use anyhow::Result; use bytemuck; use cgmath::Point2; use galactica_constants; use rand::seq::SliceRandom; use std::{iter, rc::Rc}; use wgpu::{self, BufferAddress}; use winit::{self, window::Window}; use crate::{ content, globaluniform::{GlobalDataContent, GlobalUniform}, pipeline::PipelineBuilder, starfield::Starfield, texturearray::TextureArray, vertexbuffer::{ consts::{SPRITE_INDICES, SPRITE_VERTICES}, types::{ ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex, UiInstance, }, BufferObject, VertexBuffer, }, RenderState, }; // Additional implementaitons for GPUState mod hud; mod world; /// A high-level GPU wrapper. Consumes game state, /// produces pretty pictures. pub struct GPUState { /// The window to we draw on pub window: Window, /// The size of the window we draw on pub window_size: winit::dpi::PhysicalSize, device: wgpu::Device, config: wgpu::SurfaceConfiguration, surface: wgpu::Surface, queue: wgpu::Queue, window_aspect: f32, object_pipeline: wgpu::RenderPipeline, starfield_pipeline: wgpu::RenderPipeline, particle_pipeline: wgpu::RenderPipeline, ui_pipeline: wgpu::RenderPipeline, radialbar_pipeline: wgpu::RenderPipeline, starfield: Starfield, texture_array: TextureArray, global_uniform: GlobalUniform, vertex_buffers: VertexBuffers, } struct VertexBuffers { // Keeps track of length of each buffer pub object_counter: BufferAddress, pub ui_counter: BufferAddress, pub particle_counter: BufferAddress, pub radialbar_counter: BufferAddress, object: Rc, starfield: Rc, ui: Rc, particle: Rc, radialbar: Rc, } /// Basic wgsl preprocesser fn preprocess_shader( shader: &str, global_uniform: &GlobalUniform, global_uniform_group: u32, ) -> String { // Insert dynamically-generated global definitions let shader = shader.replace( "// INCLUDE: global uniform header", &global_uniform.shader_header(global_uniform_group), ); // Insert common functions let shader = shader.replace( "// INCLUDE: animate.wgsl", &include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/shaders/include/", "animate.wgsl" )), ); let shader = shader.replace( "// INCLUDE: anchor.wgsl", &include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/shaders/include/", "anchor.wgsl" )), ); return shader; } impl GPUState { /// Make a new GPUState that draws on `window` pub async fn new(window: Window, ct: &content::Content) -> Result { let window_size = window.inner_size(); let window_aspect = window_size.width as f32 / window_size.height as f32; let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::all(), ..Default::default() }); let surface = unsafe { instance.create_surface(&window) }.unwrap(); // Basic setup let device; let queue; let config; { let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .await .unwrap(); (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, // We may need limits if we compile for wasm limits: wgpu::Limits::default(), label: Some("gpu device"), }, None, ) .await .unwrap(); // Assume sRGB let surface_caps = surface.get_capabilities(&adapter); let surface_format = surface_caps .formats .iter() .copied() .filter(|f| f.is_srgb()) .filter(|f| f.has_stencil_aspect()) .next() .unwrap_or(surface_caps.formats[0]); config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, width: window_size.width, height: window_size.height, present_mode: surface_caps.present_modes[0], alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], }; surface.configure(&device, &config); } let vertex_buffers = VertexBuffers { object_counter: 0, ui_counter: 0, particle_counter: 0, radialbar_counter: 0, object: Rc::new(VertexBuffer::new::( "object", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT, )), starfield: Rc::new(VertexBuffer::new::( "starfield", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT, )), ui: Rc::new(VertexBuffer::new::( "ui", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), galactica_constants::UI_SPRITE_INSTANCE_LIMIT, )), particle: Rc::new(VertexBuffer::new::( "particle", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT, )), radialbar: Rc::new(VertexBuffer::new::( "radial bar", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), 10, )), }; // Load uniforms let global_uniform = GlobalUniform::new(&device); let texture_array = TextureArray::new(&device, &queue, ct)?; // Make sure these match the indices in each shader let bind_group_layouts = &[ &texture_array.bind_group_layout, &global_uniform.bind_group_layout, ]; // Create render pipelines let object_pipeline = PipelineBuilder::new("object", &device) .set_shader(&preprocess_shader( &include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/shaders/", "object.wgsl" )), &global_uniform, 1, )) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.object) .set_bind_group_layouts(bind_group_layouts) .build(); let starfield_pipeline = PipelineBuilder::new("starfield", &device) .set_shader(&preprocess_shader( &include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/shaders/", "starfield.wgsl" )), &global_uniform, 1, )) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.starfield) .set_bind_group_layouts(bind_group_layouts) .build(); let ui_pipeline = PipelineBuilder::new("ui", &device) .set_shader(&preprocess_shader( &include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")), &global_uniform, 1, )) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.ui) .set_bind_group_layouts(bind_group_layouts) .build(); let particle_pipeline = PipelineBuilder::new("particle", &device) .set_shader(&preprocess_shader( &include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/shaders/", "particle.wgsl" )), &global_uniform, 1, )) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.particle) .set_bind_group_layouts(bind_group_layouts) .build(); let radialbar_pipeline = PipelineBuilder::new("radialbar", &device) .set_shader(&preprocess_shader( &include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/shaders/", "radialbar.wgsl" )), &global_uniform, 1, )) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.radialbar) .set_bind_group_layouts(bind_group_layouts) .build(); let mut starfield = Starfield::new(); starfield.regenerate(); return Ok(Self { device, config, surface, queue, window, window_size, window_aspect, object_pipeline, starfield_pipeline, ui_pipeline, particle_pipeline, radialbar_pipeline, starfield, texture_array, global_uniform, vertex_buffers, }); } /// Get the window this GPUState is attached to pub fn window(&self) -> &Window { &self.window } /// Update window size. /// This should be called whenever our window is resized. pub fn resize(&mut self) { let new_size = self.window.inner_size(); if new_size.width > 0 && new_size.height > 0 { self.window_size = new_size; self.window_aspect = new_size.width as f32 / new_size.height as f32; self.config.width = new_size.width; self.config.height = new_size.height; self.surface.configure(&self.device, &self.config); } self.update_starfield_buffer() } /// Entrypoint for all vertex buffer builders pub(super) fn update_all_buffers(&mut self, state: &RenderState) { // Game coordinates (relative to camera) of ne and sw corners of screen. // Used to skip off-screen sprites. let clip_ne = Point2::from((-self.window_aspect, 1.0)) * state.camera_zoom; let clip_sw = Point2::from((self.window_aspect, -1.0)) * state.camera_zoom; // TODO: sorting. We don't need to sort ships, but we do need to sort system objects by z-level // (which we don't yet draw) // that should probably be done in iter_system(). // Order matters, it determines what is drawn on top. // The order inside ships and projectiles doesn't matter, // but ships should always be under projectiles. self.world_push_system(state, (clip_ne, clip_sw)); self.world_push_ship(state, (clip_ne, clip_sw)); self.world_push_projectile(state, (clip_ne, clip_sw)); self.hud_add_radar(state); self.hud_add_status(state); } /// Make a StarfieldInstance for each star that needs to be drawn. /// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded. /// /// Starfield data rarely changes, so this is called only when it's needed. pub fn update_starfield_buffer(&mut self) { self.queue.write_buffer( &self.vertex_buffers.starfield.instances, 0, bytemuck::cast_slice(&self.starfield.make_instances(self.window_aspect)), ); } /// Initialize the rendering engine pub fn init(&mut self) { // Update global values self.queue.write_buffer( &self.global_uniform.atlas_buffer, 0, bytemuck::cast_slice(&[self.texture_array.image_locations]), ); self.queue.write_buffer( &self.global_uniform.sprite_buffer, 0, bytemuck::cast_slice(&[self.texture_array.sprite_data]), ); self.update_starfield_buffer(); } /// Main render function. Draws sprites on a window. pub fn render(&mut self, state: RenderState) -> Result<(), wgpu::SurfaceError> { let output = self.surface.get_current_texture()?; let view = output.texture.create_view(&Default::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(wgpu::Color { r: 0.0, g: 0.0, b: 0.0, a: 1.0, }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); self.vertex_buffers.object_counter = 0; self.vertex_buffers.ui_counter = 0; self.vertex_buffers.radialbar_counter = 0; // Don't reset particle counter, it's special let s = state.content.get_starfield_handle(); // Update global values self.queue.write_buffer( &self.global_uniform.data_buffer, 0, bytemuck::cast_slice(&[GlobalDataContent { camera_position: state.camera_pos.into(), camera_zoom: [state.camera_zoom, 0.0], camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX], window_size: [ self.window_size.width as f32, self.window_size.height as f32, ], window_scale: [self.window.scale_factor() as f32, 0.0], window_aspect: [self.window_aspect, 0.0], starfield_sprite: [s.get_index(), 0], starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0], starfield_size_limits: [ galactica_constants::STARFIELD_SIZE_MIN, galactica_constants::STARFIELD_SIZE_MAX, ], current_time: [state.current_time, 0.0], }]), ); // Write all new particles to GPU buffer state.particles.shuffle(&mut rand::thread_rng()); for i in state.particles.iter() { self.queue.write_buffer( &self.vertex_buffers.particle.instances, ParticleInstance::SIZE * self.vertex_buffers.particle_counter, bytemuck::cast_slice(&[ParticleInstance { position: [i.pos.x, i.pos.y], velocity: i.velocity.into(), angle: i.angle.0, angvel: i.angvel.0, size: i.size, sprite_index: i.sprite.get_index(), created: state.current_time, expires: state.current_time + i.lifetime, fade: i.fade, }]), ); self.vertex_buffers.particle_counter += 1; if self.vertex_buffers.particle_counter == galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT { self.vertex_buffers.particle_counter = 0; } } state.particles.clear(); // Create sprite instances self.update_all_buffers(&state); // These should match the indices in each shader, // and should each have a corresponding bind group layout. render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]); render_pass.set_bind_group(1, &self.global_uniform.bind_group, &[]); // Starfield pipeline self.vertex_buffers.starfield.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.starfield_pipeline); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..self.starfield.instance_count, ); // Sprite pipeline self.vertex_buffers.object.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.object_pipeline); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..self.vertex_buffers.object_counter as _, ); // Particle pipeline self.vertex_buffers.particle.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.particle_pipeline); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT as _, ); // Ui pipeline self.vertex_buffers.ui.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.ui_pipeline); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..self.vertex_buffers.ui_counter as _, ); // Radial progress bars // TODO: do we need to do this every time? self.vertex_buffers.radialbar.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.radialbar_pipeline); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..self.vertex_buffers.radialbar_counter as _, ); // begin_render_pass borrows encoder mutably, so we can't call finish() // without dropping this variable. drop(render_pass); self.queue.submit(iter::once(encoder.finish())); output.present(); Ok(()) } }