Files
snow_trail/src/render/mod.rs
2026-03-04 09:04:37 +01:00

1077 lines
38 KiB
Rust

mod bind_group;
mod debug_overlay;
mod pipeline;
mod shadow;
mod types;
pub use types::{DrawCall, Pipeline, Spotlight, SpotlightRaw, Uniforms, MAX_SPOTLIGHTS};
use crate::debug::DebugMode;
use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
use crate::texture::{DitherTextures, FlowmapTexture};
use pipeline::{create_debug_lines_pipeline, create_main_pipeline, create_snow_clipmap_pipeline,
create_wireframe_pipeline};
use std::cell::RefCell;
pub struct Renderer
{
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub surface: wgpu::Surface<'static>,
pub config: wgpu::SurfaceConfiguration,
framebuffer: LowResFramebuffer,
standard_pipeline: wgpu::RenderPipeline,
snow_clipmap_pipeline: wgpu::RenderPipeline,
wireframe_pipeline: Option<wgpu::RenderPipeline>,
debug_lines_pipeline: Option<wgpu::RenderPipeline>,
debug_overlay: Option<debug_overlay::DebugOverlay>,
wireframe_supported: bool,
uniform_buffer: wgpu::Buffer,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
quad_vb: wgpu::Buffer,
quad_ib: wgpu::Buffer,
quad_num_indices: u32,
blit_pipeline: wgpu::RenderPipeline,
blit_bind_group: wgpu::BindGroup,
shadow_pipeline: Option<wgpu::RenderPipeline>,
shadow_bind_group_layout: wgpu::BindGroupLayout,
shadow_bind_group: Option<wgpu::BindGroup>,
terrain_height_scale: f32,
pub spotlights: Vec<Spotlight>,
pub shadow_bias: f32,
shadow_map_texture: wgpu::Texture,
shadow_map_view: wgpu::TextureView,
shadow_map_sampler: wgpu::Sampler,
dither_textures: Option<DitherTextures>,
flowmap_texture: Option<FlowmapTexture>,
blue_noise_view: wgpu::TextureView,
blue_noise_sampler: wgpu::Sampler,
dummy_snow_light_view: wgpu::TextureView,
dummy_snow_light_sampler: wgpu::Sampler,
snow_light_accumulation: Option<crate::snow_light::SnowLightAccumulation>,
snow_light_bound: bool,
}
impl Renderer
{
pub async fn new(
window: &sdl3::video::Window,
render_scale: u32,
) -> Result<Self, Box<dyn std::error::Error>>
{
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::VULKAN,
..Default::default()
});
let surface = unsafe {
let target = wgpu::SurfaceTargetUnsafe::from_window(window)?;
instance.create_surface_unsafe(target)?
};
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.map_err(|_| "Failed to find adapter")?;
let wireframe_supported =
adapter.features().contains(wgpu::Features::POLYGON_MODE_LINE);
let required_features = if wireframe_supported
{
wgpu::Features::POLYGON_MODE_LINE
}
else
{
wgpu::Features::empty()
};
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
required_features,
..Default::default()
})
.await?;
let size = window.size();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_capabilities(&adapter).formats[0],
width: size.0,
height: size.1,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let low_res_width = config.width / render_scale;
let low_res_height = config.height / render_scale;
let framebuffer =
LowResFramebuffer::new(&device, low_res_width, low_res_height, config.format);
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Uniform Buffer"),
size: std::mem::size_of::<Uniforms>() as wgpu::BufferAddress,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let dither_textures = match DitherTextures::load_octaves(&device, &queue)
{
Ok(textures) =>
{
println!("Loaded dither textures successfully");
Some(textures)
}
Err(e) =>
{
eprintln!(
"Warning: Could not load dither textures: {}. Rendering may look incorrect.",
e
);
None
}
};
let flowmap_texture =
match FlowmapTexture::load(&device, &queue, "textures/terrain_flowmap.exr")
{
Ok(texture) =>
{
println!("Loaded terrain flowmap successfully");
Some(texture)
}
Err(e) =>
{
eprintln!(
"Warning: Could not load terrain flowmap: {}. Path lighting will not work.",
e
);
None
}
};
let blue_noise_data = image::open("textures/blue_noise.png")
.expect("Failed to load blue noise texture")
.to_luma8();
let blue_noise_size = blue_noise_data.dimensions();
let blue_noise_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Blue Noise"),
size: wgpu::Extent3d {
width: blue_noise_size.0,
height: blue_noise_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &blue_noise_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&blue_noise_data,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(blue_noise_size.0),
rows_per_image: Some(blue_noise_size.1),
},
wgpu::Extent3d {
width: blue_noise_size.0,
height: blue_noise_size.1,
depth_or_array_layers: 1,
},
);
let blue_noise_view =
blue_noise_texture.create_view(&wgpu::TextureViewDescriptor::default());
let blue_noise_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Blue Noise Sampler"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let shadow_map_size = 4096;
let shadow_map_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Shadow Map"),
size: wgpu::Extent3d {
width: shadow_map_size,
height: shadow_map_size,
depth_or_array_layers: MAX_SPOTLIGHTS as u32,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let shadow_map_view = shadow_map_texture.create_view(&wgpu::TextureViewDescriptor {
dimension: Some(wgpu::TextureViewDimension::D2Array),
..Default::default()
});
let shadow_map_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Shadow Map Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
let dummy_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Dummy Snow Light"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R16Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &dummy_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&[0u8; 2],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(2),
rows_per_image: Some(1),
},
wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
);
let dummy_snow_light_view =
dummy_texture.create_view(&wgpu::TextureViewDescriptor::default());
let dummy_snow_light_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Snow Light Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 8,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 9,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 10,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let bind_group = Self::create_bind_group_from_parts(
&device,
&bind_group_layout,
&uniform_buffer,
&shadow_map_view,
&shadow_map_sampler,
dither_textures.as_ref().expect("Dither textures required"),
flowmap_texture.as_ref().expect("Flowmap texture required"),
&blue_noise_view,
&blue_noise_sampler,
&dummy_snow_light_view,
&dummy_snow_light_sampler,
);
let standard_pipeline = create_main_pipeline(
&device,
config.format,
&bind_group_layout,
wgpu::DepthBiasState::default(),
"Standard Pipeline",
);
let snow_clipmap_pipeline =
create_snow_clipmap_pipeline(&device, config.format, &bind_group_layout);
let (quad_vb, quad_ib, quad_num_indices) = create_fullscreen_quad(&device);
let blit_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Blit Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Blit Bind Group"),
layout: &blit_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&framebuffer.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&framebuffer.sampler),
},
],
});
let blit_pipeline = create_blit_pipeline(&device, config.format, &blit_bind_group_layout);
let wireframe_pipeline = if wireframe_supported
{
Some(create_wireframe_pipeline(&device, config.format, &bind_group_layout))
}
else
{
None
};
let debug_lines_pipeline =
Some(create_debug_lines_pipeline(&device, config.format, &bind_group_layout));
let debug_overlay = Some(debug_overlay::DebugOverlay::new(&device, config.format));
let shadow_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Shadow Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
Ok(Self {
device,
queue,
surface,
config,
framebuffer,
standard_pipeline,
snow_clipmap_pipeline,
wireframe_pipeline,
debug_lines_pipeline,
debug_overlay,
wireframe_supported,
uniform_buffer,
bind_group_layout,
bind_group,
quad_vb,
quad_ib,
quad_num_indices,
blit_pipeline,
blit_bind_group,
shadow_pipeline: None,
shadow_bind_group_layout,
shadow_bind_group: None,
terrain_height_scale: 10.0,
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,
debug_mode: DebugMode,
) -> wgpu::SurfaceTexture
{
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,
debug_mode.as_u32(),
);
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,
multiview_mask: None,
});
let pipeline = match draw_call.pipeline
{
Pipeline::Standard => &self.standard_pipeline,
Pipeline::SnowClipmap => &self.snow_clipmap_pipeline,
Pipeline::DebugLines => self
.debug_lines_pipeline
.as_ref()
.unwrap_or(&self.standard_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);
}
}
if debug_mode == DebugMode::Wireframe
{
if let Some(ref wireframe_pipeline) = self.wireframe_pipeline
{
for draw_call in draw_calls.iter()
{
if matches!(draw_call.pipeline, Pipeline::SnowClipmap | Pipeline::DebugLines)
{
continue;
}
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,
4,
);
self.queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[uniforms]),
);
{
let mut wire_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Wireframe Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.framebuffer.view,
resolve_target: None,
ops: wgpu::Operations {
load: 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: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
},
),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
wire_pass.set_pipeline(wireframe_pipeline);
wire_pass.set_bind_group(0, &self.bind_group, &[]);
wire_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
if let Some(ref instance_buffer) = draw_call.instance_buffer
{
wire_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
wire_pass.set_index_buffer(
draw_call.index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
wire_pass.draw_indexed(
0..draw_call.num_indices,
0,
0..draw_call.num_instances,
);
}
}
}
}
if debug_mode == DebugMode::ShadowMap
{
if let Some(ref overlay) = self.debug_overlay
{
let shadow_view = &self.shadow_map_view;
let framebuffer_view = &self.framebuffer.view;
let quad_vb = &self.quad_vb;
let quad_ib = &self.quad_ib;
let quad_num = self.quad_num_indices;
let device = &self.device;
overlay.render_shadow_map(
&mut encoder,
framebuffer_view,
shadow_view,
quad_vb,
quad_ib,
quad_num,
device,
);
}
}
else if debug_mode == DebugMode::SnowLight
{
if let Some(ref overlay) = self.debug_overlay
{
let snow_light_view = self
.snow_light_accumulation
.as_ref()
.map(|s| s.read_view())
.unwrap_or(&self.dummy_snow_light_view);
let framebuffer_view = &self.framebuffer.view;
let quad_vb = &self.quad_vb;
let quad_ib = &self.quad_ib;
let quad_num = self.quad_num_indices;
let device = &self.device;
let sampler = &self.dummy_snow_light_sampler;
overlay.render_snow_light(
&mut encoder,
framebuffer_view,
snow_light_view,
sampler,
quad_vb,
quad_ib,
quad_num,
device,
);
}
}
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,
multiview_mask: 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
}
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,
debug_mode: DebugMode,
) -> wgpu::SurfaceTexture
{
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,
debug_mode,
)
})
}
pub fn with_surface_format<F, R>(f: F) -> R
where
F: FnOnce(wgpu::TextureFormat) -> R,
{
GLOBAL_RENDERER.with(|r| {
let renderer = r.borrow();
let renderer = renderer.as_ref().expect("Renderer not set");
f(renderer.config.format)
})
}
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;
});
}