Galactica/src/render/gpustate.rs
2023-12-23 11:03:06 -08:00

351 lines
9.5 KiB
Rust

use anyhow::Result;
use bytemuck;
use cgmath::{EuclideanSpace, Point2};
use std::iter;
use wgpu::{self, util::DeviceExt};
use winit::{self, window::Window};
use crate::{Camera, Sprite};
use super::{
bufferdata::{PlainVertex, SpriteInstance, StarInstance, TexturedVertex},
pipeline::PipelineBuilder,
texturearray::TextureArray,
util::Transform,
SPRITE_INDICES, SPRITE_VERTICES, STARFIELD_VERTICES,
};
pub struct GPUState {
device: wgpu::Device,
config: wgpu::SurfaceConfiguration,
surface: wgpu::Surface,
queue: wgpu::Queue,
pub window: Window,
pub size: winit::dpi::PhysicalSize<u32>,
sprite_pipeline: wgpu::RenderPipeline,
starfield_pipeline: wgpu::RenderPipeline,
star_vertex_buffer: wgpu::Buffer,
sprite_vertex_buffer: wgpu::Buffer,
sprite_index_buffer: wgpu::Buffer,
texture_array: TextureArray,
sprite_instance_buffer: wgpu::Buffer,
star_instance_buffer: wgpu::Buffer,
}
impl GPUState {
// We can draw at most this many sprites on the screen.
// TODO: compile-time option
pub const SPRITE_LIMIT: u64 = 100;
pub const STAR_LIMIT: u64 = 100;
pub async fn new(window: Window) -> Result<Self> {
let size = window.inner_size();
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: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
}
// Load textures
let texture_array = TextureArray::new(&device, &queue)?;
// 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_buffers(&[TexturedVertex::desc(), SpriteInstance::desc()])
.set_bind_group_layouts(&[&texture_array.bind_group_layout])
.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(false)
.set_vertex_buffers(&[PlainVertex::desc(), StarInstance::desc()])
.build();
let sprite_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex buffer"),
contents: bytemuck::cast_slice(SPRITE_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let sprite_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex index buffer"),
contents: bytemuck::cast_slice(SPRITE_INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let star_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex buffer"),
contents: bytemuck::cast_slice(STARFIELD_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let sprite_instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite instance buffer"),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
size: SpriteInstance::SIZE * Self::SPRITE_LIMIT,
mapped_at_creation: false,
});
let star_instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("star instance buffer"),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
size: StarInstance::SIZE * Self::STAR_LIMIT,
mapped_at_creation: false,
});
return Ok(Self {
surface,
device,
queue,
config,
size,
window,
sprite_pipeline,
starfield_pipeline,
sprite_vertex_buffer,
sprite_index_buffer,
star_vertex_buffer,
sprite_instance_buffer,
star_instance_buffer,
texture_array,
});
}
pub fn window(&self) -> &Window {
&self.window
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
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) {}
pub fn render(
&mut self,
sprites: &Vec<Sprite>,
camera: Camera,
) -> 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("sprite render encoder"),
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("sprite 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,
});
// Correct for screen aspect ratio
// (it may not be square!)
let screen_aspect = self.size.width as f32 / self.size.height as f32;
// 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)) * camera.zoom;
let clip_sw = Point2::from((1.0, -1.0)) * camera.zoom;
let mut instances: Vec<SpriteInstance> = Vec::new();
for s in sprites {
let pos = s.post_parallax_position(camera) - 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.
let scale = height / camera.zoom;
let screen_pos: Point2<f32> = pos / camera.zoom;
instances.push(SpriteInstance {
transform: Transform {
pos: screen_pos,
aspect: texture.aspect,
screen_aspect,
rotate: s.angle,
scale,
}
.to_matrix()
.into(),
texture_index: texture.index,
})
}
// Enforce sprite limit
if sprites.len() as u64 > Self::SPRITE_LIMIT {
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
// Write new sprite data to buffer
self.queue.write_buffer(
&self.sprite_instance_buffer,
0,
bytemuck::cast_slice(&instances),
);
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
let nstances: Vec<StarInstance> = (-10..10)
.map(|x| StarInstance {
transform: cgmath::Matrix4::from_translation(cgmath::Vector3 {
x: x as f32 / 10.0,
y: 0.0,
z: 0.0,
})
.into(),
})
.collect();
self.queue.write_buffer(
&self.star_instance_buffer,
0,
bytemuck::cast_slice(&nstances),
);
// Starfield pipeline
render_pass.set_vertex_buffer(0, self.star_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.star_instance_buffer.slice(..));
render_pass.set_pipeline(&self.starfield_pipeline);
render_pass.draw(0..STARFIELD_VERTICES.len() as _, 0..nstances.len() as _);
// Sprite pipeline
render_pass.set_vertex_buffer(0, self.sprite_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.sprite_instance_buffer.slice(..));
render_pass.set_index_buffer(
self.sprite_index_buffer.slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.set_pipeline(&self.sprite_pipeline);
render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..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(())
}
}