mirror of
https://github.com/lisk77/comet.git
synced 2025-10-23 21:38:50 +00:00
950 lines
No EOL
32 KiB
Rust
950 lines
No EOL
32 KiB
Rust
use std::iter;
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use std::path::PathBuf;
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use std::sync::Arc;
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use std::time::Instant;
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use wgpu::BufferUsages;
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use wgpu::core::command::DrawKind::Draw;
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use wgpu::naga::ShaderStage;
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use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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use comet_colors::Color;
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use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene, Text};
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use comet_log::*;
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use comet_math::{p2, p3, v2, v3};
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use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
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use comet_resources::texture_atlas::TextureRegion;
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use comet_structs::ComponentSet;
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use crate::camera::{RenderCamera, CameraUniform};
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use crate::draw_info::DrawInfo;
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use crate::render_pass::{RenderPassInfo, RenderPassType};
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use crate::renderer::Renderer;
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pub struct Renderer2D<'a> {
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: PhysicalSize<u32>,
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render_pipeline_layout: wgpu::PipelineLayout,
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universal_render_pipeline: wgpu::RenderPipeline,
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texture_bind_group_layout: wgpu::BindGroupLayout,
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dummy_texture_bind_group: wgpu::BindGroup,
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texture_sampler: wgpu::Sampler,
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camera: RenderCamera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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render_pass: Vec<RenderPassInfo>,
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draw_info: Vec<DrawInfo>,
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graphic_resource_manager: GraphicResourceManager,
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delta_time: f32,
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last_frame_time: Instant,
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clear_color: wgpu::Color,
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}
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impl<'a> Renderer2D<'a> {
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pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D<'a> {
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let size = PhysicalSize::<u32>::new(1920, 1080);
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(window).unwrap();
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let adapter = pollster::block_on(instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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}))
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.unwrap();
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let (device, queue) = pollster::block_on(adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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None, // Trace path
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))
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("base2d.wgsl").into()),
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});
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let graphic_resource_manager = GraphicResourceManager::new();
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let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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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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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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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label: Some("texture_bind_group_layout"),
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});
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let camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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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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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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let universal_render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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let mut render_pass: Vec<RenderPassInfo> = Vec::new();
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/*render_pass.push(RenderPassInfo::new_engine_pass(
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&device,
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"Standard Render Pass".to_string(),
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&texture_bind_group_layout,
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&diffuse_texture,
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vec![],
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vec![],
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));*/
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let clear_color = match clear_color {
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Some(color) => color.to_wgpu(),
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None => wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}
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};
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let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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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::Linear,
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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compare: None,
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anisotropy_clamp: 16,
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border_color: None,
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..Default::default()
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});
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let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Empty Texture"),
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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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::Bgra8UnormSrgb,
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usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
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});
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let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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(&empty_texture.create_view(&wgpu::TextureViewDescriptor::default())),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture_sampler),
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},
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],
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label: Some("dummy_texture_bind_group"),
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});
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let mut draw_info: Vec<DrawInfo> = Vec::new();
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Self {
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surface,
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device,
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queue,
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config,
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size,
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render_pipeline_layout,
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universal_render_pipeline,
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texture_bind_group_layout,
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dummy_texture_bind_group,
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texture_sampler,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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render_pass,
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draw_info,
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graphic_resource_manager,
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delta_time: 0.0,
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last_frame_time: Instant::now(),
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clear_color,
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}
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}
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pub fn dt(&self) -> f32 {
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self.delta_time
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}
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pub fn config(&self) -> &wgpu::SurfaceConfiguration {
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&self.config
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}
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pub fn size(&self) -> PhysicalSize<u32> {
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self.size
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}
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pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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//self.projection.resize(new_size.width, new_size.height);
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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pub fn add_render_pass(&mut self, name: String, texture: Texture, shader: String) {
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let render_pass = RenderPassInfo::new_user_pass(
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&self.device,
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name,
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&self.texture_bind_group_layout,
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&texture,
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self.graphic_resource_manager.get_shader(shader.as_str()).unwrap(),
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vec![],
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vec![],
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&self.render_pipeline_layout,
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&self.config
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);
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self.render_pass.push(render_pass);
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}
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pub fn add_draw_call(&mut self, draw_call: String, texture: Texture) {
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let draw_info = DrawInfo::new(
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draw_call,
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&self.device,
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&texture,
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&self.texture_bind_group_layout,
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&self.texture_sampler,
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vec![],
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vec![],
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);
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self.draw_info.push(draw_info);
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}
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/// A function that loads a shader from the resources/shaders folder given the full name of the shader file.
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pub fn load_shader(&mut self, file_name: &str, shader_stage: Option<ShaderStage>) {
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self.graphic_resource_manager.load_shader(shader_stage, ((Self::get_project_root().unwrap().as_os_str().to_str().unwrap().to_string() + "\\resources\\shaders\\").as_str().to_string() + file_name.clone()).as_str(), &self.device).unwrap();
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info!("Shader ({}) loaded successfully", file_name);
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}
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pub fn load_shaders(&mut self, shader_stages: Vec<Option<ShaderStage>>, file_names: Vec<&str>) {
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for (i, file_name) in file_names.iter().enumerate() {
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self.load_shader(file_name, shader_stages[i].clone());
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info!("Shader ({}) loaded successfully", file_name);
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}
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}
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/// A function that applies a shader to the entire surface of the `Renderer2D` if the shader is loaded.
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pub fn apply_shader(&mut self, shader: &str) {
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let module = match self.graphic_resource_manager.get_shader(shader) {
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Some(module) => module,
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None => {
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error!("Shader not found");
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return;
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}
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};
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self.render_pass[0].set_shader(&self.device, &self.config, &self.render_pipeline_layout, module);
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}
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/// A function to revert back to the base shader of the `Renderer2D`
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pub fn apply_base_shader(&mut self) {
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todo!()
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}
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pub fn load_font(&mut self, path: &str, size: f32) {
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self.graphic_resource_manager.load_font(path, size);
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let atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == path).unwrap().glyphs().atlas();
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let font_info = DrawInfo::new(
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format!("{}", path),
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&self.device,
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&Texture::from_image(&self.device, &self.queue, atlas, None, false).unwrap(),
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&self.texture_bind_group_layout,
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&self.texture_sampler,
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vec![],
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vec![],
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);
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self.draw_info.push(font_info);
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}
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/// An interface for getting the location of the texture in the texture atlas.
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pub fn get_texture_region(&self, texture_path: String) -> Option<&TextureRegion> {
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if !self.graphic_resource_manager.texture_atlas().textures().contains_key(&texture_path) {
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error!("Texture {} not found in atlas", &texture_path);
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}
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self.graphic_resource_manager.texture_atlas().textures().get(&texture_path)
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}
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pub fn get_glyph_region(&self, glyph: char, font: String) -> &TextureRegion {
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let font_atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap();
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font_atlas.get_glyph(glyph).unwrap()
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}
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/// A function that allows you to set the texture atlas with a list of paths to the textures.
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/// The old texture atlas will be replaced with the new one.
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pub fn set_texture_atlas_by_paths(&mut self, paths: Vec<String>) {
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self.graphic_resource_manager.create_texture_atlas(paths);
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let universal_draw = DrawInfo::new(
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"Universal Draw".to_string(),
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&self.device,
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&Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap(),
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&self.texture_bind_group_layout,
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&self.texture_sampler,
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vec![],
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vec![],
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);
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self.draw_info.push(universal_draw);
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//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());
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}
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fn set_texture_atlas(&mut self, texture_atlas: Texture) {
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self.draw_info[0].set_texture(
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&self.device,
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&self.texture_bind_group_layout,
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&texture_atlas,
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);
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/*self.render_pass[0].set_texture(
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&self.device,
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&self.texture_bind_group_layout,
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&Texture::from_image(
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&self.device,
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&self.queue,
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&texture_atlas.to_image(&self.device, &self.queue).unwrap(),
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None,
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false
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).unwrap()
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);*/
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}
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fn get_project_root() -> std::io::Result<PathBuf> {
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let path = std::env::current_dir()?;
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let mut path_ancestors = path.as_path().ancestors();
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while let Some(p) = path_ancestors.next() {
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let has_cargo =
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std::fs::read_dir(p)?
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.into_iter()
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.any(|p| p.unwrap().file_name() == std::ffi::OsString::from("Cargo.lock"));
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if has_cargo {
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return Ok(PathBuf::from(p))
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}
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}
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Err(std::io::Error::new(std::io::ErrorKind::NotFound, "Ran out of places to find Cargo.toml"))
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}
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/// A function that takes all the textures inside the resources/textures folder and creates a texture atlas from them.
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pub fn initialize_atlas(&mut self) {
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let texture_path = "resources/textures/".to_string();
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let mut paths: Vec<String> = Vec::new();
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|
|
for path in std::fs::read_dir(Self::get_project_root().unwrap().as_os_str().to_str().unwrap().to_string() + "/resources/textures").unwrap() {
|
|
paths.push(texture_path.clone() + path.unwrap().file_name().to_str().unwrap());
|
|
}
|
|
|
|
self.set_texture_atlas_by_paths(paths);
|
|
}
|
|
|
|
/// A function that writes on the buffers and sets the geometry and index buffer of the `Renderer2D` with the given data.
|
|
fn set_buffers(&mut self, new_geometry_buffer: Vec<Vertex>, new_index_buffer: Vec<u16>) {
|
|
self.draw_info[0].update_vertex_buffer(&self.device, &self.queue, new_geometry_buffer);
|
|
self.draw_info[0].update_index_buffer(&self.device, &self.queue, new_index_buffer);
|
|
//self.render_pass[0].set_vertex_buffer(&self.device, &self.queue, new_geometry_buffer);
|
|
//self.render_pass[0].set_index_buffer(&self.device, &self.queue, new_index_buffer);
|
|
}
|
|
|
|
/// A function that adds data to the already existing geometry and index buffers of the `Renderer2D`.
|
|
fn push_to_buffers(&mut self, new_geometry_data: &mut Vec<Vertex>, new_index_buffer: &mut Vec<u16>) {
|
|
self.render_pass[0].push_to_vertex_buffer(&self.device, new_geometry_data);
|
|
self.render_pass[0].push_to_index_buffer(&self.device, new_index_buffer);
|
|
}
|
|
|
|
/// A function that clears the geometry and index buffers of the `Renderer2D`.
|
|
fn clear_buffers(&mut self) {
|
|
todo!()
|
|
}
|
|
|
|
/// A function to just draw a textured quad at a given position.
|
|
pub fn draw_texture_at(&mut self, texture_path: String, position: p3) {
|
|
let region = self.graphic_resource_manager.texture_locations().get(&texture_path).unwrap();
|
|
let (dim_x, dim_y) = region.dimensions();
|
|
|
|
let (bound_x, bound_y) =
|
|
((dim_x as f32/ self.config.width as f32) * 0.5, (dim_y as f32/ self.config.height as f32) * 0.5);
|
|
|
|
let vertices: &mut Vec<Vertex> = &mut vec![
|
|
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0] ),
|
|
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0] ),
|
|
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0] ) ,
|
|
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0] )
|
|
];
|
|
|
|
let buffer_size = self.render_pass[0].vertex_data().len() as u16;
|
|
|
|
let indices: &mut Vec<u16> = &mut vec![
|
|
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
|
|
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
|
|
];
|
|
|
|
self.push_to_buffers(vertices, indices)
|
|
}
|
|
|
|
/// A function to draw text at a given position.
|
|
pub fn draw_text_at(&mut self, text: &str, font: String, size: f32, position: p2, color: impl Color) {
|
|
//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];
|
|
|
|
let screen_position = p2::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;
|
|
|
|
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;
|
|
|
|
self.push_to_buffers(vertices, indices);
|
|
}
|
|
|
|
y_offset += line_height;
|
|
x_offset = 0.0;
|
|
}
|
|
}
|
|
|
|
fn add_text_to_buffers(&self, draw_index: usize, text: String, font: String, size: f32, position: p2, 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 = p2::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 = 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;
|
|
for (i, camera) in cameras.iter().enumerate() {
|
|
if camera.priority() < priority {
|
|
priority = camera.priority();
|
|
position = i;
|
|
}
|
|
}
|
|
position
|
|
}
|
|
|
|
fn setup_camera<'b>(&mut self, cameras: Vec<usize>, scene: &'b Scene) -> (&'b Position2D, &'b Camera2D){
|
|
let cam = cameras.get(
|
|
self.find_priority_camera(
|
|
cameras.iter().map(|e| *scene.get_component::<Camera2D>(*e).unwrap()
|
|
).collect::<Vec<Camera2D>>())
|
|
).unwrap();
|
|
|
|
let camera_component = scene.get_component::<Camera2D>(*cam).unwrap();
|
|
let camera_position = scene.get_component::<Transform2D>(*cam).unwrap().position();
|
|
|
|
let camera = RenderCamera::new(
|
|
camera_component.zoom(),
|
|
camera_component.dimensions(),
|
|
v3::new(camera_position.as_vec().x(),
|
|
camera_position.as_vec().y(),
|
|
0.0));
|
|
let mut camera_uniform = CameraUniform::new();
|
|
camera_uniform.update_view_proj(&camera);
|
|
|
|
let camera_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("Camera Buffer"),
|
|
contents: bytemuck::cast_slice(&[camera_uniform]),
|
|
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
|
|
});
|
|
|
|
let camera_bind_group_layout =
|
|
self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
entries: &[wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStages::VERTEX,
|
|
ty: wgpu::BindingType::Buffer {
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
}],
|
|
label: Some("camera_bind_group_layout"),
|
|
});
|
|
|
|
let camera_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &camera_bind_group_layout,
|
|
entries: &[wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: camera_buffer.as_entire_binding(),
|
|
}],
|
|
label: Some("camera_bind_group"),
|
|
});
|
|
|
|
self.camera = camera;
|
|
self.camera_buffer = camera_buffer;
|
|
self.camera_uniform = camera_uniform;
|
|
self.camera_bind_group = camera_bind_group;
|
|
|
|
(camera_position, camera_component)
|
|
}
|
|
|
|
/// A function to automatically render all the entities of the `Scene` struct.
|
|
/// 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()]));
|
|
|
|
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();
|
|
let mut index_buffer: Vec<u16> = Vec::new();
|
|
|
|
for entity in entities {
|
|
let renderer_component = scene.get_component::<Render2D>(entity).unwrap();
|
|
let transform_component = scene.get_component::<Transform2D>(entity).unwrap();
|
|
|
|
if renderer_component.is_visible() {
|
|
let mut position = transform_component.position().clone();
|
|
position.set_x(position.x() / self.config().width as f32);
|
|
position.set_y(position.y() / self.config().height as f32);
|
|
let mut t_region: Option<&TextureRegion> = None;
|
|
match self.get_texture_region(renderer_component.get_texture().to_string()) {
|
|
Some(texture_region) => {
|
|
t_region = Some(texture_region);
|
|
},
|
|
None => continue,
|
|
}
|
|
let region = t_region.unwrap();
|
|
let (dim_x, dim_y) = region.dimensions();
|
|
|
|
let (bound_x, bound_y) =
|
|
((dim_x as f32/ self.config().width as f32) * 0.5, (dim_y as f32/ self.config().height as f32) * 0.5);
|
|
|
|
let buffer_size = vertex_buffer.len() as u16;
|
|
|
|
vertex_buffer.append(&mut vec![
|
|
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [1.0, 1.0, 1.0, 1.0] ),
|
|
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [1.0, 1.0, 1.0, 1.0] ),
|
|
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [1.0, 1.0, 1.0, 1.0] ) ,
|
|
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [1.0, 1.0, 1.0, 1.0] )
|
|
]);
|
|
|
|
index_buffer.append(&mut vec![
|
|
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
|
|
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
|
|
]);
|
|
}
|
|
}
|
|
|
|
for text in texts {
|
|
let component = scene.get_component::<Text>(text).unwrap();
|
|
let transform = scene.get_component::<Transform2D>(text).unwrap();
|
|
|
|
if component.is_visible() {
|
|
let draw_index = self.draw_info.iter().enumerate().find(|(_, d)| d.name() == &format!("{}", component.font())).unwrap().0;
|
|
let (vertices, indices) = self.add_text_to_buffers(draw_index, component.content().to_string(), component.font().to_string(), component.font_size(), p2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
|
|
let draw = self.draw_info.iter_mut().find(|d| d.name() == &format!("{}", component.font())).unwrap();
|
|
draw.update_vertex_buffer(&self.device, &self.queue, vertices);
|
|
draw.update_index_buffer(&self.device, &self.queue, indices);
|
|
}
|
|
}
|
|
|
|
self.set_buffers(vertex_buffer, index_buffer);
|
|
}
|
|
|
|
fn sort_entities_by_position(&self, entity_data: Vec<(usize, Position2D)>) -> Vec<usize> {
|
|
let mut sorted_entities: Vec<usize> = vec![];
|
|
|
|
let mut entity_data = entity_data.clone();
|
|
entity_data.sort_by(|a, b| a.1.x().partial_cmp(&b.1.x()).unwrap());
|
|
|
|
for (i, _) in entity_data {
|
|
sorted_entities.push(i);
|
|
}
|
|
|
|
sorted_entities
|
|
}
|
|
|
|
/// A function to render the screen from top to bottom.
|
|
/// Generally useful in top-down games to render trees in front of players for example.
|
|
pub fn render_layered_scene_2d(&mut self, world: &Scene) {
|
|
let cameras = world.get_entities_with(ComponentSet::from_ids(vec![Camera2D::type_id()]));
|
|
|
|
if cameras == vec![] {
|
|
return;
|
|
}
|
|
|
|
let (camera_position, camera_component) = self.setup_camera(cameras, world);
|
|
|
|
let mut visible_entities: Vec<usize> = vec![];
|
|
|
|
for entity in world.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()])) {
|
|
let entity_id = entity as usize;
|
|
|
|
if !camera_component
|
|
.in_view_frustum(*camera_position, *world.get_component::<Transform2D>(entity_id).unwrap().position())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
match world.get_component::<Render2D>(entity_id) {
|
|
Some(render) => {
|
|
if !render.is_visible() {
|
|
continue;
|
|
}
|
|
if let Some(cam) = world.get_component::<Camera2D>(entity_id) {
|
|
continue;
|
|
}
|
|
visible_entities.push(entity_id);
|
|
}
|
|
None => {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
let entity_data = {
|
|
let mut data: Vec<(usize, Position2D)> = vec![];
|
|
for entity in visible_entities {
|
|
data.push((entity, *world.get_component::<Transform2D>(entity).unwrap().position()));
|
|
}
|
|
data
|
|
};
|
|
|
|
let visible_entities = self.sort_entities_by_position(entity_data);
|
|
|
|
let mut vertex_buffer: Vec<Vertex> = Vec::new();
|
|
let mut index_buffer: Vec<u16> = Vec::new();
|
|
|
|
for entity in visible_entities {
|
|
let renderer_component = world.get_component::<Render2D>(entity);
|
|
let transform_component = world.get_component::<Transform2D>(entity);
|
|
|
|
if renderer_component.unwrap().is_visible() {
|
|
let mut position = transform_component.unwrap().position().clone();
|
|
position.set_x(position.x() / self.config().width as f32);
|
|
position.set_y(position.y() / self.config().height as f32);
|
|
let region = self.get_texture_region(renderer_component.unwrap().get_texture().to_string()).unwrap();
|
|
let (dim_x, dim_y) = region.dimensions();
|
|
|
|
let (bound_x, bound_y) =
|
|
((dim_x as f32 / self.config().width as f32) * 0.5, (dim_y as f32 / self.config().height as f32) * 0.5);
|
|
|
|
let buffer_size = vertex_buffer.len() as u16;
|
|
|
|
vertex_buffer.append(&mut vec![
|
|
Vertex::new([-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0]),
|
|
Vertex::new([-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
|
|
Vertex::new([bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
|
|
Vertex::new([bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0])
|
|
]);
|
|
|
|
index_buffer.append(&mut vec![
|
|
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
|
|
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
|
|
]);
|
|
}
|
|
}
|
|
|
|
self.set_buffers(vertex_buffer, index_buffer);
|
|
}
|
|
|
|
pub fn update(&mut self) -> f32 {
|
|
let now = Instant::now();
|
|
self.delta_time = now.duration_since(self.last_frame_time).as_secs_f32(); // Time delta in seconds
|
|
self.last_frame_time = now;
|
|
self.delta_time
|
|
}
|
|
|
|
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
|
let output = self.surface.get_current_texture()?;
|
|
let output_view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
|
|
|
let mut encoder = self
|
|
.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Render Encoder"),
|
|
});
|
|
|
|
{
|
|
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,
|
|
});
|
|
|
|
for i in 0..self.draw_info.len() {
|
|
render_pass.set_pipeline(&self.universal_render_pipeline);
|
|
render_pass.set_bind_group(0, self.draw_info[i].texture(), &[]);
|
|
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
|
render_pass.set_vertex_buffer(0, self.draw_info[i].vertex_buffer().slice(..));
|
|
render_pass.set_index_buffer(self.draw_info[i].index_buffer().slice(..), wgpu::IndexFormat::Uint16);
|
|
render_pass.draw_indexed(0..self.draw_info[i].num_indices(), 0, 0..1);
|
|
}
|
|
}
|
|
|
|
self.queue.submit(iter::once(encoder.finish()));
|
|
output.present();
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
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.size()
|
|
}
|
|
|
|
fn resize(&mut self, new_size: PhysicalSize<u32>) {
|
|
self.resize(new_size)
|
|
}
|
|
|
|
fn update(&mut self) -> f32 {
|
|
self.update()
|
|
}
|
|
|
|
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
|
self.render()
|
|
}
|
|
} |