2024-01-11 22:28:02 -08:00

218 lines
6.2 KiB
Rust

use anyhow::Result;
use bytemuck;
use cgmath::Point2;
use galactica_util::constants::PARTICLE_SPRITE_INSTANCE_LIMIT;
use glyphon::Resolution;
use std::iter;
use wgpu;
use crate::{
globaluniform::GlobalDataContent,
vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance, BufferObject},
RenderInput,
};
impl super::GPUState {
/// Main render function. Draws sprites on a window.
pub fn render(&mut self, input: RenderInput) -> 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.state.vertex_buffers.object_counter = 0;
self.state.vertex_buffers.ui_counter = 0;
self.state.vertex_buffers.radialbar_counter = 0;
// Don't reset particle counter, it's special
let s = input.ct.get_starfield_handle();
// Update global values
self.state.queue.write_buffer(
&self.state.global_uniform.data_buffer,
0,
bytemuck::cast_slice(&[GlobalDataContent {
camera_position: input.camera_pos.into(),
camera_zoom: [input.camera_zoom, 0.0],
camera_zoom_limits: [
input.ct.get_config().zoom_min,
input.ct.get_config().zoom_max,
],
window_size: [
self.state.window_size.width as f32,
self.state.window_size.height as f32,
],
window_scale: [self.state.window.scale_factor() as f32, 0.0],
window_aspect: [self.state.window_aspect, 0.0],
starfield_sprite: [s.get_index(), 0],
starfield_tile_size: [input.ct.get_config().starfield_size, 0.0],
starfield_size_limits: [
input.ct.get_config().starfield_min_size,
input.ct.get_config().starfield_max_size,
],
current_time: [input.current_time, 0.0],
}]),
);
// Write all new particles to GPU buffer
for i in input.particles.iter() {
self.state.queue.write_buffer(
&self.state.vertex_buffers.particle.instances,
ParticleInstance::SIZE * self.state.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: input.current_time,
expires: input.current_time + i.lifetime,
fade: i.fade,
}]),
);
self.state.vertex_buffers.particle_counter += 1;
if self.state.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
self.state.vertex_buffers.particle_counter = 0;
}
}
// Create sprite instances
// Game coordinates (relative to camera) of ne and sw corners of screen.
// Used to skip off-screen sprites.
let clip_ne = Point2::from((-self.state.window_aspect, 1.0)) * input.camera_zoom;
let clip_sw = Point2::from((self.state.window_aspect, -1.0)) * input.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.phys_push_system(&input, (clip_ne, clip_sw));
self.phys_push_ship(&input, (clip_ne, clip_sw));
self.phys_push_projectile(&input, (clip_ne, clip_sw));
self.ui.draw(&input, &mut self.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.state.global_uniform.bind_group, &[]);
// Starfield pipeline
self.state
.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.state
.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.state.vertex_buffers.object_counter as _,
);
// Particle pipeline
self.state
.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..PARTICLE_SPRITE_INSTANCE_LIMIT as _,
);
// Ui pipeline
self.state.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.state.vertex_buffers.ui_counter as _,
);
// Radial progress bars
// TODO: do we need to do this every time?
self.state
.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.state.vertex_buffers.radialbar_counter as _,
);
self.state
.text_renderer
.prepare(
&self.device,
&self.state.queue,
&mut self.state.text_font_system,
&mut self.state.text_atlas,
Resolution {
width: self.state.window_size.width,
height: self.state.window_size.height,
},
self.ui.get_textareas(),
&mut self.state.text_cache,
)
.unwrap();
self.state
.text_renderer
.render(&self.state.text_atlas, &mut render_pass)
.unwrap();
// begin_render_pass borrows encoder mutably, so we can't call finish()
// without dropping this variable.
drop(render_pass);
self.state.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}