use crate::ecs::{Component, World};
use crate::math::{Matrix4, Transform};
use anyhow::{Context, Result};
use cgmath::{Deg, SquareMatrix, perspective};
use std::sync::Arc;
use wgpu::util::DeviceExt;
use winit::window::Window;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub position: [f32; 3],
pub color: [f32; 3],
}
impl Vertex {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
#[derive(Debug)]
pub struct Mesh {
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub num_indices: u32,
pub primitive_topology: wgpu::PrimitiveTopology,
}
impl Component for Mesh {}
impl Mesh {
pub fn new(device: &wgpu::Device, vertices: &[Vertex], indices: &[u16]) -> Self {
Self::new_with_topology(
device,
vertices,
indices,
wgpu::PrimitiveTopology::TriangleList,
)
}
pub fn new_with_topology(
device: &wgpu::Device,
vertices: &[Vertex],
indices: &[u16],
topology: wgpu::PrimitiveTopology,
) -> Self {
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(indices),
usage: wgpu::BufferUsages::INDEX,
});
Self {
vertex_buffer,
index_buffer,
num_indices: indices.len() as u32,
primitive_topology: topology,
}
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
view_proj: [[f32; 4]; 4],
model: [[f32; 4]; 4],
}
impl Uniforms {
fn new() -> Self {
Self {
view_proj: Matrix4::identity().into(),
model: Matrix4::identity().into(),
}
}
fn update_view_proj(&mut self, view: Matrix4<f32>, proj: Matrix4<f32>) {
self.view_proj = (proj * view).into();
}
fn update_model(&mut self, model: Matrix4<f32>) {
self.model = model.into();
}
}
pub struct Renderer {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
config: wgpu::SurfaceConfiguration,
pub window: Arc<Window>,
is_surface_configured: bool,
triangle_pipeline: wgpu::RenderPipeline,
line_pipeline: wgpu::RenderPipeline,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
uniforms: Uniforms,
current_view_matrix: Matrix4<f32>,
current_proj_matrix: Matrix4<f32>,
clear_color: wgpu::Color,
}
impl Renderer {
pub async fn new(window: Arc<Window>) -> Result<Self> {
let size = window.inner_size();
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window.clone())?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.context("Failed to find a suitable GPU adapter")?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: Some("Main Device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
trace: Default::default(),
})
.await
.context("Failed to create logical device and command queue")?;
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let uniforms = Uniforms::new();
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("uniform_bind_group_layout"),
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
label: Some("uniform_bind_group"),
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Default Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/default.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&uniform_bind_group_layout],
push_constant_ranges: &[],
});
let triangle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Triangle Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let line_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Line Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None, polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let aspect = config.width as f32 / config.height as f32;
let current_view_matrix = Matrix4::look_at_rh(
cgmath::Point3::new(10.0, 5.0, 10.0),
cgmath::Point3::new(0.0, 0.0, 0.0),
cgmath::Vector3::new(0.0, 1.0, 0.0),
);
let current_proj_matrix = perspective(Deg(45.0), aspect, 0.1, 100.0);
Ok(Self {
device,
queue,
surface,
config,
window,
is_surface_configured: false,
triangle_pipeline,
line_pipeline,
uniform_buffer,
uniform_bind_group,
uniforms,
current_view_matrix,
current_proj_matrix,
clear_color: wgpu::Color {
r: 0.05,
g: 0.05,
b: 0.1,
a: 1.0,
},
})
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
self.is_surface_configured = true;
let aspect = width as f32 / height as f32;
self.current_proj_matrix = perspective(Deg(45.0), aspect, 0.1, 100.0);
}
}
pub fn set_clear_color(&mut self, color: wgpu::Color) {
self.clear_color = color;
}
pub fn create_mesh(&self, vertices: &[Vertex], indices: &[u16]) -> Mesh {
Mesh::new(&self.device, vertices, indices)
}
pub fn create_line_mesh(&self, vertices: &[Vertex], indices: &[u16]) -> Mesh {
Mesh::new_with_topology(
&self.device,
vertices,
indices,
wgpu::PrimitiveTopology::LineList,
)
}
pub fn update_view_matrix(&mut self, view: Matrix4<f32>) {
self.current_view_matrix = view;
}
pub fn request_redraw(&self) {
self.window.request_redraw();
}
pub fn render(&mut self, world: &World) -> Result<(), wgpu::SurfaceError> {
if !self.is_surface_configured {
return Ok(());
}
let view_matrix = self.current_view_matrix;
let proj_matrix = self.current_proj_matrix;
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let depth_texture = self.device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: self.config.width,
height: self.config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
label: Some("depth_texture"),
view_formats: &[],
});
let depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
occlusion_query_set: None,
timestamp_writes: None,
});
let mut triangle_meshes = Vec::new();
let mut line_meshes = Vec::new();
for (entity_id, mesh) in world.query::<Mesh>() {
let model_matrix =
if let Some(transform) = world.get_component::<Transform>(entity_id) {
transform.matrix()
} else {
Matrix4::identity()
};
match mesh.primitive_topology {
wgpu::PrimitiveTopology::TriangleList => {
triangle_meshes.push((mesh, model_matrix));
}
wgpu::PrimitiveTopology::LineList => {
line_meshes.push((mesh, model_matrix));
}
_ => {
triangle_meshes.push((mesh, model_matrix));
}
}
}
if !triangle_meshes.is_empty() {
render_pass.set_pipeline(&self.triangle_pipeline);
for (mesh, model_matrix) in triangle_meshes {
self.uniforms.update_view_proj(view_matrix, proj_matrix);
self.uniforms.update_model(model_matrix);
self.queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniforms]),
);
render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass
.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
}
}
if !line_meshes.is_empty() {
render_pass.set_pipeline(&self.line_pipeline);
for (mesh, model_matrix) in line_meshes {
self.uniforms.update_view_proj(view_matrix, proj_matrix);
self.uniforms.update_model(model_matrix);
self.queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniforms]),
);
render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass
.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
}
}
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
pub fn device(&self) -> &wgpu::Device {
&self.device
}
pub fn queue(&self) -> &wgpu::Queue {
&self.queue
}
}