diff --git a/src/main.rs b/src/main.rs index 75e3e04..6edfd62 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,25 +1,24 @@ extern crate tobj; extern crate winit; - +use std::rc::Rc; +use std::sync::Arc; #[cfg(not(target_arch = "wasm32"))] use std::time::{Duration, Instant}; +use bytemuck::__core::ops::Range; +use cgmath::{Matrix4, Point3}; use futures::task::LocalSpawn; +use legion::*; +use wgpu::{BindGroup, Buffer}; use wgpu_subscriber; +use winit::platform::unix::x11::ffi::Time; use winit::{ event::{self, WindowEvent}, event_loop::{ControlFlow, EventLoop}, }; use crate::render::Renderer; -use bytemuck::__core::ops::Range; -use cgmath::{Point3, Matrix4}; -use std::rc::Rc; -use wgpu::Buffer; -use winit::platform::unix::x11::ffi::Time; -use legion::*; -use std::sync::Arc; mod framework; mod geometry; @@ -56,7 +55,6 @@ ECS */ - #[cfg_attr(rustfmt, rustfmt_skip)] #[allow(unused)] pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4 = cgmath::Matrix4::new( @@ -81,15 +79,15 @@ pub enum ShaderStage { } /* - window: winit::window::Window, - event_loop: EventLoop<()>, - instance: wgpu::Instance, - size: winit::dpi::PhysicalSize, - surface: wgpu::Surface, - adapter: wgpu::Adapter, - device: wgpu::Device, - queue: wgpu::Queue, - */ + window: winit::window::Window, + event_loop: EventLoop<()>, + instance: wgpu::Instance, + size: winit::dpi::PhysicalSize, + surface: wgpu::Surface, + adapter: wgpu::Adapter, + device: wgpu::Device, + queue: wgpu::Queue, +*/ // a component is any type that is 'static, sized, send and sync #[derive(Clone, Copy, Debug, PartialEq)] @@ -125,19 +123,20 @@ pub struct RangeCopy { struct DirectionalLight { color: wgpu::Color, fov: f32, - depth: RangeCopy + depth: RangeCopy, } #[derive(Clone, Debug)] -struct Mesh { +pub struct Mesh { index_buffer: Arc, + index_count: usize, vertex_buffer: Arc, - uniform_buf: Arc, + uniform_buffer: Arc, + bind_group: Arc, } -fn main() { - +fn main() { // #[cfg(not(target_arch = "wasm32"))] // { // let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE"); @@ -169,7 +168,7 @@ fn main() { */ #[cfg(not(target_arch = "wasm32"))] - let (mut pool, spawner) = { + let (mut pool, spawner) = { let local_pool = futures::executor::LocalPool::new(); let spawner = local_pool.spawner(); (local_pool, spawner) @@ -196,26 +195,26 @@ fn main() { // I don't know what they are doing here #[cfg(windows_OFF)] // TODO - { - use winit::platform::windows::WindowBuilderExtWindows; - builder = builder.with_no_redirection_bitmap(true); - } + { + use winit::platform::windows::WindowBuilderExtWindows; + builder = builder.with_no_redirection_bitmap(true); + } // I think right here is where I can start pulling everything into the renderer let window = builder.build(&event_loop).unwrap(); - // Not sure why this is guarded, maybe we don't handle the event loop timing? #[cfg(not(target_arch = "wasm32"))] - let mut last_update_inst = Instant::now(); + let mut last_update_inst = Instant::now(); log::info!("Entering render loop..."); // Load up the renderer (and the resources) let mut renderer = render::Renderer::init(window); - let (plane_vertex_buffer, plane_index_buffer, plane_uniform_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj"); + let untitled_mesh = + renderer.load_mesh_to_buffer("./resources/untitled.obj"); // This could be used for relationships between entities...??? let light_entity: Entity = world.push(( @@ -232,8 +231,11 @@ fn main() { a: 1.0, }, fov: 45.0, - depth: RangeCopy { start: 1.0, end: 20.0 }, - } + depth: RangeCopy { + start: 1.0, + end: 20.0, + }, + }, )); let mesh_entity: Entity = world.push(( @@ -241,13 +243,9 @@ fn main() { x: -5.0, y: 7.0, z: 10.0, - mx: OPENGL_TO_WGPU_MATRIX - }, - Mesh { - index_buffer: plane_index_buffer, - vertex_buffer: plane_vertex_buffer, - uniform_buf: plane_uniform_buffer, + mx: OPENGL_TO_WGPU_MATRIX, }, + untitled_mesh, Color { r: 1.0, g: 0.5, @@ -257,9 +255,45 @@ fn main() { )); let entities: &[Entity] = world.extend(vec![ - (Position { x: 0.0, y: 0.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }), - (Position { x: 1.0, y: 1.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }), - (Position { x: 2.0, y: 2.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }), + ( + Position { + x: 0.0, + y: 0.0, + z: 0.0, + mx: OPENGL_TO_WGPU_MATRIX, + }, + Velocity { + dx: 0.0, + dy: 0.0, + rs: 0.0, + }, + ), + ( + Position { + x: 1.0, + y: 1.0, + z: 0.0, + mx: OPENGL_TO_WGPU_MATRIX, + }, + Velocity { + dx: 0.0, + dy: 0.0, + rs: 0.0, + }, + ), + ( + Position { + x: 2.0, + y: 2.0, + z: 0.0, + mx: OPENGL_TO_WGPU_MATRIX, + }, + Velocity { + dx: 0.0, + dy: 0.0, + rs: 0.0, + }, + ), ]); // Init, this wants the references to the buffers... @@ -278,33 +312,37 @@ fn main() { ControlFlow::Exit } else { #[cfg(not(target_arch = "wasm32"))] - { - // Artificially slows the loop rate to 10 millis - // This is called after redraw events cleared - ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10)) - } + { + // Artificially slows the loop rate to 10 millis + // This is called after redraw events cleared + ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10)) + } #[cfg(target_arch = "wasm32")] - { - ControlFlow::Poll - } + { + ControlFlow::Poll + } }; match event { event::Event::MainEventsCleared => { #[cfg(not(target_arch = "wasm32"))] - { - // ask for a redraw every 20 millis - if last_update_inst.elapsed() > Duration::from_millis(20) { - //window.request_redraw(); - resources.get_mut::().unwrap().window.request_redraw(); - last_update_inst = Instant::now(); - } - - pool.run_until_stalled(); + { + // ask for a redraw every 20 millis + if last_update_inst.elapsed() > Duration::from_millis(20) { + //window.request_redraw(); + resources + .get_mut::() + .unwrap() + .window + .request_redraw(); + last_update_inst = Instant::now(); } + pool.run_until_stalled(); + } + #[cfg(target_arch = "wasm32")] - window.request_redraw(); + window.request_redraw(); } // Resizing will queue a request_redraw @@ -316,18 +354,21 @@ fn main() { let width = size.width; let height = size.height; - resources.get_mut::().unwrap().resize(width, height); + resources + .get_mut::() + .unwrap() + .resize(width, height); //swap_chain = device.create_swap_chain(&surface, &sc_desc); } event::Event::WindowEvent { event, .. } => match event { WindowEvent::KeyboardInput { input: - event::KeyboardInput { - virtual_keycode: Some(event::VirtualKeyCode::Escape), - state: event::ElementState::Pressed, - .. - }, + event::KeyboardInput { + virtual_keycode: Some(event::VirtualKeyCode::Escape), + state: event::ElementState::Pressed, + .. + }, .. } | WindowEvent::CloseRequested => { @@ -338,15 +379,10 @@ fn main() { } }, event::Event::RedrawRequested(_) => { - render_schedule.execute(&mut world, &mut resources); //resources.get_mut::().unwrap().render(); } _ => {} } }); - } - - - diff --git a/src/render.rs b/src/render.rs index 1ba1d6d..d1eca02 100644 --- a/src/render.rs +++ b/src/render.rs @@ -3,19 +3,19 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc}; use bytemuck::__core::mem; use bytemuck::{Pod, Zeroable}; +use cgmath::Point3; +use futures::executor::LocalPool; +use legion::world::SubWorld; use legion::*; use wgpu::util::DeviceExt; -use wgpu::{Buffer, Device, SwapChain, Queue, SwapChainFrame, Surface, SwapChainDescriptor, Instance}; -use winit::dpi::{PhysicalSize}; +use wgpu::{Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, BindGroup, BindGroupLayout}; +use winit::dpi::PhysicalSize; use winit::platform::unix::x11::ffi::Time; use winit::window::Window; use crate::geometry::{create_plane, import_mesh, Vertex}; use crate::light::LightRaw; -use crate::{Velocity, OPENGL_TO_WGPU_MATRIX, Color, Mesh, Position}; -use futures::executor::LocalPool; -use legion::world::SubWorld; -use cgmath::Point3; +use crate::{Color, Mesh, Position, Velocity, OPENGL_TO_WGPU_MATRIX}; #[repr(C)] #[derive(Clone, Copy)] @@ -65,11 +65,10 @@ pub struct Renderer { shadow_pass: Pass, forward_pass: Pass, forward_depth: wgpu::TextureView, + entity_bind_group_layout: BindGroupLayout, light_uniform_buf: wgpu::Buffer, - // plane_uniform_buf: wgpu::Buffer, - // plane_vertex_buf: wgpu::Buffer, - // plane_index_buf: wgpu::Buffer, + } impl Renderer { @@ -94,20 +93,33 @@ impl Renderer { } } -//#[system(for_each)] +/* +SOOOOOOOOOOOOooo... Legion systems have to be standalone functions, which is fine +we can do a special kind of song and dance + +Main loop { + + renderer + runtime + + render_system(param1,2,3, renderer); + animation_system(param1,2,3, runtime); + + renderer.finalize() + +} + */ #[system] #[write_component(Position)] #[write_component(Mesh)] #[write_component(Color)] pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) { - let frame = renderer.get_current_frame(); let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query(); - // update uniforms + // Update the entity uniforms for (pos, mesh, color) in query.iter_mut(world) { - // Revolve the entity by the rotation speed, only if it is non-zero // if vel.rs != 0.0 { // let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs)); @@ -123,7 +135,9 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) { color.a as f32, ], }; - renderer.queue.write_buffer(&mesh.uniform_buf, 0, bytemuck::bytes_of(&data)); + renderer + .queue + .write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data)); } // if self.lights_are_dirty { @@ -196,7 +210,12 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) { attachment: &frame.output.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 }), + load: wgpu::LoadOp::Clear(wgpu::Color { + r: 0.1, + g: 0.2, + b: 0.3, + a: 1.0, + }), store: true, }, }], @@ -212,17 +231,30 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) { pass.set_pipeline(&renderer.forward_pass.pipeline); pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]); - // for entity in &self.entities { - // pass.set_bind_group(1, &entity.bind_group, &[]); - // pass.set_index_buffer(entity.index_buf.slice(..)); - // pass.set_vertex_buffer(0, entity.vertex_buf.slice(..)); - // pass.draw_indexed(0..entity.index_count as u32, 0, 0..1); - // } + let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query(); + + for (pos, mesh, color) in query.iter_mut(world) { + pass.set_bind_group(1, &mesh.bind_group, &[]); + pass.set_index_buffer(mesh.index_buffer.slice(..)); + pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); + pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1); + let data = EntityUniforms { + model: pos.mx.into(), + color: [ + color.r as f32, + color.g as f32, + color.b as f32, + color.a as f32, + ], + }; + renderer + .queue + .write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data)); + } } encoder.pop_debug_group(); renderer.queue.submit(iter::once(encoder.finish())); - } impl Renderer { @@ -232,7 +264,9 @@ impl Renderer { match self.swapchain.get_current_frame() { Ok(frame) => frame, Err(_) => { - self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_description); + self.swapchain = self + .device + .create_swap_chain(&self.surface, &self.swapchain_description); self.swapchain .get_current_frame() .expect("Failed to acquire next swap chain texture!") @@ -284,8 +318,9 @@ impl Renderer { (vertex_buf, index_buf) } - pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc, Arc, Arc) { + pub fn load_mesh_to_buffer(&self, filepath: &str) -> Mesh { let (vertices, indices) = import_mesh(filepath); + let index_count = indices.len(); let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices); let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor { @@ -294,7 +329,23 @@ impl Renderer { usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, mapped_at_creation: false, })); - (vertex_buf, index_buf, uniform_buf) + + let bind_group = Arc::new(self.device.create_bind_group(&wgpu::BindGroupDescriptor { + layout: &self.entity_bind_group_layout, + entries: &[wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)), + }], + label: None, + })); + + Mesh { + index_buffer: index_buf, + index_count: index_count, + vertex_buffer: vertex_buf, + uniform_buffer: uniform_buf, + bind_group: bind_group, + } } pub fn init(window: Window) -> Renderer { @@ -345,8 +396,6 @@ impl Renderer { let queue = Arc::new(queue); let device = Arc::new(device); - - // This is some gross-ass web shit /*#[cfg(target_arch = "wasm32")] let spawner = { @@ -429,7 +478,7 @@ impl Renderer { }; // This is also in the runtime which really shouldn't have this - let local_bind_group_layout = + let entity_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[wgpu::BindGroupLayoutEntry { @@ -445,6 +494,7 @@ impl Renderer { }], }); + /* There appear to be two passes required for shadows, the shadow pass, and the forward pass Need to open this up in renderdoc and see what it's actually doing @@ -471,7 +521,7 @@ impl Renderer { // Pipeline is similar between passes, but with a different label let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("shadow"), - bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout], + bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout], push_constant_ranges: &[], }); @@ -591,7 +641,7 @@ impl Renderer { let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("main"), - bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout], + bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout], push_constant_ranges: &[], }); @@ -745,18 +795,15 @@ impl Renderer { shadow_pass, forward_pass, forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()), + entity_bind_group_layout: entity_bind_group_layout, light_uniform_buf, - // plane_uniform_buf, - // plane_vertex_buf: (), - // plane_index_buf: () - swapchain_description: sc_desc, surface, - instance: Arc::new(instance) + instance: Arc::new(instance), + } } - pub fn render( &mut self, frame: &wgpu::SwapChainTexture, @@ -885,7 +932,6 @@ impl Renderer { encoder.pop_debug_group(); queue.submit(iter::once(encoder.finish())); - } pub(crate) fn required_features() -> wgpu::Features {