Houstin, we have rendering.

master
mitchellhansen 4 years ago
parent 60a950abe2
commit 80ac21e9d3

@ -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<f32> = cgmath::Matrix4::new(
@ -81,15 +79,15 @@ pub enum ShaderStage {
}
/*
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
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<u32>,
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<Idx> {
struct DirectionalLight {
color: wgpu::Color,
fov: f32,
depth: RangeCopy<f32>
depth: RangeCopy<f32>,
}
#[derive(Clone, Debug)]
struct Mesh {
pub struct Mesh {
index_buffer: Arc<Buffer>,
index_count: usize,
vertex_buffer: Arc<Buffer>,
uniform_buf: Arc<Buffer>,
uniform_buffer: Arc<Buffer>,
bind_group: Arc<BindGroup>,
}
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::<Renderer>().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::<Renderer>()
.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::<Renderer>().unwrap().resize(width, height);
resources
.get_mut::<Renderer>()
.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::<Renderer>().unwrap().render();
}
_ => {}
}
});
}

@ -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<Buffer>, Arc<Buffer>, Arc<Buffer>) {
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 {

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