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|
use fxhash::FxHashMap;
use crate::{
camera::Camera,
config::{CELLS_IN_CHUNK, CHUNK_SIZE},
sim::{cell_manager::manager::CellManager, entity::EntityId, sim_manager::SimManager},
};
// TODO derive from shared chunk config
const CHUNK_SLOTS: usize = 11 * 200;
fn create_instance_buffer(device: &wgpu::Device, capacity: usize) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Instance buffer"),
size: (capacity * size_of::<RendererInstance>()) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
})
}
fn create_cell_buffer(device: &wgpu::Device, capacity: usize) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Cell buffer"),
size: (capacity * CELLS_IN_CHUNK) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
})
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct RendererInstance {
centre: [f32; 2],
cos_sin: [f32; 2],
half_size: [f32; 2],
dims: [u32; 2],
cell_offset: u32,
_padding: u32,
}
fn create_instance_bind_group(
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
camera_uniform_buffer: &wgpu::Buffer,
palette_buffer: &wgpu::Buffer,
instance_buffer: &wgpu::Buffer,
cell_buffer: &wgpu::Buffer,
lighting_texture: &wgpu::TextureView,
sampler: &wgpu::Sampler,
lighting_uniform_buffer: &wgpu::Buffer,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Instance bind group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera_uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: palette_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: instance_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: cell_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::TextureView(lighting_texture),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::Sampler(sampler),
},
wgpu::BindGroupEntry {
binding: 6,
resource: lighting_uniform_buffer.as_entire_binding(),
},
],
})
}
pub struct InstancesRendererState {
instance_pipeline: wgpu::RenderPipeline,
instance_bind_group_layout: wgpu::BindGroupLayout,
camera_uniform_buffer: wgpu::Buffer,
palette_buffer: wgpu::Buffer,
instance_buffer: wgpu::Buffer,
cell_buffer: wgpu::Buffer,
instance_bind_group: wgpu::BindGroup,
entity_capacity: usize,
sampler: wgpu::Sampler,
renderer_entities: FxHashMap<EntityId, usize>,
instances_count: usize,
}
impl InstancesRendererState {
/// Rebind the lighting resources, needed whenever the lighting texture is recreated.
pub fn rebuild_bind_group(
&mut self,
device: &wgpu::Device,
lighting_texture: &wgpu::TextureView,
lighting_uniform_buffer: &wgpu::Buffer,
) {
self.instance_bind_group = create_instance_bind_group(
device,
&self.instance_bind_group_layout,
&self.camera_uniform_buffer,
&self.palette_buffer,
&self.instance_buffer,
&self.cell_buffer,
lighting_texture,
&self.sampler,
lighting_uniform_buffer,
);
}
pub fn update_buffers(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
sim: &mut SimManager,
camera: &Camera,
) {
puffin::profile_function!();
let mut cell_buffer: [u8; CELLS_IN_CHUNK] = [0; CELLS_IN_CHUNK];
let mut instances: Vec<RendererInstance> = Vec::new();
for &idx in sim.cell_manager.chunk_position_to_chunk_idx.values() {
let chunk = &mut sim.cell_manager.chunks[idx];
if !chunk.needs_texture_update {
continue;
}
chunk.needs_texture_update = false;
for (byte, cell) in cell_buffer.iter_mut().zip(chunk.cells.iter()) {
*byte = cell.material as u8;
}
queue.write_buffer(
&self.cell_buffer,
(idx * CELLS_IN_CHUNK) as u64,
&cell_buffer,
);
}
// TODO optimize, this is very inefficient, just build it per frame with positions and skip the lookup?
self.renderer_entities.clear();
for entity in sim.entities.values() {
// TODO add "needs texture update"?
if let Some(cells) = &entity.data.cells {
for i in 0..cells.cells.len() {
cell_buffer[i] = cells.cells[i].material as u8;
}
let next_slot = CHUNK_SLOTS + self.renderer_entities.len();
let slot = *self
.renderer_entities
.entry(entity.data.id)
.or_insert(next_slot);
queue.write_buffer(
&self.cell_buffer,
(slot * CHUNK_SIZE as usize * CHUNK_SIZE as usize) as u64,
&cell_buffer,
);
}
}
let (lower, upper) = camera.viewport_bounds_world();
let ((cxl, cyl), _) =
CellManager::split_game_position(lower.x.floor() as i32, lower.y.floor() as i32);
let ((cxu, cyu), _) =
CellManager::split_game_position(upper.x.floor() as i32, upper.y.floor() as i32);
let half_size = [CHUNK_SIZE as f32 / 2.0, CHUNK_SIZE as f32 / 2.0];
let dims = [CHUNK_SIZE as u32, CHUNK_SIZE as u32];
for cx in cxl..=cxu {
for cy in cyl..=cyu {
if let Some(idx) = sim.cell_manager.chunk_position_to_chunk_idx.get(&(cx, cy)) {
instances.push(RendererInstance {
centre: [
(cx * CHUNK_SIZE) as f32 + half_size[0],
(cy * CHUNK_SIZE) as f32 + half_size[1],
],
cos_sin: [1.0, 0.0],
half_size,
dims,
cell_offset: (idx * CELLS_IN_CHUNK) as u32,
_padding: 0,
});
}
}
}
let mut entities = 0;
for (id, slot) in &self.renderer_entities {
if let Some(entity) = sim.entities.get(id)
&& let Some(cells) = &entity.data.cells
&& let Some((pos, (cos, sin))) = entity.data._transform(&sim.rb_manager)
{
// TODO access this better
// let sleeping = sim
// .rb_manager
// .physics_manager
// .world
// .bodies
// .get(entity.data.rb_h.unwrap())
// .unwrap()
// .is_sleeping();
let sleeping = false;
entities += 1;
instances.push(RendererInstance {
centre: if sleeping {
pos.round().to_array()
} else {
pos.to_array()
},
cos_sin: [cos, sin],
half_size: (cells.size / 2).as_vec2().to_array(),
dims: cells.size.as_uvec2().to_array(),
cell_offset: (slot * CHUNK_SIZE as usize * CHUNK_SIZE as usize) as u32,
_padding: 0,
});
}
}
if entities > self.entity_capacity {
self.entity_capacity = entities.next_power_of_two();
self.instance_buffer =
create_instance_buffer(device, self.entity_capacity + CHUNK_SLOTS);
self.cell_buffer = create_cell_buffer(device, CHUNK_SLOTS + self.entity_capacity);
}
queue.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instances));
self.instances_count = instances.len();
}
pub fn render(&self, render_pass: &mut wgpu::RenderPass) {
render_pass.set_pipeline(&self.instance_pipeline);
render_pass.set_bind_group(0, &self.instance_bind_group, &[]);
render_pass.draw(0..4, 0..self.instances_count as u32);
}
pub fn new(
device: &wgpu::Device,
surface_config: &wgpu::SurfaceConfiguration,
camera_uniform_buffer: &wgpu::Buffer,
palette_buffer: &wgpu::Buffer,
lighting_texture: &wgpu::TextureView,
lighting_uniform_buffer: &wgpu::Buffer,
) -> Self {
let instance_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Instance shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shader/instance.wgsl").into()),
});
let instance_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,
},
// 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,
visibility: 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,
},
// cells
wgpu::BindGroupLayoutEntry {
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
binding: 3,
count: None,
visibility: wgpu::ShaderStages::FRAGMENT,
},
// lighting
wgpu::BindGroupLayoutEntry {
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2Array,
},
binding: 4,
count: None,
visibility: wgpu::ShaderStages::FRAGMENT,
},
// sampler
wgpu::BindGroupLayoutEntry {
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
binding: 5,
count: None,
visibility: wgpu::ShaderStages::FRAGMENT,
},
// lighting uniform
wgpu::BindGroupLayoutEntry {
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
binding: 6,
count: None,
visibility: wgpu::ShaderStages::FRAGMENT,
},
],
});
let instance_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
immediate_size: 0,
bind_group_layouts: &[Some(&instance_bind_group_layout)],
});
let instance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&instance_pipeline_layout),
vertex: wgpu::VertexState {
module: &instance_shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &instance_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 entity_capacity = 2048;
let instance_buffer = create_instance_buffer(&device, CHUNK_SLOTS + entity_capacity);
let cell_buffer = create_cell_buffer(&device, entity_capacity + CHUNK_SLOTS);
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
..Default::default()
});
let instance_bind_group = create_instance_bind_group(
device,
&instance_bind_group_layout,
camera_uniform_buffer,
palette_buffer,
&instance_buffer,
&cell_buffer,
lighting_texture,
&sampler,
lighting_uniform_buffer,
);
InstancesRendererState {
instance_pipeline,
instance_bind_group_layout,
camera_uniform_buffer: camera_uniform_buffer.clone(),
palette_buffer: palette_buffer.clone(),
instance_buffer,
cell_buffer,
instance_bind_group,
entity_capacity,
sampler,
renderer_entities: FxHashMap::default(),
instances_count: 0,
}
}
}
|