feat: added multiple render passes to the Renderer2D but only one render pass right now works so quite work in progress

This commit is contained in:
lisk77 2025-03-22 23:25:05 +01:00
parent 4d4c6aad90
commit 391673ac09
2 changed files with 311 additions and 60 deletions

View file

@ -8,6 +8,7 @@ pub enum RenderPassType {
User
}
pub struct RenderPassInfo {
pass_name: String,
pass_type: RenderPassType,
@ -26,7 +27,7 @@ impl RenderPassInfo {
pass_name: String,
texture_group_layout: &BindGroupLayout,
texture: &Texture,
shader: ShaderModule,
shader: &ShaderModule,
vertex_data: Vec<Vertex>,
index_data: Vec<u16>,
pipeline_layout: &PipelineLayout,

View file

@ -1,4 +1,5 @@
use std::iter;
use std::num::NonZeroU16;
use std::path::PathBuf;
use std::sync::Arc;
use std::time::Instant;
@ -6,6 +7,7 @@ use wgpu::{BufferUsages, ShaderModule};
use wgpu::naga::ShaderStage;
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use winit::window::CursorIcon::Text;
use winit::window::Window;
use comet_colors::{ Color, LinearRgba };
use comet_ecs::{Camera, Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene};
@ -27,6 +29,8 @@ pub struct Renderer2D<'a> {
render_pipeline_layout: wgpu::PipelineLayout,
universal_render_pipeline: wgpu::RenderPipeline,
texture_bind_group_layout: wgpu::BindGroupLayout,
dummy_texture_bind_group: wgpu::BindGroup,
texture_sampler: wgpu::Sampler,
camera: RenderCamera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
@ -40,9 +44,6 @@ pub struct Renderer2D<'a> {
impl<'a> Renderer2D<'a> {
pub async fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D<'a> {
let geometry_data: Vec<Vertex> = vec![];
let index_data: Vec<u16> = vec![];
let size = PhysicalSize::<u32>::new(1920, 1080);
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
@ -167,6 +168,7 @@ impl<'a> Renderer2D<'a> {
bind_group_layouts: &[
&texture_bind_group_layout,
&camera_bind_group_layout,
&texture_bind_group_layout,
],
push_constant_ranges: &[],
});
@ -226,8 +228,8 @@ impl<'a> Renderer2D<'a> {
"Standard Render Pass".to_string(),
&texture_bind_group_layout,
&diffuse_texture,
geometry_data.clone(),
index_data.clone(),
vec![],
vec![],
));
let clear_color = match clear_color {
@ -240,6 +242,51 @@ impl<'a> Renderer2D<'a> {
}
};
let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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::FilterMode::Linear,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
compare: None,
anisotropy_clamp: 16,
border_color: None,
..Default::default()
});
let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Empty Texture"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
});
let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&empty_texture.create_view(&wgpu::TextureViewDescriptor::default())),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&texture_sampler),
},
],
label: Some("dummy_texture_bind_group"),
});
Self {
surface,
device,
@ -249,6 +296,8 @@ impl<'a> Renderer2D<'a> {
render_pipeline_layout,
universal_render_pipeline,
texture_bind_group_layout,
dummy_texture_bind_group,
texture_sampler,
camera,
camera_uniform,
camera_buffer,
@ -283,8 +332,19 @@ impl<'a> Renderer2D<'a> {
}
}
pub fn add_render_pass(&mut self, render_pass_info: RenderPassInfo) {
self.render_pass.push(render_pass_info);
pub fn add_render_pass(&mut self, name: String, texture: Texture, shader: String) {
let render_pass = RenderPassInfo::new_user_pass(
&self.device,
name,
&self.texture_bind_group_layout,
&texture,
self.graphic_resource_manager.get_shader(shader.as_str()).unwrap(),
vec![],
vec![],
&self.render_pipeline_layout,
&self.config
);
self.render_pass.push(render_pass);
}
/// A function that loads a shader from the resources/shaders folder given the full name of the shader file.
@ -320,6 +380,17 @@ impl<'a> Renderer2D<'a> {
pub fn load_font(&mut self, path: &str, size: f32) {
self.graphic_resource_manager.load_font(path, size);
let atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == path).unwrap().glyphs().atlas();
let font_pass = RenderPassInfo::new_engine_pass(
&self.device,
format!("Font Render Pass {}", path),
&self.texture_bind_group_layout,
&Texture::from_image(&self.device, &self.queue, atlas, None, false).unwrap(),
vec![],
vec![],
);
self.render_pass.push(font_pass);
}
/// An interface for getting the location of the texture in the texture atlas.
@ -333,18 +404,6 @@ impl<'a> Renderer2D<'a> {
font_atlas.get_glyph(glyph).unwrap()
}
fn create_rectangle(&self, width: f32, height: f32) -> Vec<Vertex> {
let (bound_x, bound_y) =
((width/ self.config.width as f32) * 0.5, (height/ self.config.height as f32) * 0.5);
vec![
Vertex :: new ( [-bound_x, bound_y, 0.0], [0.0, 0.0], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x, -bound_y, 0.0], [0.0, 1.0], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x, -bound_y, 0.0], [1.0, 1.0], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x, bound_y, 0.0], [1.0, 0.0], [0.0, 0.0, 0.0, 0.0] )
]
}
/// A function that allows you to set the texture atlas with a list of paths to the textures.
/// The old texture atlas will be replaced with the new one.
pub fn set_texture_atlas_by_paths(&mut self, paths: Vec<String>) {
@ -352,17 +411,18 @@ impl<'a> Renderer2D<'a> {
self.render_pass[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
}
fn switch_texture(&mut self, to: Texture) {
todo!()
}
fn set_texture_atlas(&mut self) {
self.switch_texture(Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
}
fn set_font_atlas(&mut self, font: String) {
let font_atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap();
self.switch_texture(Texture::from_image(&self.device, &self.queue, font_atlas.glyphs().atlas(), None, false).unwrap());
fn set_texture_atlas(&mut self, texture_atlas: Texture) {
self.render_pass[0].set_texture(
&self.device,
&self.texture_bind_group_layout,
&Texture::from_image(
&self.device,
&self.queue,
&texture_atlas.to_image(&self.device, &self.queue).unwrap(),
None,
false
).unwrap()
);
}
fn get_project_root() -> std::io::Result<PathBuf> {
@ -437,7 +497,7 @@ impl<'a> Renderer2D<'a> {
/// A function to draw text at a given position.
pub fn draw_text_at(&mut self, text: &str, font: String, size: f32, position: Point2, color: impl Color) {
self.set_font_atlas(font.clone());
//self.set_font_atlas(font.clone());
let wgpu_color = color.to_wgpu();
let vert_color = [wgpu_color.r as f32, wgpu_color.g as f32, wgpu_color.b as f32, wgpu_color.a as f32];
@ -490,6 +550,63 @@ impl<'a> Renderer2D<'a> {
}
}
fn add_text_to_buffers(&self, text: String, font: String, size: f32, position: Point2, color: wgpu::Color) -> (Vec<Vertex>, Vec<u16>) {
let vert_color = [color.r as f32, color.g as f32, color.b as f32, color.a as f32];
let screen_position = Point2::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32);
let scale_factor = size / self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().size();
let line_height = (self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().line_height() / self.config.height as f32) * scale_factor;
let lines = text.split("\n").collect::<Vec<&str>>();
let mut x_offset = 0.0;
let mut y_offset = 0.0;
let mut vertex_data = Vec::new();
let mut index_data = Vec::new();
for line in lines {
for c in line.chars() {
let region = self.get_glyph_region(c, font.clone());
let (dim_x, dim_y) = region.dimensions();
let w = (dim_x as f32 / self.config.width as f32) * scale_factor;
let h = (dim_y as f32 / self.config.height as f32) * scale_factor;
let offset_x_px = (region.offset_x() / self.config.width as f32) * scale_factor;
let offset_y_px = (region.offset_y() / self.config.height as f32) * scale_factor;
let glyph_left = screen_position.x() + x_offset + offset_x_px;
let glyph_top = screen_position.y() - offset_y_px - y_offset;
let glyph_right = glyph_left + w;
let glyph_bottom = glyph_top - h;
let vertices: &mut Vec<Vertex> = &mut vec![
Vertex::new([ glyph_left, glyph_top, 0.0 ], [region.u0(), region.v0()], vert_color),
Vertex::new([ glyph_left, glyph_bottom, 0.0 ], [region.u0(), region.v1()], vert_color),
Vertex::new([ glyph_right, glyph_bottom, 0.0 ], [region.u1(), region.v1()], vert_color),
Vertex::new([ glyph_right, glyph_top, 0.0 ], [region.u1(), region.v0()], vert_color),
];
let buffer_size = self.render_pass[1].vertex_data().len() as u16;
let indices: &mut Vec<u16> = &mut vec![
buffer_size, buffer_size + 1, buffer_size + 3,
buffer_size + 1, buffer_size + 2, buffer_size + 3,
];
x_offset += (region.advance() / self.config.width as f32) * scale_factor;
vertex_data.append(vertices);
index_data.append(indices);
}
y_offset += line_height;
x_offset = 0.0;
}
(vertex_data, index_data)
}
fn find_priority_camera(&self, cameras: Vec<Camera2D>) -> usize {
let mut priority = 0;
let mut position = 0;
@ -563,12 +680,14 @@ impl<'a> Renderer2D<'a> {
/// The entities must have the `Render2D` and `Transform2D` components to be rendered as well as set visible.
pub fn render_scene_2d(&mut self, scene: &Scene) {
let cameras = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Camera2D::type_id()]));
let entities = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()]));
if cameras.is_empty() {
return;
}
let entities = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()]));
//let texts = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), comet_ecs::Text::type_id()]));
self.setup_camera(cameras, scene);
let mut vertex_buffer: Vec<Vertex> = Vec::new();
@ -604,6 +723,18 @@ impl<'a> Renderer2D<'a> {
}
}
/*for text in texts {
let component = scene.get_component::<comet_ecs::Text>(text).unwrap();
let transform = scene.get_component::<Transform2D>(text).unwrap();
if component.is_visible() {
let (vertices, indices) = self.add_text_to_buffers(component.content().to_string(), component.font().to_string(), component.font_size(), Point2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
let render_pass = self.render_pass.iter_mut().find(|r| r.pass_name() == format!("Font Render Pass {}", component.font())).unwrap();
render_pass.set_vertex_buffer(&self.device, &self.queue, vertices);
render_pass.set_index_buffer(&self.device, &self.queue, indices);
}
}*/
self.set_buffers(vertex_buffer, index_buffer);
}
@ -713,9 +844,7 @@ impl<'a> Renderer2D<'a> {
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
@ -723,37 +852,158 @@ impl<'a> Renderer2D<'a> {
label: Some("Render Encoder"),
});
for pass in self.render_pass.iter() {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(pass.pass_name()),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
if self.render_pass.len() < 2 {
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.universal_render_pipeline);
render_pass.set_bind_group(0, self.render_pass[0].texture_bind_group(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_bind_group(2, &self.dummy_texture_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.render_pass[0].vertex_buffer().slice(..));
render_pass.set_index_buffer(self.render_pass[0].index_buffer().slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.render_pass[0].num_indices(), 0, 0..1);
}
}
else {
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some("Intermediary Texture"),
size: wgpu::Extent3d {
width: self.config.width,
height: self.config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
});
match pass.pass_type() {
RenderPassType::Engine => render_pass.set_pipeline(&self.universal_render_pipeline),
RenderPassType::User => render_pass.set_pipeline(pass.pipeline().unwrap()),
let intermediary_texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let (middle, last) = self.render_pass.split_at(self.render_pass.len() - 1);
let first_pass = &middle[0];
let last_pass = &last[0];
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &intermediary_texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.universal_render_pipeline);
render_pass.set_bind_group(0, first_pass.texture_bind_group(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_bind_group(2, &self.dummy_texture_bind_group, &[]);
render_pass.set_vertex_buffer(0, first_pass.vertex_buffer().slice(..));
render_pass.set_index_buffer(first_pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..first_pass.num_indices(), 0, 0..1);
}
/*if middle.iter().skip(1).len() > 0 {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Middle Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &intermediary_texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
for pass in &middle[1..] {
render_pass.set_pipeline(match pass.pass_type() {
RenderPassType::Engine => &self.universal_render_pipeline,
RenderPassType::User => pass.pipeline().unwrap(),
});
render_pass.set_bind_group(0, pass.texture_bind_group(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_bind_group(2, &self.dummy_texture_bind_group, &[]);
render_pass.set_vertex_buffer(0, pass.vertex_buffer().slice(..));
render_pass.set_index_buffer(pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..pass.num_indices(), 0, 0..1);
}
}*/
let intermediary_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&intermediary_texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.texture_sampler),
},
],
label: Some("intermediary_bind_group"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Last Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(match last_pass.pass_type() {
RenderPassType::Engine => &self.universal_render_pipeline,
RenderPassType::User => last_pass.pipeline().unwrap(),
});
render_pass.set_bind_group(0, last_pass.texture_bind_group(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_bind_group(2, &intermediary_bind_group, &[]);
render_pass.set_vertex_buffer(0, last_pass.vertex_buffer().slice(..));
render_pass.set_index_buffer(last_pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..last_pass.num_indices(), 0, 0..1);
}
render_pass.set_bind_group(0, pass.texture_bind_group(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_vertex_buffer(0, pass.vertex_buffer().slice(..));
render_pass.set_index_buffer(pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..pass.num_indices(), 0, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}
@ -767,7 +1017,7 @@ impl<'a> Renderer for Renderer2D<'a> {
self.size()
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
fn resize(&mut self, new_size: PhysicalSize<u32>) {
self.resize(new_size)
}