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|
mod debug;
mod instances;
mod lighting;
mod particles;
mod ui;
mod vfx;
use std::sync::Arc;
use winit::window::Window;
use crate::{
Config, Diagnostics, InputManager,
camera::Camera,
content::materials::MaterialId,
proc_gen::TilesetWorldGenerator,
renderer::{
debug::PhysicsDebugRendererState, instances::InstancesRendererState,
lighting::LightingRendererState, particles::ParticlesRendererState, ui::draw_egui,
vfx::VfxRendererState,
},
sim::sim_manager::SimManager,
vfx::VfxManager,
};
fn srgb_to_linear(channel: u8) -> f32 {
let channel = channel as f32 / 255.0;
if channel <= 0.04045 {
channel / 12.92
} else {
((channel + 0.055) / 1.055).powf(2.4)
}
}
pub struct RendererState {
window: Arc<Window>,
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,
// common
camera_uniform_buffer: wgpu::Buffer,
instances_renderer_state: InstancesRendererState,
particles_renderer_state: ParticlesRendererState,
vfx_renderer_state: VfxRendererState,
physics_debug_renderer_state: PhysicsDebugRendererState,
lighting_renderer_state: LightingRendererState,
}
impl RendererState {
pub async fn new(window: Arc<Window>) -> 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::AutoVsync,
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()
}
});
// --- PALETTE ---
let mut palette = [0.0f32; MaterialId::ALL.len() * 4];
for material in MaterialId::ALL {
let def = material.def();
let i = material as usize * 4;
palette[i] = srgb_to_linear(def.color.0);
palette[i + 1] = srgb_to_linear(def.color.1);
palette[i + 2] = srgb_to_linear(def.color.2);
palette[i + 3] = def.color.3 as f32 / 255.0;
}
let palette_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Palette buffer"),
size: size_of_val(&palette) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&palette_buffer, 0, bytemuck::cast_slice(&palette));
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 lighting_renderer_state = LightingRendererState::new(&device);
let instances_renderer_state = InstancesRendererState::new(
&device,
&config,
&camera_uniform_buffer,
&palette_buffer,
&lighting_renderer_state.lighting_view(),
lighting_renderer_state.uniform_buffer(),
);
let particles_renderer_state =
ParticlesRendererState::new(&device, &config, &camera_uniform_buffer, &palette_buffer);
let vfx_renderer_state =
VfxRendererState::new(&device, &queue, &config, &camera_uniform_buffer);
let physics_debug_renderer_state =
PhysicsDebugRendererState::new(&device, &config, &camera_uniform_buffer);
RendererState {
window,
surface,
device,
queue,
config,
is_surface_configured: false,
egui_context,
egui_state,
egui_renderer,
camera_uniform_buffer,
instances_renderer_state,
particles_renderer_state,
vfx_renderer_state,
physics_debug_renderer_state,
lighting_renderer_state,
}
}
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,
sim: &mut SimManager,
vfx_manager: &VfxManager,
camera: &mut Camera,
config: &mut Config,
diagnostics: &Diagnostics,
input_manager: &InputManager,
world_generator: &TilesetWorldGenerator,
) {
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_manager,
sim,
world_generator,
)
});
});
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()),
);
let lighting_recreated = self
.lighting_renderer_state
.update_scene_texture(&self.device, &self.queue, sim, camera);
if lighting_recreated {
self.instances_renderer_state.rebuild_bind_group(
&self.device,
&self.lighting_renderer_state.lighting_view(),
self.lighting_renderer_state.uniform_buffer(),
);
}
self.instances_renderer_state
.update_buffers(&self.device, &self.queue, sim, camera);
self.particles_renderer_state
.update_buffers(&self.device, &self.queue, sim);
self.vfx_renderer_state
.update_buffers(&self.device, &self.queue, vfx_manager);
if config.debug_render {
self.physics_debug_renderer_state.update_buffers(
&self.device,
&self.queue,
sim,
config.debug_render_mode,
);
}
{
puffin::profile_scope!("Lighting compute pass");
let mut compute_pass: wgpu::ComputePass =
encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Lighting compute pass"),
timestamp_writes: None,
});
self.lighting_renderer_state.compute(&mut compute_pass);
}
{
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,
});
self.instances_renderer_state.render(&mut render_pass);
self.particles_renderer_state.render(&mut render_pass);
self.vfx_renderer_state.render(&mut render_pass);
if config.debug_render {
self.physics_debug_renderer_state.render(&mut render_pass);
}
}
{
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();
}
}
}
|