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use rafx::render_feature_prepare_job_predule::*;
use super::*;
use crate::phases::{OpaqueRenderPhase, TransparentRenderPhase};
use crate::shaders::sprite::{sprite_frag, sprite_vert};
use fnv::FnvHashMap;
use rafx::api::{RafxBufferDef, RafxMemoryUsage, RafxResourceType};
use rafx::base::DecimalF32;
use rafx::framework::{ImageViewResource, ResourceArc};
use std::sync::atomic::{AtomicU32, Ordering};
/// Used as static data to represent a quad
#[derive(Clone, Debug, Copy)]
struct QuadVertex {
pub pos: [f32; 3],
pub tex_coord: [f32; 2],
}
/// Static data the represents a "unit" quad
const QUAD_VERTEX_LIST: [QuadVertex; 4] = [
// Top Right
QuadVertex {
pos: [0.5, 0.5, 0.0],
tex_coord: [1.0, 0.0],
},
// Top Left
QuadVertex {
pos: [-0.5, 0.5, 0.0],
tex_coord: [0.0, 0.0],
},
// Bottom Right
QuadVertex {
pos: [0.5, -0.5, 0.0],
tex_coord: [1.0, 1.0],
},
// Bottom Left
QuadVertex {
pos: [-0.5, -0.5, 0.0],
tex_coord: [0.0, 1.0],
},
];
/// Draw order of QUAD_VERTEX_LIST
const QUAD_INDEX_LIST: [u16; 6] = [0, 1, 2, 2, 1, 3];
pub struct SpritePrepareJob {
#[allow(dead_code)]
render_objects: SpriteRenderObjectSet,
}
impl SpritePrepareJob {
pub fn new<'prepare>(
prepare_context: &RenderJobPrepareContext<'prepare>,
frame_packet: Box<SpriteFramePacket>,
submit_packet: Box<SpriteSubmitPacket>,
render_objects: SpriteRenderObjectSet,
) -> Arc<dyn RenderFeaturePrepareJob<'prepare> + 'prepare> {
Arc::new(PrepareJob::new(
Self { render_objects },
prepare_context,
frame_packet,
submit_packet,
))
}
}
impl<'prepare> PrepareJobEntryPoints<'prepare> for SpritePrepareJob {
fn end_per_view_prepare(
&self,
context: &PreparePerViewContext<'prepare, '_, Self>,
) {
let per_frame_data = context.per_frame_data();
if per_frame_data.sprite_material_pass.is_none() {
return;
}
let mut descriptor_set_allocator =
context.resource_context().create_descriptor_set_allocator();
let dyn_resource_allocator_set = context
.resource_context()
.create_dyn_resource_allocator_set();
let sprite_material_pass = per_frame_data.sprite_material_pass.as_ref().unwrap();
let per_view_descriptor_set_layout = &sprite_material_pass.get_raw().descriptor_set_layouts
[sprite_vert::UNIFORM_BUFFER_DESCRIPTOR_SET_INDEX];
let view = context.view();
let view_packet = context.view_packet();
let view_submit_packet = context.view_submit_packet();
let per_view_descriptor_set = Some(
descriptor_set_allocator
.create_descriptor_set_with_writer(
per_view_descriptor_set_layout,
sprite_vert::DescriptorSet0Args {
uniform_buffer: &sprite_vert::ArgsUniform {
mvp: view.view_proj().to_cols_array_2d(),
},
},
)
.unwrap(),
);
let mut per_view_submit_data = SpritePerViewSubmitData::default();
per_view_submit_data.descriptor_set_arc = per_view_descriptor_set.clone();
//
// Create descriptor sets per distinct image/material. Also assign a batch index to each
// sprite. We will use it later to combine view nodes with the same batch index into single
// draw calls
//
// Temporary lookup for material index. This allows us to create exactly one per texture we
// render
let mut material_lookup = FnvHashMap::<ResourceArc<ImageViewResource>, u32>::default();
// List of all per material descriptor sets, indexed by material index
let mut per_material_descriptor_sets = Vec::default();
// Used to batch sprites by depth and material (depth is None unless the sprite is transparent)
#[derive(PartialEq, Eq, Hash, Debug)]
struct BatchKey {
// f32 is not friendly to use in a map. This wrapper makes it hash bit-wise, which is
// fine given that inconsistent hashes with the "same" f32 value just mean sprites
// won't get batched. In practice this is likely to be rare and will not result in
// "wrong" behavior. Just less effective batching.
depth: Option<DecimalF32>,
material_index: u32,
}
// Lookup for finding the batch index for by key
let mut batch_key_lookup = FnvHashMap::<BatchKey, u32>::default();
let mut batch_count = 0;
struct PerNodeData {
batch_index: u32,
material_index: u32,
}
// Batch index for every sprite frame node
let mut batch_indices =
Vec::<Option<PerNodeData>>::with_capacity(view_packet.render_object_instances().len());
{
profiling::scope!("batch assignment");
for sprite in view_packet.render_object_instances().iter() {
if let Some(sprite) = context
.render_object_instances_data()
.get(sprite.render_object_instance_id as usize)
.as_ref()
{
//
// First, get or create the descriptor set for the material
//
//TODO: Cache and reuse where image/material is the same
let material_index = *material_lookup
.entry(sprite.image_view.clone())
.or_insert_with(|| {
profiling::scope!("allocate descriptor set");
let descriptor_set = descriptor_set_allocator
.create_descriptor_set_with_writer(
&sprite_material_pass.get_raw().descriptor_set_layouts
[sprite_frag::TEX_DESCRIPTOR_SET_INDEX],
sprite_frag::DescriptorSet1Args {
tex: &sprite.image_view,
},
)
.unwrap();
let material_index = per_material_descriptor_sets.len() as u32;
per_material_descriptor_sets.push(descriptor_set);
material_index
});
//
// Assign a batch index for this draw.
// - Opaque sprites can be batched by material alone
// - Transparent sprites can be batched by material + z depth
//
// We defer creating render nodes to later when we walk through every view. We will
// sort all the view nodes by batch index, allowing us to place the vertex data
// within a batch contiguously in vertex/index buffers. This way they can be
// rendered with a single draw call
//
let batch_key = if sprite.color.w >= 1.0 {
// Transparent sprites batch by material index and depth
BatchKey {
material_index,
depth: None,
}
} else {
// Transparent sprites batch by material index and depth
BatchKey {
material_index,
depth: Some(DecimalF32(sprite.position.z)),
}
};
let batch_index = *batch_key_lookup.entry(batch_key).or_insert_with(|| {
let batch_index = batch_count;
batch_count += 1;
batch_index
});
batch_indices.push(Some(PerNodeData {
batch_index,
material_index,
}));
} else {
// sprite node that was not extracted, can occur if the asset was not loaded
batch_indices.push(None);
}
}
}
let mut vertex_data = Vec::<SpriteVertex>::default();
let mut index_data = Vec::<u16>::default();
let sorted_view_nodes = {
profiling::scope!("create sorted view nodes");
let mut sorted_view_nodes =
Vec::with_capacity(view_packet.render_object_instances().len());
for sprite in view_packet.render_object_instances().iter() {
let render_object_instance_id = sprite.render_object_instance_id;
if let Some(batch_index) = &batch_indices[render_object_instance_id as usize] {
sorted_view_nodes.push((batch_index.batch_index, render_object_instance_id));
}
}
{
profiling::scope!("sort by key");
sorted_view_nodes.sort_by_key(|x| x.0);
}
sorted_view_nodes
};
let mut previous_batch_index = 0;
let mut last_submit_node: Option<(RenderPhaseIndex, SubmitNodeId)> = None;
{
profiling::scope!("create draw calls");
for (batch_index, frame_node_index) in sorted_view_nodes {
if let Some(sprite) = context
.render_object_instances_data()
.get(frame_node_index as usize)
{
//
// If the vertex count exceeds what a u16 index buffer support, start a new draw call
//
let mut vertex_count = (last_submit_node
.map(|x| {
view_submit_packet.get_submit_node_data_from_render_phase(x.0, x.1)
})
.map(|submit_node| submit_node.index_count.load(Ordering::Relaxed))
.unwrap_or(0)
/ 6)
* 4;
if last_submit_node.is_none()
|| vertex_count + 4 > u16::MAX as u32
|| batch_index != previous_batch_index
{
let material_index = batch_indices[frame_node_index as usize]
.as_ref()
.unwrap()
.material_index;
let texture_descriptor_set =
per_material_descriptor_sets[material_index as usize].clone();
let index_count = AtomicU32::new(0); // This will be incremented as sprites are added.
let vertex_data_offset_index = vertex_data.len() as u32;
let index_data_offset_index = index_data.len() as u32;
let submit_node_data = SpriteDrawCall {
texture_descriptor_set: Some(texture_descriptor_set),
vertex_data_offset_index,
index_data_offset_index,
index_count,
};
let (render_phase_index, distance) = if sprite.color.w >= 1.0 {
// non-transparent can just batch by material
(OpaqueRenderPhase::render_phase_index(), 0.)
} else {
// transparent must be ordered by distance
let distance = (view.eye_position().z - sprite.position.z).abs();
(TransparentRenderPhase::render_phase_index(), distance)
};
last_submit_node = Some((
render_phase_index,
view_submit_packet.push_submit_node_into_render_phase(
render_phase_index,
submit_node_data,
batch_index,
distance,
),
));
previous_batch_index = batch_index;
vertex_count = 0;
}
let matrix = glam::Mat4::from_scale_rotation_translation(
glam::Vec3::new(
sprite.texture_size.x * sprite.scale.x,
sprite.texture_size.y * sprite.scale.y,
1.0,
),
sprite.rotation,
sprite.position,
);
let color: [f32; 4] = sprite.color.into();
let color_u8 = [
(color[0].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
(color[1].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
(color[2].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
(color[3].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
];
for vertex in &QUAD_VERTEX_LIST {
let transformed_pos = matrix.transform_point3(vertex.pos.into());
vertex_data.push(SpriteVertex {
pos: transformed_pos.into(),
tex_coord: vertex.tex_coord,
color: color_u8,
});
}
for &index in &QUAD_INDEX_LIST {
index_data.push(index + vertex_count as u16);
}
//
// Update the draw call to include the new data
//
let current_draw_call_data = &last_submit_node
.map(|x| {
view_submit_packet.get_submit_node_data_from_render_phase(x.0, x.1)
})
.unwrap();
current_draw_call_data
.index_count
.fetch_add(6, Ordering::Relaxed);
}
}
}
//
// If we have vertex data, create the vertex buffer
//
let vertex_buffer = if !last_submit_node.is_none() {
let vertex_buffer_size =
vertex_data.len() as u64 * std::mem::size_of::<SpriteVertex>() as u64;
let vertex_buffer = context
.device_context()
.create_buffer(&RafxBufferDef {
size: vertex_buffer_size,
memory_usage: RafxMemoryUsage::CpuToGpu,
resource_type: RafxResourceType::VERTEX_BUFFER,
..Default::default()
})
.unwrap();
vertex_buffer
.copy_to_host_visible_buffer(vertex_data.as_slice())
.unwrap();
Some(dyn_resource_allocator_set.insert_buffer(vertex_buffer))
} else {
None
};
per_view_submit_data.vertex_buffer = vertex_buffer.clone();
//
// If we have index data, create the index buffer
//
let index_buffer = if !last_submit_node.is_none() {
let index_buffer_size = index_data.len() as u64 * std::mem::size_of::<u16>() as u64;
let index_buffer = context
.device_context()
.create_buffer(&RafxBufferDef {
size: index_buffer_size,
memory_usage: RafxMemoryUsage::CpuToGpu,
resource_type: RafxResourceType::INDEX_BUFFER,
..Default::default()
})
.unwrap();
index_buffer
.copy_to_host_visible_buffer(index_data.as_slice())
.unwrap();
Some(dyn_resource_allocator_set.insert_buffer(index_buffer))
} else {
None
};
per_view_submit_data.index_buffer = index_buffer.clone();
view_submit_packet
.per_view_submit_data()
.set(per_view_submit_data);
}
fn feature_debug_constants(&self) -> &'static RenderFeatureDebugConstants {
super::render_feature_debug_constants()
}
fn feature_index(&self) -> RenderFeatureIndex {
super::render_feature_index()
}
type RenderObjectInstanceJobContextT = DefaultJobContext;
type RenderObjectInstancePerViewJobContextT = DefaultJobContext;
type FramePacketDataT = SpriteRenderFeatureTypes;
type SubmitPacketDataT = SpriteRenderFeatureTypes;
}