initial RenderGraph

This commit is contained in:
Carter Anderson 2020-01-01 13:53:44 -06:00
parent 7bfafc22bc
commit cb6de5b2bf
10 changed files with 575 additions and 278 deletions

View file

@ -183,15 +183,15 @@ fn main() {
// scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
scheduler.add_system(ApplicationStage::Update, build_print_status_system());
// world.insert((), vec![
// // plane
// (
// Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
// plane_handle.clone(),
// LocalToWorld::identity(),
// Translation::new(0.0, 0.0, 0.0)
// ),
// ]);
world.insert((), vec![
// plane
(
Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
plane_handle.clone(),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 0.0)
),
]);
let x = *world.insert((), vec![
// lights
@ -263,7 +263,7 @@ fn main() {
]);
let mut rng = StdRng::from_entropy();
for _ in 0 .. 70000 {
for _ in 0 .. 1000 {
create_person(&mut world, _cube_handle.clone(),
Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0)));
}

View file

@ -5,58 +5,46 @@ use winit::{
window::Window,
};
use zerocopy::AsBytes;
use legion::prelude::*;
use std::mem;
use wgpu::{Surface, Device, Queue, SwapChain, SwapChainDescriptor};
use crate::{vertex::*, render::*, LocalToWorld, ApplicationStage, Time};
use crate::{render::*, ApplicationStage, Time};
pub struct Application
{
pub universe: Universe,
pub world: World,
pub device: Device,
pub queue: Queue,
pub surface: Surface,
pub window: Window,
pub swap_chain: SwapChain,
pub swap_chain_descriptor: SwapChainDescriptor,
pub render_graph: RenderGraph,
pub scheduler: SystemScheduler<ApplicationStage>,
pub render_resources: RenderResources,
pub render_passes: Vec<Box<dyn Pass>>,
}
impl Application {
fn add_default_passes(&mut self) {
let vertex_size = mem::size_of::<Vertex>();
let vertex_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 4 * 4,
shader_location: 1,
},
],
};
let local_bind_group_layout =
self.render_graph.data.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
self.render_graph.add_render_resource_manager(Box::new(render_resources::MaterialResourceManager));
self.render_graph.add_render_resource_manager(Box::new(render_resources::LightResourceManager::new(10)));
self.render_graph.add_render_resource_manager(Box::new(render_resources::CameraResourceManager));
self.render_graph.data.set_bind_group_layout("local", local_bind_group_layout);
// let shadow_pass = ShadowPass::new(&mut self.device, &mut self.world, &self.render_resources, vertex_buffer_descriptor.clone());
// let forward_shadow_pass = ForwardShadowPass::new(&mut self.device, &self.world, &self.render_resources, &shadow_pass, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
// let forward_pass = ForwardPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
let forward_instanced_pass = ForwardInstancedPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor, &self.swap_chain_descriptor);
// let forward_instanced_pass = ForwardInstancedPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor, &self.swap_chain_descriptor);
// self.render_passes.push(Box::new(shadow_pass));
// self.render_passes.push(Box::new(forward_shadow_pass));
// self.render_passes.push(Box::new(forward_pass));
self.render_passes.push(Box::new(forward_instanced_pass));
// self.render_passes.push(Box::new(forward_instanced_pass));
self.render_graph.set_pass("forward", Box::new(ForwardPass::new()));
self.render_graph.set_pipeline("forward", Box::new(ForwardPipelineNew::new()));
}
fn update(&mut self) {
@ -74,32 +62,7 @@ impl Application {
fn resize(&mut self, width: u32, height: u32)
{
self.swap_chain_descriptor.width = width;
self.swap_chain_descriptor.height = height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.swap_chain_descriptor);
let mut encoder =
self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
for (mut camera, local_to_world) in <(Write<Camera>, Read<LocalToWorld>)>::query().iter(&mut self.world) {
camera.update(self.swap_chain_descriptor.width, self.swap_chain_descriptor.height);
let camera_matrix: [[f32; 4]; 4] = (camera.view_matrix * local_to_world.0).to_cols_array_2d();
let matrix_size = mem::size_of::<[[f32; 4]; 4]>() as u64;
let temp_camera_buffer =
self.device.create_buffer_with_data(camera_matrix.as_bytes(), wgpu::BufferUsage::COPY_SRC);
for pass in self.render_passes.iter() {
if let Some(buffer) = pass.get_camera_uniform_buffer() {
encoder.copy_buffer_to_buffer(&temp_camera_buffer, 0, buffer, 0, matrix_size);
}
}
}
let command_buffer = encoder.finish();
for pass in self.render_passes.iter_mut() {
pass.resize(&mut self.device, &mut self.swap_chain_descriptor);
}
self.queue.submit(&[command_buffer]);
self.render_graph.resize(width, height, &mut self.world);
}
fn handle_event(&mut self, _: WindowEvent)
@ -108,77 +71,7 @@ impl Application {
fn render(&mut self)
{
let mut frame = self.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 });
let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query()
.filter(!component::<Instanced>());
let entities_count = entities.iter(&mut self.world).count();
let size = mem::size_of::<MaterialUniforms>();
let temp_buf_data = self.device
.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
for ((material, transform), slot) in entities.iter(&mut self.world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(
MaterialUniforms {
model: transform.0.to_cols_array_2d(),
color: material.color.into(),
}
.as_bytes(),
);
}
self.render_resources.update_lights(&self.device, &mut encoder, &mut self.world);
for mut material in <Write<Material>>::query().filter(!component::<Instanced>()).iter(&mut self.world) {
if let None = material.bind_group {
let material_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
size: material_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.render_resources.local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. material_uniform_size,
},
}],
});
material.bind_group = Some(bind_group);
material.uniform_buf = Some(uniform_buf);
}
}
let temp_buf = temp_buf_data.finish();
for pass in self.render_passes.iter_mut() {
pass.render(&mut self.device, &mut frame, &mut encoder, &mut self.world, &self.render_resources);
}
// TODO: this should happen before rendering
for (i, (material, _)) in entities.iter(&mut self.world).enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
material.uniform_buf.as_ref().unwrap(),
0,
size as wgpu::BufferAddress,
);
}
let command_buffer = encoder.finish();
self.queue.submit(&[command_buffer]);
self.render_graph.render(&mut self.world);
}
#[allow(dead_code)]
@ -195,7 +88,7 @@ impl Application {
)
.unwrap();
let (mut device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
@ -223,24 +116,18 @@ impl Application {
world.resources.insert(Time::new());
let render_resources = RenderResources::new(&mut device, 10);
log::info!("Initializing the example...");
let render_graph = RenderGraph::new(device, swap_chain_descriptor, swap_chain, queue, surface);
let mut app = Application {
universe,
world,
device,
surface,
window,
queue,
swap_chain,
swap_chain_descriptor,
render_resources,
render_graph,
scheduler: system_scheduler,
render_passes: Vec::new(),
};
app.add_default_passes();
app.render_graph.initialize(&mut app.world);
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {

View file

@ -1,8 +1,8 @@
use crate::{render::*, asset::*, render::mesh::*, math};
use crate::{render::*, asset::*, render::mesh::*, vertex::Vertex};
use legion::prelude::*;
use std::mem;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
use wgpu::{Device, SwapChainDescriptor, SwapChainOutput};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
@ -11,19 +11,51 @@ pub struct ForwardUniforms {
pub num_lights: [u32; 4],
}
pub struct ForwardPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub depth_texture: wgpu::TextureView,
pub struct ForwardPipelineNew {
pub pipeline: Option<wgpu::RenderPipeline>,
pub depth_format: wgpu::TextureFormat,
pub local_bind_group: Option<wgpu::BindGroup>,
}
pub struct ForwardPass {
pub depth_format: wgpu::TextureFormat,
}
impl ForwardPass {
pub fn new() -> Self {
ForwardPass {
depth_format: wgpu::TextureFormat::Depth32Float
}
}
fn get_depth_texture(&self, device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: swap_chain_descriptor.width,
height: swap_chain_descriptor.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.depth_format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
texture.create_default_view()
}
}
const DEPTH_TEXTURE_NAME: &str = "forward_depth";
impl Pass for ForwardPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
let mut mesh_query =
<(Read<Material>, Read<Handle<Mesh>>)>::query()
.filter(!component::<Instanced>());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
fn initialize(&self, render_graph: &mut RenderGraphData) {
let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
}
fn begin<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> wgpu::RenderPass<'a> {
let depth_texture = render_graph.get_texture(DEPTH_TEXTURE_NAME);
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
@ -37,7 +69,7 @@ impl Pass for ForwardPass {
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture,
attachment: depth_texture.unwrap(),
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
@ -45,50 +77,26 @@ impl Pass for ForwardPass {
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
let mut last_mesh_id = None;
for (entity, mesh) in mesh_query.iter_immutable(world) {
let current_mesh_id = *mesh.id.read().unwrap();
let mut should_load_mesh = last_mesh_id == None;
if let Some(last) = last_mesh_id {
should_load_mesh = last != current_mesh_id;
}
if should_load_mesh {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(device);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
};
}
if let Some(ref mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
pass.set_bind_group(1, entity.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);
}
})
}
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor) {
self.depth_texture = Self::get_depth_texture(device, frame);
}
fn get_camera_uniform_buffer(&self) -> Option<&Buffer> {
Some(&self.forward_uniform_buffer)
fn resize(&self, render_graph: &mut RenderGraphData) {
let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
}
}
impl ForwardPass {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn new(device: &Device, world: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self {
impl ForwardPipelineNew {
pub fn new() -> Self {
ForwardPipelineNew {
pipeline: None,
local_bind_group: None,
depth_format: wgpu::TextureFormat::Depth32Float
}
}
}
impl PipelineNew for ForwardPipelineNew {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
let vs_bytes = shader::load_glsl(
include_str!("forward.vert"),
shader::ShaderStage::Vertex,
@ -99,7 +107,7 @@ impl ForwardPass {
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
render_graph.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
@ -114,47 +122,56 @@ impl ForwardPass {
],
});
let light_count = <Read<Light>>::query().iter_immutable(world).count();
let forward_uniforms = ForwardUniforms {
proj: math::Mat4::identity().to_cols_array_2d(),
num_lights: [light_count as u32, 0, 0, 0],
self.local_bind_group = Some({
let forward_uniform_buffer = render_graph.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME).unwrap();
let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
// Create bind group
render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: forward_uniform_buffer.get_binding_resource(),
},
wgpu::Binding {
binding: 1,
resource: light_uniform_buffer.get_binding_resource(),
}
],
})
});
// TODO: fix this inline "local"
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
let pipeline_layout = render_graph.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, local_bind_group_layout],
});
let vertex_size = mem::size_of::<Vertex>();
let vertex_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 4 * 4,
shader_location: 1,
},
],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let forward_uniform_buffer = device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &forward_uniform_buffer,
range: 0 .. uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &render_resources.light_uniform_buffer.buffer,
range: 0 .. render_resources.light_uniform_buffer.size,
},
}
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &render_resources.local_bind_group_layout],
});
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
self.pipeline = Some(render_graph.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
@ -174,14 +191,14 @@ impl ForwardPass {
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: swap_chain_descriptor.format,
format: render_graph.swap_chain_descriptor.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
format: self.depth_format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
@ -194,32 +211,44 @@ impl ForwardPass {
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
}));
}
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World) {
pass.set_bind_group(0, self.local_bind_group.as_ref().unwrap(), &[]);
ForwardPass {
pipeline,
bind_group,
forward_uniform_buffer,
depth_texture: Self::get_depth_texture(device, swap_chain_descriptor)
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
let mut last_mesh_id = None;
let mut mesh_query =
<(Read<Material>, Read<Handle<Mesh>>)>::query()
.filter(!component::<Instanced>());
for (entity, mesh) in mesh_query.iter_immutable(world) {
let current_mesh_id = *mesh.id.read().unwrap();
let mut should_load_mesh = last_mesh_id == None;
if let Some(last) = last_mesh_id {
should_load_mesh = last != current_mesh_id;
}
if should_load_mesh {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(&render_graph.device);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
};
}
if let Some(ref mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
pass.set_bind_group(1, entity.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);
}
}
fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: swap_chain_descriptor.width,
height: swap_chain_descriptor.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
fn resize(&mut self, render_graph: &RenderGraphData) {
texture.create_default_view()
}
}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}
}

View file

@ -19,7 +19,7 @@ pub struct ForwardInstancedPass {
pub instance_buffer_infos: Vec<InstanceBufferInfo>,
}
impl Pass for ForwardInstancedPass {
impl Pipeline for ForwardInstancedPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
self.instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
@ -245,6 +245,38 @@ impl ForwardInstancedPass {
instance_buffer_infos
}
fn create_instance_buffer_infos_direct(device: &Device, world: &World) -> Vec<InstanceBufferInfo> {
let mut entities = <(Read<Material>, Read<LocalToWorld>, Read<Handle<Mesh>>, Read<Instanced>)>::query();
let entities_count = entities.iter_immutable(world).count();
let mut last_mesh_id = None;
let mut data = Vec::with_capacity(entities_count);
for (material, transform, mesh, _) in entities.iter_immutable(world)
{
last_mesh_id = Some(*mesh.id.read().unwrap());
let (_, _, translation) = transform.0.to_scale_rotation_translation();
data.push(SimpleMaterialUniforms {
position: translation.into(),
color: material.color.into(),
});
}
let buffer = device
.create_buffer_with_data(data.as_bytes(), wgpu::BufferUsage::COPY_SRC | wgpu::BufferUsage::VERTEX);
let mut instance_buffer_infos = Vec::new();
instance_buffer_infos.push(InstanceBufferInfo {
mesh_id: last_mesh_id.unwrap(),
buffer: buffer,
instance_count: entities_count,
});
instance_buffer_infos
}
fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {

View file

@ -18,7 +18,7 @@ pub struct ForwardShadowPass {
pub depth_texture: wgpu::TextureView,
}
impl Pass for ForwardShadowPass {
impl Pipeline for ForwardShadowPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {

View file

@ -1,21 +1,23 @@
pub mod camera;
pub mod shader;
pub mod mesh;
pub mod render_resources;
mod forward;
mod forward_shadow;
mod forward_instanced;
mod shadow;
mod light;
mod pipeline;
mod pass;
mod material;
mod render_resources;
pub use forward::{ForwardPass, ForwardUniforms};
pub use forward::{ForwardUniforms, ForwardPipelineNew, ForwardPass};
pub use forward_shadow::{ForwardShadowPass};
pub use forward_instanced::ForwardInstancedPass;
pub use shadow::ShadowPass;
pub use light::*;
pub use shader::*;
pub use pipeline::*;
pub use pass::*;
pub use material::*;
pub use mesh::*;
@ -25,4 +27,13 @@ pub use render_resources::RenderResources;
pub struct UniformBuffer {
pub buffer: wgpu::Buffer,
pub size: u64,
}
impl UniformBuffer {
pub fn get_binding_resource<'a>(&'a self) -> wgpu::BindingResource<'a> {
wgpu::BindingResource::Buffer {
buffer: &self.buffer,
range: 0 .. self.size,
}
}
}

View file

@ -1,9 +1,158 @@
use crate::render::{PipelineNew, UniformBuffer};
use std::collections::HashMap;
use legion::world::World;
use wgpu::{Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput};
use crate::render::RenderResources;
pub trait Pass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources);
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor);
fn get_camera_uniform_buffer(&self) -> Option<&Buffer>;
fn initialize(&self, render_graph: &mut RenderGraphData);
fn begin<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> wgpu::RenderPass<'a>;
fn resize(&self, render_graph: &mut RenderGraphData);
}
pub trait RenderResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World);
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World);
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World);
}
pub struct RenderGraph {
pub data: RenderGraphData,
passes: HashMap<String, Box<dyn Pass>>,
pipelines: HashMap<String, Box<dyn PipelineNew>>,
render_resource_managers: Vec<Box<dyn RenderResourceManager>>,
pub swap_chain: wgpu::SwapChain, // TODO: this is weird
}
pub struct RenderGraphData {
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub surface: wgpu::Surface,
textures: HashMap<String, wgpu::TextureView>,
uniform_buffers: HashMap<String, UniformBuffer>,
bind_group_layouts: HashMap<String, wgpu::BindGroupLayout>,
}
impl RenderGraphData {
pub fn new(device: wgpu::Device, swap_chain_descriptor: wgpu::SwapChainDescriptor, queue: wgpu::Queue, surface: wgpu::Surface) -> Self {
RenderGraphData {
textures: HashMap::new(),
uniform_buffers: HashMap::new(),
bind_group_layouts: HashMap::new(),
device,
swap_chain_descriptor,
queue,
surface,
}
}
pub fn set_uniform_buffer(&mut self, name: &str, uniform_buffer: UniformBuffer) {
self.uniform_buffers.insert(name.to_string(), uniform_buffer);
}
pub fn get_uniform_buffer(&self, name: &str) -> Option<&UniformBuffer> {
self.uniform_buffers.get(name)
}
pub fn set_bind_group_layout(&mut self, name: &str, bind_group_layout: wgpu::BindGroupLayout) {
self.bind_group_layouts.insert(name.to_string(), bind_group_layout);
}
pub fn get_bind_group_layout(&self, name: &str) -> Option<&wgpu::BindGroupLayout> {
self.bind_group_layouts.get(name)
}
pub fn set_texture(&mut self, name: &str, texture: wgpu::TextureView) {
self.textures.insert(name.to_string(), texture);
}
pub fn get_texture(&self, name: &str) -> Option<&wgpu::TextureView> {
self.textures.get(name)
}
}
impl RenderGraph {
pub fn new(device: wgpu::Device, swap_chain_descriptor: wgpu::SwapChainDescriptor, swap_chain: wgpu::SwapChain, queue: wgpu::Queue, surface: wgpu::Surface) -> Self {
RenderGraph {
passes: HashMap::new(),
pipelines: HashMap::new(),
swap_chain,
render_resource_managers: Vec::new(),
data: RenderGraphData::new(device, swap_chain_descriptor, queue, surface),
}
}
pub fn initialize(&mut self, world: &mut World) {
for render_resource_manager in self.render_resource_managers.iter_mut() {
render_resource_manager.initialize(&mut self.data, world);
}
for pass in self.passes.values_mut() {
pass.initialize(&mut self.data);
}
for pipeline in self.pipelines.values_mut() {
pipeline.initialize(&mut self.data, world);
}
}
pub fn render(&mut self, world: &mut World) {
let frame = self.swap_chain
.get_next_texture()
.expect("Timeout when acquiring next swap chain texture");
let mut encoder =
self.data.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
for render_resource_manager in self.render_resource_managers.iter_mut() {
render_resource_manager.update(&mut self.data, &mut encoder, world);
}
for pass in self.passes.values_mut() {
let mut render_pass = pass.begin(&mut self.data, &mut encoder, &frame);
// TODO: assign pipelines to specific passes
for pipeline in self.pipelines.values_mut() {
render_pass.set_pipeline(pipeline.get_pipeline());
pipeline.render(&mut self.data, &mut render_pass, &frame, world);
}
}
let command_buffer = encoder.finish();
self.data.queue.submit(&[command_buffer]);
}
pub fn resize(&mut self, width: u32, height: u32, world: &mut World) {
self.data.swap_chain_descriptor.width = width;
self.data.swap_chain_descriptor.height = height;
self.swap_chain = self.data.device.create_swap_chain(&self.data.surface, &self.data.swap_chain_descriptor);
let mut encoder =
self.data.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
for render_resource_manager in self.render_resource_managers.iter_mut() {
render_resource_manager.resize(&mut self.data, &mut encoder, world);
}
let command_buffer = encoder.finish();
for pass in self.passes.values_mut() {
pass.resize(&mut self.data);
}
for pipeline in self.pipelines.values_mut() {
pipeline.resize(&mut self.data);
}
self.data.queue.submit(&[command_buffer]);
}
pub fn add_render_resource_manager(&mut self, render_resource_manager: Box<dyn RenderResourceManager>) {
self.render_resource_managers.push(render_resource_manager);
}
pub fn set_pipeline(&mut self, name: &str, pipeline: Box<dyn PipelineNew>) {
self.pipelines.insert(name.to_string(), pipeline);
}
pub fn set_pass(&mut self, name: &str, pass: Box<dyn Pass>) {
self.passes.insert(name.to_string(), pass);
}
}

17
src/render/pipeline.rs Normal file
View file

@ -0,0 +1,17 @@
use legion::world::World;
use wgpu::{Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput};
use crate::render::{RenderResources, RenderGraphData};
pub trait Pipeline {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources);
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor);
fn get_camera_uniform_buffer(&self) -> Option<&Buffer>;
}
pub trait PipelineNew {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World);
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World);
fn resize(&mut self, render_graph: &RenderGraphData);
fn get_pipeline(&self) -> &wgpu::RenderPipeline;
}

View file

@ -1,4 +1,4 @@
use crate::{render::*, LocalToWorld, Translation};
use crate::{render::*, LocalToWorld, Translation, math};
use legion::prelude::*;
use std::sync::Arc;
@ -8,6 +8,178 @@ use zerocopy::AsBytes;
use wgpu::{BindGroupLayout, CommandEncoder, Device};
pub const LIGHT_UNIFORM_BUFFER_NAME: &str = "lights";
pub const FORWARD_UNIFORM_BUFFER_NAME: &str = "forward";
pub struct LightResourceManager {
pub lights_are_dirty: bool,
pub max_lights: usize,
}
impl LightResourceManager {
pub fn new(max_lights: usize) -> Self {
LightResourceManager {
lights_are_dirty: true,
max_lights: max_lights,
}
}
}
impl RenderResourceManager for LightResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
let light_uniform_size =
(self.max_lights * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buffer = UniformBuffer {
buffer: render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
};
render_graph.set_uniform_buffer(LIGHT_UNIFORM_BUFFER_NAME, light_uniform_buffer);
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
if self.lights_are_dirty {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * light_count;
let temp_buf_data =
render_graph.device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
}
let light_uniform_buffer = render_graph.get_uniform_buffer(LIGHT_UNIFORM_BUFFER_NAME).unwrap();
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&light_uniform_buffer.buffer,
0,
total_size as wgpu::BufferAddress,
);
}
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) { }
}
pub struct CameraResourceManager;
impl RenderResourceManager for CameraResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
let light_count = <Read<Light>>::query().iter_immutable(world).count();
let forward_uniforms = ForwardUniforms {
proj: math::Mat4::identity().to_cols_array_2d(),
num_lights: [light_count as u32, 0, 0, 0],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let buffer = render_graph.device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let uniform_buffer = UniformBuffer {
buffer: buffer,
size: uniform_size,
};
render_graph.set_uniform_buffer(FORWARD_UNIFORM_BUFFER_NAME, uniform_buffer);
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
for (mut camera, local_to_world) in <(Write<Camera>, Read<LocalToWorld>)>::query().iter(world) {
camera.update(render_graph.swap_chain_descriptor.width, render_graph.swap_chain_descriptor.height);
let camera_matrix: [[f32; 4]; 4] = (camera.view_matrix * local_to_world.0).to_cols_array_2d();
let matrix_size = mem::size_of::<[[f32; 4]; 4]>() as u64;
let temp_camera_buffer =
render_graph.device.create_buffer_with_data(camera_matrix.as_bytes(), wgpu::BufferUsage::COPY_SRC);
let forward_uniform_buffer = render_graph.get_uniform_buffer(FORWARD_UNIFORM_BUFFER_NAME).unwrap();
encoder.copy_buffer_to_buffer(&temp_camera_buffer, 0, &forward_uniform_buffer.buffer, 0, matrix_size);
}
}
}
pub struct MaterialResourceManager;
impl RenderResourceManager for MaterialResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query()
.filter(!component::<Instanced>());
let entities_count = entities.iter(world).count();
let size = mem::size_of::<MaterialUniforms>();
let temp_buf_data = render_graph.device
.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
for ((material, transform), slot) in entities.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(
MaterialUniforms {
model: transform.0.to_cols_array_2d(),
color: material.color.into(),
}
.as_bytes(),
);
}
// TODO: dont use inline local
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
for mut material in <Write<Material>>::query().filter(!component::<Instanced>()).iter(world) {
if let None = material.bind_group {
let material_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: material_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. material_uniform_size,
},
}],
});
material.bind_group = Some(bind_group);
material.uniform_buf = Some(uniform_buf);
}
}
let temp_buf = temp_buf_data.finish();
for (i, (material, _)) in entities.iter(world).enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
material.uniform_buf.as_ref().unwrap(),
0,
size as wgpu::BufferAddress,
);
}
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
}
}
pub struct RenderResources {
pub local_bind_group_layout: Rc<BindGroupLayout>,
pub light_uniform_buffer: Arc<UniformBuffer>,

View file

@ -18,7 +18,7 @@ pub struct ShadowUniforms {
pub proj: [[f32; 4]; 4],
}
impl Pass for ShadowPass {
impl Pipeline for ShadowPass {
fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources) {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let mut mesh_query =