comet/crates/comet_renderer/src/lib.rs

677 lines
No EOL
26 KiB
Rust

mod camera;
use core::default::Default;
use std::iter;
use std::path::PathBuf;
use std::sync::Arc;
use std::time::Instant;
use cgmath::num_traits::FloatConst;
use image::GenericImageView;
use wgpu::Color;
use wgpu::util::DeviceExt;
use winit::{
dpi::PhysicalSize,
window::Window
};
use winit::dpi::Position;
use comet_colors::LinearRgba;
use comet_ecs::{Component, ComponentSet, Render, Renderer2D, Transform2D, World};
use comet_log::*;
use comet_math;
use comet_math::{Mat4, Point3, Vec2, Vec3};
use comet_resources::{ResourceManager, texture, Vertex, Texture};
use comet_resources::texture_atlas::TextureRegion;
use crate::camera::{Camera, CameraUniform};
pub struct Projection {
aspect: f32,
fovy: f32,
znear: f32,
zfar: f32
}
impl Projection {
pub fn new(width: u32, height: u32, fovy: f32, znear: f32, zfar: f32) -> Self {
Self {
aspect: width as f32 / height as f32,
fovy,
znear,
zfar
}
}
pub fn resize(&mut self, width: u32, height: u32) { self.aspect = width as f32 / height as f32; }
pub fn calc_matrix(&self) -> Mat4 {
Mat4::perspective_matrix(self.fovy, self.aspect, self.znear, self.zfar)
}
}
pub struct Renderer<'a> {
window: &'a Window,
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
//projection: Projection,
render_pipeline: wgpu::RenderPipeline,
last_frame_time: Instant,
deltatime: f32,
vertex_buffer: wgpu::Buffer,
vertex_data: Vec<Vertex>,
index_buffer: wgpu::Buffer,
index_data: Vec<u16>,
num_indices: u32,
clear_color: Color,
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
resource_manager: ResourceManager,
camera: Camera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
}
impl<'a> Renderer<'a> {
pub async fn new(window: &'a Window, clear_color: Option<LinearRgba>) -> anyhow::Result<Renderer<'a>> {
let vertex_data: Vec<Vertex> = vec![];
let index_data: Vec<u16> = vec![];
let size = PhysicalSize::<u32>::new(1920, 1080); //window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
None, // Trace path
)
.await
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
// one will result all the colors comming out darker. If you want to support non
// Srgb surfaces, you'll need to account for that when drawing to the frame.
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,
};
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&vertex_data),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&index_data),
usage: wgpu::BufferUsages::INDEX
});
let num_indices = index_data.len() as u32;
let resource_manager = ResourceManager::new();
let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
// This should match the filterable field of the
// corresponding Texture entry above.
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let camera = Camera::new(1.0, Vec2::new(2.0, 2.0), Vec3::new(0.0, 0.0, 0.0));
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group_layout =
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 = 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"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&camera_bind_group_layout,
],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
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),
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
// or Features::POLYGON_MODE_POINT
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
// Useful for optimizing shader compilation on Android
cache: None,
});
let clear_color = match clear_color {
Some(color) => color.to_wgpu(),
None => wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}
};
Ok(Self {
window,
surface,
device,
queue,
config,
size,
//projection,
render_pipeline,
last_frame_time: Instant::now(),
deltatime: 0.0,
vertex_buffer,
vertex_data,
index_buffer,
index_data,
num_indices,
clear_color,
diffuse_texture,
diffuse_bind_group,
resource_manager,
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
})
}
pub fn dt(&self) -> f32 {
self.deltatime
}
pub fn config(&self) -> &wgpu::SurfaceConfiguration {
&self.config
}
fn vertex_data_mut(&mut self) -> &mut Vec<Vertex> {
&mut self.vertex_data
}
fn index_data_mut(&mut self) -> &mut Vec<u16> {
&mut self.index_data
}
pub fn get_texture(&self, texture_path: String) -> &TextureRegion {
assert!(self.resource_manager.texture_atlas().textures().contains_key(&texture_path), "Texture not found in atlas");
self.resource_manager.texture_atlas().textures().get(&texture_path).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] )
]
}
pub fn display_atlas(&mut self) {
let atlas = vec![
r"C:\Users\lisk77\Code Sharing\comet-engine\resources\textures\comet-128.png".to_string(),
r"C:\Users\lisk77\Code Sharing\comet-engine\resources\textures\comet-256.png".to_string(),
];
//self.diffuse_texture = Texture::from_image(&self.device, &self.queue, atlas.atlas(), None, false).unwrap();
self.set_texture_atlas(atlas);
let (bound_x, bound_y) =
((self.diffuse_texture.size.width as f32/ self.config.width as f32) * 0.5, (self.diffuse_texture.size.height as f32/ self.config.height as f32) * 0.5);
let vertices: Vec<Vertex> = 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] )
];
/*let vertices: Vec<Vertex> = vec![
Vertex :: new ( [-1.0, 1.0, 0.0], [0.0, 0.0] ),
Vertex :: new ( [-1.0, -1.0, 0.0], [0.0, 1.0] ),
Vertex :: new ( [ 1.0, -1.0, 0.0], [1.0, 1.0]) ,
Vertex :: new ( [ 1.0, 1.0, 0.0], [1.0, 0.0] )
];*/
let indices: Vec<u16> = vec![
0, 1, 3,
1, 2, 3
];
self.set_buffers(vertices, indices)
}
pub fn set_texture_atlas(&mut self, paths: Vec<String>) {
self.resource_manager.create_texture_atlas(paths);
self.diffuse_texture = Texture::from_image(&self.device, &self.queue, self.resource_manager.texture_atlas().atlas(), None, false).unwrap();
let texture_bind_group_layout =
self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
// This should match the filterable field of the
// corresponding Texture entry above.
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
self.diffuse_bind_group = diffuse_bind_group;
}
pub fn get_project_root() -> std::io::Result<PathBuf> {
let path = std::env::current_dir()?;
let mut path_ancestors = path.as_path().ancestors();
while let Some(p) = path_ancestors.next() {
let has_cargo =
std::fs::read_dir(p)?
.into_iter()
.any(|p| p.unwrap().file_name() == std::ffi::OsString::from("Cargo.lock"));
if has_cargo {
return Ok(PathBuf::from(p))
}
}
Err(std::io::Error::new(std::io::ErrorKind::NotFound, "Ran out of places to find Cargo.toml"))
}
pub fn initialize_atlas(&mut self) {
let texture_path = "resources/textures/".to_string();
let mut paths: Vec<String> = Vec::new();
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(paths);
}
pub fn set_buffers(&mut self, new_vertex_buffer: Vec<Vertex>, new_index_buffer: Vec<u16>) {
match new_vertex_buffer == self.vertex_data {
true => return,
false => {
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Updated Vertex Buffer"),
contents: bytemuck::cast_slice(&new_vertex_buffer),
usage: wgpu::BufferUsages::VERTEX,
});
self.vertex_data = new_vertex_buffer;
}
}
match new_index_buffer == self.index_data {
true => return,
false => {
self.index_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Updated Index Buffer"),
contents: bytemuck::cast_slice(&new_index_buffer),
usage: wgpu::BufferUsages::INDEX,
});
self.index_data = new_index_buffer.clone();
self.num_indices = new_index_buffer.len() as u32;
}
}
}
pub fn push_to_buffers(&mut self, new_vertex_buffer: &mut Vec<Vertex>, new_index_buffer: &mut Vec<u16>) {
self.vertex_data.append(new_vertex_buffer);
self.index_data.append(new_index_buffer);
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Updated Vertex Buffer"),
contents: bytemuck::cast_slice(&self.vertex_data),
usage: wgpu::BufferUsages::VERTEX,
});
self.index_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Updated Index Buffer"),
contents: bytemuck::cast_slice(&self.index_data),
usage: wgpu::BufferUsages::INDEX,
});
self.num_indices = self.index_data.len() as u32;
}
pub fn clear_buffers(&mut self) {
self.vertex_data = vec![];
self.index_data = vec![];
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Updated Vertex Buffer"),
contents: bytemuck::cast_slice(&self.vertex_data),
usage: wgpu::BufferUsages::VERTEX,
});
self.index_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Updated Index Buffer"),
contents: bytemuck::cast_slice(&self.index_data),
usage: wgpu::BufferUsages::INDEX,
});
self.num_indices = self.index_data.len() as u32;
}
pub fn draw_texture_at(&mut self, texture_path: String, position: Point3) {
let region = self.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.x0(), region.y0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.x0(), region.y1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.x1(), region.y1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.x1(), region.y0()], [0.0, 0.0, 0.0, 0.0] )
];
let buffer_size = self.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)
}
pub fn render_scene_2d(&mut self, world: &World) {
let entities = world.get_entities_with(ComponentSet::from_ids(vec![Renderer2D::type_id()]));
let mut vertex_buffer: Vec<Vertex> = Vec::new();
let mut index_buffer: Vec<u16> = Vec::new();
for entity in entities {
let renderer_component = world.get_component::<Renderer2D>(entity as usize);
let transform_component = world.get_component::<Transform2D>(entity as usize);
if renderer_component.is_visible() {
//renderer.draw_texture_at(renderer_component.get_texture(), Point3::new(transform_component.position().x(), transform_component.position().y(), 0.0));
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 region = self.get_texture(renderer_component.get_texture().to_string());
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.x0(), region.y0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x0(), region.y1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x1(), region.y1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0], [region.x1(), region.y0()], [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 window(&self) -> &Window {
&self.window
}
pub fn size(&self) -> PhysicalSize<u32> {
self.size
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
//self.projection.resize(new_size.width, new_size.height);
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();
self.deltatime = now.duration_since(self.last_frame_time).as_secs_f32(); // Time delta in seconds
self.last_frame_time = now;
self.deltatime
}
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 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: &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.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}