1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470
use super::*;
/// [`Immediate`] wraps a [`Renderer`] with an immediate-mode API with
/// functions like [`Immediate::draw_sprite`]. This API is less
/// modular and may be less efficient, but is simpler for some use
/// cases.
pub struct Immediate {
pub(crate) renderer: Renderer,
flats_used: Vec<Vec<usize>>,
meshes_used: Vec<Vec<usize>>,
sprites_used: Vec<usize>,
auto_clear: bool,
}
impl Immediate {
/// Permanently converts a [Renderer] into an [Immediate].
pub fn new(renderer: Renderer) -> Self {
Self {
auto_clear: true,
flats_used: (0..(renderer.flat_group_count()))
.map(|mg| vec![0; renderer.flat_group_size(mg.into())])
.collect(),
meshes_used: (0..(renderer.mesh_group_count()))
.map(|mg| vec![0; renderer.mesh_group_size(mg.into())])
.collect(),
sprites_used: vec![0; renderer.sprite_group_count()],
renderer,
}
}
/// Whether this renderer should clear its counters/state during rendering. If set to false, it will accumulate drawing commands from multiple frames until [Immediate::clear] is called.
pub fn auto_clear(&mut self, c: bool) {
self.auto_clear = c;
}
/// Clear the render state. If done in the middle of a frame this
/// cancels out earlier draw commands, and if done between frames
/// (when `auto_clear` is false) will set up the renderer for the
/// next frame.
pub fn clear(&mut self) {
self.sprites_used.fill(0);
for used_sets in self.meshes_used.iter_mut() {
used_sets.fill(0);
}
for used_sets in self.flats_used.iter_mut() {
used_sets.fill(0);
}
}
/// Changes the present mode for this renderer
pub fn set_present_mode(&mut self, mode: wgpu::PresentMode) {
self.renderer.set_present_mode(mode)
}
/// Returns the current surface
pub fn surface(&self) -> Option<&wgpu::Surface<'static>> {
self.renderer.surface()
}
/// Creates a new surface for this renderer
pub fn create_surface(&mut self, window: Arc<winit::window::Window>) {
self.renderer.create_surface(window)
}
/// Resize the internal surface texture (typically called when the window or canvas size changes).
pub fn resize_surface(&mut self, w: u32, h: u32) {
self.renderer.resize_surface(w, h)
}
/// Resize the internal color and depth targets (the actual rendering resolution).
pub fn resize_render(&mut self, w: u32, h: u32) {
self.renderer.resize_render(w, h)
}
/// Acquire the next frame, create a [`wgpu::RenderPass`], draw
/// into it, and submit the encoder. This also queues uploads of
/// mesh, sprite, or other instance data, so if you don't use
/// [`Renderer::render`] in your code be sure to call [`Renderer::do_uploads`] if you're
/// using the built-in mesh, flat, or sprite renderers.
pub fn render(&mut self) {
// upload affected ranges
for (sg, used) in self.sprites_used.iter_mut().enumerate() {
self.renderer
.sprites
.resize_sprite_group(&self.renderer.gpu, sg, *used);
self.renderer
.sprites
.upload_sprites(&self.renderer.gpu, sg, 0..*used);
}
for (mg_idx, used_sets) in self.meshes_used.iter_mut().enumerate() {
for (mesh_idx, used) in used_sets.iter_mut().enumerate() {
self.renderer.meshes.resize_group_mesh(
&self.renderer.gpu,
mg_idx.into(),
mesh_idx,
*used,
);
self.renderer.meshes.upload_meshes(
&self.renderer.gpu,
mg_idx.into(),
mesh_idx,
0..*used,
);
}
}
for (mg_idx, used_sets) in self.flats_used.iter_mut().enumerate() {
for (mesh_idx, used) in used_sets.iter_mut().enumerate() {
self.renderer.flats.resize_group_mesh(
&self.renderer.gpu,
mg_idx.into(),
mesh_idx,
*used,
);
self.renderer.flats.upload_meshes(
&self.renderer.gpu,
mg_idx.into(),
mesh_idx,
0..*used,
);
}
}
self.renderer.render();
if self.auto_clear {
self.clear();
}
}
/// Returns the size of the surface onto which the rendered image is stretched
pub fn surface_size(&self) -> (u32, u32) {
self.renderer.surface_size()
}
/// Returns the size of the internal rendering texture (i.e., the rendering resolution)
pub fn render_size(&self) -> (u32, u32) {
self.renderer.render_size()
}
/// Creates an array texture on the renderer's GPU.
pub fn create_array_texture(
&self,
images: &[&[u8]],
format: wgpu::TextureFormat,
(width, height): (u32, u32),
label: Option<&str>,
) -> wgpu::Texture {
self.renderer
.create_array_texture(images, format, (width, height), label)
}
/// Creates a single texture on the renderer's GPU.
pub fn create_texture(
&self,
image: &[u8],
format: wgpu::TextureFormat,
(width, height): (u32, u32),
label: Option<&str>,
) -> wgpu::Texture {
self.renderer
.create_texture(image, format, (width, height), label)
}
/// Create a new sprite group sized to fit `count_estimate`.
/// Returns the sprite group index corresponding to this group.
pub fn sprite_group_add(
&mut self,
tex: &wgpu::Texture,
count_estimate: usize,
camera: crate::sprites::Camera2D,
) -> usize {
let group_count = self.renderer.sprite_group_add(
tex,
vec![crate::sprites::Transform::ZERO; count_estimate],
vec![crate::sprites::SheetRegion::ZERO; count_estimate],
camera,
);
self.sprites_used.resize(group_count + 1, 0);
group_count
}
/// Returns the number of sprite groups (including placeholders for removed groups).
pub fn sprite_group_count(&self) -> usize {
self.renderer.sprite_group_count()
}
/// Deletes a sprite group, leaving an empty group slot behind (this might get recycled later).
pub fn sprite_group_remove(&mut self, which: usize) {
self.renderer.sprite_group_remove(which)
}
/// Reports the size of the given sprite group. Panics if the given sprite group is not populated.
pub fn sprite_group_size(&self, which: usize) -> usize {
self.renderer.sprite_group_size(which)
}
/// Makes sure that the size of the given sprite group is at least as large as num.
pub fn ensure_sprites_size(&mut self, which: usize, num: usize) {
if self.renderer.sprites.sprite_group_size(which) <= num {
self.renderer.sprites.resize_sprite_group(
&self.renderer.gpu,
which,
(num + 1).next_power_of_two(),
);
}
}
/// Set the given camera transform on a specific sprite group. Uploads to the GPU.
/// Panics if the given sprite group is not populated.
pub fn sprite_group_set_camera(&mut self, which: usize, camera: crate::sprites::Camera2D) {
self.renderer.sprite_group_set_camera(which, camera)
}
/// Draws a sprite with the given transform and sheet region
pub fn draw_sprite(
&mut self,
group: usize,
transform: crate::sprites::Transform,
sheet_region: crate::sprites::SheetRegion,
) {
let old_count = self.sprites_used[group];
self.ensure_sprites_size(group, old_count + 1);
let (trfs, uvs) = self.renderer.sprites.get_sprites_mut(group);
trfs[old_count] = transform;
uvs[old_count] = sheet_region;
self.sprites_used[group] += 1;
}
/// Gets a block of `howmany` sprites to draw into, as per [Renderer::get_sprites_mut]
pub fn draw_sprites(
&mut self,
group: usize,
howmany: usize,
) -> (
&mut [crate::sprites::Transform],
&mut [crate::sprites::SheetRegion],
) {
let old_count = self.sprites_used[group];
self.ensure_sprites_size(group, old_count + howmany);
let (trfs, uvs) = self.renderer.sprites.get_sprites_mut(group);
let trfs = &mut trfs[old_count..(old_count + howmany)];
let uvs = &mut uvs[old_count..(old_count + howmany)];
trfs.fill(crate::sprites::Transform::ZERO);
uvs.fill(crate::sprites::SheetRegion::ZERO);
self.sprites_used[group] += howmany;
(trfs, uvs)
}
/// Draws a line of text with the given [`crate::bitfont::BitFont`].
pub fn draw_text<B: RangeBounds<char>>(
&mut self,
group: usize,
bitfont: &crate::bitfont::BitFont<B>,
text: &str,
screen_pos: [f32; 2],
depth: u16,
char_height: f32,
) -> ([f32; 2], usize) {
let (trfs, uvs) = self.draw_sprites(group, text.len());
let (corner, used) = bitfont.draw_text(trfs, uvs, text, screen_pos, depth, char_height);
(corner, used)
}
/// Draws the sprites of a [`crate::nineslice::NineSlice`].
#[allow(clippy::too_many_arguments)]
pub fn draw_nineslice(
&mut self,
group: usize,
ninesl: &crate::nineslice::NineSlice,
x: f32,
y: f32,
w: f32,
h: f32,
z_offset: u16,
) -> usize {
let (trfs, uvs) = self.draw_sprites(group, ninesl.sprite_count(w, h));
ninesl.draw(trfs, uvs, x, y, w, h, z_offset)
}
/// Sets the given camera for all textured mesh groups.
pub fn mesh_set_camera(&mut self, camera: crate::meshes::Camera3D) {
self.renderer.mesh_set_camera(camera)
}
/// Add a mesh group with the given array texture. All meshes in
/// the group pull from the same vertex buffer, and each submesh
/// is defined in terms of a range of indices within that buffer.
/// When loading your mesh resources from whatever format they're
/// stored in, fill out vertex and index vecs while tracking the
/// beginning and end of each mesh and submesh (see
/// [`crate::meshes::MeshEntry`] for details).
/// Sets the given camera for all flat mesh groups.
pub fn mesh_group_add(
&mut self,
texture: &wgpu::Texture,
vertices: Vec<crate::meshes::Vertex>,
indices: Vec<u32>,
mesh_info: Vec<crate::meshes::MeshEntry>,
) -> crate::meshes::MeshGroup {
let mesh_count = mesh_info.len();
let group = self
.renderer
.mesh_group_add(texture, vertices, indices, mesh_info);
self.meshes_used.resize(group.index() + 1, vec![]);
self.meshes_used[group.index()].resize(mesh_count, 0);
group
}
/// Deletes a mesh group, leaving an empty placeholder.
pub fn mesh_group_remove(&mut self, which: crate::meshes::MeshGroup) {
self.renderer.mesh_group_remove(which)
}
/// Returns how many mesh groups there are.
pub fn mesh_group_count(&self) -> usize {
self.renderer.mesh_group_count()
}
/// Returns how many meshes there are in the given mesh group.
pub fn mesh_group_size(&self, which: crate::meshes::MeshGroup) -> usize {
self.renderer.mesh_group_size(which)
}
/// Makes sure that the mesh instance slice for the given mesh group and index is at least big enough to hold `num`.
pub fn ensure_meshes_size(&mut self, which: crate::meshes::MeshGroup, idx: usize, num: usize) {
if self.renderer.meshes.mesh_instance_count(which, idx) <= num {
self.renderer.meshes.resize_group_mesh(
&self.renderer.gpu,
which,
idx,
(num + 1).next_power_of_two(),
);
}
}
/// Draws a textured, unlit mesh with the given [`crate::meshes::Transform3D`].
pub fn draw_mesh(
&mut self,
which: crate::meshes::MeshGroup,
idx: usize,
trf: crate::meshes::Transform3D,
) {
let old_count = self.meshes_used[which.index()][idx];
self.ensure_meshes_size(which, idx, old_count + 1);
let trfs = self.renderer.meshes.get_meshes_mut(which, idx);
trfs[old_count] = trf;
self.meshes_used[which.index()][idx] += 1;
}
/// Gets a block of `howmany` mesh instances to draw into, as per [Renderer::get_meshes_mut]
pub fn draw_meshes(
&mut self,
group: crate::meshes::MeshGroup,
idx: usize,
howmany: usize,
) -> &mut [crate::meshes::Transform3D] {
let old_count = self.meshes_used[group.index()][idx];
self.ensure_meshes_size(group, idx, old_count + howmany);
let trfs = self.renderer.meshes.get_meshes_mut(group, idx);
let trfs = &mut trfs[old_count..(old_count + howmany)];
trfs.fill(crate::meshes::Transform3D::ZERO);
self.meshes_used[group.index()][idx] += howmany;
trfs
}
/// Sets the given camera for all flat mesh groups.
pub fn flat_set_camera(&mut self, camera: crate::meshes::Camera3D) {
self.renderer.flat_set_camera(camera)
}
/// Add a flat mesh group with the given color materials. All
/// meshes in the group pull from the same vertex buffer, and each
/// submesh is defined in terms of a range of indices within that
/// buffer. When loading your mesh resources from whatever format
/// they're stored in, fill out vertex and index vecs while
/// tracking the beginning and end of each mesh and submesh (see
/// [`crate::meshes::MeshEntry`] for details).
pub fn flat_group_add(
&mut self,
material_colors: &[[f32; 4]],
vertices: Vec<crate::meshes::FlatVertex>,
indices: Vec<u32>,
mesh_info: Vec<crate::meshes::MeshEntry>,
) -> crate::meshes::MeshGroup {
let mesh_count = mesh_info.len();
let group = self
.renderer
.flat_group_add(material_colors, vertices, indices, mesh_info);
self.flats_used.resize(group.index() + 1, vec![]);
self.flats_used[group.index()].resize(mesh_count, 0);
group
}
/// Deletes a mesh group, leaving an empty placeholder.
pub fn flat_group_remove(&mut self, which: crate::meshes::MeshGroup) {
self.renderer.flat_group_remove(which)
}
/// Returns how many mesh groups there are.
pub fn flat_group_count(&self) -> usize {
self.renderer.flat_group_count()
}
/// Returns how many meshes there are in the given mesh group.
pub fn flat_group_size(&self, which: crate::meshes::MeshGroup) -> usize {
self.renderer.flat_group_size(which)
}
/// Makes sure that the flats instance slice for the given mesh group and index is at least big enough to hold `num`.
pub fn ensure_flats_size(&mut self, which: crate::meshes::MeshGroup, idx: usize, num: usize) {
if self.renderer.flats.mesh_instance_count(which, idx) <= num {
self.renderer.flats.resize_group_mesh(
&self.renderer.gpu,
which,
idx,
(num + 1).next_power_of_two(),
);
}
}
/// Draws a flat mesh (of the given group and mesh index) with the given [`crate::meshes::Transform3D`].
pub fn draw_flat(
&mut self,
which: crate::meshes::MeshGroup,
idx: usize,
trf: crate::meshes::Transform3D,
) {
let old_count = self.flats_used[which.index()][idx];
self.ensure_flats_size(which, idx, old_count + 1);
let trfs = self.renderer.flats.get_meshes_mut(which, idx);
trfs[old_count] = trf;
self.flats_used[which.index()][idx] += 1;
}
/// Gets a block of `howmany` flatmesh instances to draw into, as per [Renderer::get_flats_mut]
pub fn draw_flats(
&mut self,
group: crate::meshes::MeshGroup,
idx: usize,
howmany: usize,
) -> &mut [crate::meshes::Transform3D] {
let old_count = self.flats_used[group.index()][idx];
self.ensure_flats_size(group, idx, old_count + howmany);
let trfs = self.renderer.flats.get_meshes_mut(group, idx);
let trfs = &mut trfs[old_count..(old_count + howmany)];
trfs.fill(crate::meshes::Transform3D::ZERO);
self.flats_used[group.index()][idx] += howmany;
trfs
}
/// Returns the current geometric transform used in postprocessing (a 4x4 column-major homogeneous matrix)
pub fn post_transform(&self) -> [f32; 16] {
self.renderer.post_transform()
}
/// Returns the current color transform used in postprocessing (a 4x4 column-major homogeneous matrix)
pub fn post_color_transform(&self) -> [f32; 16] {
self.renderer.post_color_transform()
}
/// Returns the current saturation value in postprocessing (a value between -1 and 1, with 0.0 meaning an identity transformation)
pub fn post_saturation(&self) -> f32 {
self.renderer.post_saturation()
}
/// Sets all postprocessing parameters
pub fn post_set(&mut self, trf: [f32; 16], color_trf: [f32; 16], sat: f32) {
self.renderer.post_set(trf, color_trf, sat)
}
/// Sets the postprocessing geometric transform (a 4x4 column-major homogeneous matrix)
pub fn post_set_transform(&mut self, trf: [f32; 16]) {
self.renderer.post_set_transform(trf)
}
/// Sets the postprocessing color transform (a 4x4 column-major homogeneous matrix)
pub fn post_set_color_transform(&mut self, trf: [f32; 16]) {
self.renderer.post_set_color_transform(trf)
}
/// Sets the postprocessing saturation value (a number between -1 and 1, with 0.0 meaning an identity transformation)
pub fn post_set_saturation(&mut self, sat: f32) {
self.renderer.post_set_saturation(sat)
}
/// Sets the postprocessing color lookup table texture
pub fn post_set_lut(&mut self, lut: &wgpu::Texture) {
self.renderer.post_set_lut(lut)
}
/// Gets the surface configuration
pub fn config(&self) -> &wgpu::SurfaceConfiguration {
self.renderer.config()
}
/// Gets a reference to the active depth texture
pub fn depth_texture(&self) -> &wgpu::Texture {
self.renderer.depth_texture()
}
/// Gets a view on the active depth texture
pub fn depth_texture_view(&self) -> &wgpu::TextureView {
self.renderer.depth_texture_view()
}
/// Get the GPU from the inner renderer
pub fn gpu(&self) -> &WGPU {
&self.renderer.gpu
}
}
impl std::convert::From<Renderer> for Immediate {
fn from(rend: Renderer) -> Self {
Immediate::new(rend)
}
}
impl Frenderer for Immediate {
fn render(&mut self) {
Immediate::render(self);
}
}