feat(renderer): rewrote the core of the Renderer2D as a temporary module

This commit is contained in:
lisk77 2025-08-03 02:11:45 +02:00
parent ae9918c9b9
commit f8dabf955e
4 changed files with 313 additions and 3 deletions

View file

@ -1,6 +1,7 @@
mod camera; mod camera;
mod draw_info;
mod render_group;
mod render_pass;
pub mod renderer; pub mod renderer;
pub mod renderer2d; pub mod renderer2d;
mod render_pass; pub mod renderer2d_;
mod render_group;
mod draw_info;

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@ -0,0 +1,25 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) color: vec4<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4(input.position, 1.0);
out.tex_coords = input.tex_coords;
out.color = input.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}

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@ -0,0 +1,188 @@
mod render_context;
use render_context::*;
use crate::renderer::Renderer;
use comet_colors::Color;
use comet_resources::{graphic_resource_manager::GraphicResourceManager, Vertex};
use std::iter;
use std::sync::Arc;
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use winit::window::Window;
pub struct Renderer2D_<'a> {
render_context: RenderContext<'a>,
universal_render_pipeline: wgpu::RenderPipeline,
graphic_resource_manager: GraphicResourceManager,
vertex_vec: Vec<Vertex>,
vertex_buffer: wgpu::Buffer,
index_vec: Vec<u32>,
index_buffer: wgpu::Buffer,
num_indices: u32,
clear_color: wgpu::Color,
}
impl<'a> Renderer2D_<'a> {
pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D_<'a> {
let render_context = RenderContext::new(window.clone(), clear_color);
let graphic_resource_manager = GraphicResourceManager::new();
let clear_color = match clear_color {
Some(color) => color.to_wgpu(),
None => wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
},
};
let universal_renderpipeline_module =
render_context
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Universal Render Pipeline Shader Module"),
source: wgpu::ShaderSource::Wgsl(include_str!("base.wgsl").into()),
});
let universal_renderpipeline_layout =
render_context
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Universal Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let universal_render_pipeline =
render_context
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Universal Render Pipeline"),
layout: Some(&universal_renderpipeline_layout),
vertex: wgpu::VertexState {
module: &universal_renderpipeline_module,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &universal_renderpipeline_module,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: render_context.config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let vertex_buffer =
render_context
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: &[],
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
let index_buffer =
render_context
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: &[],
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
});
Self {
render_context,
universal_render_pipeline,
graphic_resource_manager,
vertex_buffer,
vertex_vec: vec![],
index_buffer,
index_vec: vec![],
num_indices: 0,
clear_color,
}
}
}
impl<'a> Renderer for Renderer2D_<'a> {
fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D_<'a> {
Self::new(window, clear_color)
}
fn size(&self) -> PhysicalSize<u32> {
self.render_context.size()
}
fn resize(&mut self, new_size: PhysicalSize<u32>) {
self.render_context.resize(new_size)
}
fn update(&mut self) -> f32 {
self.render_context.update()
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.render_context.surface.get_current_texture()?;
let output_view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
self.render_context
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Universal 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_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
self.render_context
.queue
.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}

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@ -0,0 +1,96 @@
use comet_colors::Color;
use std::sync::Arc;
use std::time::Instant;
use winit::dpi::PhysicalSize;
use winit::window::Window;
pub struct RenderContext<'a> {
pub surface: wgpu::Surface<'a>,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub config: wgpu::SurfaceConfiguration,
pub size: PhysicalSize<u32>,
pub last_frame_time: Instant,
pub delta_time: f32,
}
impl<'a> RenderContext<'a> {
pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> RenderContext<'a> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window).unwrap();
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let (device, queue) = pollster::block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
None,
))
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
Self {
surface,
device,
queue,
config,
size,
last_frame_time: Instant::now(),
delta_time: 0.0,
}
}
pub fn size(&self) -> PhysicalSize<u32> {
self.size
}
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
pub fn update(&mut self) -> f32 {
let now = Instant::now();
let delta_time = now.duration_since(self.last_frame_time).as_millis() as f32 / 1000.0;
self.last_frame_time = now;
self.delta_time = delta_time;
delta_time
}
}