Initial transformed mesh rendering

This commit is contained in:
marceline-cramer 2022-01-30 22:51:24 -07:00
parent efb9972203
commit 59edbb10fe
2 changed files with 108 additions and 9 deletions

View File

@ -1,3 +1,4 @@
use std::collections::HashMap;
use wgpu::util::DeviceExt;
use winit::{
@ -20,6 +21,8 @@ struct Renderer {
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
meshes_buffer: wgpu::Buffer,
meshes_bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
}
@ -93,17 +96,47 @@ impl Renderer {
label: Some("Camera Bind Group"),
});
let meshes_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Meshes Buffer"),
size: 65536, // TODO resizable meshes buffer/gpu vectors
usage: wgpu::BufferUsages::STORAGE
| wgpu::BufferUsages::UNIFORM
| wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let meshes_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::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("Meshes Bind Group Layout"),
});
let meshes_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: meshes_buffer.as_entire_binding(),
}],
label: Some("Meshes Bind Group"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout],
bind_group_layouts: &[&camera_bind_group_layout, &meshes_bind_group_layout],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let shader = device.create_shader_module(&wgpu::include_wgsl!("shader.wgsl"));
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -150,6 +183,8 @@ impl Renderer {
camera_uniform,
camera_buffer,
camera_bind_group,
meshes_buffer,
meshes_bind_group,
render_pipeline,
}
}
@ -168,6 +203,43 @@ impl Renderer {
camera: &impl Camera,
meshes: &MeshCommands,
) -> Result<(), wgpu::SurfaceError> {
self.camera_uniform.update(camera);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
let mut sorted_meshes = HashMap::<usize, Vec<MeshInstance>>::new();
for mesh in meshes.iter() {
let group_id = mesh.handle.group_id;
if let Some(by_group) = sorted_meshes.get_mut(&group_id) {
by_group.push(*mesh);
} else {
let new_list = vec![*mesh];
sorted_meshes.insert(group_id, new_list);
}
}
let mut mesh_transforms = Vec::<[f32; 16]>::new();
let mut transform_ranges = Vec::<(usize, std::ops::Range<u32>)>::new();
// this code assumes MeshHandle only uses group_id (which it does for now)
// TODO bucket by sub_id too before MeshHandle supports it
for (group_id, instances) in sorted_meshes.iter() {
let start_idx = mesh_transforms.len() as u32;
let transforms = instances.iter().map(|i| i.transform.to_cols_array());
mesh_transforms.extend(transforms);
let end_idx = mesh_transforms.len() as u32;
transform_ranges.push((*group_id, start_idx..end_idx));
}
self.queue.write_buffer(
&self.meshes_buffer,
0,
bytemuck::cast_slice(&mesh_transforms),
);
let output = self.surface.get_current_texture()?;
let view = output
.texture
@ -179,7 +251,7 @@ impl Renderer {
});
{
let mut _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
@ -196,6 +268,20 @@ impl Renderer {
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
render_pass.set_bind_group(1, &self.meshes_bind_group, &[]);
// TODO one group per mesh, still...
// TODO this could be implemented without accessing private members
for (group_id, meshes_range) in transform_ranges.iter() {
let group = self.mesh_pool.groups.get(*group_id).unwrap();
render_pass.set_vertex_buffer(0, group.vertices.slice(..));
render_pass.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
let indices = 0..(group.index_capacity as u32);
render_pass.draw_indexed(indices, 0, meshes_range.to_owned());
}
}
self.queue.submit(std::iter::once(encoder.finish()));

View File

@ -2,8 +2,13 @@ struct CameraUniform {
vp: mat4x4<f32>;
};
[[group(0), binding(0)]]
var<uniform> camera: CameraUniform;
struct MeshInstance {
transform: mat4x4<f32>;
};
struct MeshData {
instances: array<MeshInstance>;
};
struct VertexInput {
[[location(0)]] position: vec3<f32>;
@ -13,10 +18,18 @@ struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
};
[[group(0), binding(0)]]
var<uniform> camera: CameraUniform;
[[group(1), binding(0)]]
var<storage> meshes: MeshData;
[[stage(vertex)]]
fn vs_main(
vertex: VertexInput
[[builtin(instance_index)]] mesh_idx: u32,
vertex: VertexInput,
) -> VertexOutput {
let transform = meshes.instances[mesh_idx].transform;
var out: VertexOutput;
out.clip_position = camera.vp * vec4<f32>(vertex.position, 1.0);
return out;