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//! Graphic utility library based on wgpu. //! //! This crate is independent from other truck crates except `truck-base`. //! It provides an API that allows users to handle drawing elements in a unified manner. //! By implementing the [`Rendered`] trait, developers can define //! their own rendering elements and have them rendered in [`Scene`] //! in the same way as other rendering elements provided by truck. //! //! This documentation is intended to be read by two kinds of people: users and developers. //! Users, those who just want to draw the shape of an existing mesh or boundary representation, //! will only use: //! - [`Scene`], //! - [`SceneDescriptor`], //! - [`DeviceHandler`], //! - [`Camera`], and //! - [`Light`]. //! //! If you are a developer, who wants to try out new //! visual representations, you can implement Rendered in your own structure and standardize it in //! a form that can be used by users in [`Scene`]. //! //! The sample code in this crate is for developers. //! Users may wish to refer to the one in `truck-rendimpl`. //! //! [`Rendered`]: ./trait.Rendered.html //! [`Scene`]: ./struct.Scene.html //! [`DeviceHandler`]: ./struct.DeviceHandler.html //! [`SceneDescriptor`]: ./struct.SceneDescriptor.html //! [`Camera`]: ./struct.Camera.html //! [`Light`]: ./struct.Light.html #![warn( missing_docs, missing_debug_implementations, trivial_casts, trivial_numeric_casts, unsafe_code, unstable_features, unused_import_braces, unused_qualifications )] extern crate bytemuck; extern crate truck_base; pub extern crate wgpu; use bytemuck::{Pod, Zeroable}; use std::collections::HashMap; use std::sync::{Arc, Mutex}; use truck_base::cgmath64::*; use wgpu::util::{BufferInitDescriptor, DeviceExt}; use wgpu::*; #[repr(C)] #[derive(Clone, Copy, Debug, Zeroable, Pod)] struct CameraInfo { camera_matrix: [[f32; 4]; 4], camera_projection: [[f32; 4]; 4], } #[repr(C)] #[derive(Clone, Copy, Debug, Zeroable, Pod)] struct LightInfo { light_position: [f32; 4], light_color: [f32; 4], light_type: [u32; 4], } #[repr(C)] #[derive(Clone, Copy, Debug, Zeroable, Pod)] struct SceneInfo { time: f32, num_of_lights: u32, } /// safe handler of GPU buffer /// [`Buffer`](https://docs.rs/wgpu/0.6.2/wgpu/struct.Buffer.html) #[derive(Debug)] pub struct BufferHandler { buffer: Buffer, size: u64, } /// Utility for [`BindGroupLayoutEntry`] /// /// The member variables of this struct are the ones of [`BindGroupLayoutEntry`] /// with only `binding` removed. We can create `BindGroupLayout` by /// giving its iterator to the function truck_platform::[`create_bind_group_layout`]. /// # Examples /// ``` /// use std::sync::{Arc, Mutex}; /// use truck_platform::*; /// use wgpu::*; /// // let device: Device = ... /// # let instance = Instance::new(BackendBit::PRIMARY); /// # let (device, queue) = futures::executor::block_on(async { /// # let adapter = instance /// # .request_adapter(&RequestAdapterOptions { /// # power_preference: PowerPreference::Default, /// # compatible_surface: None, /// # }) /// # .await /// # .unwrap(); /// # adapter /// # .request_device( /// # &DeviceDescriptor { /// # features: Default::default(), /// # limits: Limits::default(), /// # shader_validation: true, /// # }, /// # None, /// # ) /// # .await /// # .unwrap() /// # }); /// let entries = [ /// PreBindGroupLayoutEntry { /// visibility: ShaderStage::VERTEX | ShaderStage::FRAGMENT, /// ty: BindingType::UniformBuffer { /// dynamic: false, /// min_binding_size: None, /// }, /// count: None, /// }, /// PreBindGroupLayoutEntry { /// visibility: ShaderStage::VERTEX | ShaderStage::FRAGMENT, /// ty: BindingType::UniformBuffer { /// dynamic: false, /// min_binding_size: None, /// }, /// count: None, /// }, /// ]; /// let layout: BindGroupLayout = bind_group_util::create_bind_group_layout(&device, &entries); /// ``` /// /// [`BindGroupLayoutEntry`]: https://docs.rs/wgpu/0.6.2/wgpu/struct.BindGroupLayoutEntry.html #[doc(hidden)] #[derive(Debug)] pub struct PreBindGroupLayoutEntry { pub visibility: ShaderStage, pub ty: BindingType, pub count: Option<core::num::NonZeroU32>, } /// A collection of GPU buffers used by `wgpu` for rendering #[doc(hidden)] #[derive(Debug, Clone)] pub struct RenderObject { vertex_buffer: Arc<BufferHandler>, index_buffer: Option<Arc<BufferHandler>>, pipeline: Arc<RenderPipeline>, bind_group_layout: Arc<BindGroupLayout>, bind_group: Arc<BindGroup>, } /// the projection type of camera #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)] pub enum ProjectionType { /// perspective camera Perspective, /// parallel camera Parallel, } /// Camera /// /// A [`Scene`](./struct.Scene.html) holds only one `Camera`. #[derive(Debug, Clone)] pub struct Camera { /// camera matrix /// /// This matrix must be in the Euclidean momentum group, the semi-direct product of O(3) and R^3. pub matrix: Matrix4, projection: Matrix4, projection_type: ProjectionType, } /// the kinds of light sources: point or uniform #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)] pub enum LightType { /// point light source Point, /// uniform light source Uniform, } /// Light /// /// There is no limit to the number of lights that can be added to a [`Scene`](./struct.Scene.html). /// The information about the lights is sent to the shader as a storage buffer /// (cf: [`Scene::lights_buffer()`](./struct.Scene.html#method.lights_buffer)). #[derive(Clone, Debug, PartialEq)] pub struct Light { /// position of light pub position: Point3, /// [0, 1] range RGB color of light pub color: Vector3, /// type of light source: point or uniform pub light_type: LightType, } /// Chain that holds [`Device`], [`Queue`] and [`SwapChainDescriptor`]. /// /// This struct is used for creating [`Scene`]. /// [`Device`] and [`Queue`] must be wrapped `Arc`, /// and [`SwapChainDescriptor`] `Arc<Mutex>`. /// # Examples /// ``` /// use std::sync::{Arc, Mutex}; /// use truck_platform::*; /// use wgpu::*; /// let instance = Instance::new(BackendBit::PRIMARY); /// let (device, queue) = futures::executor::block_on(async { /// let adapter = instance /// .request_adapter(&RequestAdapterOptions { /// power_preference: PowerPreference::Default, /// compatible_surface: None, /// }) /// .await /// .unwrap(); /// adapter /// .request_device( /// &DeviceDescriptor { /// features: Default::default(), /// limits: Limits::default(), /// shader_validation: true, /// }, /// None, /// ) /// .await /// .unwrap() /// }); /// let sc_desc = SwapChainDescriptor { /// usage: TextureUsage::OUTPUT_ATTACHMENT, /// format: TextureFormat::Bgra8UnormSrgb, /// width: 512, /// height: 512, /// present_mode: PresentMode::Mailbox, /// }; /// // creates SwapChain or Texture to draw by Scene. /// let device_handler = DeviceHandler::new( /// Arc::new(device), /// Arc::new(queue), /// Arc::new(Mutex::new(sc_desc)), /// ); /// ``` /// /// [`Device`]: https://docs.rs/wgpu/0.6.2/wgpu/struct.Device.html /// [`Queue`]: https://docs.rs/wgpu/0.6.2/wgpu/struct.Queue.html /// [`SwapChainDescriptor`]: https://docs.rs/wgpu/0.6.2/wgpu/struct.SwapChainDescriptor.html /// [`Scene`]: ./struct.Scene.html #[derive(Debug, Clone)] pub struct DeviceHandler { device: Arc<Device>, queue: Arc<Queue>, sc_desc: Arc<Mutex<SwapChainDescriptor>>, } /// The unique ID for `Rendered` struct. /// /// This structure is not used explicitly by users for modeling by `truck-modeling` and `truck-rendimpl`. /// If you want to define a new drawing element in which "Rendered" will be implemented, you need to add /// this structure to the member variables of that drawing element. /// /// This structure is assigned a unique value each time it is generated by `Default::default()`. /// This property allows us to map a `Rendred` entity to data in GPU memory held by `Scene`. /// ``` /// use truck_platform::RenderID; /// assert_ne!(RenderID::default(), RenderID::default()); /// ``` #[derive(Clone, Copy, Hash, PartialEq, Eq, Debug)] pub struct RenderID(usize); /// Configures of [`Scene`](./struct.Scene.html). #[derive(Debug, Clone)] pub struct SceneDescriptor { /// background color. Default is `Color::BLACK`. pub background: Color, /// camera of the scene. Default is `Camera::default()`. pub camera: Camera, /// All lights in the scene. Default is `vec![Light::default()]`. pub lights: Vec<Light>, /// sample count for anti-aliasing by MSAA. 1, 2, 4, 8, or 16. pub sample_count: u32, } /// Wraps `wgpu` and provides an intuitive graphics API. /// /// `Scene` is the most important in `truck-platform`. /// This structure holds information about rendering and /// serves as a bridge to the actual rendering of `Rendered` objects. #[derive(Debug)] pub struct Scene { device_handler: DeviceHandler, objects: HashMap<RenderID, RenderObject>, bind_group_layout: BindGroupLayout, foward_depth: Texture, depth_texture_size: (u32, u32), // (width, height) sampling_buffer: Texture, previous_sample_count: u32, clock: std::time::Instant, scene_desc: SceneDescriptor, } /// Rendered objects in the scene. pub trait Rendered { /// Returns the render id. /// /// [`RenderID`](./struct.RenderID.html) is a key that maps `self` to a drawing element. /// Each object must have a RenderID to ensure that there are no duplicates. fn render_id(&self) -> RenderID; /// Creates the pair (vertex buffer, index buffer). fn vertex_buffer( &self, device_handler: &DeviceHandler, ) -> (Arc<BufferHandler>, Option<Arc<BufferHandler>>); /// Creates the bind group layout. fn bind_group_layout(&self, device_handler: &DeviceHandler) -> Arc<BindGroupLayout>; /// Creates the bind group in `set = 1`. fn bind_group( &self, device_handler: &DeviceHandler, layout: &BindGroupLayout, ) -> Arc<BindGroup>; /// Creates the render pipeline. fn pipeline( &self, device_handler: &DeviceHandler, layout: &PipelineLayout, sample_count: u32, ) -> Arc<RenderPipeline>; #[doc(hidden)] fn render_object(&self, scene: &Scene) -> RenderObject { let (vertex_buffer, index_buffer) = self.vertex_buffer(scene.device_handler()); let bind_group_layout = self.bind_group_layout(scene.device_handler()); let bind_group = self.bind_group(scene.device_handler(), &bind_group_layout); let pipeline_layout = scene .device() .create_pipeline_layout(&PipelineLayoutDescriptor { bind_group_layouts: &[&scene.bind_group_layout, &bind_group_layout], push_constant_ranges: &[], label: None, }); let pipeline = self.pipeline( &scene.device_handler(), &pipeline_layout, scene.scene_desc.sample_count, ); RenderObject { vertex_buffer, index_buffer, bind_group_layout, bind_group, pipeline, } } } mod buffer_handler; mod camera; mod light; #[doc(hidden)] pub mod rendered_macros; mod scene; #[doc(hidden)] pub mod bind_group_util { use crate::*; #[doc(hidden)] pub fn create_bind_group<'a, T: IntoIterator<Item = BindingResource<'a>>>( device: &Device, layout: &BindGroupLayout, resources: T, ) -> BindGroup { let entries: &Vec<BindGroupEntry> = &resources .into_iter() .enumerate() .map(move |(i, resource)| BindGroupEntry { binding: i as u32, resource, }) .collect(); device.create_bind_group(&BindGroupDescriptor { layout, entries, label: None, }) } #[doc(hidden)] pub fn create_bind_group_layout<'a, T: IntoIterator<Item = &'a PreBindGroupLayoutEntry>>( device: &Device, entries: T, ) -> BindGroupLayout { let vec: Vec<_> = entries .into_iter() .enumerate() .map(|(i, e)| BindGroupLayoutEntry { binding: i as u32, visibility: e.visibility, ty: e.ty.clone(), count: e.count, }) .collect(); device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: None, entries: &vec, }) } }