forked from StrafesNET/strafe-client
1010 lines
34 KiB
Rust
1010 lines
34 KiB
Rust
use std::borrow::Cow;
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use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
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use crate::model_graphics::{GraphicsVertex,GraphicsModelColor4,GraphicsModelInstance,GraphicsModelSingleTexture,IndexedGraphicsModelSingleTexture,IndexedGroupFixedTexture};
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#[derive(Clone)]
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pub struct GraphicsModelUpdate{
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transform:Option<glam::Mat4>,
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color:Option<glam::Vec4>,
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}
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struct Entity{
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index_count:u32,
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index_buf:wgpu::Buffer,
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}
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fn create_entities<T:bytemuck::Pod>(device:&wgpu::Device,entities:&Vec<Vec<T>>)->Vec<Entity>{
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entities.iter().map(|indices|{
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let index_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some("Index"),
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contents:bytemuck::cast_slice(indices),
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usage:wgpu::BufferUsages::INDEX,
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});
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Entity{
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index_buf,
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index_count:indices.len() as u32,
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}
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}).collect()
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}
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struct GraphicsModel{
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entities:Vec<Entity>,
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model_buf:wgpu::Buffer,
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vertex_buf:wgpu::Buffer,
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bind_group:wgpu::BindGroup,
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index_format:wgpu::IndexFormat,
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instances:Vec<GraphicsModelInstance>,
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}
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pub struct GraphicsSamplers{
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repeat: wgpu::Sampler,
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}
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pub struct GraphicsBindGroupLayouts{
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model: wgpu::BindGroupLayout,
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}
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pub struct GraphicsBindGroups {
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camera: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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}
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pub struct GraphicsPipelines{
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skybox: wgpu::RenderPipeline,
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model: wgpu::RenderPipeline,
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}
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pub struct GraphicsCamera{
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screen_size: glam::UVec2,
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fov: glam::Vec2,//slope
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//camera angles and such are extrapolated and passed in every time
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}
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#[inline]
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fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r = z_far / (z_near - z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
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glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
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glam::Vec4::new(0.0, 0.0, r, -1.0),
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glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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impl GraphicsCamera{
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pub fn proj(&self)->glam::Mat4{
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perspective_rh(self.fov.x, self.fov.y, 0.5, 2000.0)
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}
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pub fn world(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
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//f32 good enough for view matrix
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glam::Mat4::from_translation(pos) * glam::Mat4::from_euler(glam::EulerRot::YXZ, angles.x, angles.y, 0f32)
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}
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pub fn to_uniform_data(&self,(pos,angles): (glam::Vec3,glam::Vec2)) -> [f32; 16 * 4] {
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let proj=self.proj();
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let proj_inv = proj.inverse();
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let view_inv=self.world(pos,angles);
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let view=view_inv.inverse();
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let mut raw = [0f32; 16 * 4];
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raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
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raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view)[..]);
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raw[48..64].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
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raw
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}
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}
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impl std::default::Default for GraphicsCamera{
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fn default()->Self{
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Self{
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screen_size:glam::UVec2::ONE,
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fov:glam::Vec2::ONE,
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}
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}
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}
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pub struct GraphicsState{
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pipelines: GraphicsPipelines,
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bind_groups: GraphicsBindGroups,
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bind_group_layouts: GraphicsBindGroupLayouts,
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samplers: GraphicsSamplers,
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camera:GraphicsCamera,
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camera_buf: wgpu::Buffer,
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temp_squid_texture_view: wgpu::TextureView,
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models: Vec<GraphicsModel>,
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depth_view: wgpu::TextureView,
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staging_belt: wgpu::util::StagingBelt,
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}
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impl GraphicsState{
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const DEPTH_FORMAT: wgpu::TextureFormat=wgpu::TextureFormat::Depth24Plus;
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fn create_depth_texture(
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config: &wgpu::SurfaceConfiguration,
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device: &wgpu::Device,
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) -> wgpu::TextureView {
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let depth_texture=device.create_texture(&wgpu::TextureDescriptor {
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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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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,
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label: None,
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view_formats: &[],
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});
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depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
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}
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pub fn clear(&mut self){
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self.models.clear();
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}
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
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}
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pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:crate::model::IndexedModelInstances){
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//generate texture view per texture
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//idk how to do this gooder lol
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let mut double_map=std::collections::HashMap::<u32,u32>::new();
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let mut texture_loading_threads=Vec::new();
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let num_textures=indexed_models.textures.len();
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for (i,texture_id) in indexed_models.textures.into_iter().enumerate(){
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let path=std::path::PathBuf::from(format!("textures/{}.dds",texture_id));
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if let Ok(mut file) = std::fs::File::open(path.clone()){
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double_map.insert(i as u32, texture_loading_threads.len() as u32);
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texture_loading_threads.push((texture_id,std::thread::spawn(move ||{
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ddsfile::Dds::read(&mut file).unwrap()
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})));
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}else{
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//println!("missing texture path={:?}",path);
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}
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}
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let texture_views:Vec<wgpu::TextureView>=texture_loading_threads.into_iter().map(|(texture_id,thread)|{
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let image=thread.join().unwrap();
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let (mut width,mut height)=(image.get_width(),image.get_height());
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let format=match image.header10.unwrap().dxgi_format{
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ddsfile::DxgiFormat::R8G8B8A8_UNorm_sRGB => wgpu::TextureFormat::Rgba8UnormSrgb,
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ddsfile::DxgiFormat::BC7_UNorm_sRGB => {
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//floor(w,4), should be ceil(w,4)
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width=width/4*4;
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height=height/4*4;
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wgpu::TextureFormat::Bc7RgbaUnormSrgb
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},
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other=>panic!("unsupported format {:?}",other),
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};
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let size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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};
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let layer_size = wgpu::Extent3d {
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depth_or_array_layers: 1,
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..size
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};
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let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
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let texture = device.create_texture_with_data(
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queue,
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&wgpu::TextureDescriptor {
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size,
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mip_level_count: max_mips,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some(format!("Texture{}",texture_id).as_str()),
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view_formats: &[],
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},
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&image.data,
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);
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texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some(format!("Texture{} View",texture_id).as_str()),
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dimension: Some(wgpu::TextureViewDimension::D2),
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..wgpu::TextureViewDescriptor::default()
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})
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}).collect();
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//split groups with different textures into separate models
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//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
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let indexed_models_len=indexed_models.models.len();
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let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
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for model in indexed_models.models.into_iter(){
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//convert ModelInstance into GraphicsModelInstance
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let instances:Vec<GraphicsModelInstance>=model.instances.into_iter().filter_map(|instance|{
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if instance.color.w==0.0{
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None
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}else{
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Some(GraphicsModelInstance{
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transform: instance.transform.into(),
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normal_transform: Into::<glam::Mat3>::into(instance.transform.matrix3).inverse().transpose(),
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color:GraphicsModelColor4::from(instance.color),
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})
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}
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}).collect();
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//skip pushing a model if all instances are invisible
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if instances.len()==0{
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continue;
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}
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//check each group, if it's using a new texture then make a new clone of the model
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let id=unique_texture_models.len();
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let mut unique_textures=Vec::new();
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for group in model.groups.into_iter(){
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//ignore zero copy optimization for now
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let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==group.texture){
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texture_index
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}else{
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//create new texture_index
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let texture_index=unique_textures.len();
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unique_textures.push(group.texture);
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unique_texture_models.push(IndexedGraphicsModelSingleTexture{
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unique_pos:model.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_tex:model.unique_tex.iter().map(|v|*v.as_ref()).collect(),
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unique_normal:model.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_color:model.unique_color.iter().map(|v|*v.as_ref()).collect(),
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unique_vertices:model.unique_vertices.clone(),
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texture:group.texture,
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groups:Vec::new(),
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instances:instances.clone(),
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});
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texture_index
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};
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unique_texture_models[id+texture_index].groups.push(IndexedGroupFixedTexture{
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polys:group.polys,
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});
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}
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}
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//check every model to see if it's using the same (texture,color) but has few instances, if it is combine it into one model
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//1. collect unique instances of texture and color, note model id
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//2. for each model id, check if removing it from the pool decreases both the model count and instance count by more than one
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//3. transpose all models that stay in the set
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//best plan: benchmark set_bind_group, set_vertex_buffer, set_index_buffer and draw_indexed
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//check if the estimated render performance is better by transposing multiple model instances into one model instance
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//for now: just deduplicate single models...
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let mut deduplicated_models=Vec::with_capacity(indexed_models_len);//use indexed_models_len because the list will likely get smaller instead of bigger
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let mut unique_texture_color=std::collections::HashMap::new();//texture->color->vec![(model_id,instance_id)]
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for (model_id,model) in unique_texture_models.iter().enumerate(){
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//for now: filter out models with more than one instance
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if 1<model.instances.len(){
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continue;
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}
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//populate hashmap
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let unique_color=if let Some(unique_color)=unique_texture_color.get_mut(&model.texture){
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unique_color
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}else{
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//make new hashmap
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let unique_color=std::collections::HashMap::new();
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unique_texture_color.insert(model.texture,unique_color);
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unique_texture_color.get_mut(&model.texture).unwrap()
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};
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//separate instances by color
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for (instance_id,instance) in model.instances.iter().enumerate(){
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let model_instance_list=if let Some(model_instance_list)=unique_color.get_mut(&instance.color){
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model_instance_list
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}else{
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//make new hashmap
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let model_instance_list=Vec::new();
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unique_color.insert(instance.color.clone(),model_instance_list);
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unique_color.get_mut(&instance.color).unwrap()
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};
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//add model instance to list
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model_instance_list.push((model_id,instance_id));
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}
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}
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//populate a hashset of models selected for transposition
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//construct transposed models
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let mut selected_model_instances=std::collections::HashSet::new();
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for (texture,unique_color) in unique_texture_color.into_iter(){
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for (color,model_instance_list) in unique_color.into_iter(){
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//world transforming one model does not meet the definition of deduplicaiton
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if 1<model_instance_list.len(){
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//create model
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let mut unique_pos=Vec::new();
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let mut pos_id_from=std::collections::HashMap::new();
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let mut unique_tex=Vec::new();
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let mut tex_id_from=std::collections::HashMap::new();
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let mut unique_normal=Vec::new();
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let mut normal_id_from=std::collections::HashMap::new();
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let mut unique_color=Vec::new();
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let mut color_id_from=std::collections::HashMap::new();
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let mut unique_vertices=Vec::new();
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let mut vertex_id_from=std::collections::HashMap::new();
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let mut polys=Vec::new();
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//transform instance vertices
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for (model_id,instance_id) in model_instance_list.into_iter(){
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//populate hashset to prevent these models from being copied
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selected_model_instances.insert(model_id);
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//there is only one instance per model
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let model=&unique_texture_models[model_id];
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let instance=&model.instances[instance_id];
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//just hash word slices LOL
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let map_pos_id:Vec<u32>=model.unique_pos.iter().map(|untransformed_pos|{
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let pos=instance.transform.transform_point3(glam::Vec3::from_array(untransformed_pos.clone())).to_array();
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let h=pos.map(|v|bytemuck::cast::<f32,u32>(v));
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(if let Some(&pos_id)=pos_id_from.get(&h){
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pos_id
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}else{
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let pos_id=unique_pos.len();
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unique_pos.push(pos.clone());
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pos_id_from.insert(h,pos_id);
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pos_id
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}) as u32
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}).collect();
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let map_tex_id:Vec<u32>=model.unique_tex.iter().map(|tex|{
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let h=tex.map(|v|bytemuck::cast::<f32,u32>(v));
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(if let Some(&tex_id)=tex_id_from.get(&h){
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tex_id
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}else{
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let tex_id=unique_tex.len();
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unique_tex.push(tex.clone());
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tex_id_from.insert(h,tex_id);
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tex_id
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}) as u32
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}).collect();
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let map_normal_id:Vec<u32>=model.unique_normal.iter().map(|untransformed_normal|{
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let normal=(instance.normal_transform*glam::Vec3::from_array(untransformed_normal.clone())).to_array();
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let h=normal.map(|v|bytemuck::cast::<f32,u32>(v));
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(if let Some(&normal_id)=normal_id_from.get(&h){
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normal_id
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}else{
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let normal_id=unique_normal.len();
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unique_normal.push(normal.clone());
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normal_id_from.insert(h,normal_id);
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normal_id
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}) as u32
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}).collect();
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let map_color_id:Vec<u32>=model.unique_color.iter().map(|color|{
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let h=color.map(|v|bytemuck::cast::<f32,u32>(v));
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(if let Some(&color_id)=color_id_from.get(&h){
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color_id
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}else{
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let color_id=unique_color.len();
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unique_color.push(color.clone());
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color_id_from.insert(h,color_id);
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color_id
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}) as u32
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}).collect();
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//map the indexed vertices onto new indices
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//creating the vertex map is slightly different because the vertices are directly hashable
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let map_vertex_id:Vec<u32>=model.unique_vertices.iter().map(|unmapped_vertex|{
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let vertex=crate::model::IndexedVertex{
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pos:map_pos_id[unmapped_vertex.pos as usize],
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tex:map_tex_id[unmapped_vertex.tex as usize],
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normal:map_normal_id[unmapped_vertex.normal as usize],
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color:map_color_id[unmapped_vertex.color as usize],
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};
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(if let Some(&vertex_id)=vertex_id_from.get(&vertex){
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vertex_id
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}else{
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let vertex_id=unique_vertices.len();
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unique_vertices.push(vertex.clone());
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vertex_id_from.insert(vertex,vertex_id);
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vertex_id
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}) as u32
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}).collect();
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for group in &model.groups{
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for poly in &group.polys{
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polys.push(crate::model::IndexedPolygon{vertices:poly.vertices.iter().map(|&vertex_id|map_vertex_id[vertex_id as usize]).collect()});
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}
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}
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}
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//push model into dedup
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deduplicated_models.push(IndexedGraphicsModelSingleTexture{
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unique_pos,
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unique_tex,
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unique_normal,
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unique_color,
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unique_vertices,
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texture,
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groups:vec![IndexedGroupFixedTexture{
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polys
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}],
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instances:vec![GraphicsModelInstance{
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transform:glam::Mat4::IDENTITY,
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normal_transform:glam::Mat3::IDENTITY,
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color
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}],
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});
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}
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}
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}
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//fill untouched models
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for (model_id,model) in unique_texture_models.into_iter().enumerate(){
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if !selected_model_instances.contains(&model_id){
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deduplicated_models.push(model);
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}
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}
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//de-index models
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let deduplicated_models_len=deduplicated_models.len();
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let models:Vec<GraphicsModelSingleTexture>=deduplicated_models.into_iter().map(|model|{
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let mut vertices = Vec::new();
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let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
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//this mut be combined in a more complex way if the models use different render patterns per group
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let mut indices = Vec::new();
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for group in model.groups {
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for poly in group.polys {
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for end_index in 2..poly.vertices.len() {
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for &index in &[0, end_index - 1, end_index] {
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let vertex_index = poly.vertices[index];
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if let Some(&i)=index_from_vertex.get(&vertex_index){
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indices.push(i);
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}else{
|
|
let i=vertices.len();
|
|
let vertex=&model.unique_vertices[vertex_index as usize];
|
|
vertices.push(GraphicsVertex{
|
|
pos: model.unique_pos[vertex.pos as usize],
|
|
tex: model.unique_tex[vertex.tex as usize],
|
|
normal: model.unique_normal[vertex.normal as usize],
|
|
color:model.unique_color[vertex.color as usize],
|
|
});
|
|
index_from_vertex.insert(vertex_index,i);
|
|
indices.push(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
GraphicsModelSingleTexture{
|
|
instances:model.instances,
|
|
entities:if (u32::MAX as usize)<vertices.len(){
|
|
panic!("Model has too many vertices!")
|
|
}else if (u16::MAX as usize)<vertices.len(){
|
|
crate::model_graphics::Entities::U32(vec![indices.into_iter().map(|vertex_id|vertex_id as u32).collect()])
|
|
}else{
|
|
crate::model_graphics::Entities::U16(vec![indices.into_iter().map(|vertex_id|vertex_id as u16).collect()])
|
|
},
|
|
vertices,
|
|
texture:model.texture,
|
|
}
|
|
}).collect();
|
|
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
|
|
let mut model_count=0;
|
|
let mut instance_count=0;
|
|
let uniform_buffer_binding_size=crate::setup::required_limits().max_uniform_buffer_binding_size as usize;
|
|
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
|
|
self.models.reserve(models.len());
|
|
for model in models.into_iter() {
|
|
instance_count+=model.instances.len();
|
|
for instances_chunk in model.instances.rchunks(chunk_size){
|
|
model_count+=1;
|
|
let model_uniforms = get_instances_buffer_data(instances_chunk);
|
|
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some(format!("Model{} Buf",model_count).as_str()),
|
|
contents: bytemuck::cast_slice(&model_uniforms),
|
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
|
});
|
|
let texture_view=match model.texture{
|
|
Some(texture_id)=>{
|
|
match double_map.get(&texture_id){
|
|
Some(&mapped_texture_id)=>&texture_views[mapped_texture_id as usize],
|
|
None=>&self.temp_squid_texture_view,
|
|
}
|
|
},
|
|
None=>&self.temp_squid_texture_view,
|
|
};
|
|
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &self.bind_group_layouts.model,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: model_buf.as_entire_binding(),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::TextureView(texture_view),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 2,
|
|
resource: wgpu::BindingResource::Sampler(&self.samplers.repeat),
|
|
},
|
|
],
|
|
label: Some(format!("Model{} Bind Group",model_count).as_str()),
|
|
});
|
|
let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("Vertex"),
|
|
contents: bytemuck::cast_slice(&model.vertices),
|
|
usage: wgpu::BufferUsages::VERTEX,
|
|
});
|
|
//all of these are being moved here
|
|
self.models.push(GraphicsModel{
|
|
instances:instances_chunk.to_vec(),
|
|
vertex_buf,
|
|
index_format:match &model.entities{
|
|
crate::model_graphics::Entities::U32(_)=>wgpu::IndexFormat::Uint32,
|
|
crate::model_graphics::Entities::U16(_)=>wgpu::IndexFormat::Uint16,
|
|
},
|
|
entities:match &model.entities{
|
|
crate::model_graphics::Entities::U32(entities)=>create_entities(device,entities),
|
|
crate::model_graphics::Entities::U16(entities)=>create_entities(device,entities),
|
|
},
|
|
bind_group: model_bind_group,
|
|
model_buf,
|
|
});
|
|
}
|
|
}
|
|
println!("Texture References={}",num_textures);
|
|
println!("Textures Loaded={}",texture_views.len());
|
|
println!("Indexed Models={}",indexed_models_len);
|
|
println!("Deduplicated Models={}",deduplicated_models_len);
|
|
println!("Graphics Objects: {}",self.models.len());
|
|
println!("Graphics Instances: {}",instance_count);
|
|
}
|
|
|
|
pub fn new(
|
|
device:&wgpu::Device,
|
|
queue:&wgpu::Queue,
|
|
config:&wgpu::SurfaceConfiguration,
|
|
)->Self{
|
|
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: None,
|
|
entries: &[
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStages::VERTEX,
|
|
ty: wgpu::BindingType::Buffer {
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
},
|
|
],
|
|
});
|
|
let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("Skybox Texture Bind Group Layout"),
|
|
entries: &[
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Texture {
|
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
|
multisampled: false,
|
|
view_dimension: wgpu::TextureViewDimension::Cube,
|
|
},
|
|
count: None,
|
|
},
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
|
count: None,
|
|
},
|
|
],
|
|
});
|
|
let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("Model Bind Group Layout"),
|
|
entries: &[
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStages::VERTEX,
|
|
ty: wgpu::BindingType::Buffer {
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
},
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Texture {
|
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
|
multisampled: false,
|
|
view_dimension: wgpu::TextureViewDimension::D2,
|
|
},
|
|
count: None,
|
|
},
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 2,
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
|
count: None,
|
|
},
|
|
],
|
|
});
|
|
|
|
let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
|
label: Some("Clamp Sampler"),
|
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
|
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
|
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
|
mag_filter: wgpu::FilterMode::Linear,
|
|
min_filter: wgpu::FilterMode::Linear,
|
|
mipmap_filter: wgpu::FilterMode::Linear,
|
|
..Default::default()
|
|
});
|
|
let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
|
label: Some("Repeat Sampler"),
|
|
address_mode_u: wgpu::AddressMode::Repeat,
|
|
address_mode_v: wgpu::AddressMode::Repeat,
|
|
address_mode_w: wgpu::AddressMode::Repeat,
|
|
mag_filter: wgpu::FilterMode::Linear,
|
|
min_filter: wgpu::FilterMode::Linear,
|
|
mipmap_filter: wgpu::FilterMode::Linear,
|
|
anisotropy_clamp:16,
|
|
..Default::default()
|
|
});
|
|
|
|
// Create the render pipeline
|
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
label: None,
|
|
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
|
|
});
|
|
|
|
//load textures
|
|
let device_features = device.features();
|
|
|
|
let skybox_texture_view={
|
|
let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
|
|
println!("Using ASTC");
|
|
wgpu::TextureFormat::Astc {
|
|
block: AstcBlock::B4x4,
|
|
channel: AstcChannel::UnormSrgb,
|
|
}
|
|
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) {
|
|
println!("Using ETC2");
|
|
wgpu::TextureFormat::Etc2Rgb8UnormSrgb
|
|
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) {
|
|
println!("Using BC");
|
|
wgpu::TextureFormat::Bc1RgbaUnormSrgb
|
|
} else {
|
|
println!("Using plain");
|
|
wgpu::TextureFormat::Bgra8UnormSrgb
|
|
};
|
|
|
|
let bytes = match skybox_format {
|
|
wgpu::TextureFormat::Astc {
|
|
block: AstcBlock::B4x4,
|
|
channel: AstcChannel::UnormSrgb,
|
|
} => &include_bytes!("../images/astc.dds")[..],
|
|
wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..],
|
|
wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..],
|
|
wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..],
|
|
_ => unreachable!(),
|
|
};
|
|
|
|
let skybox_image = ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();
|
|
|
|
let size = wgpu::Extent3d {
|
|
width: skybox_image.get_width(),
|
|
height: skybox_image.get_height(),
|
|
depth_or_array_layers: 6,
|
|
};
|
|
|
|
let layer_size = wgpu::Extent3d {
|
|
depth_or_array_layers: 1,
|
|
..size
|
|
};
|
|
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
|
|
|
let skybox_texture = device.create_texture_with_data(
|
|
queue,
|
|
&wgpu::TextureDescriptor {
|
|
size,
|
|
mip_level_count: max_mips,
|
|
sample_count: 1,
|
|
dimension: wgpu::TextureDimension::D2,
|
|
format: skybox_format,
|
|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
|
label: Some("Skybox Texture"),
|
|
view_formats: &[],
|
|
},
|
|
&skybox_image.data,
|
|
);
|
|
|
|
skybox_texture.create_view(&wgpu::TextureViewDescriptor {
|
|
label: Some("Skybox Texture View"),
|
|
dimension: Some(wgpu::TextureViewDimension::Cube),
|
|
..wgpu::TextureViewDescriptor::default()
|
|
})
|
|
};
|
|
|
|
//squid
|
|
let squid_texture_view={
|
|
let bytes = include_bytes!("../images/squid.dds");
|
|
|
|
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();
|
|
|
|
let size = wgpu::Extent3d {
|
|
width: image.get_width(),
|
|
height: image.get_height(),
|
|
depth_or_array_layers: 1,
|
|
};
|
|
|
|
let layer_size = wgpu::Extent3d {
|
|
depth_or_array_layers: 1,
|
|
..size
|
|
};
|
|
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
|
|
|
let texture = device.create_texture_with_data(
|
|
queue,
|
|
&wgpu::TextureDescriptor {
|
|
size,
|
|
mip_level_count: max_mips,
|
|
sample_count: 1,
|
|
dimension: wgpu::TextureDimension::D2,
|
|
format: wgpu::TextureFormat::Bc7RgbaUnorm,
|
|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
|
label: Some("Squid Texture"),
|
|
view_formats: &[],
|
|
},
|
|
&image.data,
|
|
);
|
|
|
|
texture.create_view(&wgpu::TextureViewDescriptor {
|
|
label: Some("Squid Texture View"),
|
|
dimension: Some(wgpu::TextureViewDimension::D2),
|
|
..wgpu::TextureViewDescriptor::default()
|
|
})
|
|
};
|
|
|
|
let model_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
label: None,
|
|
bind_group_layouts: &[
|
|
&camera_bind_group_layout,
|
|
&skybox_texture_bind_group_layout,
|
|
&model_bind_group_layout,
|
|
],
|
|
push_constant_ranges: &[],
|
|
});
|
|
let sky_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
label: None,
|
|
bind_group_layouts: &[
|
|
&camera_bind_group_layout,
|
|
&skybox_texture_bind_group_layout,
|
|
],
|
|
push_constant_ranges: &[],
|
|
});
|
|
|
|
// Create the render pipelines
|
|
let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
label: Some("Sky Pipeline"),
|
|
layout: Some(&sky_pipeline_layout),
|
|
vertex: wgpu::VertexState {
|
|
module: &shader,
|
|
entry_point: "vs_sky",
|
|
buffers: &[],
|
|
},
|
|
fragment: Some(wgpu::FragmentState {
|
|
module: &shader,
|
|
entry_point: "fs_sky",
|
|
targets: &[Some(config.view_formats[0].into())],
|
|
}),
|
|
primitive: wgpu::PrimitiveState {
|
|
front_face: wgpu::FrontFace::Cw,
|
|
..Default::default()
|
|
},
|
|
depth_stencil: Some(wgpu::DepthStencilState {
|
|
format: Self::DEPTH_FORMAT,
|
|
depth_write_enabled: false,
|
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
|
stencil: wgpu::StencilState::default(),
|
|
bias: wgpu::DepthBiasState::default(),
|
|
}),
|
|
multisample: wgpu::MultisampleState::default(),
|
|
multiview: None,
|
|
});
|
|
let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
label: Some("Model Pipeline"),
|
|
layout: Some(&model_pipeline_layout),
|
|
vertex: wgpu::VertexState {
|
|
module: &shader,
|
|
entry_point: "vs_entity_texture",
|
|
buffers: &[wgpu::VertexBufferLayout {
|
|
array_stride: std::mem::size_of::<GraphicsVertex>() as wgpu::BufferAddress,
|
|
step_mode: wgpu::VertexStepMode::Vertex,
|
|
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4],
|
|
}],
|
|
},
|
|
fragment: Some(wgpu::FragmentState {
|
|
module: &shader,
|
|
entry_point: "fs_entity_texture",
|
|
targets: &[Some(config.view_formats[0].into())],
|
|
}),
|
|
primitive: wgpu::PrimitiveState {
|
|
front_face: wgpu::FrontFace::Cw,
|
|
cull_mode:Some(wgpu::Face::Front),
|
|
..Default::default()
|
|
},
|
|
depth_stencil: Some(wgpu::DepthStencilState {
|
|
format: Self::DEPTH_FORMAT,
|
|
depth_write_enabled: true,
|
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
|
stencil: wgpu::StencilState::default(),
|
|
bias: wgpu::DepthBiasState::default(),
|
|
}),
|
|
multisample: wgpu::MultisampleState::default(),
|
|
multiview: None,
|
|
});
|
|
|
|
let camera=GraphicsCamera::default();
|
|
let camera_uniforms = camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(glam::IVec2::ZERO,crate::integer::Time::ZERO));
|
|
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("Camera"),
|
|
contents: bytemuck::cast_slice(&camera_uniforms),
|
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
|
});
|
|
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &camera_bind_group_layout,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: camera_buf.as_entire_binding(),
|
|
},
|
|
],
|
|
label: Some("Camera"),
|
|
});
|
|
|
|
let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &skybox_texture_bind_group_layout,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::Sampler(&clamp_sampler),
|
|
},
|
|
],
|
|
label: Some("Sky Texture"),
|
|
});
|
|
|
|
let depth_view = Self::create_depth_texture(config, device);
|
|
|
|
Self{
|
|
pipelines:GraphicsPipelines{
|
|
skybox:sky_pipeline,
|
|
model:model_pipeline
|
|
},
|
|
bind_groups:GraphicsBindGroups{
|
|
camera:camera_bind_group,
|
|
skybox_texture:skybox_texture_bind_group,
|
|
},
|
|
camera,
|
|
camera_buf,
|
|
models: Vec::new(),
|
|
depth_view,
|
|
staging_belt: wgpu::util::StagingBelt::new(0x100),
|
|
bind_group_layouts: GraphicsBindGroupLayouts { model: model_bind_group_layout },
|
|
samplers: GraphicsSamplers { repeat: repeat_sampler },
|
|
temp_squid_texture_view: squid_texture_view,
|
|
}
|
|
}
|
|
pub fn resize(
|
|
&mut self,
|
|
device:&wgpu::Device,
|
|
config:&wgpu::SurfaceConfiguration,
|
|
user_settings:&crate::settings::UserSettings,
|
|
) {
|
|
self.depth_view=Self::create_depth_texture(config,device);
|
|
self.camera.screen_size=glam::uvec2(config.width,config.height);
|
|
self.load_user_settings(user_settings);
|
|
}
|
|
pub fn render(
|
|
&mut self,
|
|
view:&wgpu::TextureView,
|
|
device:&wgpu::Device,
|
|
queue:&wgpu::Queue,
|
|
physics_output:crate::physics::PhysicsOutputState,
|
|
predicted_time:crate::integer::Time,
|
|
mouse_pos:glam::IVec2,
|
|
) {
|
|
//TODO: use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
|
|
|
|
let mut encoder =
|
|
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
|
|
|
// update rotation
|
|
let camera_uniforms = self.camera.to_uniform_data(physics_output.extrapolate(mouse_pos,predicted_time));
|
|
self.staging_belt
|
|
.write_buffer(
|
|
&mut encoder,
|
|
&self.camera_buf,
|
|
0,
|
|
wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
|
|
device,
|
|
)
|
|
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
|
|
//This code only needs to run when the uniforms change
|
|
/*
|
|
for model in self.models.iter() {
|
|
let model_uniforms = get_instances_buffer_data(&model.instances);
|
|
self.staging_belt
|
|
.write_buffer(
|
|
&mut encoder,
|
|
&model.model_buf,//description of where data will be written when command is executed
|
|
0,//offset in staging belt?
|
|
wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
|
|
device,
|
|
)
|
|
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
|
|
}
|
|
*/
|
|
self.staging_belt.finish();
|
|
|
|
{
|
|
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: None,
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
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:wgpu::StoreOp::Store,
|
|
},
|
|
})],
|
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
|
view: &self.depth_view,
|
|
depth_ops: Some(wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(1.0),
|
|
store:wgpu::StoreOp::Discard,
|
|
}),
|
|
stencil_ops: None,
|
|
}),
|
|
timestamp_writes:Default::default(),
|
|
occlusion_query_set:Default::default(),
|
|
});
|
|
|
|
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
|
|
rpass.set_bind_group(1, &self.bind_groups.skybox_texture, &[]);
|
|
|
|
rpass.set_pipeline(&self.pipelines.model);
|
|
for model in self.models.iter() {
|
|
rpass.set_bind_group(2, &model.bind_group, &[]);
|
|
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
|
|
|
|
for entity in model.entities.iter(){
|
|
rpass.set_index_buffer(entity.index_buf.slice(..),model.index_format);
|
|
rpass.draw_indexed(0..entity.index_count,0,0..model.instances.len() as u32);
|
|
}
|
|
}
|
|
|
|
rpass.set_pipeline(&self.pipelines.skybox);
|
|
rpass.draw(0..3, 0..1);
|
|
}
|
|
|
|
queue.submit(std::iter::once(encoder.finish()));
|
|
|
|
self.staging_belt.recall();
|
|
}
|
|
}
|
|
const MODEL_BUFFER_SIZE:usize=4*4 + 12 + 4;//let size=std::mem::size_of::<ModelInstance>();
|
|
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
|
|
fn get_instances_buffer_data(instances:&[GraphicsModelInstance]) -> Vec<f32> {
|
|
let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
|
|
for (i,mi) in instances.iter().enumerate(){
|
|
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
|
|
//model transform
|
|
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
|
|
//normal transform
|
|
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.x_axis));
|
|
raw.extend_from_slice(&[0.0]);
|
|
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.y_axis));
|
|
raw.extend_from_slice(&[0.0]);
|
|
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.z_axis));
|
|
raw.extend_from_slice(&[0.0]);
|
|
//color
|
|
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color.get()));
|
|
raw.append(&mut v);
|
|
}
|
|
raw
|
|
}
|