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,
frame: Frame3D,
}
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,
frame: Frame3D::default(),
})
}
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 frame = &mut self.frame;
if let Some(grid) = self.renderer.take_occlusion() {
frame.occlusion = Some(grid);
}
frame.collect(
&mut ctx.world,
&ctx.assets3d,
&SkinFrame::default(),
&ctx.camera3d,
&ctx.lighting,
);
let scene = Scene3D {
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: ctx.camera3d.occlusion_culling,
};
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);
self.renderer.submitted();
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()
}
}
fn red(pixels: &[u8]) -> usize {
pixels
.as_chunks::<4>()
.0
.iter()
.filter(|p| p[0] > 120 && p[1] < 60 && p[2] < 60)
.count()
}
fn wall_scene(rig: &mut Rig) -> Entity {
let red_box = rig.mesh(&MeshData::cube(1.0), glowing(Color::rgb(1.0, 0.0, 0.0)));
let wall = rig.mesh(&MeshData::cube(1.0), glowing(Color::rgb(0.0, 0.0, 1.0)));
rig.ctx.world.spawn((Transform3D::default(), Model::new(red_box)));
let wall = rig.ctx.world.spawn((
Transform3D {
position: vec3(0.0, 0.0, 4.0),
scale: vec3(6.0, 6.0, 0.5),
..Default::default()
},
Model::new(wall),
));
rig.ctx.camera3d.position = vec3(0.0, 0.0, 10.0);
rig.ctx.camera3d.look_at(Vec3::ZERO);
wall
}
#[test]
fn a_box_behind_a_wall_is_culled_and_comes_back_when_the_wall_moves() {
for solid_prepass in [true, false] {
let Some(mut rig) = Rig::new(solid_prepass) else {
return;
};
let wall = wall_scene(&mut rig);
rig.ctx.camera3d.occlusion_culling = true;
rig.draw();
assert_eq!((rig.frame.visible, rig.frame.occluded), (2, 0));
let mut culled = false;
for _ in 0..4 {
rig.draw();
if rig.frame.occluded == 1 {
culled = true;
break;
}
}
assert!(culled, "solid prepass {solid_prepass}: the box was never culled");
assert_eq!(rig.frame.visible, 1, "only the wall is drawn");
rig.ctx.world.get_mut::<Transform3D>(wall).unwrap().position.x = 20.0;
let mut back = false;
for _ in 0..4 {
if red(&rig.draw()) > 50 {
back = true;
break;
}
}
assert!(back, "solid prepass {solid_prepass}: the box never came back");
rig.ctx.world.get_mut::<Transform3D>(wall).unwrap().position.x = 0.0;
for _ in 0..3 {
rig.draw();
}
assert_eq!(rig.frame.occluded, 1);
rig.ctx.camera3d.occlusion_culling = false;
rig.draw();
assert_eq!((rig.frame.visible, rig.frame.occluded), (2, 0));
}
}