZE, SIZE),
},
);
let buffers = self
.renderer
.draw(&self.device, &self.target, wgpu::Color::BLACK, &self.textures, None);
self.queue.submit(buffers);
let readback = self.device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: u64::from(SIZE * SIZE * 4),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let mut encoder = self.device.create_command_encoder(&Default::default());
encoder.copy_texture_to_buffer(
self.output.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &readback,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(SIZE * 4),
rows_per_image: None,
},
},
self.output.size(),
);
self.queue.submit([encoder.finish()]);
readback.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
self.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
readback.get_mapped_range(..).unwrap().to_vec()
}
}
fn glowing(color: Color) -> MaterialDesc {
MaterialDesc {
color: Color::rgb(0.0, 0.0, 0.0),
emissive: color,
roughness: 1.0,
..Default::default()
}
}
#[derive(Debug, Default, PartialEq, Clone, Copy)]
struct Count {
red: usize,
blue: usize,
dark: usize,
}
fn count(pixels: &[u8]) -> Count {
let mut c = Count::default();
for p in pixels.as_chunks::<4>().0 {
let (r, g, b) = (u32::from(p[0]), u32::from(p[1]), u32::from(p[2]));
if r > 120 && g < 60 && b < 60 {
c.red += 1;
} else if b > 120 && g < 60 && r < 60 {
c.blue += 1;
} else if r + g + b < 40 {
c.dark += 1;
}
}
c
}
fn camera_at(ctx: &mut Ctx, d: f32) {
ctx.camera3d.position = vec3(0.0, 0.0, d);
ctx.camera3d.look_at(Vec3::ZERO);
}
fn two_level_scene(rig: &mut Rig) {
let red = rig.mesh(&MeshData::cube(3.0), glowing(Color::rgb(1.0, 0.0, 0.0)));
let blue = rig.mesh(&MeshData::cube(3.6), glowing(Color::rgb(0.0, 0.0, 1.0)));
let group = LodGroup::new(
8.0,
vec![
LodLevel::new(0.30, vec![LodRenderer::new(red)]).with_fade(0.5),
LodLevel::new(0.05, vec![LodRenderer::new(blue)]),
],
);
rig.ctx.world.spawn((Transform3D::default(), group));
}
fn distance_for(height: f32) -> f32 {
LodGroup::distance_at(8.0, height, 60f32.to_radians())
}
#[test]
fn the_level_for_the_distance_is_the_one_drawn() {
for solid_prepass in [true, false] {
let Some(mut rig) = Rig::new(solid_prepass) else {
return;
};
two_level_scene(&mut rig);
camera_at(&mut rig.ctx, distance_for(0.9));
let near = count(&rig.draw());
assert!(near.red > 150 && near.blue == 0, "near: only the red cube: {near:?}");
camera_at(&mut rig.ctx, distance_for(0.15));
let far = count(&rig.draw());
assert!(far.blue > 40 && far.red == 0, "far: only the blue cube: {far:?}");
camera_at(&mut rig.ctx, distance_for(0.02));
let gone = count(&rig.draw());
assert!(
gone.red == 0 && gone.blue == 0,
"past the last level nothing is drawn: {gone:?}"
);
camera_at(&mut rig.ctx, distance_for(0.15));
rig.ctx.lod.bias = 5.0;
let biased = count(&rig.draw());
assert!(biased.red > 20 && biased.blue == 0, "bias 4: {biased:?}");
}
}
#[test]
fn a_crossfade_draws_both_levels_through_complementary_dither() {
for solid_prepass in [true, false] {
let Some(mut rig) = Rig::new(solid_prepass) else {
return;
};
two_level_scene(&mut rig);
camera_at(&mut rig.ctx, distance_for(0.475));
let mid = rig.draw();
let faded = count(&mid);
let drawn = faded.red + faded.blue;
assert!(drawn > 150, "{faded:?}");
assert!(
faded.red * 4 > drawn && faded.blue * 4 > drawn,
"half and half, give or take: {faded:?}"
);
rig.ctx.lod.crossfade = false;
camera_at(&mut rig.ctx, distance_for(0.475));
let solid = rig.draw();
let (red_only, blue_only) = (count(&solid).red, count(&solid).blue);
assert!(red_only == 0 || blue_only == 0, "crossfade off draws one level");
let at = |p: &[u8], x: u32, y: u32| {
let i = ((y * SIZE + x) * 4) as usize;
u32::from(p[i]) + u32::from(p[i + 1]) + u32::from(p[i + 2])
};
let (mut holes, mut inside) = (0, 0);
for y in 0..SIZE {
for x in 0..SIZE {
let covered = |dx: i32, dy: i32| {
let (xx, yy) = (x as i32 + dx, y as i32 + dy);
(0..SIZE as i32).contains(&xx)
&& (0..SIZE as i32).contains(&yy)
&& at(&solid, xx as u32, yy as u32) > 100
};
if (-2..=2).all(|dy| (-2..=2).all(|dx| covered(dx, dy))) {
inside += 1;
if at(&mid, x, y) < 100 {
holes += 1;
}
}
}
}
assert!(inside > 50, "solid cube has an interior ({inside})");
assert_eq!(
holes, 0,
"{holes} of {inside} interior pixels are holes (prepass {solid_prepass})"
);
}
}
#[test]
fn the_dither_follows_the_blend() {
let Some(mut rig) = Rig::new(true) else {
return;
};
two_level_scene(&mut rig);
let share = |rig: &mut Rig, height: f32| {
camera_at(&mut rig.ctx, distance_for(height));
let c = count(&rig.draw());
c.red as f32 / (c.red + c.blue).max(1) as f32
};
let low = share(&mut rig, 0.36);
let mid = share(&mut rig, 0.475);
let high = share(&mut rig, 0.59);
assert!(low < mid && mid < high, "{low} {mid} {high}");
assert!(low < 0.5 && high > 0.5, "{low} {high}");
}
fn shadow_scene(rig: &mut Rig) -> impl Fn(&[u8]) -> u32 + use<> {
rig.ctx.lighting.sun_direction = vec3(0.0, -1.0, 0.0001);
rig.ctx.lighting.shadows = true;
let matte = MaterialDesc {
roughness: 1.0,
..Default::default()
};
let ground = rig.mesh(&MeshData::plane(30.0), matte);
rig.ctx.world.spawn((Transform3D::default(), Model::new(ground)));
let red = rig.mesh(&MeshData::cube(1.0), glowing(Color::rgb(1.0, 0.0, 0.0)));
let blue = rig.mesh(&MeshData::cube(1.0), glowing(Color::rgb(0.0, 0.0, 1.0)));
rig.ctx.camera3d.position = vec3(0.0, 6.0, 6.0);
rig.ctx.camera3d.look_at(Vec3::ZERO);
let distance = rig.ctx.camera3d.position.distance(vec3(0.0, 3.0, 0.0));
let size = LodGroup::screen_height_at(1.0, distance, rig.ctx.camera3d.fov_y).recip() * 0.6;
let group = LodGroup::new(
size,
vec![
LodLevel::new(0.5, vec![LodRenderer::new(red)]).with_fade(0.4),
LodLevel::new(0.1, vec![LodRenderer::new(blue)]).with_shadow(LodShadow::Casters(vec![])),
],
)
.with_center(Vec3::ZERO);
rig.ctx.world.spawn((Transform3D::at(vec3(0.0, 3.0, 0.0)), group));
let view_proj = rig.ctx.camera3d.view_proj();
move |pixels: &[u8]| {
let ndc = view_proj.project_point3(vec3(0.0, 0.0, 0.3));
let x = ((ndc.x * 0.5 + 0.5) * SIZE as f32) as u32;
let y = ((0.5 - ndc.y * 0.5) * SIZE as f32) as u32;
let mut sum = 0;
for dy in 0..3 {
for dx in 0..3 {
let i = (((y + dy - 1) * SIZE + x + dx - 1) * 4) as usize;
sum += u32::from(pixels[i]) + u32::from(pixels[i + 1]) + u32::from(pixels[i + 2]);
}
}
sum
}
}
#[test]
fn shadows_follow_the_level_and_its_fade() {
let Some(mut rig) = Rig::new(true) else {
return;
};
let ground_at = shadow_scene(&mut rig);
rig.ctx.lod.bias = 2.0; let near = ground_at(&rig.draw());
rig.ctx.lod.bias = 0.5; let far = ground_at(&rig.draw());
rig.ctx.lod.bias = 1.0; let mid = ground_at(&rig.draw());
assert!(
near * 3 < far,
"level 0 shadows the ground, level 1 doesn't: {near} vs {far}"
);
assert!(
near < mid && mid < far,
"half way through the fade the shadow is half there: {near} < {mid} < {far}"
);
}