use anyhow::Result; use bytemuck; use cgmath::{EuclideanSpace, Matrix2, Point2}; use std::{iter, rc::Rc}; use wgpu; use winit::{self, dpi::PhysicalSize, window::Window}; use crate::Game; use super::{ globaldata::{GlobalData, GlobalDataContent}, pipeline::PipelineBuilder, texturearray::TextureArray, vertexbuffer::{ data::{SPRITE_INDICES, SPRITE_VERTICES}, types::{SpriteInstance, StarfieldInstance, TexturedVertex}, VertexBuffer, }, }; pub struct GPUState { device: wgpu::Device, config: wgpu::SurfaceConfiguration, surface: wgpu::Surface, queue: wgpu::Queue, pub window: Window, pub window_size: winit::dpi::PhysicalSize, window_aspect: f32, sprite_pipeline: wgpu::RenderPipeline, starfield_pipeline: wgpu::RenderPipeline, texture_array: TextureArray, global_data: GlobalData, vertex_buffers: VertexBuffers, } struct VertexBuffers { sprite: Rc, starfield: Rc, } impl GPUState { // We can draw at most this many sprites on the screen. // TODO: compile-time option pub const SPRITE_INSTANCE_LIMIT: u64 = 100; pub const STARFIELD_INSTANCE_LIMIT: u64 = 501 * 9; pub async fn new(window: Window) -> 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 { sprite: Rc::new(VertexBuffer::new::( "sprite", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), Self::SPRITE_INSTANCE_LIMIT, )), starfield: Rc::new(VertexBuffer::new::( "starfield", &device, Some(SPRITE_VERTICES), Some(SPRITE_INDICES), Self::STARFIELD_INSTANCE_LIMIT, )), }; // Load uniforms let global_data = GlobalData::new(&device); let texture_array = TextureArray::new(&device, &queue)?; // Make sure these match the indices in each shader let bind_group_layouts = &[ &texture_array.bind_group_layout, &global_data.bind_group_layout, ]; // Create render pipelines let sprite_pipeline = PipelineBuilder::new("sprite", &device) .set_shader(include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/src/render/shaders/", "sprite.wgsl" ))) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.sprite) .set_bind_group_layouts(bind_group_layouts) .build(); let starfield_pipeline = PipelineBuilder::new("starfield", &device) .set_shader(include_str!(concat!( env!("CARGO_MANIFEST_DIR"), "/src/render/shaders/", "starfield.wgsl" ))) .set_format(config.format) .set_triangle(true) .set_vertex_buffer(&vertex_buffers.starfield) .set_bind_group_layouts(bind_group_layouts) .build(); return Ok(Self { device, config, surface, queue, window, window_size, window_aspect, sprite_pipeline, starfield_pipeline, texture_array, global_data, vertex_buffers, }); } pub fn window(&self) -> &Window { &self.window } pub fn resize(&mut self, new_size: PhysicalSize) { 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); } } pub fn update(&mut self) {} /// Make a SpriteInstance for each of the game's visible sprites. /// Will panic if SPRITE_INSTANCE_LIMIT is exceeded. /// /// This is only called inside self.render() fn make_sprite_instances(&self, game: &Game) -> Vec { let mut instances: Vec = Vec::new(); // Game coordinates (relative to camera) of ne and sw corners of screen. // Used to skip off-screen sprites. let clip_ne = Point2::from((-1.0, 1.0)) * game.camera.zoom; let clip_sw = Point2::from((1.0, -1.0)) * game.camera.zoom; for s in game.sprites() { let pos = s.post_parallax_position(game.camera) - game.camera.pos.to_vec(); let texture = self.texture_array.get_texture(&s.name[..]); // Game dimensions of this sprite post-scale. // // We only need height / 2 to check if we're on the screen, // but we omit the division. // This gives us a small margin, and lets us re-use the value // without an extra multiply. let height = s.height * s.scale; let width = height * texture.aspect; // Don't draw (or compute matrices for) // sprites that are off the screen if pos.x < clip_ne.x - width || pos.y > clip_ne.y + height || pos.x > clip_sw.x + width || pos.y < clip_sw.y - height { continue; } // Compute the values we need to draw // scale: combines texture scale and zoom scale. // screen_pos: position of this sprite in screen coordinates // // We can't use screen_pos to exclude off-screen sprites because // it can't account for height and width. instances.push(SpriteInstance { position: pos.into(), aspect: texture.aspect, rotation: Matrix2::from_angle(s.angle).into(), height, texture_index: texture.index, }) } // Enforce sprite limit if instances.len() as u64 > Self::SPRITE_INSTANCE_LIMIT { // TODO: no panic, handle this better. unreachable!("Sprite limit exceeded!") } return instances; } /// Make a StarfieldInstance for each star that needs to be drawn. /// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded. /// /// This is only called inside self.render() fn make_starfield_instances(&self, game: &Game) -> Vec { let mut instances = Vec::new(); for s in &game.system.starfield { // TODO: minimize operations here //let pos = Sprite::post_parallax(s.parallax, s.pos * 500.0, game.camera) // - game.camera.pos.to_vec(); instances.push(StarfieldInstance { position: s.pos.into(), parallax: s.parallax, height: 2.0, }); } // Enforce starfield limit if instances.len() as u64 > Self::STARFIELD_INSTANCE_LIMIT { // TODO: no panic, handle this better. unreachable!("Starfield limit exceeded!") } return instances; } pub fn render(&mut self, game: &Game) -> 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(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, }); // Update global values self.queue.write_buffer( &self.global_data.buffer, 0, bytemuck::cast_slice(&[GlobalDataContent { camera_position: game.camera.pos.into(), camera_zoom: game.camera.zoom, window_aspect: self.window_aspect, starfield_texture: 1, starfield_tile_size: 1000.0, padding: Default::default(), }]), ); // Create sprite instances let sprite_instances = self.make_sprite_instances(game); self.queue.write_buffer( &self.vertex_buffers.sprite.instances, 0, bytemuck::cast_slice(&sprite_instances), ); // Create starfield instances let starfield_instances = self.make_starfield_instances(game); self.queue.write_buffer( &self.vertex_buffers.starfield.instances, 0, bytemuck::cast_slice(&starfield_instances), ); // 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_data.bind_group, &[]); // Starfield pipeline self.vertex_buffers.starfield.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.starfield_pipeline); render_pass.draw(0..1, 0..starfield_instances.len() as _); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..starfield_instances.len() as _, ); // Sprite pipeline self.vertex_buffers.sprite.set_in_pass(&mut render_pass); render_pass.set_pipeline(&self.sprite_pipeline); render_pass.draw_indexed( 0..SPRITE_INDICES.len() as u32, 0, 0..sprite_instances.len() 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(()) } }