diff options
Diffstat (limited to 'src/renderer/vfx.rs')
| -rw-r--r-- | src/renderer/vfx.rs | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/src/renderer/vfx.rs b/src/renderer/vfx.rs new file mode 100644 index 0000000..e861ad8 --- /dev/null +++ b/src/renderer/vfx.rs @@ -0,0 +1,232 @@ +use crate::{content::vfx::VfxMaterialId, renderer::srgb_to_linear, vfx::VfxManager}; + +#[repr(C)] +#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] +struct RendererVfxMaterial { + color: [f32; 4], + length: f32, + _padding: [u32; 3], +} + +#[repr(C)] +#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] +struct RendererVfxLine { + a: [f32; 2], + b: [f32; 2], + width: f32, + material: u32, + alive_for: f32, + lifetime: f32, +} + +fn create_vfx_line_buffer(device: &wgpu::Device, capacity: usize) -> wgpu::Buffer { + device.create_buffer(&wgpu::BufferDescriptor { + label: Some("VFX line buffer"), + size: (capacity * size_of::<RendererVfxLine>()) as u64, + usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }) +} + +pub struct VfxRendererState { + vfx_line_pipeline: wgpu::RenderPipeline, + vfx_line_buffer: wgpu::Buffer, + vfx_line_bind_group: wgpu::BindGroup, + vfx_line_capacity: usize, + + vfx_lines_count: usize, +} + +impl VfxRendererState { + pub fn update_buffers( + &mut self, + device: &wgpu::Device, + queue: &wgpu::Queue, + vfx_manager: &VfxManager, + ) { + puffin::profile_function!(); + // TODO could cull this to visible, maybe it's slower? + let vfx_lines: Vec<RendererVfxLine> = vfx_manager + .lines + .iter() + .map(|p| RendererVfxLine { + a: p.a.to_array(), + b: p.b.to_array(), + material: p.material as u32, + width: p.width, + alive_for: p.alive_for, + lifetime: p.lifetime, + }) + .collect(); + + if vfx_lines.len() > self.vfx_line_capacity { + self.vfx_line_capacity = vfx_lines.len().next_power_of_two(); + self.vfx_line_buffer = create_vfx_line_buffer(&device, self.vfx_line_capacity); + } + + queue.write_buffer(&self.vfx_line_buffer, 0, bytemuck::cast_slice(&vfx_lines)); + + self.vfx_line_capacity = vfx_lines.len(); + } + + pub fn render(&self, render_pass: &mut wgpu::RenderPass) { + render_pass.set_pipeline(&self.vfx_line_pipeline); + render_pass.set_bind_group(0, &self.vfx_line_bind_group, &[]); + render_pass.draw(0..4, 0..self.vfx_lines_count as u32); + } + + pub fn new( + device: &wgpu::Device, + queue: &wgpu::Queue, + surface_config: &wgpu::SurfaceConfiguration, + camera_uniform_buffer: &wgpu::Buffer, + ) -> Self { + let mut vfx_material_palette = [RendererVfxMaterial { + color: [0.0f32; 4], + length: 0.0, + _padding: [0; 3], + }; VfxMaterialId::ALL.len()]; + for material in VfxMaterialId::ALL { + let def = material.def(); + let i = material as usize; + vfx_material_palette[i].color = [ + srgb_to_linear(def.color.0), + srgb_to_linear(def.color.1), + srgb_to_linear(def.color.2), + def.color.3 as f32 / 255.0, + ]; + vfx_material_palette[i].length = def.length; + } + + let vfx_material_palette_buffer = device.create_buffer(&wgpu::BufferDescriptor { + label: Some("VFX Material Palette buffer"), + size: size_of_val(&vfx_material_palette) as u64, + usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + + queue.write_buffer( + &vfx_material_palette_buffer, + 0, + bytemuck::cast_slice(&vfx_material_palette), + ); + + let vfx_line_bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: None, + entries: &[ + // camera uniform + wgpu::BindGroupLayoutEntry { + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Uniform, + has_dynamic_offset: false, + min_binding_size: None, + }, + binding: 0, + count: None, + visibility: wgpu::ShaderStages::VERTEX, + }, + // material palette + wgpu::BindGroupLayoutEntry { + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Storage { read_only: true }, + has_dynamic_offset: false, + min_binding_size: None, + }, + binding: 1, + count: None, + // don't need vertex here + visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT, + }, + // instance buffer + wgpu::BindGroupLayoutEntry { + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Storage { read_only: true }, + has_dynamic_offset: false, + min_binding_size: None, + }, + binding: 2, + count: None, + visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT, + }, + ], + }); + + let vfx_line_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("VFX Line shader"), + source: wgpu::ShaderSource::Wgsl(include_str!("../shader/vfx_line.wgsl").into()), + }); + + let vfx_line_pipeline_layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: None, + immediate_size: 0, + bind_group_layouts: &[Some(&vfx_line_bind_group_layout)], + }); + + let vfx_line_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + label: None, + layout: Some(&vfx_line_pipeline_layout), + vertex: wgpu::VertexState { + module: &vfx_line_shader, + entry_point: Some("vs_main"), + buffers: &[], + compilation_options: wgpu::PipelineCompilationOptions::default(), + }, + fragment: Some(wgpu::FragmentState { + module: &vfx_line_shader, + entry_point: Some("fs_main"), + targets: &[Some(wgpu::ColorTargetState { + format: surface_config.format, + blend: Some(wgpu::BlendState::ALPHA_BLENDING), + write_mask: wgpu::ColorWrites::ALL, + })], + compilation_options: wgpu::PipelineCompilationOptions::default(), + }), + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleStrip, + strip_index_format: None, + front_face: wgpu::FrontFace::Ccw, + cull_mode: None, + polygon_mode: wgpu::PolygonMode::Fill, + unclipped_depth: false, + conservative: false, + }, + depth_stencil: None, + multisample: wgpu::MultisampleState::default(), + multiview_mask: None, + cache: None, + }); + + let vfx_line_capacity = 512; + let vfx_line_buffer = create_vfx_line_buffer(&device, vfx_line_capacity); + + let vfx_line_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { + label: None, + layout: &vfx_line_bind_group_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: camera_uniform_buffer.as_entire_binding(), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: vfx_material_palette_buffer.as_entire_binding(), + }, + wgpu::BindGroupEntry { + binding: 2, + resource: vfx_line_buffer.as_entire_binding(), + }, + ], + }); + + VfxRendererState { + vfx_line_pipeline, + vfx_line_buffer, + vfx_line_bind_group, + vfx_line_capacity, + + vfx_lines_count: 0, + } + } +} |
