Struct truck_platform::Scene
source · pub struct Scene { /* private fields */ }
Expand description
Wraps wgpu
and provides an intuitive graphics API.
Scene
is the most important in truck-platform
.
This structure holds information about rendering and
serves as a bridge to the actual rendering of Rendered
objects.
Implementations§
source§impl Scene
impl Scene
sourcepub fn new(device_handler: DeviceHandler, scene_desc: &SceneDescriptor) -> Scene
pub fn new(device_handler: DeviceHandler, scene_desc: &SceneDescriptor) -> Scene
constructor
Examples found in repository?
342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807
pub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene {
Scene::new(DeviceHandler::default_device().await, scene_desc)
}
/// Creates compatible texture for render attachment.
///
/// # Remarks
/// The usage of texture is `TextureUsages::RENDER_ATTACHMENT | TetureUsages::COPY_SRC`.
#[inline(always)]
pub fn compatible_texture(&self) -> Texture {
let config = self.scene_desc.render_texture;
self.device().create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width: config.canvas_size.0,
height: config.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: config.format,
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC,
})
}
/// Returns the reference of its own `DeviceHandler`.
#[inline(always)]
pub const fn device_handler(&self) -> &DeviceHandler { &self.device_handler }
/// Returns the reference of the device.
#[inline(always)]
pub const fn device(&self) -> &Arc<Device> { &self.device_handler.device }
/// Returns the reference of the queue.
#[inline(always)]
pub const fn queue(&self) -> &Arc<Queue> { &self.device_handler.queue }
/// Returns the elapsed time since the scene was created.
#[inline(always)]
pub fn elapsed(&self) -> std::time::Duration { self.clock.elapsed() }
/// Returns the reference of the descriptor.
#[inline(always)]
pub const fn descriptor(&self) -> &SceneDescriptor { &self.scene_desc }
/// Returns the mutable reference of the descriptor.
///
/// # Remarks
///
/// When the return value is dropped, the depth buffer and sampling buffer are automatically updated.
/// Use `studio_config_mut` if you only want to update the colors of the camera, lights, and background.
#[inline(always)]
pub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_> { SceneDescriptorMut(self) }
/// Returns the reference of the studio configuration.
#[inline(always)]
pub const fn studio_config(&self) -> &StudioConfig { &self.scene_desc.studio }
/// Returns the mutable reference of the studio configuration.
#[inline(always)]
pub fn studio_config_mut(&mut self) -> &mut StudioConfig { &mut self.scene_desc.studio }
/// Returns the bind group layout in the scene.
#[inline(always)]
pub const fn bind_group_layout(&self) -> &BindGroupLayout { &self.bind_group_layout }
/// Creates a `UNIFORM` buffer of the camera.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
/// ```
#[inline(always)]
pub fn camera_buffer(&self) -> BufferHandler { self.scene_desc.camera_buffer(self.device()) }
/// Creates a `STORAGE` buffer of all lights.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[]; // the number of lights must be gotten from another place
/// };
/// ```
#[inline(always)]
pub fn lights_buffer(&self) -> BufferHandler { self.scene_desc.lights_buffer(self.device()) }
/// Creates a `UNIFORM` buffer of the scene status.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 2) uniform Scene {
/// vec4 bk_color; // color of back ground
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_status_buffer(&self) -> BufferHandler {
let bk = self.scene_desc.studio.background;
let size = self.scene_desc.render_texture.canvas_size;
let scene_info = SceneInfo {
background_color: [bk.r as f32, bk.g as f32, bk.b as f32, bk.a as f32],
resolution: [size.0, size.1],
time: self.elapsed().as_secs_f32(),
num_of_lights: self.scene_desc.studio.lights.len() as u32,
};
BufferHandler::from_slice(&[scene_info], self.device(), BufferUsages::UNIFORM)
}
/// Creates bind group.
/// # Shader Examples
/// Suppose binded as `set = 0`.
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
///
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[];
/// };
///
/// layout(set = 0, binding = 2) uniform Scene {
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_bind_group(&self) -> BindGroup {
bind_group_util::create_bind_group(
self.device(),
&self.bind_group_layout,
vec![
self.camera_buffer().binding_resource(),
self.lights_buffer().binding_resource(),
self.scene_status_buffer().binding_resource(),
],
)
}
/// Adds a render object to the scene.
///
/// If there already exists a render object with the same ID,
/// replaces the render object and returns false.
#[inline(always)]
pub fn add_object<R: Rendered>(&mut self, object: &R) -> bool {
let render_object = object.render_object(self);
self.objects
.insert(object.render_id(), render_object)
.is_none()
}
/// Sets the visibility of a render object.
///
/// If there does not exist the render object in the scene, does nothing and returns `false`.
#[inline(always)]
pub fn set_visibility<R: Rendered>(&mut self, object: &R, visible: bool) -> bool {
self.objects
.get_mut(&object.render_id())
.map(|obj| obj.visible = visible)
.is_some()
}
/// Adds render objects to the scene.
///
/// If there already exists a render object with the same ID,
/// replaces the render object and returns false.
#[inline(always)]
pub fn add_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.add_object(object);
objects.into_iter().fold(true, closure)
}
/// Removes a render object from the scene.
///
/// If there does not exist the render object in the scene, does nothing and returns `false`.
#[inline(always)]
pub fn remove_object<R: Rendered>(&mut self, object: &R) -> bool {
self.objects.remove(&object.render_id()).is_some()
}
/// Removes render objects from the scene.
///
/// If there exists a render object which does not exist in the scene, returns `false`.
#[inline(always)]
pub fn remove_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.remove_object(object);
objects.into_iter().fold(true, closure)
}
/// Removes all render objects from the scene.
#[inline(always)]
pub fn clear_objects(&mut self) { self.objects.clear() }
/// Returns the number of the render objects in the scene.
#[inline(always)]
pub fn number_of_objects(&self) -> usize { self.objects.len() }
/// Synchronizes the information of vertices of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_vertex_buffer<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
None => false,
Some(render_object) => {
let (vb, ib) = object.vertex_buffer(handler);
render_object.vertex_buffer = vb;
render_object.index_buffer = ib;
true
}
}
}
/// Synchronizes the information of vertices of `objects` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_vertex_buffers<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_vertex_buffer(object);
objects.into_iter().fold(true, closure)
}
/// Synchronizes the information of bind group of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_bind_group<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let bind_group = object.bind_group(handler, &render_object.bind_group_layout);
render_object.bind_group = bind_group;
true
}
_ => false,
}
}
/// Synchronizes the information of bind group of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_bind_groups<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_bind_group(object);
objects.into_iter().fold(true, closure)
}
/// Synchronizes the information of pipeline of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_pipeline<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let device = handler.device();
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[
&self.bind_group_layout,
&render_object.bind_group_layout,
],
push_constant_ranges: &[],
label: None,
});
render_object.pipeline =
object.pipeline(handler, &pipeline_layout, &self.scene_desc);
true
}
_ => false,
}
}
/// Synchronizes the information of pipeline of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_pipelines<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_pipeline(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
fn depth_stencil_attachment_descriptor(
depth_view: &TextureView,
) -> RenderPassDepthStencilAttachment<'_> {
RenderPassDepthStencilAttachment {
view: depth_view,
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}
}
/// Renders the scene to `view`.
pub fn render(&self, view: &TextureView) {
let bind_group = self.scene_bind_group();
let depth_view = self
.foward_depth
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let sampled_view = self
.sampling_buffer
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let mut encoder = self
.device()
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let (attachment, resolve_target) = match sampled_view.as_ref() {
Some(sampled_view) => (sampled_view, Some(view)),
None => (view, None),
};
let mut rpass = encoder.begin_render_pass(&RenderPassDescriptor {
color_attachments: &[Some(RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: Operations {
load: LoadOp::Clear(self.scene_desc.studio.background),
store: true,
},
})],
depth_stencil_attachment: depth_view
.as_ref()
.map(Self::depth_stencil_attachment_descriptor),
..Default::default()
});
rpass.set_bind_group(0, &bind_group, &[]);
for (_, object) in &self.objects {
if !object.visible {
continue;
}
rpass.set_pipeline(&object.pipeline);
rpass.set_bind_group(1, &object.bind_group, &[]);
rpass.set_vertex_buffer(0, object.vertex_buffer.buffer.slice(..));
match object.index_buffer {
Some(ref index_buffer) => {
rpass.set_index_buffer(index_buffer.buffer.slice(..), IndexFormat::Uint32);
let index_size =
index_buffer.size as u32 / std::mem::size_of::<u32>() as u32;
rpass.draw_indexed(0..index_size, 0, 0..1);
}
None => rpass.draw(
0..(object.vertex_buffer.size / object.vertex_buffer.stride) as u32,
0..1,
),
}
}
}
self.queue().submit(vec![encoder.finish()]);
}
/// Render image to buffer.
pub async fn render_to_buffer(&self) -> Vec<u8> {
let texture = self.compatible_texture();
let view = texture.create_view(&Default::default());
self.render(&view);
let (device, queue) = (self.device(), self.queue());
let (width, height) = self.scene_desc.render_texture.canvas_size;
let size = (width * height * 4) as u64;
let buffer = device.create_buffer(&BufferDescriptor {
label: None,
mapped_at_creation: false,
usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
size,
});
let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor { label: None });
encoder.copy_texture_to_buffer(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: (width * 4).try_into().ok(),
rows_per_image: height.try_into().ok(),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
let buffer_slice = buffer.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(MapMode::Read, move |v| sender.send(v).unwrap());
device.poll(Maintain::Wait);
match receiver.receive().await {
Some(Ok(_)) => buffer_slice.get_mapped_range().iter().copied().collect(),
Some(Err(e)) => panic!("{}", e),
None => panic!("Asynchronous processing fails"),
}
}
}
impl WindowScene {
/// Initialize scene compatible with `window`.
pub async fn from_window(window: Arc<Window>, scene_desc: &WindowSceneDescriptor) -> Self {
let size = window.inner_size();
let got = init_default_device(Some(window)).await;
let (device_handler, window_handler) = (got.0, got.1.unwrap());
let (device, surface) = (&device_handler.device, &window_handler.surface);
let render_texture = RenderTextureConfig {
canvas_size: size.into(),
format: TextureFormat::Bgra8Unorm,
};
let config = render_texture.compatible_surface_config();
surface.configure(device, &config);
Self {
scene: Scene::new(
device_handler,
&SceneDescriptor {
studio: scene_desc.studio.clone(),
backend_buffer: scene_desc.backend_buffer,
render_texture,
},
),
window_handler,
}
}
sourcepub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene
pub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene
sourcepub fn compatible_texture(&self) -> Texture
pub fn compatible_texture(&self) -> Texture
Creates compatible texture for render attachment.
Remarks
The usage of texture is TextureUsages::RENDER_ATTACHMENT | TetureUsages::COPY_SRC
.
Examples found in repository?
733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779
pub async fn render_to_buffer(&self) -> Vec<u8> {
let texture = self.compatible_texture();
let view = texture.create_view(&Default::default());
self.render(&view);
let (device, queue) = (self.device(), self.queue());
let (width, height) = self.scene_desc.render_texture.canvas_size;
let size = (width * height * 4) as u64;
let buffer = device.create_buffer(&BufferDescriptor {
label: None,
mapped_at_creation: false,
usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
size,
});
let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor { label: None });
encoder.copy_texture_to_buffer(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: (width * 4).try_into().ok(),
rows_per_image: height.try_into().ok(),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
let buffer_slice = buffer.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(MapMode::Read, move |v| sender.send(v).unwrap());
device.poll(Maintain::Wait);
match receiver.receive().await {
Some(Ok(_)) => buffer_slice.get_mapped_range().iter().copied().collect(),
Some(Err(e)) => panic!("{}", e),
None => panic!("Asynchronous processing fails"),
}
}
sourcepub const fn device_handler(&self) -> &DeviceHandler
pub const fn device_handler(&self) -> &DeviceHandler
Returns the reference of its own DeviceHandler
.
Examples found in repository?
338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358
fn render_object(&self, scene: &Scene) -> RenderObject {
let (vertex_buffer, index_buffer) = self.vertex_buffer(scene.device_handler());
let bind_group_layout = self.bind_group_layout(scene.device_handler());
let bind_group = self.bind_group(scene.device_handler(), &bind_group_layout);
let pipeline_layout = scene
.device()
.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[&scene.bind_group_layout, &bind_group_layout],
push_constant_ranges: &[],
label: None,
});
let pipeline = self.pipeline(scene.device_handler(), &pipeline_layout, &scene.scene_desc);
RenderObject {
vertex_buffer,
index_buffer,
bind_group_layout,
bind_group,
pipeline,
visible: true,
}
}
sourcepub const fn device(&self) -> &Arc<Device>
pub const fn device(&self) -> &Arc<Device>
Returns the reference of the device.
Examples found in repository?
261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849
fn drop(&mut self) {
let (forward_depth, sampling_buffer) = self.backend_buffers(self.0.device());
self.0.foward_depth = forward_depth;
self.0.sampling_buffer = sampling_buffer;
}
}
impl Scene {
#[inline(always)]
fn camera_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn lights_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn scene_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn init_scene_bind_group_layout(device: &Device) -> BindGroupLayout {
bind_group_util::create_bind_group_layout(
device,
&[
Self::camera_bgl_entry(),
Self::lights_bgl_entry(),
Self::scene_bgl_entry(),
],
)
}
/// constructor
// About `scene_desc`, entity is better than reference for the performance.
// This is reference because only for as wgpu is.
#[inline(always)]
pub fn new(device_handler: DeviceHandler, scene_desc: &SceneDescriptor) -> Scene {
let device = device_handler.device();
let (foward_depth, sampling_buffer) = scene_desc.backend_buffers(device);
let bind_group_layout = Self::init_scene_bind_group_layout(device);
Scene {
objects: Default::default(),
bind_group_layout,
foward_depth,
sampling_buffer,
clock: instant::Instant::now(),
scene_desc: scene_desc.clone(),
device_handler,
}
}
/// Construct scene from default GPU device.
/// # Arguments
/// - `size`: (width, height)
pub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene {
Scene::new(DeviceHandler::default_device().await, scene_desc)
}
/// Creates compatible texture for render attachment.
///
/// # Remarks
/// The usage of texture is `TextureUsages::RENDER_ATTACHMENT | TetureUsages::COPY_SRC`.
#[inline(always)]
pub fn compatible_texture(&self) -> Texture {
let config = self.scene_desc.render_texture;
self.device().create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width: config.canvas_size.0,
height: config.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: config.format,
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC,
})
}
/// Returns the reference of its own `DeviceHandler`.
#[inline(always)]
pub const fn device_handler(&self) -> &DeviceHandler { &self.device_handler }
/// Returns the reference of the device.
#[inline(always)]
pub const fn device(&self) -> &Arc<Device> { &self.device_handler.device }
/// Returns the reference of the queue.
#[inline(always)]
pub const fn queue(&self) -> &Arc<Queue> { &self.device_handler.queue }
/// Returns the elapsed time since the scene was created.
#[inline(always)]
pub fn elapsed(&self) -> std::time::Duration { self.clock.elapsed() }
/// Returns the reference of the descriptor.
#[inline(always)]
pub const fn descriptor(&self) -> &SceneDescriptor { &self.scene_desc }
/// Returns the mutable reference of the descriptor.
///
/// # Remarks
///
/// When the return value is dropped, the depth buffer and sampling buffer are automatically updated.
/// Use `studio_config_mut` if you only want to update the colors of the camera, lights, and background.
#[inline(always)]
pub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_> { SceneDescriptorMut(self) }
/// Returns the reference of the studio configuration.
#[inline(always)]
pub const fn studio_config(&self) -> &StudioConfig { &self.scene_desc.studio }
/// Returns the mutable reference of the studio configuration.
#[inline(always)]
pub fn studio_config_mut(&mut self) -> &mut StudioConfig { &mut self.scene_desc.studio }
/// Returns the bind group layout in the scene.
#[inline(always)]
pub const fn bind_group_layout(&self) -> &BindGroupLayout { &self.bind_group_layout }
/// Creates a `UNIFORM` buffer of the camera.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
/// ```
#[inline(always)]
pub fn camera_buffer(&self) -> BufferHandler { self.scene_desc.camera_buffer(self.device()) }
/// Creates a `STORAGE` buffer of all lights.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[]; // the number of lights must be gotten from another place
/// };
/// ```
#[inline(always)]
pub fn lights_buffer(&self) -> BufferHandler { self.scene_desc.lights_buffer(self.device()) }
/// Creates a `UNIFORM` buffer of the scene status.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 2) uniform Scene {
/// vec4 bk_color; // color of back ground
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_status_buffer(&self) -> BufferHandler {
let bk = self.scene_desc.studio.background;
let size = self.scene_desc.render_texture.canvas_size;
let scene_info = SceneInfo {
background_color: [bk.r as f32, bk.g as f32, bk.b as f32, bk.a as f32],
resolution: [size.0, size.1],
time: self.elapsed().as_secs_f32(),
num_of_lights: self.scene_desc.studio.lights.len() as u32,
};
BufferHandler::from_slice(&[scene_info], self.device(), BufferUsages::UNIFORM)
}
/// Creates bind group.
/// # Shader Examples
/// Suppose binded as `set = 0`.
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
///
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[];
/// };
///
/// layout(set = 0, binding = 2) uniform Scene {
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_bind_group(&self) -> BindGroup {
bind_group_util::create_bind_group(
self.device(),
&self.bind_group_layout,
vec![
self.camera_buffer().binding_resource(),
self.lights_buffer().binding_resource(),
self.scene_status_buffer().binding_resource(),
],
)
}
/// Adds a render object to the scene.
///
/// If there already exists a render object with the same ID,
/// replaces the render object and returns false.
#[inline(always)]
pub fn add_object<R: Rendered>(&mut self, object: &R) -> bool {
let render_object = object.render_object(self);
self.objects
.insert(object.render_id(), render_object)
.is_none()
}
/// Sets the visibility of a render object.
///
/// If there does not exist the render object in the scene, does nothing and returns `false`.
#[inline(always)]
pub fn set_visibility<R: Rendered>(&mut self, object: &R, visible: bool) -> bool {
self.objects
.get_mut(&object.render_id())
.map(|obj| obj.visible = visible)
.is_some()
}
/// Adds render objects to the scene.
///
/// If there already exists a render object with the same ID,
/// replaces the render object and returns false.
#[inline(always)]
pub fn add_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.add_object(object);
objects.into_iter().fold(true, closure)
}
/// Removes a render object from the scene.
///
/// If there does not exist the render object in the scene, does nothing and returns `false`.
#[inline(always)]
pub fn remove_object<R: Rendered>(&mut self, object: &R) -> bool {
self.objects.remove(&object.render_id()).is_some()
}
/// Removes render objects from the scene.
///
/// If there exists a render object which does not exist in the scene, returns `false`.
#[inline(always)]
pub fn remove_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.remove_object(object);
objects.into_iter().fold(true, closure)
}
/// Removes all render objects from the scene.
#[inline(always)]
pub fn clear_objects(&mut self) { self.objects.clear() }
/// Returns the number of the render objects in the scene.
#[inline(always)]
pub fn number_of_objects(&self) -> usize { self.objects.len() }
/// Synchronizes the information of vertices of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_vertex_buffer<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
None => false,
Some(render_object) => {
let (vb, ib) = object.vertex_buffer(handler);
render_object.vertex_buffer = vb;
render_object.index_buffer = ib;
true
}
}
}
/// Synchronizes the information of vertices of `objects` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_vertex_buffers<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_vertex_buffer(object);
objects.into_iter().fold(true, closure)
}
/// Synchronizes the information of bind group of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_bind_group<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let bind_group = object.bind_group(handler, &render_object.bind_group_layout);
render_object.bind_group = bind_group;
true
}
_ => false,
}
}
/// Synchronizes the information of bind group of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_bind_groups<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_bind_group(object);
objects.into_iter().fold(true, closure)
}
/// Synchronizes the information of pipeline of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_pipeline<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let device = handler.device();
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[
&self.bind_group_layout,
&render_object.bind_group_layout,
],
push_constant_ranges: &[],
label: None,
});
render_object.pipeline =
object.pipeline(handler, &pipeline_layout, &self.scene_desc);
true
}
_ => false,
}
}
/// Synchronizes the information of pipeline of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_pipelines<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_pipeline(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
fn depth_stencil_attachment_descriptor(
depth_view: &TextureView,
) -> RenderPassDepthStencilAttachment<'_> {
RenderPassDepthStencilAttachment {
view: depth_view,
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}
}
/// Renders the scene to `view`.
pub fn render(&self, view: &TextureView) {
let bind_group = self.scene_bind_group();
let depth_view = self
.foward_depth
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let sampled_view = self
.sampling_buffer
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let mut encoder = self
.device()
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let (attachment, resolve_target) = match sampled_view.as_ref() {
Some(sampled_view) => (sampled_view, Some(view)),
None => (view, None),
};
let mut rpass = encoder.begin_render_pass(&RenderPassDescriptor {
color_attachments: &[Some(RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: Operations {
load: LoadOp::Clear(self.scene_desc.studio.background),
store: true,
},
})],
depth_stencil_attachment: depth_view
.as_ref()
.map(Self::depth_stencil_attachment_descriptor),
..Default::default()
});
rpass.set_bind_group(0, &bind_group, &[]);
for (_, object) in &self.objects {
if !object.visible {
continue;
}
rpass.set_pipeline(&object.pipeline);
rpass.set_bind_group(1, &object.bind_group, &[]);
rpass.set_vertex_buffer(0, object.vertex_buffer.buffer.slice(..));
match object.index_buffer {
Some(ref index_buffer) => {
rpass.set_index_buffer(index_buffer.buffer.slice(..), IndexFormat::Uint32);
let index_size =
index_buffer.size as u32 / std::mem::size_of::<u32>() as u32;
rpass.draw_indexed(0..index_size, 0, 0..1);
}
None => rpass.draw(
0..(object.vertex_buffer.size / object.vertex_buffer.stride) as u32,
0..1,
),
}
}
}
self.queue().submit(vec![encoder.finish()]);
}
/// Render image to buffer.
pub async fn render_to_buffer(&self) -> Vec<u8> {
let texture = self.compatible_texture();
let view = texture.create_view(&Default::default());
self.render(&view);
let (device, queue) = (self.device(), self.queue());
let (width, height) = self.scene_desc.render_texture.canvas_size;
let size = (width * height * 4) as u64;
let buffer = device.create_buffer(&BufferDescriptor {
label: None,
mapped_at_creation: false,
usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
size,
});
let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor { label: None });
encoder.copy_texture_to_buffer(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: (width * 4).try_into().ok(),
rows_per_image: height.try_into().ok(),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
let buffer_slice = buffer.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(MapMode::Read, move |v| sender.send(v).unwrap());
device.poll(Maintain::Wait);
match receiver.receive().await {
Some(Ok(_)) => buffer_slice.get_mapped_range().iter().copied().collect(),
Some(Err(e)) => panic!("{}", e),
None => panic!("Asynchronous processing fails"),
}
}
}
impl WindowScene {
/// Initialize scene compatible with `window`.
pub async fn from_window(window: Arc<Window>, scene_desc: &WindowSceneDescriptor) -> Self {
let size = window.inner_size();
let got = init_default_device(Some(window)).await;
let (device_handler, window_handler) = (got.0, got.1.unwrap());
let (device, surface) = (&device_handler.device, &window_handler.surface);
let render_texture = RenderTextureConfig {
canvas_size: size.into(),
format: TextureFormat::Bgra8Unorm,
};
let config = render_texture.compatible_surface_config();
surface.configure(device, &config);
Self {
scene: Scene::new(
device_handler,
&SceneDescriptor {
studio: scene_desc.studio.clone(),
backend_buffer: scene_desc.backend_buffer,
render_texture,
},
),
window_handler,
}
}
/// Get the reference of initializing window.
#[inline(always)]
pub fn window(&self) -> &Arc<Window> { &self.window_handler.window }
/// Get the reference of surface.
#[inline(always)]
pub fn surface(&self) -> &Arc<Surface> { &self.window_handler.surface }
/// Adjusts the size of the backend buffers (depth or sampling buffer) to the size of the window.
pub fn size_alignment(&mut self) {
let size = self.window().inner_size();
let canvas_size = self.scene.scene_desc.render_texture.canvas_size;
if canvas_size != (size.width, size.height) {
let mut desc = self.scene.descriptor_mut();
desc.render_texture.canvas_size = size.into();
let config = desc.render_texture.compatible_surface_config();
drop(desc);
self.surface().configure(self.device(), &config);
}
}
/// Render scene to initializing window.
pub fn render_frame(&mut self) {
self.size_alignment();
let surface = self.surface();
let surface_texture = match surface.get_current_texture() {
Ok(got) => got,
Err(_) => {
let config = self
.scene
.scene_desc
.render_texture
.compatible_surface_config();
surface.configure(self.device(), &config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
self.render(&view);
surface_texture.present();
}
More examples
338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358
fn render_object(&self, scene: &Scene) -> RenderObject {
let (vertex_buffer, index_buffer) = self.vertex_buffer(scene.device_handler());
let bind_group_layout = self.bind_group_layout(scene.device_handler());
let bind_group = self.bind_group(scene.device_handler(), &bind_group_layout);
let pipeline_layout = scene
.device()
.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[&scene.bind_group_layout, &bind_group_layout],
push_constant_ranges: &[],
label: None,
});
let pipeline = self.pipeline(scene.device_handler(), &pipeline_layout, &scene.scene_desc);
RenderObject {
vertex_buffer,
index_buffer,
bind_group_layout,
bind_group,
pipeline,
visible: true,
}
}
sourcepub const fn queue(&self) -> &Arc<Queue>
pub const fn queue(&self) -> &Arc<Queue>
Returns the reference of the queue.
Examples found in repository?
675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779
pub fn render(&self, view: &TextureView) {
let bind_group = self.scene_bind_group();
let depth_view = self
.foward_depth
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let sampled_view = self
.sampling_buffer
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let mut encoder = self
.device()
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let (attachment, resolve_target) = match sampled_view.as_ref() {
Some(sampled_view) => (sampled_view, Some(view)),
None => (view, None),
};
let mut rpass = encoder.begin_render_pass(&RenderPassDescriptor {
color_attachments: &[Some(RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: Operations {
load: LoadOp::Clear(self.scene_desc.studio.background),
store: true,
},
})],
depth_stencil_attachment: depth_view
.as_ref()
.map(Self::depth_stencil_attachment_descriptor),
..Default::default()
});
rpass.set_bind_group(0, &bind_group, &[]);
for (_, object) in &self.objects {
if !object.visible {
continue;
}
rpass.set_pipeline(&object.pipeline);
rpass.set_bind_group(1, &object.bind_group, &[]);
rpass.set_vertex_buffer(0, object.vertex_buffer.buffer.slice(..));
match object.index_buffer {
Some(ref index_buffer) => {
rpass.set_index_buffer(index_buffer.buffer.slice(..), IndexFormat::Uint32);
let index_size =
index_buffer.size as u32 / std::mem::size_of::<u32>() as u32;
rpass.draw_indexed(0..index_size, 0, 0..1);
}
None => rpass.draw(
0..(object.vertex_buffer.size / object.vertex_buffer.stride) as u32,
0..1,
),
}
}
}
self.queue().submit(vec![encoder.finish()]);
}
/// Render image to buffer.
pub async fn render_to_buffer(&self) -> Vec<u8> {
let texture = self.compatible_texture();
let view = texture.create_view(&Default::default());
self.render(&view);
let (device, queue) = (self.device(), self.queue());
let (width, height) = self.scene_desc.render_texture.canvas_size;
let size = (width * height * 4) as u64;
let buffer = device.create_buffer(&BufferDescriptor {
label: None,
mapped_at_creation: false,
usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
size,
});
let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor { label: None });
encoder.copy_texture_to_buffer(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: (width * 4).try_into().ok(),
rows_per_image: height.try_into().ok(),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
let buffer_slice = buffer.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(MapMode::Read, move |v| sender.send(v).unwrap());
device.poll(Maintain::Wait);
match receiver.receive().await {
Some(Ok(_)) => buffer_slice.get_mapped_range().iter().copied().collect(),
Some(Err(e)) => panic!("{}", e),
None => panic!("Asynchronous processing fails"),
}
}
sourcepub const fn descriptor(&self) -> &SceneDescriptor
pub const fn descriptor(&self) -> &SceneDescriptor
Returns the reference of the descriptor.
sourcepub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_>
pub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_>
Returns the mutable reference of the descriptor.
Remarks
When the return value is dropped, the depth buffer and sampling buffer are automatically updated.
Use studio_config_mut
if you only want to update the colors of the camera, lights, and background.
sourcepub const fn studio_config(&self) -> &StudioConfig
pub const fn studio_config(&self) -> &StudioConfig
Returns the reference of the studio configuration.
sourcepub fn studio_config_mut(&mut self) -> &mut StudioConfig
pub fn studio_config_mut(&mut self) -> &mut StudioConfig
Returns the mutable reference of the studio configuration.
sourcepub const fn bind_group_layout(&self) -> &BindGroupLayout
pub const fn bind_group_layout(&self) -> &BindGroupLayout
Returns the bind group layout in the scene.
sourcepub fn camera_buffer(&self) -> BufferHandler
pub fn camera_buffer(&self) -> BufferHandler
Creates a UNIFORM
buffer of the camera.
The bind group provides Scene
holds this uniform buffer.
Shader Example
layout(set = 0, binding = 0) uniform Camera {
mat4 camera_matrix; // the camera matrix
mat4 camera_projection; // the projection into the normalized view volume
};
sourcepub fn lights_buffer(&self) -> BufferHandler
pub fn lights_buffer(&self) -> BufferHandler
Creates a STORAGE
buffer of all lights.
The bind group provides Scene
holds this uniform buffer.
Shader Example
struct Light {
vec4 position; // the position of light, position.w == 1.0
vec4 color; // the color of light, color.w == 1.0
uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
};
layout(set = 0, binding = 1) buffer Lights {
Light lights[]; // the number of lights must be gotten from another place
};
sourcepub fn scene_status_buffer(&self) -> BufferHandler
pub fn scene_status_buffer(&self) -> BufferHandler
Creates a UNIFORM
buffer of the scene status.
The bind group provides Scene
holds this uniform buffer.
Shader Example
layout(set = 0, binding = 2) uniform Scene {
vec4 bk_color; // color of back ground
float time; // elapsed time since the scene was created.
uint nlights; // the number of lights
};
sourcepub fn scene_bind_group(&self) -> BindGroup
pub fn scene_bind_group(&self) -> BindGroup
Creates bind group.
Shader Examples
Suppose binded as set = 0
.
layout(set = 0, binding = 0) uniform Camera {
mat4 camera_matrix; // the camera matrix
mat4 camera_projection; // the projection into the normalized view volume
};
struct Light {
vec4 position; // the position of light, position.w == 1.0
vec4 color; // the color of light, color.w == 1.0
uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
};
layout(set = 0, binding = 1) buffer Lights {
Light lights[];
};
layout(set = 0, binding = 2) uniform Scene {
float time; // elapsed time since the scene was created.
uint nlights; // the number of lights
};
Examples found in repository?
675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730
pub fn render(&self, view: &TextureView) {
let bind_group = self.scene_bind_group();
let depth_view = self
.foward_depth
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let sampled_view = self
.sampling_buffer
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let mut encoder = self
.device()
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let (attachment, resolve_target) = match sampled_view.as_ref() {
Some(sampled_view) => (sampled_view, Some(view)),
None => (view, None),
};
let mut rpass = encoder.begin_render_pass(&RenderPassDescriptor {
color_attachments: &[Some(RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: Operations {
load: LoadOp::Clear(self.scene_desc.studio.background),
store: true,
},
})],
depth_stencil_attachment: depth_view
.as_ref()
.map(Self::depth_stencil_attachment_descriptor),
..Default::default()
});
rpass.set_bind_group(0, &bind_group, &[]);
for (_, object) in &self.objects {
if !object.visible {
continue;
}
rpass.set_pipeline(&object.pipeline);
rpass.set_bind_group(1, &object.bind_group, &[]);
rpass.set_vertex_buffer(0, object.vertex_buffer.buffer.slice(..));
match object.index_buffer {
Some(ref index_buffer) => {
rpass.set_index_buffer(index_buffer.buffer.slice(..), IndexFormat::Uint32);
let index_size =
index_buffer.size as u32 / std::mem::size_of::<u32>() as u32;
rpass.draw_indexed(0..index_size, 0, 0..1);
}
None => rpass.draw(
0..(object.vertex_buffer.size / object.vertex_buffer.stride) as u32,
0..1,
),
}
}
}
self.queue().submit(vec![encoder.finish()]);
}
sourcepub fn add_object<R: Rendered>(&mut self, object: &R) -> bool
pub fn add_object<R: Rendered>(&mut self, object: &R) -> bool
Adds a render object to the scene.
If there already exists a render object with the same ID, replaces the render object and returns false.
sourcepub fn set_visibility<R: Rendered>(&mut self, object: &R, visible: bool) -> bool
pub fn set_visibility<R: Rendered>(&mut self, object: &R, visible: bool) -> bool
Sets the visibility of a render object.
If there does not exist the render object in the scene, does nothing and returns false
.
sourcepub fn add_objects<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
pub fn add_objects<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
Adds render objects to the scene.
If there already exists a render object with the same ID, replaces the render object and returns false.
sourcepub fn remove_object<R: Rendered>(&mut self, object: &R) -> bool
pub fn remove_object<R: Rendered>(&mut self, object: &R) -> bool
Removes a render object from the scene.
If there does not exist the render object in the scene, does nothing and returns false
.
sourcepub fn remove_objects<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
pub fn remove_objects<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
Removes render objects from the scene.
If there exists a render object which does not exist in the scene, returns false
.
sourcepub fn clear_objects(&mut self)
pub fn clear_objects(&mut self)
Removes all render objects from the scene.
sourcepub fn number_of_objects(&self) -> usize
pub fn number_of_objects(&self) -> usize
Returns the number of the render objects in the scene.
sourcepub fn update_vertex_buffer<R: Rendered>(&mut self, object: &R) -> bool
pub fn update_vertex_buffer<R: Rendered>(&mut self, object: &R) -> bool
Synchronizes the information of vertices of object
in the CPU memory
and that in the GPU memory.
If there does not exist the render object in the scene, does nothing and returns false.
sourcepub fn update_vertex_buffers<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
pub fn update_vertex_buffers<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
Synchronizes the information of vertices of objects
in the CPU memory
and that in the GPU memory.
If there exists a render object which does not exist in the scene, returns false.
sourcepub fn update_bind_group<R: Rendered>(&mut self, object: &R) -> bool
pub fn update_bind_group<R: Rendered>(&mut self, object: &R) -> bool
Synchronizes the information of bind group of object
in the CPU memory
and that in the GPU memory.
If there does not exist the render object in the scene, does nothing and returns false.
sourcepub fn update_bind_groups<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
pub fn update_bind_groups<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
Synchronizes the information of bind group of object
in the CPU memory
and that in the GPU memory.
If there exists a render object which does not exist in the scene, returns false.
sourcepub fn update_pipeline<R: Rendered>(&mut self, object: &R) -> bool
pub fn update_pipeline<R: Rendered>(&mut self, object: &R) -> bool
Synchronizes the information of pipeline of object
in the CPU memory
and that in the GPU memory.
If there does not exist the render object in the scene, does nothing and returns false.
sourcepub fn update_pipelines<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
pub fn update_pipelines<'a, R, I>(&mut self, objects: I) -> boolwhere
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>,
Synchronizes the information of pipeline of object
in the CPU memory
and that in the GPU memory.
If there exists a render object which does not exist in the scene, returns false.
sourcepub fn render(&self, view: &TextureView)
pub fn render(&self, view: &TextureView)
Renders the scene to view
.
Examples found in repository?
733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849
pub async fn render_to_buffer(&self) -> Vec<u8> {
let texture = self.compatible_texture();
let view = texture.create_view(&Default::default());
self.render(&view);
let (device, queue) = (self.device(), self.queue());
let (width, height) = self.scene_desc.render_texture.canvas_size;
let size = (width * height * 4) as u64;
let buffer = device.create_buffer(&BufferDescriptor {
label: None,
mapped_at_creation: false,
usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
size,
});
let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor { label: None });
encoder.copy_texture_to_buffer(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: (width * 4).try_into().ok(),
rows_per_image: height.try_into().ok(),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
let buffer_slice = buffer.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(MapMode::Read, move |v| sender.send(v).unwrap());
device.poll(Maintain::Wait);
match receiver.receive().await {
Some(Ok(_)) => buffer_slice.get_mapped_range().iter().copied().collect(),
Some(Err(e)) => panic!("{}", e),
None => panic!("Asynchronous processing fails"),
}
}
}
impl WindowScene {
/// Initialize scene compatible with `window`.
pub async fn from_window(window: Arc<Window>, scene_desc: &WindowSceneDescriptor) -> Self {
let size = window.inner_size();
let got = init_default_device(Some(window)).await;
let (device_handler, window_handler) = (got.0, got.1.unwrap());
let (device, surface) = (&device_handler.device, &window_handler.surface);
let render_texture = RenderTextureConfig {
canvas_size: size.into(),
format: TextureFormat::Bgra8Unorm,
};
let config = render_texture.compatible_surface_config();
surface.configure(device, &config);
Self {
scene: Scene::new(
device_handler,
&SceneDescriptor {
studio: scene_desc.studio.clone(),
backend_buffer: scene_desc.backend_buffer,
render_texture,
},
),
window_handler,
}
}
/// Get the reference of initializing window.
#[inline(always)]
pub fn window(&self) -> &Arc<Window> { &self.window_handler.window }
/// Get the reference of surface.
#[inline(always)]
pub fn surface(&self) -> &Arc<Surface> { &self.window_handler.surface }
/// Adjusts the size of the backend buffers (depth or sampling buffer) to the size of the window.
pub fn size_alignment(&mut self) {
let size = self.window().inner_size();
let canvas_size = self.scene.scene_desc.render_texture.canvas_size;
if canvas_size != (size.width, size.height) {
let mut desc = self.scene.descriptor_mut();
desc.render_texture.canvas_size = size.into();
let config = desc.render_texture.compatible_surface_config();
drop(desc);
self.surface().configure(self.device(), &config);
}
}
/// Render scene to initializing window.
pub fn render_frame(&mut self) {
self.size_alignment();
let surface = self.surface();
let surface_texture = match surface.get_current_texture() {
Ok(got) => got,
Err(_) => {
let config = self
.scene
.scene_desc
.render_texture
.compatible_surface_config();
surface.configure(self.device(), &config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
self.render(&view);
surface_texture.present();
}
sourcepub async fn render_to_buffer(&self) -> Vec<u8>
pub async fn render_to_buffer(&self) -> Vec<u8>
Render image to buffer.