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//!
//! High-level features for easy rendering of different types of objects with different types of shading.
//! Can be combined seamlessly with the mid-level features in the [core](crate::core) module as well as functionality in the [context](crate::context) module.
//!
//! This module contains five main traits
//! - [Geometry] - a geometric representation in 3D space
//! - [Material] - a material that can be applied to a geometry or the screen
//! - [Effect] - an effect that can be applied to a geometry or the screen after the rest of the scene has been rendered
//! - [Object] - an object in 3D space which has both geometry and material information (use the [Gm] struct to combine any [Material] and [Geometry] into an object)
//! - [Light] - a light that shines onto objects in the scene (some materials are affected by lights, others are not)
//!
//! Common implementations of these traits are found in their respective modules but it is also possible to do a custom implementation by implementing one of the four traits.
//!
//! There are several ways to render something.
//! Objects can be rendered directly using [Object::render] or used in a render call, for example [RenderTarget::render].
//! Geometries can be rendered with a given material using [Geometry::render_with_material] or combined into an object using the [Gm] struct and again used in a render call.
//!
pub use crate::core::*;
use thiserror::Error;
///
/// Error in the [renderer](crate::renderer) module.
///
#[derive(Error, Debug)]
#[allow(missing_docs)]
pub enum RendererError {
#[error("{0} buffer length must be {1}, actual length is {2}")]
InvalidBufferLength(String, usize, usize),
#[error("the material {0} is required by the geometry {1} but could not be found")]
MissingMaterial(String, String),
}
mod camera;
pub use camera::*;
pub mod material;
pub use material::*;
pub mod effect;
pub use effect::*;
pub mod light;
pub use light::*;
pub mod geometry;
pub use geometry::*;
pub mod object;
pub use object::*;
pub mod control;
pub use control::*;
macro_rules! impl_render_target_extensions_body {
() => {
///
/// Render the objects using the given camera and lights into this render target.
/// Use an empty array for the `lights` argument, if the objects does not require lights to be rendered.
/// Also, objects outside the camera frustum are not rendered and the objects are rendered in the order given by [cmp_render_order].
///
pub fn render(
&self,
camera: &Camera,
objects: impl IntoIterator<Item = impl Object>,
lights: &[&dyn Light],
) -> &Self {
self.render_partially(self.scissor_box(), camera, objects, lights)
}
///
/// Render the objects using the given camera and lights into the part of this render target defined by the scissor box.
/// Use an empty array for the `lights` argument, if the objects does not require lights to be rendered.
/// Also, objects outside the camera frustum are not rendered and the objects are rendered in the order given by [cmp_render_order].
///
pub fn render_partially(
&self,
scissor_box: ScissorBox,
camera: &Camera,
objects: impl IntoIterator<Item = impl Object>,
lights: &[&dyn Light],
) -> &Self {
let (mut deferred_objects, mut forward_objects): (Vec<_>, Vec<_>) = objects
.into_iter()
.filter(|o| camera.in_frustum(&o.aabb()))
.partition(|o| o.material_type() == MaterialType::Deferred);
// Deferred
if deferred_objects.len() > 0 {
// Geometry pass
let mut geometry_pass_camera = camera.clone();
let viewport =
Viewport::new_at_origo(camera.viewport().width, camera.viewport().height);
geometry_pass_camera.set_viewport(viewport);
deferred_objects.sort_by(|a, b| cmp_render_order(&geometry_pass_camera, a, b));
let mut geometry_pass_texture = Texture2DArray::new_empty::<[u8; 4]>(
&self.context,
viewport.width,
viewport.height,
3,
Interpolation::Nearest,
Interpolation::Nearest,
None,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
);
let mut geometry_pass_depth_texture = DepthTexture2D::new::<f32>(
&self.context,
viewport.width,
viewport.height,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
);
let gbuffer_layers = [0, 1, 2];
RenderTarget::new(
geometry_pass_texture.as_color_target(&gbuffer_layers, None),
geometry_pass_depth_texture.as_depth_target(),
)
.clear(ClearState::default())
.write(|| {
for object in deferred_objects {
object.render(&geometry_pass_camera, lights);
}
});
// Lighting pass
self.apply_screen_effect_partially(
scissor_box,
&lighting_pass::LightingPassEffect {},
camera,
lights,
Some(ColorTexture::Array {
texture: &geometry_pass_texture,
layers: &gbuffer_layers,
}),
Some(DepthTexture::Single(&geometry_pass_depth_texture)),
);
}
// Forward
forward_objects.sort_by(|a, b| cmp_render_order(camera, a, b));
self.write_partially(scissor_box, || {
for object in forward_objects {
object.render(camera, lights);
}
});
self
}
///
/// Render the geometries with the given [Material] using the given camera and lights into this render target.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
pub fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
geometries: impl IntoIterator<Item = impl Geometry>,
lights: &[&dyn Light],
) -> &Self {
self.render_partially_with_material(
self.scissor_box(),
material,
camera,
geometries,
lights,
)
}
///
/// Render the geometries with the given [Material] using the given camera and lights into the part of this render target defined by the scissor box.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
pub fn render_partially_with_material(
&self,
scissor_box: ScissorBox,
material: &dyn Material,
camera: &Camera,
geometries: impl IntoIterator<Item = impl Geometry>,
lights: &[&dyn Light],
) -> &Self {
self.write_partially(scissor_box, || {
for geometry in geometries
.into_iter()
.filter(|o| camera.in_frustum(&o.aabb()))
{
render_with_material(&self.context, camera, geometry, material, lights);
}
});
self
}
///
/// Render the geometries with the given [Effect] using the given camera and lights into this render target.
/// Use an empty array for the `lights` argument, if the effect does not require lights to be rendered.
///
pub fn render_with_effect(
&self,
effect: &dyn Effect,
camera: &Camera,
geometries: impl IntoIterator<Item = impl Geometry>,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> &Self {
self.render_partially_with_effect(
self.scissor_box(),
effect,
camera,
geometries,
lights,
color_texture,
depth_texture,
)
}
///
/// Render the geometries with the given [Effect] using the given camera and lights into the part of this render target defined by the scissor box.
/// Use an empty array for the `lights` argument, if the effect does not require lights to be rendered.
///
pub fn render_partially_with_effect(
&self,
scissor_box: ScissorBox,
effect: &dyn Effect,
camera: &Camera,
geometries: impl IntoIterator<Item = impl Geometry>,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> &Self {
self.write_partially(scissor_box, || {
for geometry in geometries
.into_iter()
.filter(|o| camera.in_frustum(&o.aabb()))
{
render_with_effect(
&self.context,
camera,
geometry,
effect,
lights,
color_texture,
depth_texture,
);
}
});
self
}
///
/// Apply the given [Material] to this render target.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
pub fn apply_screen_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) -> &Self {
self.apply_screen_material_partially(self.scissor_box(), material, camera, lights)
}
///
/// Apply the given [Material] to the part of this render target defined by the scissor box.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
pub fn apply_screen_material_partially(
&self,
scissor_box: ScissorBox,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) -> &Self {
self.write_partially(scissor_box, || {
apply_screen_material(&self.context, material, camera, lights)
});
self
}
///
/// Apply the given [Effect] to this render target.
/// Use an empty array for the `lights` argument, if the effect does not require lights to be rendered.
///
pub fn apply_screen_effect(
&self,
effect: &dyn Effect,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> &Self {
self.apply_screen_effect_partially(
self.scissor_box(),
effect,
camera,
lights,
color_texture,
depth_texture,
)
}
///
/// Apply the given [Effect] to the part of this render target defined by the scissor box.
/// Use an empty array for the `lights` argument, if the effect does not require lights to be rendered.
///
pub fn apply_screen_effect_partially(
&self,
scissor_box: ScissorBox,
effect: &dyn Effect,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> &Self {
self.write_partially(scissor_box, || {
apply_screen_effect(
&self.context,
effect,
camera,
lights,
color_texture,
depth_texture,
)
});
self
}
};
}
macro_rules! impl_render_target_extensions {
// 2 generic arguments with bounds
($name:ident < $a:ident : $ta:tt , $b:ident : $tb:tt >) => {
impl<$a: $ta, $b: $tb> $name<$a, $b> {
impl_render_target_extensions_body!();
}
};
// 1 generic argument with bound
($name:ident < $a:ident : $ta:tt >) => {
impl<$a: $ta> $name<$a> {
impl_render_target_extensions_body!();
}
};
// 1 liftetime argument
($name:ident < $lt:lifetime >) => {
impl<$lt> $name<$lt> {
impl_render_target_extensions_body!();
}
};
// without any arguments
($name:ty) => {
impl $name {
impl_render_target_extensions_body!();
}
};
}
impl_render_target_extensions!(RenderTarget<'a>);
impl_render_target_extensions!(ColorTarget<'a>);
impl_render_target_extensions!(DepthTarget<'a>);
impl_render_target_extensions!(
RenderTargetMultisample<C: TextureDataType, D: DepthTextureDataType>
);
impl_render_target_extensions!(ColorTargetMultisample<C: TextureDataType>);
impl_render_target_extensions!(DepthTargetMultisample<D: DepthTextureDataType>);
///
/// Render the given [Geometry] with the given [Material].
/// Must be called in the callback given as input to a [RenderTarget], [ColorTarget] or [DepthTarget] write method.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
pub fn render_with_material(
context: &Context,
camera: &Camera,
geometry: impl Geometry,
material: impl Material,
lights: &[&dyn Light],
) {
let fragment_attributes = material.fragment_attributes();
let mut id = geometry.id(fragment_attributes).to_le_bytes().to_vec();
id.extend(material.id().to_le_bytes());
id.extend(lights.iter().map(|l| l.id()));
let mut programs = context.programs.write().unwrap();
let program = programs.entry(id).or_insert_with(|| {
Program::from_source(
context,
&geometry.vertex_shader_source(fragment_attributes),
&material.fragment_shader_source(lights),
)
.expect("Failed compiling shader")
});
material.use_uniforms(program, camera, lights);
geometry.draw(
camera,
program,
material.render_states(),
fragment_attributes,
);
}
///
/// Render the given [Geometry] with the given [Effect].
/// Must be called in the callback given as input to a [RenderTarget], [ColorTarget] or [DepthTarget] write method.
/// Use an empty array for the `lights` argument, if the effect does not require lights to be rendered.
///
pub fn render_with_effect(
context: &Context,
camera: &Camera,
geometry: impl Geometry,
effect: impl Effect,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
let fragment_attributes = effect.fragment_attributes();
let mut id = geometry.id(fragment_attributes).to_le_bytes().to_vec();
id.extend(effect.id(color_texture, depth_texture).to_le_bytes());
id.extend(lights.iter().map(|l| l.id()));
let mut programs = context.programs.write().unwrap();
let program = programs.entry(id).or_insert_with(|| {
Program::from_source(
context,
&geometry.vertex_shader_source(fragment_attributes),
&effect.fragment_shader_source(lights, color_texture, depth_texture),
)
.expect("Failed compiling shader")
});
effect.use_uniforms(program, camera, lights, color_texture, depth_texture);
geometry.draw(camera, program, effect.render_states(), fragment_attributes);
}
///
/// Apply the given [Material] to the entire sceen.
/// Must be called in the callback given as input to a [RenderTarget], [ColorTarget] or [DepthTarget] write method.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
pub fn apply_screen_material(
context: &Context,
material: impl Material,
camera: &Camera,
lights: &[&dyn Light],
) {
let fragment_attributes = material.fragment_attributes();
if fragment_attributes.normal || fragment_attributes.position || fragment_attributes.tangents {
panic!("Not possible to use the given material to render full screen, the full screen geometry only provides uv coordinates and color");
}
let mut id = (0b1u16 << 15).to_le_bytes().to_vec();
id.extend(material.id().to_le_bytes());
id.extend(lights.iter().map(|l| l.id()));
let mut programs = context.programs.write().unwrap();
let program = programs.entry(id).or_insert_with(|| {
Program::from_source(
context,
full_screen_vertex_shader_source(),
&material.fragment_shader_source(lights),
)
.expect("Failed compiling shader")
});
material.use_uniforms(program, camera, lights);
full_screen_draw(
context,
program,
material.render_states(),
camera.viewport(),
);
}
///
/// Apply the given [Effect] to the entire sceen.
/// Must be called in the callback given as input to a [RenderTarget], [ColorTarget] or [DepthTarget] write method.
/// Use an empty array for the `lights` argument, if the effect does not require lights to be rendered.
///
pub fn apply_screen_effect(
context: &Context,
effect: impl Effect,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
let fragment_attributes = effect.fragment_attributes();
if fragment_attributes.normal || fragment_attributes.position || fragment_attributes.tangents {
panic!("Not possible to use the given effect to render full screen, the full screen geometry only provides uv coordinates and color");
}
let mut id = (0b1u16 << 15).to_le_bytes().to_vec();
id.extend(effect.id(color_texture, depth_texture).to_le_bytes());
id.extend(lights.iter().map(|l| l.id()));
let mut programs = context.programs.write().unwrap();
let program = programs.entry(id).or_insert_with(|| {
Program::from_source(
context,
full_screen_vertex_shader_source(),
&effect.fragment_shader_source(lights, color_texture, depth_texture),
)
.expect("Failed compiling shader")
});
effect.use_uniforms(program, camera, lights, color_texture, depth_texture);
full_screen_draw(context, program, effect.render_states(), camera.viewport());
}
///
/// Returns an orthographic camera for viewing 2D content.
/// The camera is placed at the center of the given viewport.
/// The (0, 0) position is at the bottom left corner and the
/// (`viewport.width`, `viewport.height`) position is at the top right corner.
///
#[deprecated = "use Camera::new_2d instead"]
pub fn camera2d(viewport: Viewport) -> Camera {
Camera::new_2d(viewport)
}
///
/// Compare function for sorting objects based on distance from the camera.
/// The order is opaque objects from nearest to farthest away from the camera,
/// then transparent objects from farthest away to closest to the camera.
///
pub fn cmp_render_order(
camera: &Camera,
obj0: impl Object,
obj1: impl Object,
) -> std::cmp::Ordering {
if obj0.material_type() == MaterialType::Transparent
&& obj1.material_type() != MaterialType::Transparent
{
std::cmp::Ordering::Greater
} else if obj0.material_type() != MaterialType::Transparent
&& obj1.material_type() == MaterialType::Transparent
{
std::cmp::Ordering::Less
} else {
let distance_a = camera.position().distance2(obj0.aabb().center());
let distance_b = camera.position().distance2(obj1.aabb().center());
if distance_a.is_nan() || distance_b.is_nan() {
distance_a.is_nan().cmp(&distance_b.is_nan()) // whatever - just save us from panicing on unwrap below
} else if obj0.material_type() == MaterialType::Transparent {
distance_b.partial_cmp(&distance_a).unwrap()
} else {
distance_a.partial_cmp(&distance_b).unwrap()
}
}
}
///
/// Finds the closest intersection between a ray from the given camera in the given pixel coordinate and the given geometries.
/// The pixel coordinate must be in physical pixels, where (viewport.x, viewport.y) indicate the bottom left corner of the viewport
/// and (viewport.x + viewport.width, viewport.y + viewport.height) indicate the top right corner.
/// Returns ```None``` if no geometry was hit between the near (`z_near`) and far (`z_far`) plane for this camera.
///
pub fn pick(
context: &Context,
camera: &Camera,
pixel: impl Into<PhysicalPoint> + Copy,
geometries: impl IntoIterator<Item = impl Geometry>,
) -> Option<Vec3> {
let pos = camera.position_at_pixel(pixel);
let dir = camera.view_direction_at_pixel(pixel);
ray_intersect(
context,
pos + dir * camera.z_near(),
dir,
camera.z_far() - camera.z_near(),
geometries,
)
}
///
/// Finds the closest intersection between a ray starting at the given position in the given direction and the given geometries.
/// Returns ```None``` if no geometry was hit before the given maximum depth.
///
pub fn ray_intersect(
context: &Context,
position: Vec3,
direction: Vec3,
max_depth: f32,
geometries: impl IntoIterator<Item = impl Geometry>,
) -> Option<Vec3> {
use crate::core::*;
let viewport = Viewport::new_at_origo(1, 1);
let up = if direction.dot(vec3(1.0, 0.0, 0.0)).abs() > 0.99 {
direction.cross(vec3(0.0, 1.0, 0.0))
} else {
direction.cross(vec3(1.0, 0.0, 0.0))
};
let camera = Camera::new_orthographic(
viewport,
position,
position + direction * max_depth,
up,
0.01,
0.0,
max_depth,
);
let mut texture = Texture2D::new_empty::<f32>(
context,
viewport.width,
viewport.height,
Interpolation::Nearest,
Interpolation::Nearest,
None,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
);
let mut depth_texture = DepthTexture2D::new::<f32>(
context,
viewport.width,
viewport.height,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
);
let depth_material = DepthMaterial {
render_states: RenderStates {
write_mask: WriteMask {
red: true,
..WriteMask::DEPTH
},
..Default::default()
},
..Default::default()
};
let depth = RenderTarget::new(
texture.as_color_target(None),
depth_texture.as_depth_target(),
)
.clear(ClearState::color_and_depth(1.0, 1.0, 1.0, 1.0, 1.0))
.write(|| {
for geometry in geometries {
render_with_material(context, &camera, &geometry, &depth_material, &[]);
}
})
.read_color()[0];
if depth < 1.0 {
Some(position + direction * depth * max_depth)
} else {
None
}
}