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easy_gpu/
renderer.rs

1use std::sync::Arc;
2use image::GenericImageView;
3use wgpu::{BufferUsages, Device, Queue, ShaderModule, StoreOp, Surface, SurfaceConfiguration, TextureDimension};
4use winit::dpi::PhysicalSize;
5use winit::window::Window;
6use crate::{frame::Frame};
7use crate::assets::buffer::Buffer;
8use crate::assets::render::mesh::Mesh;
9use crate::assets::Texture;
10use crate::assets::vertex_layout::GpuVertex;
11use crate::assets_manager::asset_manager::AssetManager;
12use crate::assets_manager::asset_registry::AssetRegistry;
13use crate::assets_manager::handle::Handle;
14use crate::wgpu::TextureFormat;
15
16pub struct Renderer {
17    pub(crate) device: Device,
18    queue: Queue,
19    surface: Surface<'static>,
20    pub(crate)surface_config: SurfaceConfiguration,
21
22    pub asset_registry: AssetRegistry,
23    pub asset_manager: AssetManager,
24
25    pub(crate)depth_texture: Option<wgpu::Texture>,
26    depth_view: Option<wgpu::TextureView>,
27
28    frame: Frame,
29}
30
31impl Renderer {
32    pub async fn new(window: Arc<Window>) -> Self {
33        let instance = wgpu::Instance::default();
34
35        let surface = instance.create_surface(window.clone()).unwrap();
36
37        let adapter = instance.request_adapter(
38            &wgpu::RequestAdapterOptions {
39                compatible_surface: Some(&surface),
40                ..Default::default()
41            },
42        ).await.unwrap();
43
44        let (device, queue) = adapter.request_device(
45            &wgpu::DeviceDescriptor::default(),
46        ).await.unwrap();
47
48        let caps = surface.get_capabilities(&adapter);
49
50        let surface_config = SurfaceConfiguration {
51            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
52            format: caps.formats[0],
53            width: window.inner_size().width,
54            height: window.inner_size().height,
55            present_mode: caps.present_modes[0],
56            alpha_mode: caps.alpha_modes[0],
57            view_formats: vec![],
58            desired_maximum_frame_latency: 2,
59        };
60
61        surface.configure(&device, &surface_config);
62
63        let asset_manager = AssetManager::new();
64        let asset_registry = AssetRegistry::new();
65
66        let frame = Frame::new();
67
68        Self {
69            device,
70            queue,
71            surface,
72            surface_config,
73            asset_registry,
74            asset_manager,
75            depth_texture: None,
76            depth_view: None,
77            frame,
78        }
79    }
80
81    pub fn render(&self) {
82        let output = match self.surface.get_current_texture() {
83            wgpu::CurrentSurfaceTexture::Success(frame) => frame,
84            wgpu::CurrentSurfaceTexture::Suboptimal(frame) => {
85                // still usable, but should reconfigure soon
86                frame
87            }
88
89            wgpu::CurrentSurfaceTexture::Timeout => {
90                return; // skip frame
91            }
92            wgpu::CurrentSurfaceTexture::Occluded => {
93                return; // window hidden
94            }
95            wgpu::CurrentSurfaceTexture::Outdated => {
96                // reconfigure surface
97                self.surface.configure(&self.device, &self.surface_config);
98                return;
99            }
100            wgpu::CurrentSurfaceTexture::Lost => {
101                // recreate surface ideally, but reconfigure for now
102                self.surface.configure(&self.device, &self.surface_config);
103                return;
104            }
105            wgpu::CurrentSurfaceTexture::Validation => {
106                return;
107            }
108        };
109
110        let view = output
111            .texture
112            .create_view(&wgpu::TextureViewDescriptor::default());
113
114        let mut encoder = self.device.create_command_encoder(
115            &wgpu::CommandEncoderDescriptor {
116                label: Some("Render Encoder"),
117            },
118        );
119
120        for compute_task in &self.frame.compute_tasks{
121            compute_task.execute(&mut encoder, &self.asset_manager)
122        }
123
124        {
125            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
126                label: Some("Render Pass"),
127
128                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
129                    view: &view,
130                    depth_slice: None,
131                    resolve_target: None,
132                    ops: wgpu::Operations {
133                        load: wgpu::LoadOp::Clear(wgpu::Color {
134                            r: 0.0,
135                            g: 0.0,
136                            b: 0.0,
137                            a: 1.0,
138                        }),
139                        store: wgpu::StoreOp::Store,
140                    },
141                })],
142                depth_stencil_attachment: self.depth_view.as_ref().map(|view| wgpu::RenderPassDepthStencilAttachment {
143                            view,
144                            depth_ops: Some(wgpu::Operations {
145                                load: wgpu::LoadOp::Clear(1.0),
146                                store: StoreOp::Store,
147                            }),
148                            stencil_ops: None,
149                        }) ,
150                occlusion_query_set: None,
151                timestamp_writes: None,
152                multiview_mask: None,
153            });
154
155            for item in &self.frame.render_tasks {
156                let material = self.asset_manager.materials.get(item.material).unwrap();
157                let pipeline = self.asset_manager.render_pipelines.get(material.pipeline).unwrap();
158                let mesh = self.asset_manager.meshes.get(item.mesh).unwrap();
159
160                render_pass.set_pipeline(&pipeline.pipeline);
161                render_pass.set_bind_group(0, &material.bind_group, &[]);
162                render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
163                render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
164
165                if let Some(instances) = item.instances{
166                    let instances = self.asset_manager.buffers.get(instances).unwrap();
167                    render_pass.set_vertex_buffer(1, instances.buffer.slice(..));
168                    render_pass.draw_indexed(0..mesh.index_count, 0,item.range.clone().unwrap());
169                }
170                else{
171                    render_pass.draw_indexed(0..mesh.index_count, 0,0..1);
172                }
173
174
175            }
176        }
177
178        self.queue.submit(Some(encoder.finish()));
179
180        output.present();
181    }
182
183    pub fn resize_surface(&mut self, size: PhysicalSize<u32>) {
184        self.surface_config.width = size.width;
185        self.surface_config.height = size.height;
186        self.surface.configure(&self.device, &self.surface_config);
187        self.create_depth_texture(size.width, size.height);
188    }
189    
190    pub fn window_aspect(&self) -> f32 {
191        self.surface_config.width as f32 / self.surface_config.height as f32
192    }
193
194    pub fn width(&self) -> u32{
195        self.surface_config.width
196    }
197    pub fn height(&self) -> u32{
198        self.surface_config.height
199    }
200
201    pub fn begin_frame(&mut self) -> &mut Frame {
202        self.frame.clear();
203        &mut self.frame
204    }
205
206    pub fn current_frame(&mut self) -> &mut Frame {
207        &mut self.frame
208    }
209
210    pub fn create_mesh<T: GpuVertex>(&mut self, vertices: &[T],indices: &[u16]) -> Handle<Mesh>{
211        let mesh = Mesh::new(&self.device,vertices,indices);
212        self.asset_manager.meshes.insert(mesh)
213    }
214
215    pub(crate) fn create_depth_texture(&mut self, width: u32, height: u32){
216        let texture = self.device.create_texture(&wgpu::TextureDescriptor {
217            size: wgpu::Extent3d {
218                width,
219                height,
220                depth_or_array_layers: 1,
221            },
222            mip_level_count: 1,
223            sample_count: 1,
224            dimension: wgpu::TextureDimension::D2,
225            format: wgpu::TextureFormat::Depth24Plus,
226            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
227            label: Some("depth_texture"),
228            view_formats: &[],
229        });
230
231        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
232
233        self.depth_view = Some(view);
234        self.depth_texture = Some(texture);
235    }
236
237
238    pub fn create_buffer(&mut self,buffer_usages: BufferUsages,size:u64) -> Handle<Buffer> {
239        let buffer = Buffer::new(&self.device,size,buffer_usages);
240        self.asset_manager.buffers.insert(buffer)
241    }
242
243    pub fn create_buffer_with_contents(&mut self,buffer_usages: BufferUsages,contents:&[u8]) -> Handle<Buffer> {
244        let buffer = Buffer::from_contents(&self.device,contents,buffer_usages);
245        self.asset_manager.buffers.insert(buffer)
246    }
247
248    pub fn load_shader(&mut self,src: &'static str) -> Handle<ShaderModule>{
249        let shader = self.device.create_shader_module(wgpu::ShaderModuleDescriptor {
250            label: Some("Shader"),
251            source: wgpu::ShaderSource::Wgsl(src.into()),
252        });
253        self.asset_manager.shaders.insert(shader)
254    }
255
256    pub fn write_buffer<T: bytemuck::Pod>(&self,handle: Handle<Buffer>,data: T){
257        let uniform = self.asset_manager.buffers.get(handle).unwrap();
258        self.queue.write_buffer(&uniform.buffer, 0, bytemuck::cast_slice(&[data]));
259    }
260    pub fn load_texture_from_file(&mut self,texture_bytes: Vec<u8>) -> Handle<Texture> {
261        let image = image::load_from_memory(texture_bytes.as_slice()).unwrap();
262        let rgba = image.to_rgba8();
263
264        let dims = image.dimensions();
265
266        let texture_size = wgpu::Extent3d{
267            width: dims.0,
268            height: dims.1,
269            depth_or_array_layers: 1,
270        };
271
272        let texture = self.device.create_texture(&wgpu::TextureDescriptor{
273            label: None,
274            size: texture_size,
275            mip_level_count: 1,
276            sample_count: 1,
277            dimension: TextureDimension::D2,
278            format: TextureFormat::Rgba8UnormSrgb,
279            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
280            view_formats: &[],
281        });
282
283        self.queue.write_texture(
284            wgpu::TexelCopyTextureInfo{
285                texture: &texture,
286                mip_level: 0,
287                origin: wgpu::Origin3d::ZERO,
288                aspect: wgpu::TextureAspect::All,
289            },
290            &rgba,
291            wgpu::TexelCopyBufferLayout{
292                offset: 0,
293                bytes_per_row: Some(4 * dims.0),
294                rows_per_image: Some(dims.1),
295            },
296            texture_size
297        );
298
299        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
300
301        self.asset_manager.textures.insert(Texture::new(texture,view))
302    }
303}
304