use crate::registry::{RenderPhaseMaskInnerType, MAX_RENDER_PHASE_COUNT};
use crate::{RenderPhase, RenderPhaseIndex};
use glam::{Mat4, Vec3};
use std::sync::atomic::AtomicU32;
use std::sync::atomic::Ordering;
use std::sync::Arc;
pub type RenderViewIndex = u32;
pub type RenderViewCount = u32;
#[derive(Default)]
pub struct RenderPhaseMaskBuilder(RenderPhaseMaskInnerType);
impl RenderPhaseMaskBuilder {
pub fn add_render_phase<T: RenderPhase>(mut self) -> RenderPhaseMaskBuilder {
let index = T::render_phase_index();
assert!(index < MAX_RENDER_PHASE_COUNT);
self.0 |= 1 << T::render_phase_index();
self
}
pub fn build(self) -> RenderPhaseMask {
RenderPhaseMask(self.0)
}
}
#[derive(Copy, Clone, Debug)]
pub struct RenderPhaseMask(RenderPhaseMaskInnerType);
impl RenderPhaseMask {
pub fn is_included<RenderPhaseT: RenderPhase>(&self) -> bool {
self.is_included_index(RenderPhaseT::render_phase_index())
}
pub fn is_included_index(
&self,
index: RenderPhaseIndex,
) -> bool {
assert!(index < MAX_RENDER_PHASE_COUNT);
(self.0 & 1 << index) != 0
}
}
#[derive(Default)]
pub struct RenderViewSet {
view_count: AtomicU32,
}
impl RenderViewSet {
pub fn create_view(
&self,
eye_position: Vec3,
view: Mat4,
proj: Mat4,
extents: (u32, u32),
depth_range: RenderViewDepthRange,
render_phase_mask: RenderPhaseMask,
debug_name: String,
) -> RenderView {
let view_index = self.view_count.fetch_add(1, Ordering::Release);
RenderView::new(
view_index,
eye_position,
view,
proj,
extents,
depth_range,
render_phase_mask,
debug_name,
)
}
pub fn view_count(&self) -> RenderViewCount {
self.view_count.load(Ordering::Acquire)
}
}
pub struct RenderViewInner {
eye_position: Vec3,
view: Mat4,
proj: Mat4,
view_proj: Mat4,
view_dir: Vec3,
view_index: RenderViewIndex,
extents: (u32, u32),
depth_range: RenderViewDepthRange,
render_phase_mask: RenderPhaseMask,
debug_name: String,
}
pub struct RenderViewDepthRange {
pub near: f32,
pub far: Option<f32>, pub reversed: bool,
}
impl RenderViewDepthRange {
pub fn new(
near: f32,
far: f32,
) -> Self {
RenderViewDepthRange {
near,
far: Some(far),
reversed: false,
}
}
pub fn new_infinite(near: f32) -> Self {
RenderViewDepthRange {
near,
far: None,
reversed: false,
}
}
pub fn new_reverse(
near: f32,
far: f32,
) -> Self {
RenderViewDepthRange {
near,
far: Some(far),
reversed: true,
}
}
pub fn new_infinite_reverse(near: f32) -> Self {
RenderViewDepthRange {
near,
far: None,
reversed: true,
}
}
pub fn planes_after_reverse(&self) -> (Option<f32>, Option<f32>) {
if self.reversed {
(self.far, Some(self.near))
} else {
(Some(self.near), self.far)
}
}
pub fn finite_planes_after_reverse(&self) -> Option<(f32, f32)> {
if self.reversed {
Some((self.far?, self.near))
} else {
Some((self.near, self.far?))
}
}
pub fn planes_before_reverse(&self) -> (f32, Option<f32>) {
(self.near, self.far)
}
}
#[derive(Clone)]
pub struct RenderView {
inner: Arc<RenderViewInner>,
}
impl RenderView {
pub fn new(
view_index: RenderViewIndex,
eye_position: Vec3,
view: Mat4,
proj: Mat4,
extents: (u32, u32),
depth_range: RenderViewDepthRange,
render_phase_mask: RenderPhaseMask,
debug_name: String,
) -> RenderView {
let view_dir =
glam::Vec3::new(view.x_axis().z(), view.y_axis().z(), view.z_axis().z()) * -1.0;
log::trace!("Allocate view {} {}", debug_name, view_index);
let inner = RenderViewInner {
eye_position,
view,
proj,
view_proj: proj * view,
view_dir,
view_index,
extents,
depth_range,
render_phase_mask,
debug_name,
};
RenderView {
inner: Arc::new(inner),
}
}
pub fn eye_position(&self) -> Vec3 {
self.inner.eye_position
}
pub fn view_dir(&self) -> Vec3 {
self.inner.view_dir
}
pub fn view_matrix(&self) -> Mat4 {
self.inner.view
}
pub fn projection_matrix(&self) -> Mat4 {
self.inner.proj
}
pub fn view_proj(&self) -> Mat4 {
self.inner.view_proj
}
pub fn view_index(&self) -> RenderViewIndex {
self.inner.view_index
}
pub fn extents(&self) -> (u32, u32) {
self.inner.extents
}
pub fn extents_width(&self) -> u32 {
self.inner.extents.0
}
pub fn extents_height(&self) -> u32 {
self.inner.extents.1
}
pub fn depth_range(&self) -> &RenderViewDepthRange {
&self.inner.depth_range
}
pub fn debug_name(&self) -> &str {
&self.inner.debug_name
}
pub fn phase_is_relevant<RenderPhaseT: RenderPhase>(&self) -> bool {
self.inner.render_phase_mask.is_included::<RenderPhaseT>()
}
pub fn phase_index_is_relevant(
&self,
phase_index: RenderPhaseIndex,
) -> bool {
self.inner.render_phase_mask.is_included_index(phase_index)
}
pub fn render_phase_mask(&self) -> RenderPhaseMask {
self.inner.render_phase_mask
}
}