1use std::sync::Arc;
2use image::GenericImageView;
3use wgpu::{BufferUsages, Device, Extent3d, 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::handle::Handle;
13use crate::wgpu::TextureFormat;
14
15pub struct Renderer {
16 pub(crate) device: Device,
17 queue: Queue,
18 surface: Surface<'static>,
19 pub(crate)surface_config: SurfaceConfiguration,
20
21 pub asset_manager: AssetManager,
22
23 pub(crate)depth_texture: Option<wgpu::Texture>,
24 depth_view: Option<wgpu::TextureView>,
25
26 frame: Frame,
27}
28
29impl Renderer {
30 pub async fn new(window: Arc<Window>) -> Self {
31 let instance = wgpu::Instance::default();
32
33 let surface = instance.create_surface(window.clone()).unwrap();
34
35 let adapter = instance.request_adapter(
36 &wgpu::RequestAdapterOptions {
37 compatible_surface: Some(&surface),
38 ..Default::default()
39 },
40 ).await.unwrap();
41
42 let (device, queue) = adapter.request_device(
43 &wgpu::DeviceDescriptor::default(),
44 ).await.unwrap();
45
46 let caps = surface.get_capabilities(&adapter);
47
48 let surface_config = SurfaceConfiguration {
49 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
50 format: caps.formats[0],
51 width: window.inner_size().width,
52 height: window.inner_size().height,
53 present_mode: caps.present_modes[0],
54 alpha_mode: caps.alpha_modes[0],
55 view_formats: vec![],
56 desired_maximum_frame_latency: 2,
57 };
58
59 surface.configure(&device, &surface_config);
60
61 let asset_manager = AssetManager::new();
62
63 let frame = Frame::new();
64
65 Self {
66 device,
67 queue,
68 surface,
69 surface_config,
70 asset_manager,
71 depth_texture: None,
72 depth_view: None,
73 frame,
74 }
75 }
76
77 pub fn render(&self) {
78 let output = match self.surface.get_current_texture() {
79 wgpu::CurrentSurfaceTexture::Success(frame) => frame,
80 wgpu::CurrentSurfaceTexture::Suboptimal(frame) => {
81 frame
83 }
84
85 wgpu::CurrentSurfaceTexture::Timeout => {
86 return; }
88 wgpu::CurrentSurfaceTexture::Occluded => {
89 return; }
91 wgpu::CurrentSurfaceTexture::Outdated => {
92 self.surface.configure(&self.device, &self.surface_config);
94 return;
95 }
96 wgpu::CurrentSurfaceTexture::Lost => {
97 self.surface.configure(&self.device, &self.surface_config);
99 return;
100 }
101 wgpu::CurrentSurfaceTexture::Validation => {
102 return;
103 }
104 };
105
106 let view = output
107 .texture
108 .create_view(&wgpu::TextureViewDescriptor::default());
109
110 let mut encoder = self.device.create_command_encoder(
111 &wgpu::CommandEncoderDescriptor {
112 label: Some("Render Encoder"),
113 },
114 );
115
116 for compute_task in &self.frame.compute_tasks{
117 compute_task.execute(&mut encoder, &self.asset_manager)
118 }
119
120 {
121 let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
122 label: Some("Render Pass"),
123
124 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
125 view: &view,
126 depth_slice: None,
127 resolve_target: None,
128 ops: wgpu::Operations {
129 load: wgpu::LoadOp::Clear(wgpu::Color {
130 r: 0.0,
131 g: 0.0,
132 b: 0.0,
133 a: 1.0,
134 }),
135 store: wgpu::StoreOp::Store,
136 },
137 })],
138 depth_stencil_attachment: self.depth_view.as_ref().map(|view| wgpu::RenderPassDepthStencilAttachment {
139 view,
140 depth_ops: Some(wgpu::Operations {
141 load: wgpu::LoadOp::Clear(1.0),
142 store: StoreOp::Store,
143 }),
144 stencil_ops: None,
145 }) ,
146 occlusion_query_set: None,
147 timestamp_writes: None,
148 multiview_mask: None,
149 });
150
151 for item in &self.frame.render_tasks {
152 let material = self.asset_manager.materials.get(item.material).unwrap();
153 let pipeline = self.asset_manager.render_pipelines.get(material.pipeline).unwrap();
154 let mesh = self.asset_manager.meshes.get(item.mesh).unwrap();
155
156 render_pass.set_pipeline(&pipeline.pipeline);
157 render_pass.set_bind_group(0, &material.bind_group, &[]);
158 render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
159 render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
160
161 if let Some(instances) = item.instances{
162 let instances = self.asset_manager.buffers.get(instances).unwrap();
163 render_pass.set_vertex_buffer(1, instances.buffer.slice(..));
164 render_pass.draw_indexed(0..mesh.index_count, 0,item.range.clone().unwrap());
165 }
166 else{
167 render_pass.draw_indexed(0..mesh.index_count, 0,0..1);
168 }
169
170
171 }
172 }
173
174 self.queue.submit(Some(encoder.finish()));
175
176 output.present();
177 }
178
179 pub fn resize_surface(&mut self, size: PhysicalSize<u32>) {
180 self.surface_config.width = size.width;
181 self.surface_config.height = size.height;
182 self.surface.configure(&self.device, &self.surface_config);
183 self.create_depth_texture(size.width, size.height);
184 }
185
186 pub fn window_aspect(&self) -> f32 {
187 self.surface_config.width as f32 / self.surface_config.height as f32
188 }
189
190 pub fn width(&self) -> u32{
191 self.surface_config.width
192 }
193 pub fn height(&self) -> u32{
194 self.surface_config.height
195 }
196
197 pub fn begin_frame(&mut self) -> &mut Frame {
198 self.frame.clear();
199 &mut self.frame
200 }
201
202 pub fn current_frame(&mut self) -> &mut Frame {
203 &mut self.frame
204 }
205
206 pub fn create_mesh<T: GpuVertex>(&mut self, vertices: &[T],indices: &[u16]) -> Handle<Mesh>{
207 let mesh = Mesh::new(&self.device,vertices,indices);
208 self.asset_manager.meshes.insert(mesh)
209 }
210
211 pub(crate) fn create_depth_texture(&mut self, width: u32, height: u32){
212 let texture = self.device.create_texture(&wgpu::TextureDescriptor {
213 size: wgpu::Extent3d {
214 width,
215 height,
216 depth_or_array_layers: 1,
217 },
218 mip_level_count: 1,
219 sample_count: 1,
220 dimension: wgpu::TextureDimension::D2,
221 format: wgpu::TextureFormat::Depth24Plus,
222 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
223 label: Some("depth_texture"),
224 view_formats: &[],
225 });
226
227 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
228
229 self.depth_view = Some(view);
230 self.depth_texture = Some(texture);
231 }
232
233
234 pub fn create_buffer(&mut self,buffer_usages: BufferUsages,size:u64) -> Handle<Buffer> {
235 let buffer = Buffer::new(&self.device,size,buffer_usages);
236 self.asset_manager.buffers.insert(buffer)
237 }
238
239 pub fn create_buffer_with_contents(&mut self,buffer_usages: BufferUsages,contents:&[u8]) -> Handle<Buffer> {
240 let buffer = Buffer::from_contents(&self.device,contents,buffer_usages);
241 self.asset_manager.buffers.insert(buffer)
242 }
243
244 pub fn load_shader(&mut self,src: &'static str) -> Handle<ShaderModule>{
245 let shader = self.device.create_shader_module(wgpu::ShaderModuleDescriptor {
246 label: Some("Shader"),
247 source: wgpu::ShaderSource::Wgsl(src.into()),
248 });
249 self.asset_manager.shaders.insert(shader)
250 }
251
252 pub fn write_buffer<T: bytemuck::Pod>(&self,handle: Handle<Buffer>,data: T){
253 let uniform = self.asset_manager.buffers.get(handle).unwrap();
254 self.queue.write_buffer(&uniform.buffer, 0, bytemuck::cast_slice(&[data]));
255 }
256 pub fn load_texture_from_file(&mut self,texture_bytes: Vec<u8>) -> Handle<Texture> {
257 let image = image::load_from_memory(texture_bytes.as_slice()).unwrap();
258 let rgba = image.to_rgba8();
259
260 let dims = image.dimensions();
261
262 let texture_size = wgpu::Extent3d{
263 width: dims.0,
264 height: dims.1,
265 depth_or_array_layers: 1,
266 };
267
268 let texture = self.device.create_texture(&wgpu::TextureDescriptor{
269 label: None,
270 size: texture_size,
271 mip_level_count: 1,
272 sample_count: 1,
273 dimension: TextureDimension::D2,
274 format: TextureFormat::Rgba8UnormSrgb,
275 usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
276 view_formats: &[],
277 });
278
279 self.queue.write_texture(
280 wgpu::TexelCopyTextureInfo{
281 texture: &texture,
282 mip_level: 0,
283 origin: wgpu::Origin3d::ZERO,
284 aspect: wgpu::TextureAspect::All,
285 },
286 &rgba,
287 wgpu::TexelCopyBufferLayout{
288 offset: 0,
289 bytes_per_row: Some(4 * dims.0),
290 rows_per_image: Some(dims.1),
291 },
292 texture_size
293 );
294
295 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
296
297 self.asset_manager.textures.insert(Texture::new(texture,view))
298 }
299
300 pub fn write_texture(&self,texture: Handle<Texture>,bytes: &[u8],byte_per_pixel: u32, texture_size: Extent3d){
301 let texture = &self.asset_manager.textures.get(texture).unwrap().texture;
302
303 self.queue.write_texture(
304 wgpu::TexelCopyTextureInfo{
305 texture,
306 mip_level: 0,
307 origin: wgpu::Origin3d::ZERO,
308 aspect: wgpu::TextureAspect::All,
309 },
310 bytes,
311 wgpu::TexelCopyBufferLayout{
312 offset: 0,
313 bytes_per_row: Some(byte_per_pixel * texture_size.width),
314 rows_per_image: Some(texture_size.height),
315 },
316 texture_size
317 );
318 }
319}
320