Drop Renderer into dedicated module
This commit is contained in:
parent
cf70c8c647
commit
a3cdf9ef2a
323
src/main.rs
323
src/main.rs
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@ -1,5 +1,3 @@
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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@ -11,331 +9,16 @@ mod commands;
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mod handle;
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mod mesh;
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mod pool;
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mod renderer;
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mod scene;
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use camera::*;
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use commands::*;
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use handle::*;
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use mesh::*;
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use pool::*;
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use renderer::*;
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use scene::*;
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struct Renderer {
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pub device: wgpu::Device,
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pub mesh_pool: MeshPool,
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pub texture_pool: TexturePool,
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pub size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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depth_texture: wgpu::Texture,
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depth_texture_view: wgpu::TextureView,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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meshes_buffer: wgpu::Buffer,
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meshes_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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impl Renderer {
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pub fn new(
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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) -> Self {
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let mesh_pool = MeshPool::default();
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let texture_pool = TexturePool::new(&device);
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let (depth_texture, depth_texture_view) = Self::make_depth_texture(&device, &config);
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let camera_uniform = CameraUniform::new();
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("Camera Bind Group Layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("Camera Bind Group"),
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});
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let meshes_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Meshes Buffer"),
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size: 65536, // TODO resizable meshes buffer/gpu vectors
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let meshes_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("Meshes Bind Group Layout"),
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});
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let meshes_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &meshes_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: meshes_buffer.as_entire_binding(),
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}],
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label: Some("Meshes Bind Group"),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
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&camera_bind_group_layout,
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&meshes_bind_group_layout,
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&texture_pool.bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(&wgpu::include_wgsl!("shader.wgsl"));
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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Self {
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size,
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surface,
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device,
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queue,
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config,
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mesh_pool,
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texture_pool,
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depth_texture,
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depth_texture_view,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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meshes_buffer,
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meshes_bind_group,
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render_pipeline,
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}
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}
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn make_depth_texture(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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) -> (wgpu::Texture, wgpu::TextureView) {
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let size = wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some("Depth Texture"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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(texture, view)
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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let (depth_texture, depth_texture_view) =
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Self::make_depth_texture(&self.device, &self.config);
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self.depth_texture = depth_texture;
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self.depth_texture_view = depth_texture_view;
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}
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}
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pub fn render(
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&mut self,
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camera: &impl Camera,
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meshes: &Vec<MeshInstance>,
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) -> Result<(), wgpu::SurfaceError> {
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self.camera_uniform.update(camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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let mesh_commands = CommandSet::build(meshes);
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// TODO persistent staging buffer (write_buffer creates a new one per call)
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self.queue
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.write_buffer(&self.meshes_buffer, 0, mesh_commands.get_storage());
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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rp.set_pipeline(&self.render_pipeline);
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rp.set_bind_group(0, &self.camera_bind_group, &[]);
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rp.set_bind_group(1, &self.meshes_bind_group, &[]);
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let mut group: Option<&MeshGroup> = None;
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for cmd in mesh_commands.iter() {
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match cmd {
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Command::BindMeshGroup { group_id } => {
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group = self.mesh_pool.groups.get(group_id);
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let group = group.unwrap();
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rp.set_vertex_buffer(0, group.vertices.slice(..));
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rp.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
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}
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Command::BindTexture { texture_id } => {
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let texture = self.texture_pool.textures.get(texture_id).unwrap();
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rp.set_bind_group(2, &texture.bind_group, &[]);
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}
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Command::Draw {
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sub_id: _,
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instance_range,
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} => {
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// TODO use sub_id in mesh draw
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let indices = 0..(group.unwrap().index_capacity as u32);
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rp.draw_indexed(indices, 0, instance_range);
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}
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}
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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vp: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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Self {
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vp: glam::Mat4::IDENTITY.to_cols_array_2d(),
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}
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}
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pub fn update(&mut self, camera: &impl Camera) {
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self.vp = camera.get_vp();
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}
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}
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fn load_model() -> (MeshData, TextureData) {
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use tobj::*;
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@ -534,7 +217,7 @@ async fn make_window_renderer(window: &winit::window::Window) -> Renderer {
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};
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surface.configure(&device, &config);
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Renderer::new(size, instance, surface, device, queue, config)
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Renderer::new(size, surface, device, queue, config)
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}
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fn main() {
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@ -0,0 +1,322 @@
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use super::camera::Camera;
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use super::commands::{CommandSet, Command};
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use super::mesh::Vertex;
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use super::pool::{MeshGroup, MeshPool, TexturePool};
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use super::scene::MeshInstance;
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use wgpu::util::DeviceExt;
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pub struct Renderer {
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub mesh_pool: MeshPool,
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pub texture_pool: TexturePool,
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pub size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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config: wgpu::SurfaceConfiguration,
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depth_texture: wgpu::Texture,
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depth_texture_view: wgpu::TextureView,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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meshes_buffer: wgpu::Buffer,
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meshes_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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impl Renderer {
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pub fn new(
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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) -> Self {
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let mesh_pool = MeshPool::default();
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let texture_pool = TexturePool::new(&device);
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let (depth_texture, depth_texture_view) = Self::make_depth_texture(&device, &config);
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let camera_uniform = CameraUniform::new();
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("Camera Bind Group Layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("Camera Bind Group"),
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});
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let meshes_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Meshes Buffer"),
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size: 65536, // TODO resizable meshes buffer/gpu vectors
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let meshes_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("Meshes Bind Group Layout"),
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});
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let meshes_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &meshes_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: meshes_buffer.as_entire_binding(),
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}],
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label: Some("Meshes Bind Group"),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
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&camera_bind_group_layout,
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&meshes_bind_group_layout,
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&texture_pool.bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(&wgpu::include_wgsl!("shader.wgsl"));
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Self::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
size,
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
mesh_pool,
|
||||
texture_pool,
|
||||
depth_texture,
|
||||
depth_texture_view,
|
||||
camera_uniform,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
meshes_buffer,
|
||||
meshes_bind_group,
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
fn make_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
) -> (wgpu::Texture, wgpu::TextureView) {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some("Depth Texture"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
};
|
||||
|
||||
let texture = device.create_texture(&desc);
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
(texture, view)
|
||||
}
|
||||
|
||||
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);
|
||||
let (depth_texture, depth_texture_view) =
|
||||
Self::make_depth_texture(&self.device, &self.config);
|
||||
self.depth_texture = depth_texture;
|
||||
self.depth_texture_view = depth_texture_view;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
&mut self,
|
||||
camera: &impl Camera,
|
||||
meshes: &Vec<MeshInstance>,
|
||||
) -> Result<(), wgpu::SurfaceError> {
|
||||
self.camera_uniform.update(camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_uniform]),
|
||||
);
|
||||
|
||||
let mesh_commands = CommandSet::build(meshes);
|
||||
|
||||
// TODO persistent staging buffer (write_buffer creates a new one per call)
|
||||
self.queue
|
||||
.write_buffer(&self.meshes_buffer, 0, mesh_commands.get_storage());
|
||||
|
||||
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 rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
|
||||
rp.set_pipeline(&self.render_pipeline);
|
||||
rp.set_bind_group(0, &self.camera_bind_group, &[]);
|
||||
rp.set_bind_group(1, &self.meshes_bind_group, &[]);
|
||||
|
||||
let mut group: Option<&MeshGroup> = None;
|
||||
for cmd in mesh_commands.iter() {
|
||||
match cmd {
|
||||
Command::BindMeshGroup { group_id } => {
|
||||
group = self.mesh_pool.groups.get(group_id);
|
||||
let group = group.unwrap();
|
||||
rp.set_vertex_buffer(0, group.vertices.slice(..));
|
||||
rp.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
|
||||
}
|
||||
Command::BindTexture { texture_id } => {
|
||||
let texture = self.texture_pool.textures.get(texture_id).unwrap();
|
||||
rp.set_bind_group(2, &texture.bind_group, &[]);
|
||||
}
|
||||
Command::Draw {
|
||||
sub_id: _,
|
||||
instance_range,
|
||||
} => {
|
||||
// TODO use sub_id in mesh draw
|
||||
let indices = 0..(group.unwrap().index_capacity as u32);
|
||||
rp.draw_indexed(indices, 0, instance_range);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
vp: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
vp: glam::Mat4::IDENTITY.to_cols_array_2d(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self, camera: &impl Camera) {
|
||||
self.vp = camera.get_vp();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue