gloss_renderer/forward_renderer/render_passes/
point_pipeline.rs

1use std::collections::HashMap;
2
3use crate::{
4    components::{ColorsGPU, ModelMatrix, Name, Renderable, VertsGPU, VisPoints},
5    config::RenderConfig,
6    forward_renderer::{bind_group_collection::BindGroupCollection, locals::LocalEntData},
7    scene::Scene,
8};
9
10use easy_wgpu::{
11    bind_group::{BindGroupBuilder, BindGroupWrapper},
12    bind_group_layout::{BindGroupLayoutBuilder, BindGroupLayoutDesc},
13    buffer::Buffer,
14    gpu::Gpu,
15    pipeline::RenderPipelineDescBuilder,
16    utils::create_empty_group,
17};
18
19use gloss_hecs::Entity;
20
21use super::{pipeline_runner::PipelineRunner, upload_pass::PerFrameUniforms};
22
23use encase;
24use gloss_utils::numerical::align;
25
26//shaders
27#[include_wgsl_oil::include_wgsl_oil("../../../shaders/gbuffer_point_instanced.wgsl")]
28mod shader_code {}
29
30/// Render all the meshes from the scene to the `GBuffer`
31pub struct PointPipeline {
32    render_pipeline: wgpu::RenderPipeline,
33    _empty_group: wgpu::BindGroup,
34    locals_uniform: Buffer, // a uniform buffer that we suballocate for the locals of every mesh
35    locals_bind_groups: LocalsBindGroups,
36}
37
38impl PointPipeline {
39    /// # Panics
40    /// Will panic if the gbuffer does not have the correct textures that are
41    /// needed for the pipeline creation
42    pub fn new(gpu: &Gpu, params: &RenderConfig, color_target_format: wgpu::TextureFormat, depth_target_format: wgpu::TextureFormat) -> Self {
43        //wasm likes everything to be 16 bytes aligned
44        const_assert!(std::mem::size_of::<Locals>() % 16 == 0);
45
46        //render pipeline
47        let render_pipeline = RenderPipelineDescBuilder::new()
48            .label("point_pipeline")
49            .shader_code(shader_code::SOURCE)
50            .shader_label("point_shader")
51            .add_bind_group_layout_desc(PerFrameUniforms::build_layout_desc())
52            // .add_bind_group_layout_desc(input_layout_desc) //no need for this because we don't use shadow maps here
53            .add_bind_group_layout_desc(LocalsBindGroups::build_layout_desc())
54            .add_vertex_buffer_layout(VertsGPU::vertex_buffer_layout_instanced::<0>())
55            .add_vertex_buffer_layout(ColorsGPU::vertex_buffer_layout_instanced::<1>())
56            .add_render_target(wgpu::ColorTargetState {
57                format: color_target_format,
58                blend: None,
59                write_mask: wgpu::ColorWrites::ALL,
60            })
61            .depth_state(Some(wgpu::DepthStencilState {
62                format: depth_target_format,
63                depth_write_enabled: true,
64                depth_compare: wgpu::CompareFunction::Greater,
65                stencil: wgpu::StencilState::default(),
66                bias: wgpu::DepthBiasState::default(),
67            }))
68            .multisample(wgpu::MultisampleState {
69                count: params.msaa_nr_samples,
70                ..Default::default()
71            })
72            .build_pipeline(gpu.device());
73
74        let empty_group = create_empty_group(gpu.device());
75
76        let size_bytes = 0x10000;
77        let usage = wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM;
78        let locals_uniform = Buffer::new_empty(gpu.device(), usage, Some("local_buffer"), size_bytes);
79
80        let locals_bind_groups = LocalsBindGroups::new(gpu);
81
82        Self {
83            render_pipeline,
84            _empty_group: empty_group,
85            locals_uniform,
86            locals_bind_groups,
87        }
88    }
89}
90
91impl PipelineRunner for PointPipeline {
92    type QueryItems<'a> = (&'a VertsGPU, &'a ColorsGPU, &'a VisPoints, &'a Name);
93    type QueryState<'a> = gloss_hecs::QueryBorrow<'a, gloss_hecs::With<Self::QueryItems<'a>, &'a Renderable>>;
94
95    fn query_state(scene: &Scene) -> Self::QueryState<'_> {
96        scene.world.query::<Self::QueryItems<'_>>().with::<&Renderable>()
97    }
98
99    fn prepare<'a>(&mut self, gpu: &Gpu, _per_frame_uniforms: &PerFrameUniforms, scene: &'a Scene) -> Self::QueryState<'a> {
100        self.begin_pass();
101        self.update_locals(gpu, scene);
102        Self::query_state(scene)
103    }
104
105    fn run<'r>(
106        &'r mut self,
107        render_pass: &mut wgpu::RenderPass<'r>,
108        per_frame_uniforms: &'r PerFrameUniforms,
109        _render_params: &RenderConfig,
110        query_state: &'r mut Self::QueryState<'_>,
111        _scene: &Scene,
112    ) {
113        //completely skip this if there are no entities to draw
114        if query_state.iter().count() == 0 {
115            return;
116        }
117
118        render_pass.set_pipeline(&self.render_pipeline);
119
120        //global binding
121        render_pass.set_bind_group(0, &per_frame_uniforms.bind_group, &[]);
122        //No need for the input binding because we don't use shadow maps during point
123        // rendering
124
125        for (_id, (verts, colors, vis_points, name)) in query_state.iter() {
126            if !vis_points.show_points {
127                continue;
128            }
129
130            //local bindings
131            let (local_bg, offset) = &self.locals_bind_groups.mesh2local_bind[&name.0.clone()];
132            render_pass.set_bind_group(1, local_bg.bg(), &[*offset]);
133            render_pass.set_vertex_buffer(0, verts.buf.slice(..));
134            render_pass.set_vertex_buffer(1, colors.buf.slice(..));
135            render_pass.draw(0..6, 0..verts.nr_vertices);
136        }
137    }
138
139    fn begin_pass(&mut self) {}
140
141    fn update_locals(&mut self, gpu: &Gpu, scene: &Scene) {
142        Self::update_locals_inner::<Locals, _>(
143            gpu,
144            scene,
145            &mut self.locals_uniform,
146            &mut self.locals_bind_groups,
147            &mut Self::query_state(scene),
148        );
149    }
150}
151
152/// Keep in sync with shader `gbuffer_mesh.wgsl`
153#[repr(C)]
154#[derive(Clone, Copy, encase::ShaderType)]
155struct Locals {
156    model_matrix: nalgebra::Matrix4<f32>,
157    color_type: i32,
158    point_color: nalgebra::Vector4<f32>,
159    point_size: f32,
160    is_point_size_in_world_space: u32,
161    zbuffer: u32,
162    //wasm needs padding to 16 bytes https://github.com/gfx-rs/wgpu/issues/2932
163    // pad_b: f32,
164    // pad_c: f32,
165    // pad_d: f32,
166}
167impl LocalEntData for Locals {
168    fn new(entity: Entity, scene: &Scene) -> Self {
169        let model_matrix = scene.get_comp::<&ModelMatrix>(&entity).unwrap().0.to_homogeneous();
170        let vis_points = scene.get_comp::<&VisPoints>(&entity).unwrap();
171        let color_type = vis_points.color_type as i32;
172        Locals {
173            model_matrix,
174            color_type,
175            point_color: vis_points.point_color,
176            point_size: vis_points.point_size,
177            is_point_size_in_world_space: u32::from(vis_points.is_point_size_in_world_space),
178            zbuffer: u32::from(vis_points.zbuffer),
179            // pad_d: 0.0,
180        }
181    }
182}
183
184struct LocalsBindGroups {
185    layout: wgpu::BindGroupLayout,
186    pub mesh2local_bind: HashMap<String, (BindGroupWrapper, u32)>,
187}
188impl BindGroupCollection for LocalsBindGroups {
189    fn new(gpu: &Gpu) -> Self {
190        Self {
191            layout: Self::build_layout_desc().into_bind_group_layout(gpu.device()),
192            mesh2local_bind: HashMap::default(),
193        }
194    }
195
196    fn build_layout_desc() -> BindGroupLayoutDesc {
197        BindGroupLayoutBuilder::new()
198            .label("gbuffer_pass_locals_layout")
199            //locals
200            .add_entry_uniform(
201                wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
202                true,
203                wgpu::BufferSize::new(u64::from(align(u32::try_from(std::mem::size_of::<Locals>()).unwrap(), 256))),
204            )
205            .build()
206    }
207
208    fn update_bind_group(&mut self, _entity: Entity, gpu: &Gpu, mesh_name: &str, ubo: &Buffer, offset_in_ubo: u32, _scene: &Scene) {
209        let entries = BindGroupBuilder::new().add_entry_buf_chunk::<Locals>(&ubo.buffer).build_entries();
210
211        self.update_if_stale(mesh_name, entries, offset_in_ubo, gpu);
212    }
213    fn get_layout(&self) -> &wgpu::BindGroupLayout {
214        &self.layout
215    }
216    fn get_mut_entity2binds(&mut self) -> &mut HashMap<String, (BindGroupWrapper, u32)> {
217        &mut self.mesh2local_bind
218    }
219}