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use crate::*;
use std::sync::atomic::{AtomicUsize, Ordering};
use winit::window::Window;
static MAXID: AtomicUsize = AtomicUsize::new(0);
impl RenderID {
#[inline(always)]
pub fn gen() -> Self { RenderID(MAXID.fetch_add(1, Ordering::SeqCst)) }
}
async fn init_default_device(
window: Option<Arc<Window>>,
) -> (DeviceHandler, Option<WindowHandler>) {
#[cfg(not(feature = "webgl"))]
let instance = Instance::new(Backends::PRIMARY);
#[cfg(feature = "webgl")]
let instance = Instance::new(Backends::all());
#[allow(unsafe_code)]
let surface = unsafe {
let window = window.as_ref();
window.map(|window| instance.create_surface(window.as_ref()))
};
let adapter = instance
.request_adapter(&RequestAdapterOptions {
#[cfg(not(feature = "webgl"))]
power_preference: PowerPreference::HighPerformance,
#[cfg(feature = "webgl")]
power_preference: PowerPreference::LowPower,
compatible_surface: surface.as_ref(),
force_fallback_adapter: false,
})
.await
.expect("Failed to find an appropriate adapter");
let (device, queue) = adapter
.request_device(
&DeviceDescriptor {
features: Default::default(),
#[cfg(not(feature = "webgl"))]
limits: Limits::downlevel_defaults().using_resolution(adapter.limits()),
#[cfg(feature = "webgl")]
limits: Limits::downlevel_webgl2_defaults(),
label: None,
},
None,
)
.await
.expect("Failed to create device");
let device_handler = DeviceHandler {
adapter: Arc::new(adapter),
device: Arc::new(device),
queue: Arc::new(queue),
};
let window_handler = window.map(|window| WindowHandler {
window,
surface: Arc::new(surface.unwrap()),
});
(device_handler, window_handler)
}
impl DeviceHandler {
#[inline(always)]
pub const fn new(
adapter: Arc<Adapter>,
device: Arc<Device>,
queue: Arc<Queue>,
) -> DeviceHandler {
DeviceHandler {
adapter,
device,
queue,
}
}
#[inline(always)]
pub const fn adapter(&self) -> &Arc<Adapter> { &self.adapter }
#[inline(always)]
pub const fn device(&self) -> &Arc<Device> { &self.device }
#[inline(always)]
pub const fn queue(&self) -> &Arc<Queue> { &self.queue }
pub async fn default_device() -> Self { init_default_device(None).await.0 }
}
impl Default for StudioConfig {
#[inline(always)]
fn default() -> StudioConfig {
StudioConfig {
background: Color::BLACK,
camera: Camera::default(),
lights: vec![Light::default()],
}
}
}
impl Default for BackendBufferConfig {
#[inline(always)]
fn default() -> BackendBufferConfig {
BackendBufferConfig {
depth_test: true,
sample_count: 1,
}
}
}
impl Default for RenderTextureConfig {
#[inline(always)]
fn default() -> RenderTextureConfig {
RenderTextureConfig {
canvas_size: (1024, 768),
format: TextureFormat::Rgba8Unorm,
}
}
}
impl RenderTextureConfig {
#[inline(always)]
pub fn compatible_surface_config(self) -> SurfaceConfiguration {
SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: self.format,
width: self.canvas_size.0,
height: self.canvas_size.1,
alpha_mode: CompositeAlphaMode::Auto,
present_mode: PresentMode::Fifo,
}
}
}
impl SceneDescriptor {
#[inline(always)]
pub fn camera_buffer(&self, device: &Device) -> BufferHandler {
let (width, height) = self.render_texture.canvas_size;
let as_rat = width as f64 / height as f64;
self.studio.camera.buffer(as_rat, device)
}
#[inline(always)]
pub fn lights_buffer(&self, device: &Device) -> BufferHandler {
let mut light_vec: Vec<_> = self.studio.lights.iter().map(Light::light_info).collect();
light_vec.resize(LIGHT_MAX, LightInfo::zeroed());
BufferHandler::from_slice(&light_vec, device, BufferUsages::UNIFORM)
}
#[inline(always)]
fn sampling_buffer(
device: &Device,
render_texture: RenderTextureConfig,
sample_count: u32,
) -> Texture {
device.create_texture(&TextureDescriptor {
size: Extent3d {
width: render_texture.canvas_size.0,
height: render_texture.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count,
dimension: TextureDimension::D2,
format: render_texture.format,
usage: TextureUsages::RENDER_ATTACHMENT,
label: None,
})
}
#[inline(always)]
fn depth_texture(device: &Device, size: (u32, u32), sample_count: u32) -> Texture {
device.create_texture(&TextureDescriptor {
size: Extent3d {
width: size.0,
height: size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count,
dimension: TextureDimension::D2,
format: TextureFormat::Depth32Float,
usage: TextureUsages::RENDER_ATTACHMENT,
label: None,
})
}
fn backend_buffers(&self, device: &Device) -> (Option<Texture>, Option<Texture>) {
let foward_depth = if self.backend_buffer.depth_test {
Some(Self::depth_texture(
device,
self.render_texture.canvas_size,
self.backend_buffer.sample_count,
))
} else {
None
};
let sampling_buffer = if self.backend_buffer.sample_count > 1 {
Some(Self::sampling_buffer(
device,
self.render_texture,
self.backend_buffer.sample_count,
))
} else {
None
};
(foward_depth, sampling_buffer)
}
}
#[derive(Debug)]
pub struct SceneDescriptorMut<'a>(&'a mut Scene);
impl<'a> std::ops::Deref for SceneDescriptorMut<'a> {
type Target = SceneDescriptor;
#[inline(always)]
fn deref(&self) -> &SceneDescriptor { &self.0.scene_desc }
}
impl<'a> std::ops::DerefMut for SceneDescriptorMut<'a> {
#[inline(always)]
fn deref_mut(&mut self) -> &mut SceneDescriptor { &mut self.0.scene_desc }
}
impl<'a> Drop for SceneDescriptorMut<'a> {
fn drop(&mut self) {
let (forward_depth, sampling_buffer) = self.backend_buffers(self.0.device());
self.0.foward_depth = forward_depth;
self.0.sampling_buffer = sampling_buffer;
}
}
impl Scene {
#[inline(always)]
fn camera_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn lights_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn scene_bgl_entry() -> PreBindGroupLayoutEntry {
PreBindGroupLayoutEntry {
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
#[inline(always)]
fn init_scene_bind_group_layout(device: &Device) -> BindGroupLayout {
bind_group_util::create_bind_group_layout(
device,
&[
Self::camera_bgl_entry(),
Self::lights_bgl_entry(),
Self::scene_bgl_entry(),
],
)
}
#[inline(always)]
pub fn new(device_handler: DeviceHandler, scene_desc: &SceneDescriptor) -> Scene {
let device = device_handler.device();
let (foward_depth, sampling_buffer) = scene_desc.backend_buffers(device);
let bind_group_layout = Self::init_scene_bind_group_layout(device);
Scene {
objects: Default::default(),
bind_group_layout,
foward_depth,
sampling_buffer,
clock: instant::Instant::now(),
scene_desc: scene_desc.clone(),
device_handler,
}
}
pub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene {
Scene::new(DeviceHandler::default_device().await, scene_desc)
}
#[inline(always)]
pub fn compatible_texture(&self) -> Texture {
let config = self.scene_desc.render_texture;
self.device().create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width: config.canvas_size.0,
height: config.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: config.format,
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC,
})
}
#[inline(always)]
pub const fn device_handler(&self) -> &DeviceHandler { &self.device_handler }
#[inline(always)]
pub const fn device(&self) -> &Arc<Device> { &self.device_handler.device }
#[inline(always)]
pub const fn queue(&self) -> &Arc<Queue> { &self.device_handler.queue }
#[inline(always)]
pub fn elapsed(&self) -> std::time::Duration { self.clock.elapsed() }
#[inline(always)]
pub const fn descriptor(&self) -> &SceneDescriptor { &self.scene_desc }
#[inline(always)]
pub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_> { SceneDescriptorMut(self) }
#[inline(always)]
pub const fn studio_config(&self) -> &StudioConfig { &self.scene_desc.studio }
#[inline(always)]
pub fn studio_config_mut(&mut self) -> &mut StudioConfig { &mut self.scene_desc.studio }
#[inline(always)]
pub const fn bind_group_layout(&self) -> &BindGroupLayout { &self.bind_group_layout }
#[inline(always)]
pub fn camera_buffer(&self) -> BufferHandler { self.scene_desc.camera_buffer(self.device()) }
#[inline(always)]
pub fn lights_buffer(&self) -> BufferHandler { self.scene_desc.lights_buffer(self.device()) }
#[inline(always)]
pub fn scene_status_buffer(&self) -> BufferHandler {
let bk = self.scene_desc.studio.background;
let size = self.scene_desc.render_texture.canvas_size;
let scene_info = SceneInfo {
background_color: [bk.r as f32, bk.g as f32, bk.b as f32, bk.a as f32],
resolution: [size.0, size.1],
time: self.elapsed().as_secs_f32(),
num_of_lights: self.scene_desc.studio.lights.len() as u32,
};
BufferHandler::from_slice(&[scene_info], self.device(), BufferUsages::UNIFORM)
}
#[inline(always)]
pub fn scene_bind_group(&self) -> BindGroup {
bind_group_util::create_bind_group(
self.device(),
&self.bind_group_layout,
vec![
self.camera_buffer().binding_resource(),
self.lights_buffer().binding_resource(),
self.scene_status_buffer().binding_resource(),
],
)
}
#[inline(always)]
pub fn add_object<R: Rendered>(&mut self, object: &R) -> bool {
let render_object = object.render_object(self);
self.objects
.insert(object.render_id(), render_object)
.is_none()
}
#[inline(always)]
pub fn set_visibility<R: Rendered>(&mut self, object: &R, visible: bool) -> bool {
self.objects
.get_mut(&object.render_id())
.map(|obj| obj.visible = visible)
.is_some()
}
#[inline(always)]
pub fn add_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.add_object(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
pub fn remove_object<R: Rendered>(&mut self, object: &R) -> bool {
self.objects.remove(&object.render_id()).is_some()
}
#[inline(always)]
pub fn remove_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.remove_object(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
pub fn clear_objects(&mut self) { self.objects.clear() }
#[inline(always)]
pub fn number_of_objects(&self) -> usize { self.objects.len() }
#[inline(always)]
pub fn update_vertex_buffer<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
None => false,
Some(render_object) => {
let (vb, ib) = object.vertex_buffer(handler);
render_object.vertex_buffer = vb;
render_object.index_buffer = ib;
true
}
}
}
#[inline(always)]
pub fn update_vertex_buffers<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_vertex_buffer(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
pub fn update_bind_group<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let bind_group = object.bind_group(handler, &render_object.bind_group_layout);
render_object.bind_group = bind_group;
true
}
_ => false,
}
}
#[inline(always)]
pub fn update_bind_groups<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_bind_group(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
pub fn update_pipeline<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let device = handler.device();
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[
&self.bind_group_layout,
&render_object.bind_group_layout,
],
push_constant_ranges: &[],
label: None,
});
render_object.pipeline =
object.pipeline(handler, &pipeline_layout, &self.scene_desc);
true
}
_ => false,
}
}
#[inline(always)]
pub fn update_pipelines<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_pipeline(object);
objects.into_iter().fold(true, closure)
}
#[inline(always)]
fn depth_stencil_attachment_descriptor(
depth_view: &TextureView,
) -> RenderPassDepthStencilAttachment<'_> {
RenderPassDepthStencilAttachment {
view: depth_view,
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}
}
pub fn render(&self, view: &TextureView) {
let bind_group = self.scene_bind_group();
let depth_view = self
.foward_depth
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let sampled_view = self
.sampling_buffer
.as_ref()
.map(|tex| tex.create_view(&Default::default()));
let mut encoder = self
.device()
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let (attachment, resolve_target) = match sampled_view.as_ref() {
Some(sampled_view) => (sampled_view, Some(view)),
None => (view, None),
};
let mut rpass = encoder.begin_render_pass(&RenderPassDescriptor {
color_attachments: &[Some(RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: Operations {
load: LoadOp::Clear(self.scene_desc.studio.background),
store: true,
},
})],
depth_stencil_attachment: depth_view
.as_ref()
.map(Self::depth_stencil_attachment_descriptor),
..Default::default()
});
rpass.set_bind_group(0, &bind_group, &[]);
for (_, object) in &self.objects {
if !object.visible {
continue;
}
rpass.set_pipeline(&object.pipeline);
rpass.set_bind_group(1, &object.bind_group, &[]);
rpass.set_vertex_buffer(0, object.vertex_buffer.buffer.slice(..));
match object.index_buffer {
Some(ref index_buffer) => {
rpass.set_index_buffer(index_buffer.buffer.slice(..), IndexFormat::Uint32);
let index_size =
index_buffer.size as u32 / std::mem::size_of::<u32>() as u32;
rpass.draw_indexed(0..index_size, 0, 0..1);
}
None => rpass.draw(
0..(object.vertex_buffer.size / object.vertex_buffer.stride) as u32,
0..1,
),
}
}
}
self.queue().submit(vec![encoder.finish()]);
}
pub async fn render_to_buffer(&self) -> Vec<u8> {
let texture = self.compatible_texture();
let view = texture.create_view(&Default::default());
self.render(&view);
let (device, queue) = (self.device(), self.queue());
let (width, height) = self.scene_desc.render_texture.canvas_size;
let size = (width * height * 4) as u64;
let buffer = device.create_buffer(&BufferDescriptor {
label: None,
mapped_at_creation: false,
usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
size,
});
let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor { label: None });
encoder.copy_texture_to_buffer(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
ImageCopyBuffer {
buffer: &buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: (width * 4).try_into().ok(),
rows_per_image: height.try_into().ok(),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
let buffer_slice = buffer.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(MapMode::Read, move |v| sender.send(v).unwrap());
device.poll(Maintain::Wait);
match receiver.receive().await {
Some(Ok(_)) => buffer_slice.get_mapped_range().iter().copied().collect(),
Some(Err(e)) => panic!("{}", e),
None => panic!("Asynchronous processing fails"),
}
}
}
impl WindowScene {
pub async fn from_window(window: Arc<Window>, scene_desc: &WindowSceneDescriptor) -> Self {
let size = window.inner_size();
let got = init_default_device(Some(window)).await;
let (device_handler, window_handler) = (got.0, got.1.unwrap());
let (device, surface) = (&device_handler.device, &window_handler.surface);
let render_texture = RenderTextureConfig {
canvas_size: size.into(),
format: TextureFormat::Bgra8Unorm,
};
let config = render_texture.compatible_surface_config();
surface.configure(device, &config);
Self {
scene: Scene::new(
device_handler,
&SceneDescriptor {
studio: scene_desc.studio.clone(),
backend_buffer: scene_desc.backend_buffer,
render_texture,
},
),
window_handler,
}
}
#[inline(always)]
pub fn window(&self) -> &Arc<Window> { &self.window_handler.window }
#[inline(always)]
pub fn surface(&self) -> &Arc<Surface> { &self.window_handler.surface }
pub fn size_alignment(&mut self) {
let size = self.window().inner_size();
let canvas_size = self.scene.scene_desc.render_texture.canvas_size;
if canvas_size != (size.width, size.height) {
let mut desc = self.scene.descriptor_mut();
desc.render_texture.canvas_size = size.into();
let config = desc.render_texture.compatible_surface_config();
drop(desc);
self.surface().configure(self.device(), &config);
}
}
pub fn render_frame(&mut self) {
self.size_alignment();
let surface = self.surface();
let surface_texture = match surface.get_current_texture() {
Ok(got) => got,
Err(_) => {
let config = self
.scene
.scene_desc
.render_texture
.compatible_surface_config();
surface.configure(self.device(), &config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
self.render(&view);
surface_texture.present();
}
}