mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 14:08:32 +00:00
more graph work
This commit is contained in:
parent
54005fcdd0
commit
79bb83732f
15 changed files with 516 additions and 326 deletions
|
@ -1,24 +1,23 @@
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use crate::{
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app::App,
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app::{App, system_stage},
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asset::*,
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core::Time,
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legion::prelude::{Runnable, Schedulable, Schedule, Universe, World},
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render::{passes::*, *},
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render::render_graph_2,
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render::render_graph_2::{pipelines::*, wgpu_renderer::WgpuRenderer},
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render::{passes::*, *},
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ui,
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};
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use bevy_transform::transform_system_bundle;
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use std::collections::HashMap;
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pub const UPDATE: &str = "update";
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pub struct AppBuilder {
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pub world: World,
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pub universe: Universe,
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pub legacy_render_graph: Option<RenderGraph>,
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pub renderer: Option<Box<dyn render_graph_2::Renderer>>,
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pub render_graph: render_graph_2::RenderGraph,
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pub render_graph_builder: render_graph_2::RenderGraphBuilder,
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pub system_stages: HashMap<String, Vec<Box<dyn Schedulable>>>,
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pub runnable_stages: HashMap<String, Vec<Box<dyn Runnable>>>,
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pub stage_order: Vec<String>,
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@ -31,7 +30,7 @@ impl AppBuilder {
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AppBuilder {
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universe,
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world,
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render_graph: render_graph_2::RenderGraph::default(),
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render_graph_builder: render_graph_2::RenderGraphBuilder::new(),
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legacy_render_graph: None,
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renderer: None,
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system_stages: HashMap::new(),
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@ -66,7 +65,7 @@ impl AppBuilder {
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schedule_builder.build(),
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self.legacy_render_graph,
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self.renderer,
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self.render_graph,
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self.render_graph_builder.build(),
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)
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}
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@ -85,7 +84,7 @@ impl AppBuilder {
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}
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pub fn add_system(self, system: Box<dyn Schedulable>) -> Self {
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self.add_system_to_stage(UPDATE, system)
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self.add_system_to_stage(system_stage::UPDATE, system)
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}
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pub fn add_system_to_stage(mut self, stage_name: &str, system: Box<dyn Schedulable>) -> Self {
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@ -171,23 +170,31 @@ impl AppBuilder {
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self
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}
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pub fn add_render_graph_defaults(mut self) -> Self {
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self.render_graph_builder = self
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.render_graph_builder
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.add_forward_pass()
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.add_forward_pipeline();
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self
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}
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pub fn add_wgpu_renderer(mut self) -> Self {
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self.renderer = Some(Box::new(render_graph_2::WgpuRenderer::new()));
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self.renderer = Some(Box::new(WgpuRenderer::new()));
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self
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}
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pub fn add_defaults_legacy(self) -> Self {
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self
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.with_legacy_render_graph()
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self.with_legacy_render_graph()
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.add_default_resources()
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.add_default_passes()
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.add_default_systems()
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}
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pub fn add_defaults(self) -> Self {
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self
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.add_default_resources()
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self.add_default_resources()
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.add_default_systems()
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.add_render_graph_defaults()
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.add_wgpu_renderer()
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}
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}
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}
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@ -1,5 +1,6 @@
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mod app;
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mod app_builder;
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pub mod system_stage;
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pub use app::App;
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pub use app_builder::AppBuilder;
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1
src/app/system_stage.rs
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1
src/app/system_stage.rs
Normal file
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@ -0,0 +1 @@
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pub const UPDATE: &str = "update";
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41
src/render/render_graph_2/draw_target.rs
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41
src/render/render_graph_2/draw_target.rs
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@ -0,0 +1,41 @@
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use crate::{
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::{
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render_graph_2::{ShaderMaterials, RenderPass},
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Instanced,
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},
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};
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// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
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pub type DrawTarget = fn(world: &World, render_pass: &mut dyn RenderPass);
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pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut last_mesh_id = None;
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let mesh_query =
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<(Read<ShaderMaterials>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
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for (material, mesh) in mesh_query.iter(world) {
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let current_mesh_id = mesh.id;
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let mut should_load_mesh = last_mesh_id == None;
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if let Some(last) = last_mesh_id {
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should_load_mesh = last != current_mesh_id;
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}
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if should_load_mesh {
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if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
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// render_pass.load_mesh(mesh.id, mesh_asset);
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// render_pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
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// render_pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
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};
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}
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if let Some(ref mesh_asset) = mesh_storage.get(mesh.id) {
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// pass.set_bind_group(1, material.bind_group.as_ref().unwrap(), &[]);
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// pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
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};
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last_mesh_id = Some(current_mesh_id);
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}
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}
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@ -1,52 +0,0 @@
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use crate::render::{render_graph_2::*, shader::{Shader, ShaderStage}, Vertex};
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fn build_example_graph() -> RenderGraph {
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// TODO: read this from swap chain
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let swap_chain_color_format = wgpu::TextureFormat::Bgra8UnormSrgb;
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RenderGraph::build()
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.add_pass(
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"main",
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PassDescriptor {
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color_attachments: Vec::new(),
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depth_stencil_attachment: None,
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sample_count: 1,
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},
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)
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.add_pipeline(
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"forward",
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PipelineDescriptor::build(Shader::from_glsl(
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include_str!("../passes/forward/forward.vert"),
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ShaderStage::Vertex,
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))
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.with_fragment_shader(Shader::from_glsl(
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include_str!("../passes/forward/forward.vert"),
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ShaderStage::Fragment,
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))
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.with_rasterization_state(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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})
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.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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})
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.with_color_state(wgpu::ColorStateDescriptor {
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format: swap_chain_color_format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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})
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.with_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
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.with_draw_target(mesh_draw_target)
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.build()
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)
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.build()
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}
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@ -1,15 +1,19 @@
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pub mod pipelines;
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pub mod resource;
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pub mod wgpu_renderer;
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mod pipeline;
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mod pass;
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mod renderer;
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mod shader;
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mod render_graph;
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mod example;
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mod draw_target;
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pub use pipeline::*;
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pub use pass::*;
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pub use renderer::*;
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pub use shader::*;
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pub use render_graph::*;
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pub use draw_target::*;
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// a named graphics resource provided by a resource provider
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pub struct Resource {
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44
src/render/render_graph_2/pipelines/forward/forward.frag
Normal file
44
src/render/render_graph_2/pipelines/forward/forward.frag
Normal file
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#version 450
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const int MAX_LIGHTS = 10;
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layout(location = 0) in vec3 v_Normal;
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layout(location = 1) in vec4 v_Position;
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layout(location = 0) out vec4 o_Target;
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struct Light {
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mat4 proj;
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vec4 pos;
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vec4 color;
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};
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layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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uvec4 u_NumLights;
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};
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layout(set = 0, binding = 1) uniform Lights {
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Light u_Lights[MAX_LIGHTS];
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};
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layout(set = 1, binding = 0) uniform Entity {
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mat4 u_World;
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vec4 u_Color;
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};
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void main() {
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vec3 normal = normalize(v_Normal);
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vec3 ambient = vec3(0.05, 0.05, 0.05);
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// accumulate color
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vec3 color = ambient;
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for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
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Light light = u_Lights[i];
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// compute Lambertian diffuse term
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vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
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float diffuse = max(0.0, dot(normal, light_dir));
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// add light contribution
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color += diffuse * light.color.xyz;
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}
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// multiply the light by material color
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o_Target = vec4(color, 1.0) * u_Color;
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}
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23
src/render/render_graph_2/pipelines/forward/forward.vert
Normal file
23
src/render/render_graph_2/pipelines/forward/forward.vert
Normal file
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#version 450
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layout(location = 0) in vec4 a_Pos;
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layout(location = 1) in vec4 a_Normal;
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layout(location = 2) in vec4 a_Uv;
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layout(location = 0) out vec3 v_Normal;
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layout(location = 1) out vec4 v_Position;
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layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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uvec4 u_NumLights;
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};
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layout(set = 1, binding = 0) uniform Entity {
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mat4 u_World;
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vec4 u_Color;
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};
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void main() {
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v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
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v_Position = u_World * vec4(a_Pos);
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gl_Position = u_ViewProj * v_Position;
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}
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92
src/render/render_graph_2/pipelines/forward/mod.rs
Normal file
92
src/render/render_graph_2/pipelines/forward/mod.rs
Normal file
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use crate::render::{
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Vertex,
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{
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render_graph_2::{
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mesh_draw_target, PassDescriptor, PipelineDescriptor, RenderGraphBuilder,
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RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor,
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resource,
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},
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shader::{Shader, ShaderStage},
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},
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};
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pub trait ForwardPipelineBuilder {
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fn add_forward_pipeline(self) -> Self;
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}
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impl ForwardPipelineBuilder for RenderGraphBuilder {
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fn add_forward_pipeline(self) -> Self {
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self.add_pipeline(
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"forward",
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PipelineDescriptor::build(Shader::from_glsl(
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include_str!("forward.vert"),
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ShaderStage::Vertex,
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))
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.with_fragment_shader(Shader::from_glsl(
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include_str!("forward.frag"),
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ShaderStage::Fragment,
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))
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.with_rasterization_state(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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})
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.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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})
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.with_color_state(wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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})
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.with_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
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.with_draw_target(mesh_draw_target)
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.build(),
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)
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}
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}
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pub trait ForwardPassBuilder {
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fn add_forward_pass(self) -> Self;
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}
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impl ForwardPassBuilder for RenderGraphBuilder {
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fn add_forward_pass(self) -> Self {
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self.add_pass(
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"main",
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PassDescriptor {
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color_attachments: vec![RenderPassColorAttachmentDescriptor {
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attachment: resource::texture::SWAP_CHAIN.to_string(),
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.3,
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g: 0.4,
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b: 0.5,
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a: 1.0,
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},
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}],
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depth_stencil_attachment: None,
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// depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
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// attachment: "forward_depth".to_string(),
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// depth_load_op: wgpu::LoadOp::Clear,
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// depth_store_op: wgpu::StoreOp::Store,
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// stencil_load_op: wgpu::LoadOp::Clear,
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// stencil_store_op: wgpu::StoreOp::Store,
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// clear_depth: 1.0,
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// clear_stencil: 0,
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// }),
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sample_count: 1,
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},
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)
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}
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}
|
3
src/render/render_graph_2/pipelines/mod.rs
Normal file
3
src/render/render_graph_2/pipelines/mod.rs
Normal file
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@ -0,0 +1,3 @@
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mod forward;
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pub use forward::*;
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@ -17,21 +17,19 @@ impl Default for RenderGraph {
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}
|
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}
|
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|
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impl RenderGraph {
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pub fn build() -> RenderGraphBuilder {
|
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RenderGraphBuilder {
|
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render_graph: RenderGraph::default(),
|
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current_pass: None,
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}
|
||||
}
|
||||
}
|
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|
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pub struct RenderGraphBuilder {
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render_graph: RenderGraph,
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current_pass: Option<String>,
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}
|
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|
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impl RenderGraphBuilder {
|
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pub fn new() -> Self {
|
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RenderGraphBuilder {
|
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render_graph: RenderGraph::default(),
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current_pass: None,
|
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}
|
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}
|
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|
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pub fn add_pass(mut self, name: &str, pass: PassDescriptor) -> Self {
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self.current_pass = Some(name.to_string());
|
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self.render_graph
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|
|
|
@ -1,50 +1,4 @@
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use crate::{
|
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asset::{AssetStorage, Handle, Mesh},
|
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legion::prelude::*,
|
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render::{
|
||||
render_graph_2::{PassDescriptor, PipelineDescriptor, RenderGraph, ShaderMaterials},
|
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Instanced,
|
||||
},
|
||||
};
|
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use std::{collections::HashMap, ops::Deref};
|
||||
use zerocopy::AsBytes;
|
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|
||||
// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
|
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// Mesh target
|
||||
// trait DrawTarget {
|
||||
// fn draw(device: &wgpu::Device);
|
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// }
|
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pub type DrawTarget = fn(world: &World, render_pass: &mut dyn RenderPass);
|
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|
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pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
|
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
|
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let mut last_mesh_id = None;
|
||||
let mesh_query =
|
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<(Read<ShaderMaterials>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
|
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for (material, mesh) in mesh_query.iter(world) {
|
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let current_mesh_id = mesh.id;
|
||||
|
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let mut should_load_mesh = last_mesh_id == None;
|
||||
if let Some(last) = last_mesh_id {
|
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should_load_mesh = last != current_mesh_id;
|
||||
}
|
||||
|
||||
if should_load_mesh {
|
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if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
|
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// render_pass.load_mesh(mesh.id, mesh_asset);
|
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// render_pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
|
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// render_pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
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||||
};
|
||||
}
|
||||
|
||||
if let Some(ref mesh_asset) = mesh_storage.get(mesh.id) {
|
||||
// pass.set_bind_group(1, material.bind_group.as_ref().unwrap(), &[]);
|
||||
// pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
|
||||
};
|
||||
|
||||
last_mesh_id = Some(current_mesh_id);
|
||||
}
|
||||
}
|
||||
use crate::{asset::Mesh, legion::prelude::*, render::render_graph_2::RenderGraph};
|
||||
|
||||
pub trait Renderer {
|
||||
fn initialize(&mut self, world: &mut World);
|
||||
|
@ -53,208 +7,6 @@ pub trait Renderer {
|
|||
fn load_mesh(&mut self, asset_id: usize, mesh: &Mesh);
|
||||
}
|
||||
|
||||
pub struct WgpuRenderer {
|
||||
pub device: wgpu::Device,
|
||||
pub surface: Option<wgpu::Surface>,
|
||||
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
|
||||
pub render_pipelines: HashMap<String, wgpu::RenderPipeline>,
|
||||
pub buffers: HashMap<String, wgpu::Buffer>,
|
||||
}
|
||||
|
||||
impl WgpuRenderer {
|
||||
pub fn new() -> Self {
|
||||
let adapter = wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions {
|
||||
anisotropic_filtering: false,
|
||||
},
|
||||
limits: wgpu::Limits::default(),
|
||||
});
|
||||
|
||||
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: 0,
|
||||
height: 0,
|
||||
present_mode: wgpu::PresentMode::Vsync,
|
||||
};
|
||||
|
||||
WgpuRenderer {
|
||||
device,
|
||||
surface: None,
|
||||
swap_chain_descriptor,
|
||||
render_pipelines: HashMap::new(),
|
||||
buffers: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn create_render_pipeline(
|
||||
pipeline_descriptor: &PipelineDescriptor,
|
||||
device: &wgpu::Device,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let vertex_shader_module = pipeline_descriptor
|
||||
.shader_stages
|
||||
.vertex
|
||||
.create_shader_module(device);
|
||||
let fragment_shader_module = match pipeline_descriptor.shader_stages.fragment {
|
||||
Some(ref fragment_shader) => Some(fragment_shader.create_shader_module(device)),
|
||||
None => None,
|
||||
};
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[],
|
||||
});
|
||||
let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
|
||||
layout: &pipeline_layout,
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: &vertex_shader_module,
|
||||
entry_point: &pipeline_descriptor.shader_stages.vertex.entry_point,
|
||||
},
|
||||
fragment_stage: match pipeline_descriptor.shader_stages.fragment {
|
||||
Some(ref fragment_shader) => Some(wgpu::ProgrammableStageDescriptor {
|
||||
entry_point: &fragment_shader.entry_point,
|
||||
module: fragment_shader_module.as_ref().unwrap(),
|
||||
}),
|
||||
None => None,
|
||||
},
|
||||
rasterization_state: pipeline_descriptor.rasterization_state.clone(),
|
||||
primitive_topology: pipeline_descriptor.primitive_topology,
|
||||
color_states: &pipeline_descriptor.color_states,
|
||||
depth_stencil_state: pipeline_descriptor.depth_stencil_state.clone(),
|
||||
index_format: pipeline_descriptor.index_format,
|
||||
vertex_buffers: &pipeline_descriptor
|
||||
.vertex_buffer_descriptors
|
||||
.iter()
|
||||
.map(|v| v.into())
|
||||
.collect::<Vec<wgpu::VertexBufferDescriptor>>(),
|
||||
sample_count: pipeline_descriptor.sample_count,
|
||||
sample_mask: pipeline_descriptor.sample_mask,
|
||||
alpha_to_coverage_enabled: pipeline_descriptor.alpha_to_coverage_enabled,
|
||||
};
|
||||
|
||||
device.create_render_pipeline(&render_pipeline_descriptor)
|
||||
}
|
||||
|
||||
pub fn create_render_pass<'a>(
|
||||
pass_descriptor: &PassDescriptor,
|
||||
encoder: &'a mut wgpu::CommandEncoder,
|
||||
frame: &'a wgpu::SwapChainOutput,
|
||||
) -> wgpu::RenderPass<'a> {
|
||||
// TODO: fill this in
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[],
|
||||
depth_stencil_attachment: None,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderer for WgpuRenderer {
|
||||
fn initialize(&mut self, world: &mut World) {
|
||||
let (surface, window_size) = {
|
||||
let window = world.resources.get::<winit::window::Window>().unwrap();
|
||||
let surface = wgpu::Surface::create(window.deref());
|
||||
let window_size = window.inner_size();
|
||||
(surface, window_size)
|
||||
};
|
||||
|
||||
self.surface = Some(surface);
|
||||
self.resize(world, window_size.width, window_size.height);
|
||||
}
|
||||
|
||||
fn resize(&mut self, world: &mut World, width: u32, height: u32) {
|
||||
let swap_chain = self
|
||||
.device
|
||||
.create_swap_chain(self.surface.as_ref().unwrap(), &self.swap_chain_descriptor);
|
||||
self.swap_chain_descriptor.width = width;
|
||||
self.swap_chain_descriptor.height = height;
|
||||
|
||||
// WgpuRenderer can't own swap_chain without creating lifetime ergonomics issues
|
||||
world.resources.insert(swap_chain);
|
||||
}
|
||||
|
||||
fn process_render_graph(&mut self, render_graph: &RenderGraph, world: &mut World) {
|
||||
let mut swap_chain = world.resources.get_mut::<wgpu::SwapChain>().unwrap();
|
||||
let frame = swap_chain
|
||||
.get_next_texture()
|
||||
.expect("Timeout when acquiring next swap chain texture");
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
|
||||
for (pass_name, pass_descriptor) in render_graph.pass_descriptors.iter() {
|
||||
let mut render_pass =
|
||||
WgpuRenderer::create_render_pass(pass_descriptor, &mut encoder, &frame);
|
||||
if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) {
|
||||
for pass_pipeline in pass_pipelines.iter() {
|
||||
if let Some(pipeline_descriptor) =
|
||||
render_graph.pipeline_descriptors.get(pass_pipeline)
|
||||
{
|
||||
if let None = self.render_pipelines.get(pass_pipeline) {
|
||||
let render_pipeline = WgpuRenderer::create_render_pipeline(
|
||||
pipeline_descriptor,
|
||||
&self.device,
|
||||
);
|
||||
self.render_pipelines
|
||||
.insert(pass_pipeline.to_string(), render_pipeline);
|
||||
}
|
||||
|
||||
let mut render_pass = WgpuRenderPass {
|
||||
render_pass: &mut render_pass,
|
||||
renderer: &self,
|
||||
};
|
||||
for draw_target in pipeline_descriptor.draw_targets.iter() {
|
||||
draw_target(world, &mut render_pass);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn load_mesh(&mut self, asset_id: usize, mesh: &Mesh) {
|
||||
if let None = mesh.vertex_buffer {
|
||||
self.buffers.insert(
|
||||
format!("meshv{}", asset_id),
|
||||
self.device
|
||||
.create_buffer_with_data(mesh.vertices.as_bytes(), wgpu::BufferUsage::VERTEX),
|
||||
);
|
||||
}
|
||||
|
||||
if let None = mesh.index_buffer {
|
||||
self.buffers.insert(
|
||||
format!("meshi{}", asset_id),
|
||||
self.device
|
||||
.create_buffer_with_data(mesh.indices.as_bytes(), wgpu::BufferUsage::INDEX),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub trait RenderPass {
|
||||
fn set_index_buffer(&mut self, buffer: &wgpu::Buffer, offset: wgpu::BufferAddress);
|
||||
}
|
||||
|
||||
pub struct WgpuRenderPass<'a, 'b, 'c> {
|
||||
pub render_pass: &'b mut wgpu::RenderPass<'a>,
|
||||
pub renderer: &'c WgpuRenderer,
|
||||
}
|
||||
|
||||
impl<'a, 'b, 'c> RenderPass for WgpuRenderPass<'a, 'b, 'c> {
|
||||
fn set_index_buffer(&mut self, buffer: &wgpu::Buffer, offset: wgpu::BufferAddress) {
|
||||
self.render_pass.set_index_buffer(buffer, offset);
|
||||
}
|
||||
}
|
||||
|
||||
// pub trait RenderResources {
|
||||
// fn get_buffer(name: &str) -> Option<Buffer>;
|
||||
// fn get_texture(name: &str) -> Option<Texture>;
|
||||
// fn get_sampler(name: &str) -> Option<Sampler>;
|
||||
// }
|
||||
}
|
1
src/render/render_graph_2/resource/mod.rs
Normal file
1
src/render/render_graph_2/resource/mod.rs
Normal file
|
@ -0,0 +1 @@
|
|||
pub mod texture;
|
1
src/render/render_graph_2/resource/texture.rs
Normal file
1
src/render/render_graph_2/resource/texture.rs
Normal file
|
@ -0,0 +1 @@
|
|||
pub const SWAP_CHAIN: &str = "swap_chain";
|
274
src/render/render_graph_2/wgpu_renderer.rs
Normal file
274
src/render/render_graph_2/wgpu_renderer.rs
Normal file
|
@ -0,0 +1,274 @@
|
|||
use crate::{
|
||||
asset::Mesh,
|
||||
legion::prelude::*,
|
||||
render::render_graph_2::{
|
||||
resource, PassDescriptor, PipelineDescriptor, RenderGraph, RenderPass,
|
||||
RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor, Renderer,
|
||||
},
|
||||
};
|
||||
use std::{collections::HashMap, ops::Deref};
|
||||
use zerocopy::AsBytes;
|
||||
|
||||
pub struct WgpuRenderer {
|
||||
pub device: wgpu::Device,
|
||||
pub queue: wgpu::Queue,
|
||||
pub surface: Option<wgpu::Surface>,
|
||||
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
|
||||
pub render_pipelines: HashMap<String, wgpu::RenderPipeline>,
|
||||
pub buffers: HashMap<String, wgpu::Buffer>,
|
||||
pub textures: HashMap<String, wgpu::TextureView>,
|
||||
}
|
||||
|
||||
impl WgpuRenderer {
|
||||
pub fn new() -> Self {
|
||||
let adapter = wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions {
|
||||
anisotropic_filtering: false,
|
||||
},
|
||||
limits: wgpu::Limits::default(),
|
||||
});
|
||||
|
||||
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: 0,
|
||||
height: 0,
|
||||
present_mode: wgpu::PresentMode::Vsync,
|
||||
};
|
||||
|
||||
WgpuRenderer {
|
||||
device,
|
||||
queue,
|
||||
surface: None,
|
||||
swap_chain_descriptor,
|
||||
render_pipelines: HashMap::new(),
|
||||
buffers: HashMap::new(),
|
||||
textures: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn create_render_pipeline(
|
||||
pipeline_descriptor: &PipelineDescriptor,
|
||||
device: &wgpu::Device,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let vertex_shader_module = pipeline_descriptor
|
||||
.shader_stages
|
||||
.vertex
|
||||
.create_shader_module(device);
|
||||
let fragment_shader_module = match pipeline_descriptor.shader_stages.fragment {
|
||||
Some(ref fragment_shader) => Some(fragment_shader.create_shader_module(device)),
|
||||
None => None,
|
||||
};
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[],
|
||||
});
|
||||
let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
|
||||
layout: &pipeline_layout,
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: &vertex_shader_module,
|
||||
entry_point: &pipeline_descriptor.shader_stages.vertex.entry_point,
|
||||
},
|
||||
fragment_stage: match pipeline_descriptor.shader_stages.fragment {
|
||||
Some(ref fragment_shader) => Some(wgpu::ProgrammableStageDescriptor {
|
||||
entry_point: &fragment_shader.entry_point,
|
||||
module: fragment_shader_module.as_ref().unwrap(),
|
||||
}),
|
||||
None => None,
|
||||
},
|
||||
rasterization_state: pipeline_descriptor.rasterization_state.clone(),
|
||||
primitive_topology: pipeline_descriptor.primitive_topology,
|
||||
color_states: &pipeline_descriptor.color_states,
|
||||
depth_stencil_state: pipeline_descriptor.depth_stencil_state.clone(),
|
||||
index_format: pipeline_descriptor.index_format,
|
||||
vertex_buffers: &pipeline_descriptor
|
||||
.vertex_buffer_descriptors
|
||||
.iter()
|
||||
.map(|v| v.into())
|
||||
.collect::<Vec<wgpu::VertexBufferDescriptor>>(),
|
||||
sample_count: pipeline_descriptor.sample_count,
|
||||
sample_mask: pipeline_descriptor.sample_mask,
|
||||
alpha_to_coverage_enabled: pipeline_descriptor.alpha_to_coverage_enabled,
|
||||
};
|
||||
|
||||
device.create_render_pipeline(&render_pipeline_descriptor)
|
||||
}
|
||||
|
||||
pub fn create_render_pass<'a>(
|
||||
&self,
|
||||
pass_descriptor: &PassDescriptor,
|
||||
encoder: &'a mut wgpu::CommandEncoder,
|
||||
frame: &'a wgpu::SwapChainOutput,
|
||||
) -> wgpu::RenderPass<'a> {
|
||||
// TODO: fill this in
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &pass_descriptor
|
||||
.color_attachments
|
||||
.iter()
|
||||
.map(|c| self.create_wgpu_color_attachment_descriptor(c, frame))
|
||||
.collect::<Vec<wgpu::RenderPassColorAttachmentDescriptor>>(),
|
||||
depth_stencil_attachment: pass_descriptor
|
||||
.depth_stencil_attachment
|
||||
.as_ref()
|
||||
.map(|d| self.create_wgpu_depth_stencil_attachment_descriptor(d, frame)),
|
||||
})
|
||||
}
|
||||
|
||||
fn create_wgpu_color_attachment_descriptor<'a>(
|
||||
&'a self,
|
||||
color_attachment_descriptor: &RenderPassColorAttachmentDescriptor,
|
||||
frame: &'a wgpu::SwapChainOutput,
|
||||
) -> wgpu::RenderPassColorAttachmentDescriptor<'a> {
|
||||
let attachment = match color_attachment_descriptor.attachment.as_str() {
|
||||
resource::texture::SWAP_CHAIN => &frame.view,
|
||||
_ => self
|
||||
.textures
|
||||
.get(&color_attachment_descriptor.attachment)
|
||||
.unwrap(),
|
||||
};
|
||||
|
||||
let resolve_target = match color_attachment_descriptor.resolve_target {
|
||||
Some(ref target) => match target.as_str() {
|
||||
resource::texture::SWAP_CHAIN => Some(&frame.view),
|
||||
_ => Some(&frame.view),
|
||||
},
|
||||
None => None,
|
||||
};
|
||||
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
store_op: color_attachment_descriptor.store_op,
|
||||
load_op: color_attachment_descriptor.load_op,
|
||||
clear_color: color_attachment_descriptor.clear_color,
|
||||
attachment,
|
||||
resolve_target,
|
||||
}
|
||||
}
|
||||
|
||||
fn create_wgpu_depth_stencil_attachment_descriptor<'a>(
|
||||
&'a self,
|
||||
depth_stencil_attachment_descriptor: &RenderPassDepthStencilAttachmentDescriptor,
|
||||
frame: &'a wgpu::SwapChainOutput,
|
||||
) -> wgpu::RenderPassDepthStencilAttachmentDescriptor<&'a wgpu::TextureView> {
|
||||
let attachment = match depth_stencil_attachment_descriptor.attachment.as_str() {
|
||||
resource::texture::SWAP_CHAIN => &frame.view,
|
||||
_ => self
|
||||
.textures
|
||||
.get(&depth_stencil_attachment_descriptor.attachment)
|
||||
.unwrap(),
|
||||
};
|
||||
|
||||
wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment,
|
||||
clear_depth: depth_stencil_attachment_descriptor.clear_depth,
|
||||
clear_stencil: depth_stencil_attachment_descriptor.clear_stencil,
|
||||
depth_load_op: depth_stencil_attachment_descriptor.depth_load_op,
|
||||
depth_store_op: depth_stencil_attachment_descriptor.depth_store_op,
|
||||
stencil_load_op: depth_stencil_attachment_descriptor.stencil_load_op,
|
||||
stencil_store_op: depth_stencil_attachment_descriptor.stencil_store_op,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderer for WgpuRenderer {
|
||||
fn initialize(&mut self, world: &mut World) {
|
||||
let (surface, window_size) = {
|
||||
let window = world.resources.get::<winit::window::Window>().unwrap();
|
||||
let surface = wgpu::Surface::create(window.deref());
|
||||
let window_size = window.inner_size();
|
||||
(surface, window_size)
|
||||
};
|
||||
|
||||
self.surface = Some(surface);
|
||||
self.resize(world, window_size.width, window_size.height);
|
||||
}
|
||||
|
||||
fn resize(&mut self, world: &mut World, width: u32, height: u32) {
|
||||
let swap_chain = self
|
||||
.device
|
||||
.create_swap_chain(self.surface.as_ref().unwrap(), &self.swap_chain_descriptor);
|
||||
self.swap_chain_descriptor.width = width;
|
||||
self.swap_chain_descriptor.height = height;
|
||||
|
||||
// WgpuRenderer can't own swap_chain without creating lifetime ergonomics issues
|
||||
world.resources.insert(swap_chain);
|
||||
}
|
||||
|
||||
fn process_render_graph(&mut self, render_graph: &RenderGraph, world: &mut World) {
|
||||
let mut swap_chain = world.resources.get_mut::<wgpu::SwapChain>().unwrap();
|
||||
let frame = swap_chain
|
||||
.get_next_texture()
|
||||
.expect("Timeout when acquiring next swap chain texture");
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
|
||||
for (pass_name, pass_descriptor) in render_graph.pass_descriptors.iter() {
|
||||
let mut render_pass = self.create_render_pass(pass_descriptor, &mut encoder, &frame);
|
||||
if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) {
|
||||
for pass_pipeline in pass_pipelines.iter() {
|
||||
if let Some(pipeline_descriptor) =
|
||||
render_graph.pipeline_descriptors.get(pass_pipeline)
|
||||
{
|
||||
if let None = self.render_pipelines.get(pass_pipeline) {
|
||||
let render_pipeline = WgpuRenderer::create_render_pipeline(
|
||||
pipeline_descriptor,
|
||||
&self.device,
|
||||
);
|
||||
self.render_pipelines
|
||||
.insert(pass_pipeline.to_string(), render_pipeline);
|
||||
}
|
||||
|
||||
let mut render_pass = WgpuRenderPass {
|
||||
render_pass: &mut render_pass,
|
||||
renderer: &self,
|
||||
};
|
||||
for draw_target in pipeline_descriptor.draw_targets.iter() {
|
||||
draw_target(world, &mut render_pass);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let command_buffer = encoder.finish();
|
||||
self.queue.submit(&[command_buffer]);
|
||||
}
|
||||
|
||||
fn load_mesh(&mut self, asset_id: usize, mesh: &Mesh) {
|
||||
if let None = mesh.vertex_buffer {
|
||||
self.buffers.insert(
|
||||
format!("meshv{}", asset_id),
|
||||
self.device
|
||||
.create_buffer_with_data(mesh.vertices.as_bytes(), wgpu::BufferUsage::VERTEX),
|
||||
);
|
||||
}
|
||||
|
||||
if let None = mesh.index_buffer {
|
||||
self.buffers.insert(
|
||||
format!("meshi{}", asset_id),
|
||||
self.device
|
||||
.create_buffer_with_data(mesh.indices.as_bytes(), wgpu::BufferUsage::INDEX),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct WgpuRenderPass<'a, 'b, 'c> {
|
||||
pub render_pass: &'b mut wgpu::RenderPass<'a>,
|
||||
pub renderer: &'c WgpuRenderer,
|
||||
}
|
||||
|
||||
impl<'a, 'b, 'c> RenderPass for WgpuRenderPass<'a, 'b, 'c> {
|
||||
fn set_index_buffer(&mut self, buffer: &wgpu::Buffer, offset: wgpu::BufferAddress) {
|
||||
self.render_pass.set_index_buffer(buffer, offset);
|
||||
}
|
||||
}
|
Loading…
Add table
Reference in a new issue