qsi 0.2.0

A small and fast simulation framework.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
//! Graphics rendering system built on wgpu

// use crate::camera::{utils as camera_utils, Camera};
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;

/// Vertex structure for rendering
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
    pub position: [f32; 3],
    pub color: [f32; 3],
}

impl Vertex {
    /// Get the vertex buffer layout descriptor
    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: &[
                // Position
                wgpu::VertexAttribute {
                    offset: 0,
                    shader_location: 0,
                    format: wgpu::VertexFormat::Float32x3,
                },
                // Color
                wgpu::VertexAttribute {
                    offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
                    shader_location: 1,
                    format: wgpu::VertexFormat::Float32x3,
                },
            ],
        }
    }
}

/// Mesh component containing GPU buffers for rendering
#[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 {
    /// Create a new mesh with triangle topology
    pub fn new(device: &wgpu::Device, vertices: &[Vertex], indices: &[u16]) -> Self {
        Self::new_with_topology(
            device,
            vertices,
            indices,
            wgpu::PrimitiveTopology::TriangleList,
        )
    }

    /// Create a new mesh with custom topology
    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,
        }
    }
}

/// Uniform buffer data for shaders
#[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();
    }
}

/// Main renderer that handles all GPU resources and rendering
pub struct Renderer {
    // GPU resources
    device: wgpu::Device,
    queue: wgpu::Queue,
    surface: wgpu::Surface<'static>,
    config: wgpu::SurfaceConfiguration,
    pub window: Arc<Window>,
    is_surface_configured: bool,

    // Rendering resources
    triangle_pipeline: wgpu::RenderPipeline,
    line_pipeline: wgpu::RenderPipeline,
    uniform_buffer: wgpu::Buffer,
    uniform_bind_group: wgpu::BindGroup,
    uniforms: Uniforms,

    // Camera matrices (stored separately for proper orbital camera support)
    current_view_matrix: Matrix4<f32>,
    current_proj_matrix: Matrix4<f32>,

    // Clear color
    clear_color: wgpu::Color,
}

impl Renderer {
    /// Create a new 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,
        };

        // Initialize uniforms
        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,
        });

        // Create bind group layout
        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"),
        });

        // Create shader and pipelines
        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: &[],
            });

        // Triangle pipeline
        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,
        });

        // Line pipeline
        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, // No culling for lines
                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,
        });

        // Initialize view and projection matrices
        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,
            },
        })
    }

    /// Resize the renderer
    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;

            // Update projection matrix for new aspect ratio
            let aspect = width as f32 / height as f32;
            self.current_proj_matrix = perspective(Deg(45.0), aspect, 0.1, 100.0);
        }
    }

    /// Set the clear color
    pub fn set_clear_color(&mut self, color: wgpu::Color) {
        self.clear_color = color;
    }

    /// Create a mesh from vertices and indices
    pub fn create_mesh(&self, vertices: &[Vertex], indices: &[u16]) -> Mesh {
        Mesh::new(&self.device, vertices, indices)
    }

    /// Create a line mesh (useful for grids, wireframes, etc.)
    pub fn create_line_mesh(&self, vertices: &[Vertex], indices: &[u16]) -> Mesh {
        Mesh::new_with_topology(
            &self.device,
            vertices,
            indices,
            wgpu::PrimitiveTopology::LineList,
        )
    }

    /// Update the view matrix (called by camera controller)
    pub fn update_view_matrix(&mut self, view: Matrix4<f32>) {
        self.current_view_matrix = view;
    }

    /// Request a redraw
    pub fn request_redraw(&self) {
        self.window.request_redraw();
    }

    /// Render the current frame
    pub fn render(&mut self, world: &World) -> Result<(), wgpu::SurfaceError> {
        if !self.is_surface_configured {
            return Ok(());
        }

        // Use the stored view and projection matrices from the camera controller
        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());

        // Create depth texture
        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,
            });

            // Group meshes by topology to minimize pipeline changes
            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));
                    }
                    _ => {
                        // Handle other topologies as triangles for now
                        triangle_meshes.push((mesh, model_matrix));
                    }
                }
            }

            // Render triangles
            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);
                }
            }

            // Render lines
            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(())
    }

    /// Get the wgpu device (for advanced users)
    pub fn device(&self) -> &wgpu::Device {
        &self.device
    }

    /// Get the wgpu queue (for advanced users)
    pub fn queue(&self) -> &wgpu::Queue {
        &self.queue
    }
}