mod ui; use std::sync::Arc; use winit::window::Window; use crate::{ Config, Diagnostics, Input, camera::Camera, config::{CELLS_IN_CHUNK, CHUNK_SIZE}, renderer::ui::draw_egui, sim::world::World, }; struct RendererChunk { texture: wgpu::Texture, bind_group: wgpu::BindGroup, } #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct ChunkData { origin: [i32; 2], } pub struct RendererState { window: Arc, surface: wgpu::Surface<'static>, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, is_surface_configured: bool, // egui egui_context: egui::Context, // TODO remove pub pub egui_state: egui_winit::State, egui_renderer: egui_wgpu::Renderer, // world pixels renderer_chunks: Vec, pixels_pipeline: wgpu::RenderPipeline, camera_uniform_buffer: wgpu::Buffer, camera_uniform_bind_group: wgpu::BindGroup, } impl RendererState { // https://sotrh.github.io/learn-wgpu/beginner/tutorial1-window pub async fn new(window: Arc) -> Self { let size = window.inner_size(); println!("Got window! ({}x{})", size.width, size.height); let instance = wgpu::Instance::default(); let surface = instance.create_surface(window.clone()).unwrap(); let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { compatible_surface: Some(&surface), ..wgpu::RequestAdapterOptions::default() }) .await .unwrap(); println!( "Initialized adapter, using GPU '{}'", adapter.get_info().name ); let (device, queue) = adapter .request_device(&wgpu::DeviceDescriptor { required_features: wgpu::Features::default() | wgpu::Features::IMMEDIATES, required_limits: wgpu::Limits { max_immediate_size: 16, ..wgpu::Limits::defaults() }, ..wgpu::DeviceDescriptor::default() }) .await .unwrap(); device.on_uncaptured_error(Arc::new(|err| panic!("{err}"))); let surface_caps = surface.get_capabilities(&adapter); let surface_format = surface_caps .formats .iter() .find(|f| f.is_srgb()) .copied() .unwrap_or(surface_caps.formats[0]); let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, width: size.width, height: size.height, present_mode: wgpu::PresentMode::AutoNoVsync, alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], desired_maximum_frame_latency: 2, }; let egui_context = egui::Context::default(); let egui_state = egui_winit::State::new( egui_context.clone(), egui_context.viewport_id(), &window, None, None, None, ); let egui_renderer = egui_wgpu::Renderer::new(&device, surface_format, { egui_wgpu::RendererOptions { msaa_samples: 1, ..egui_wgpu::RendererOptions::default() } }); let camera_uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[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, }], }); let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[wgpu::BindGroupLayoutEntry { ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true }, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, binding: 0, count: None, visibility: wgpu::ShaderStages::FRAGMENT, }], }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("../shader/shader.wgsl").into()), }); let pixels_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: None, immediate_size: 16, bind_group_layouts: &[ Some(&camera_uniform_bind_group_layout), Some(&bind_group_layout), ], }); let pixels_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: None, layout: Some(&pixels_pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[], compilation_options: wgpu::PipelineCompilationOptions::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format: config.format, blend: Some(wgpu::BlendState::REPLACE), 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 camera_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("Camera uniform buffer"), size: 16, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let camera_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: None, layout: &camera_uniform_bind_group_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: camera_uniform_buffer.as_entire_binding(), }], }); let mut renderer_chunks: Vec = Vec::new(); // match number of world chunks // TODO refactor so that this implicit for _ in -10..1 { for _ in -100..100 { let texture = device.create_texture(&wgpu::TextureDescriptor { label: None, mip_level_count: 1, sample_count: 1, usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, format: wgpu_types::TextureFormat::Rgba8UnormSrgb, size: wgpu::Extent3d { width: CHUNK_SIZE as u32, height: CHUNK_SIZE as u32, depth_or_array_layers: 1, }, dimension: wgpu::TextureDimension::D2, view_formats: &[], }); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: None, layout: &bind_group_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&texture.create_view( &wgpu::TextureViewDescriptor { dimension: Some(wgpu::TextureViewDimension::D2), usage: Some( wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, ), ..wgpu::TextureViewDescriptor::default() }, )), }], }); renderer_chunks.push(RendererChunk { texture, bind_group, }) } } RendererState { window, surface, device, queue, config, is_surface_configured: false, egui_context, egui_state, egui_renderer, renderer_chunks, pixels_pipeline, camera_uniform_bind_group, camera_uniform_buffer, } } pub fn resize(&mut self, width: u32, height: u32) { if width > 0 && height > 0 { self.config.width = width; self.config.height = height; self.surface.configure(&self.device, &self.config); self.is_surface_configured = true; } } pub fn render( &mut self, world: &mut World, camera: &mut Camera, config: &mut Config, diagnostics: &Diagnostics, input: &Input, ) { puffin::profile_function!(); self.window.request_redraw(); if !self.is_surface_configured { return; } let output = { puffin::profile_scope!("Get current surface texture"); match self.surface.get_current_texture() { wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture, wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => surface_texture, wgpu::CurrentSurfaceTexture::Timeout | wgpu::CurrentSurfaceTexture::Occluded | wgpu::CurrentSurfaceTexture::Validation => { // Skip this frame return; } wgpu::CurrentSurfaceTexture::Outdated => { self.surface.configure(&self.device, &self.config); return; } wgpu::CurrentSurfaceTexture::Lost => { panic!("Lost device?"); } } }; let view = output .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"), }); let raw_input = self.egui_state.take_egui_input(&self.window); let full_output = self.egui_context.run_ui(raw_input, |ui| { let right_panel = egui::Panel::right(egui::Id::new("right_panel")); right_panel .resizable(false) // TODO collapse button .show_collapsible(ui, &mut true, |panel_ui| { draw_egui(panel_ui, config, camera, diagnostics, input, world) }); }); self.egui_state .handle_platform_output(&self.window, full_output.platform_output); let clipped_primitives = self .egui_context .tessellate(full_output.shapes, full_output.pixels_per_point); let pixels_per_point = full_output.pixels_per_point; let size = self.window.inner_size(); let screen_descriptor = egui_wgpu::ScreenDescriptor { size_in_pixels: [size.width, size.height], pixels_per_point, }; for (id, delta) in &full_output.textures_delta.set { self.egui_renderer .update_texture(&self.device, &self.queue, *id, delta); } self.egui_renderer.update_buffers( &self.device, &self.queue, &mut encoder, &clipped_primitives, &screen_descriptor, ); // write the camera buffer self.queue.write_buffer( &self.camera_uniform_buffer, 0, bytemuck::bytes_of(&camera.to_uniform()), ); // write the chunk textures let mut chunk_buffer: [u8; (CELLS_IN_CHUNK * 4) as usize] = [0; (CELLS_IN_CHUNK * 4) as usize]; { puffin::profile_scope!("Upload chunk textures"); for &idx in world.chunk_position_to_chunk_idx.values() { let chunk = &mut world.chunks[idx]; if !chunk.needs_texture_update { continue; } chunk.needs_texture_update = false; // TODO use material palette to improve bandwidth of upload for i in 0..CELLS_IN_CHUNK { let material = chunk.cells[i].material.def(); chunk_buffer[i * 4] = material.color.0; chunk_buffer[i * 4 + 1] = material.color.1; chunk_buffer[i * 4 + 2] = material.color.2; chunk_buffer[i * 4 + 3] = material.color.3; } let render_chunk = &self.renderer_chunks[idx]; self.queue.write_texture( wgpu::TexelCopyTextureInfo { texture: &render_chunk.texture, aspect: wgpu::TextureAspect::All, mip_level: 0, origin: wgpu::Origin3d::ZERO, }, &chunk_buffer, wgpu::TexelCopyBufferLayout { bytes_per_row: Some(CHUNK_SIZE as u32 * 4), offset: 0, rows_per_image: Some(CHUNK_SIZE as u32), }, wgpu::Extent3d { width: CHUNK_SIZE as u32, height: CHUNK_SIZE as u32, depth_or_array_layers: 1, }, ); } } { puffin::profile_scope!("Main render pass"); let mut render_pass: wgpu::RenderPass<'_> = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, depth_slice: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.0, g: 0.0, b: 0.0, a: 1.0, }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, multiview_mask: None, }); render_pass.set_pipeline(&self.pixels_pipeline); render_pass.set_bind_group(0, &self.camera_uniform_bind_group, &[]); let (xl, xu, yl, yu) = camera.viewport_bounds_world(); let ((cxl, cyl), _) = World::split_game_position(xl.floor() as i32, yl.floor() as i32); let ((cxu, cyu), _) = World::split_game_position(xu.floor() as i32, yu.floor() as i32); // TODO only visible chunks for cx in cxl..=cxu { for cy in cyl..=cyu { if let Some(idx) = world.chunk_position_to_chunk_idx.get(&(cx, cy)) { let render_chunk = &self.renderer_chunks[*idx]; render_pass.set_bind_group(1, &render_chunk.bind_group, &[]); render_pass .set_immediates(0, bytemuck::bytes_of(&ChunkData { origin: [cx, cy] })); render_pass.draw(0..4, 0..1); } } } } { puffin::profile_scope!("Egui render pass"); let mut egui_pass = encoder .begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("egui pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, depth_slice: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, multiview_mask: None, }) .forget_lifetime(); self.egui_renderer .render(&mut egui_pass, &clipped_primitives, &screen_descriptor); } { puffin::profile_scope!("Submit queue and present"); self.queue.submit(std::iter::once(encoder.finish())); output.present(); } } }