MAJOR rendering overhaul. Snow deformation, persistent light, flowmap out. Also ECS architexture overhaul
This commit is contained in:
885
src/render/mod.rs
Normal file
885
src/render/mod.rs
Normal file
@@ -0,0 +1,885 @@
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mod bind_group;
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mod pipeline;
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mod shadow;
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mod types;
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pub use types::{DrawCall, Pipeline, Spotlight, SpotlightRaw, Uniforms, MAX_SPOTLIGHTS};
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use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
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use crate::texture::{DitherTextures, FlowmapTexture};
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use std::cell::RefCell;
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use pipeline::{create_main_pipeline, create_snow_clipmap_pipeline};
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pub struct Renderer
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{
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub surface: wgpu::Surface<'static>,
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pub config: wgpu::SurfaceConfiguration,
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framebuffer: LowResFramebuffer,
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standard_pipeline: wgpu::RenderPipeline,
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snow_clipmap_pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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quad_vb: wgpu::Buffer,
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quad_ib: wgpu::Buffer,
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quad_num_indices: u32,
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blit_pipeline: wgpu::RenderPipeline,
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blit_bind_group: wgpu::BindGroup,
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shadow_pipeline: Option<wgpu::RenderPipeline>,
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shadow_bind_group_layout: wgpu::BindGroupLayout,
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shadow_bind_group: Option<wgpu::BindGroup>,
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terrain_height_scale: f32,
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pub spotlights: Vec<Spotlight>,
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pub shadow_bias: f32,
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shadow_map_texture: wgpu::Texture,
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shadow_map_view: wgpu::TextureView,
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shadow_map_sampler: wgpu::Sampler,
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dither_textures: Option<DitherTextures>,
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flowmap_texture: Option<FlowmapTexture>,
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blue_noise_view: wgpu::TextureView,
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blue_noise_sampler: wgpu::Sampler,
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dummy_snow_light_view: wgpu::TextureView,
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dummy_snow_light_sampler: wgpu::Sampler,
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snow_light_accumulation: Option<crate::snow_light::SnowLightAccumulation>,
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snow_light_bound: bool,
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}
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impl Renderer
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{
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pub async fn new(
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window: &sdl3::video::Window,
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render_scale: u32,
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) -> Result<Self, Box<dyn std::error::Error>>
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{
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::VULKAN,
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..Default::default()
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});
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let surface = unsafe {
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let target = wgpu::SurfaceTargetUnsafe::from_window(window)?;
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instance.create_surface_unsafe(target)?
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};
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.map_err(|_| "Failed to find adapter")?;
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor::default())
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.await?;
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let size = window.size();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_capabilities(&adapter).formats[0],
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width: size.0,
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height: size.1,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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let low_res_width = config.width / render_scale;
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let low_res_height = config.height / render_scale;
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let framebuffer =
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LowResFramebuffer::new(&device, low_res_width, low_res_height, config.format);
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Uniform Buffer"),
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size: std::mem::size_of::<Uniforms>() as wgpu::BufferAddress,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let dither_textures = match DitherTextures::load_octaves(&device, &queue)
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{
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Ok(textures) =>
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{
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println!("Loaded dither textures successfully");
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Some(textures)
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}
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Err(e) =>
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{
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eprintln!(
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"Warning: Could not load dither textures: {}. Rendering may look incorrect.",
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e
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);
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None
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}
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};
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let flowmap_texture =
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match FlowmapTexture::load(&device, &queue, "textures/terrain_flowmap.exr")
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{
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Ok(texture) =>
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{
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println!("Loaded terrain flowmap successfully");
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Some(texture)
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}
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Err(e) =>
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{
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eprintln!(
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"Warning: Could not load terrain flowmap: {}. Path lighting will not work.",
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e
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);
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None
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}
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};
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let blue_noise_data = image::open("textures/blue_noise.png")
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.expect("Failed to load blue noise texture")
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.to_luma8();
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let blue_noise_size = blue_noise_data.dimensions();
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let blue_noise_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Blue Noise"),
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size: wgpu::Extent3d {
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width: blue_noise_size.0,
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height: blue_noise_size.1,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8Unorm,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &blue_noise_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&blue_noise_data,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(blue_noise_size.0),
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rows_per_image: Some(blue_noise_size.1),
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},
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wgpu::Extent3d {
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width: blue_noise_size.0,
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height: blue_noise_size.1,
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depth_or_array_layers: 1,
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},
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);
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let blue_noise_view =
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blue_noise_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let blue_noise_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Blue Noise Sampler"),
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let shadow_map_size = 4096;
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let shadow_map_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Shadow Map"),
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size: wgpu::Extent3d {
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width: shadow_map_size,
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height: shadow_map_size,
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depth_or_array_layers: MAX_SPOTLIGHTS as u32,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let shadow_map_view = shadow_map_texture.create_view(&wgpu::TextureViewDescriptor {
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dimension: Some(wgpu::TextureViewDimension::D2Array),
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..Default::default()
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});
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let shadow_map_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Shadow Map Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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..Default::default()
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});
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let dummy_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Dummy Snow Light"),
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size: wgpu::Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R16Float,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &dummy_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&[0u8; 2],
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(2),
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rows_per_image: Some(1),
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},
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wgpu::Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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},
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);
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let dummy_snow_light_view =
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dummy_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let dummy_snow_light_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Snow Light Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2Array,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 5,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 6,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 7,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 8,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 9,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 10,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let bind_group = Self::create_bind_group_from_parts(
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&device,
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&bind_group_layout,
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&uniform_buffer,
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&shadow_map_view,
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&shadow_map_sampler,
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dither_textures.as_ref().expect("Dither textures required"),
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flowmap_texture.as_ref().expect("Flowmap texture required"),
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&blue_noise_view,
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&blue_noise_sampler,
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&dummy_snow_light_view,
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&dummy_snow_light_sampler,
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);
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let standard_pipeline = create_main_pipeline(
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&device,
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config.format,
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&bind_group_layout,
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wgpu::DepthBiasState::default(),
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"Standard Pipeline",
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);
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let snow_clipmap_pipeline =
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create_snow_clipmap_pipeline(&device, config.format, &bind_group_layout);
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let (quad_vb, quad_ib, quad_num_indices) = create_fullscreen_quad(&device);
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let blit_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Blit Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Blit Bind Group"),
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layout: &blit_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&framebuffer.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&framebuffer.sampler),
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},
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],
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});
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let blit_pipeline = create_blit_pipeline(&device, config.format, &blit_bind_group_layout);
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let shadow_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Shadow Bind Group Layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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Ok(Self {
|
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device,
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queue,
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surface,
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config,
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framebuffer,
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standard_pipeline,
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snow_clipmap_pipeline,
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uniform_buffer,
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bind_group_layout,
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bind_group,
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quad_vb,
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quad_ib,
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quad_num_indices,
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blit_pipeline,
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blit_bind_group,
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shadow_pipeline: None,
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shadow_bind_group_layout,
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shadow_bind_group: None,
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terrain_height_scale: 10.0,
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spotlights: vec![Spotlight::new(
|
||||
glam::Vec3::new(0.0, 50.0, 0.0),
|
||||
glam::Vec3::new(-0.5, -1.0, 1.0).normalize(),
|
||||
0.4,
|
||||
1.0,
|
||||
100.0,
|
||||
)],
|
||||
shadow_bias: 0.005,
|
||||
shadow_map_texture,
|
||||
shadow_map_view,
|
||||
shadow_map_sampler,
|
||||
dither_textures,
|
||||
flowmap_texture,
|
||||
blue_noise_view,
|
||||
blue_noise_sampler,
|
||||
dummy_snow_light_view,
|
||||
dummy_snow_light_sampler,
|
||||
snow_light_accumulation: None,
|
||||
snow_light_bound: false,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
&mut self,
|
||||
view: &glam::Mat4,
|
||||
projection: &glam::Mat4,
|
||||
camera_position: glam::Vec3,
|
||||
player_position: glam::Vec3,
|
||||
draw_calls: &[DrawCall],
|
||||
time: f32,
|
||||
delta_time: f32,
|
||||
)
|
||||
{
|
||||
let light_view_projections = self.calculate_light_view_projections();
|
||||
|
||||
if let Some(ref mut snow_light_accum) = self.snow_light_accumulation
|
||||
{
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Snow Light Accumulation Encoder"),
|
||||
});
|
||||
|
||||
snow_light_accum.render(
|
||||
&mut encoder,
|
||||
&self.queue,
|
||||
&self.spotlights,
|
||||
delta_time,
|
||||
&light_view_projections,
|
||||
self.shadow_bias,
|
||||
self.terrain_height_scale,
|
||||
);
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
if self.snow_light_accumulation.is_some() && !self.snow_light_bound
|
||||
{
|
||||
self.rebuild_bind_group_with_snow_light();
|
||||
self.snow_light_bound = true;
|
||||
}
|
||||
|
||||
self.render_shadow_pass(draw_calls, &light_view_projections, player_position, time);
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
for (i, draw_call) in draw_calls.iter().enumerate()
|
||||
{
|
||||
let uniforms = Uniforms::new(
|
||||
draw_call.model,
|
||||
*view,
|
||||
*projection,
|
||||
&light_view_projections,
|
||||
camera_position,
|
||||
player_position,
|
||||
self.terrain_height_scale,
|
||||
time,
|
||||
self.shadow_bias,
|
||||
draw_call.tile_scale,
|
||||
draw_call.enable_dissolve,
|
||||
draw_call.enable_snow_light,
|
||||
&self.spotlights,
|
||||
);
|
||||
self.queue
|
||||
.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("3D Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &self.framebuffer.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: if i == 0
|
||||
{
|
||||
wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.2,
|
||||
g: 0.2,
|
||||
b: 0.2,
|
||||
a: 1.0,
|
||||
})
|
||||
}
|
||||
else
|
||||
{
|
||||
wgpu::LoadOp::Load
|
||||
},
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
depth_slice: None,
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.framebuffer.depth_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: if i == 0
|
||||
{
|
||||
wgpu::LoadOp::Clear(1.0)
|
||||
}
|
||||
else
|
||||
{
|
||||
wgpu::LoadOp::Load
|
||||
},
|
||||
store: wgpu::StoreOp::Store,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
});
|
||||
|
||||
let pipeline = match draw_call.pipeline
|
||||
{
|
||||
Pipeline::Standard => &self.standard_pipeline,
|
||||
Pipeline::SnowClipmap => &self.snow_clipmap_pipeline,
|
||||
};
|
||||
render_pass.set_pipeline(pipeline);
|
||||
render_pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
|
||||
if let Some(ref displacement_bind_group) = draw_call.displacement_bind_group
|
||||
{
|
||||
render_pass.set_bind_group(1, displacement_bind_group, &[]);
|
||||
}
|
||||
|
||||
render_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
||||
|
||||
if let Some(ref instance_buffer) = draw_call.instance_buffer
|
||||
{
|
||||
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
|
||||
}
|
||||
|
||||
render_pass
|
||||
.set_index_buffer(draw_call.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
render_pass.draw_indexed(0..draw_call.num_indices, 0, 0..draw_call.num_instances);
|
||||
}
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
|
||||
let frame = match self.surface.get_current_texture()
|
||||
{
|
||||
Ok(frame) => frame,
|
||||
Err(_) =>
|
||||
{
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
self.surface
|
||||
.get_current_texture()
|
||||
.expect("Failed to acquire next surface texture")
|
||||
}
|
||||
};
|
||||
|
||||
let screen_view = frame
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut blit_encoder =
|
||||
self.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Blit Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut blit_pass = blit_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Blit Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &screen_view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
depth_slice: None,
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
});
|
||||
|
||||
blit_pass.set_pipeline(&self.blit_pipeline);
|
||||
blit_pass.set_bind_group(0, &self.blit_bind_group, &[]);
|
||||
blit_pass.set_vertex_buffer(0, self.quad_vb.slice(..));
|
||||
blit_pass.set_index_buffer(self.quad_ib.slice(..), wgpu::IndexFormat::Uint16);
|
||||
blit_pass.draw_indexed(0..self.quad_num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(blit_encoder.finish()));
|
||||
frame.present();
|
||||
}
|
||||
|
||||
pub fn render_scale(&self) -> (u32, u32)
|
||||
{
|
||||
(
|
||||
self.config.width / self.framebuffer.width,
|
||||
self.config.height / self.framebuffer.height,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn set_terrain_data(&mut self)
|
||||
{
|
||||
let shadow_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("Shadow Bind Group"),
|
||||
layout: &self.shadow_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: self.uniform_buffer.as_entire_binding(),
|
||||
}],
|
||||
});
|
||||
|
||||
let shadow_pipeline =
|
||||
pipeline::create_shadow_pipeline(&self.device, &self.shadow_bind_group_layout);
|
||||
|
||||
self.shadow_bind_group = Some(shadow_bind_group);
|
||||
self.shadow_pipeline = Some(shadow_pipeline);
|
||||
self.terrain_height_scale = 1.0;
|
||||
}
|
||||
|
||||
pub fn init_snow_light_accumulation(&mut self, terrain_min: glam::Vec2, terrain_max: glam::Vec2)
|
||||
{
|
||||
let snow_light_accumulation = crate::snow_light::SnowLightAccumulation::new(
|
||||
&self.device,
|
||||
terrain_min,
|
||||
terrain_max,
|
||||
512,
|
||||
);
|
||||
|
||||
self.snow_light_accumulation = Some(snow_light_accumulation);
|
||||
}
|
||||
|
||||
pub fn set_snow_depth(&mut self, snow_depth_view: &wgpu::TextureView)
|
||||
{
|
||||
println!("set_snow_depth() called");
|
||||
if let Some(ref mut snow_light_accum) = self.snow_light_accumulation
|
||||
{
|
||||
println!("Snow light accumulation exists, setting up bind groups");
|
||||
let snow_depth_sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: Some("Snow Depth Sampler"),
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Nearest,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
match crate::texture::HeightmapTexture::load(
|
||||
&self.device,
|
||||
&self.queue,
|
||||
"textures/terrain_heightmap.exr",
|
||||
)
|
||||
{
|
||||
Ok(heightmap) =>
|
||||
{
|
||||
snow_light_accum.set_heightmap(
|
||||
&self.device,
|
||||
&heightmap.view,
|
||||
&heightmap.sampler,
|
||||
&self.shadow_map_view,
|
||||
&self.shadow_map_sampler,
|
||||
snow_depth_view,
|
||||
&snow_depth_sampler,
|
||||
);
|
||||
}
|
||||
Err(e) =>
|
||||
{
|
||||
eprintln!("Failed to load heightmap for snow depth setup: {}", e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn aspect_ratio(&self) -> f32
|
||||
{
|
||||
self.config.width as f32 / self.config.height as f32
|
||||
}
|
||||
}
|
||||
|
||||
thread_local! {
|
||||
static GLOBAL_RENDERER: RefCell<Option<Renderer>> = RefCell::new(None);
|
||||
}
|
||||
|
||||
pub fn init(renderer: Renderer)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| *r.borrow_mut() = Some(renderer));
|
||||
}
|
||||
|
||||
pub fn with_device<F, R>(f: F) -> R
|
||||
where
|
||||
F: FnOnce(&wgpu::Device) -> R,
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let renderer = r.borrow();
|
||||
let renderer = renderer.as_ref().expect("Renderer not set");
|
||||
f(&renderer.device)
|
||||
})
|
||||
}
|
||||
|
||||
pub fn with_queue<F, R>(f: F) -> R
|
||||
where
|
||||
F: FnOnce(&wgpu::Queue) -> R,
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let renderer = r.borrow();
|
||||
let renderer = renderer.as_ref().expect("Renderer not set");
|
||||
f(&renderer.queue)
|
||||
})
|
||||
}
|
||||
|
||||
pub fn set_terrain_data()
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let mut renderer = r.borrow_mut();
|
||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
||||
renderer.set_terrain_data();
|
||||
});
|
||||
}
|
||||
|
||||
pub fn init_snow_light_accumulation(terrain_min: glam::Vec2, terrain_max: glam::Vec2)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let mut renderer = r.borrow_mut();
|
||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
||||
renderer.init_snow_light_accumulation(terrain_min, terrain_max);
|
||||
});
|
||||
}
|
||||
|
||||
pub fn set_snow_depth(snow_depth_view: &wgpu::TextureView)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let mut renderer = r.borrow_mut();
|
||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
||||
renderer.set_snow_depth(snow_depth_view);
|
||||
});
|
||||
}
|
||||
|
||||
pub fn aspect_ratio() -> f32
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let renderer = r.borrow();
|
||||
let renderer = renderer.as_ref().expect("Renderer not set");
|
||||
renderer.aspect_ratio()
|
||||
})
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
view: &glam::Mat4,
|
||||
projection: &glam::Mat4,
|
||||
camera_position: glam::Vec3,
|
||||
player_position: glam::Vec3,
|
||||
draw_calls: &[DrawCall],
|
||||
time: f32,
|
||||
delta_time: f32,
|
||||
)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let mut renderer = r.borrow_mut();
|
||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
||||
renderer.render(
|
||||
view,
|
||||
projection,
|
||||
camera_position,
|
||||
player_position,
|
||||
draw_calls,
|
||||
time,
|
||||
delta_time,
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
pub fn set_shadow_bias(bias: f32)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let mut renderer = r.borrow_mut();
|
||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
||||
renderer.shadow_bias = bias;
|
||||
});
|
||||
}
|
||||
|
||||
pub fn update_spotlights(spotlights: Vec<Spotlight>)
|
||||
{
|
||||
GLOBAL_RENDERER.with(|r| {
|
||||
let mut renderer = r.borrow_mut();
|
||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
||||
renderer.spotlights = spotlights;
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user