veloren/voxygen/src/render/renderer.rs
2021-06-02 23:59:49 -04:00

2174 lines
80 KiB
Rust

mod binding;
pub(super) mod drawer;
// Consts and bind groups for post-process and clouds
mod locals;
mod shaders;
mod shadow_map;
use locals::Locals;
use shaders::Shaders;
use shadow_map::{ShadowMap, ShadowMapRenderer};
use super::{
consts::Consts,
instances::Instances,
mesh::Mesh,
model::{DynamicModel, Model},
pipelines::{
clouds, figure, fluid, lod_terrain, particle, postprocess, shadow, skybox, sprite, terrain,
ui, GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup,
},
texture::Texture,
AaMode, AddressMode, CloudMode, FilterMode, FluidMode, LightingMode, RenderError, RenderMode,
ShadowMapMode, ShadowMode, Vertex,
};
use common::assets::{self, AssetExt, AssetHandle};
use common_base::span;
use core::convert::TryFrom;
use tracing::{error, info, warn};
use vek::*;
// TODO: yeet this somewhere else
/// A type representing data that can be converted to an immutable texture map
/// of ColLight data (used for texture atlases created during greedy meshing).
// TODO: revert to u16
pub type ColLightInfo = (Vec<[u8; 4]>, Vec2<u32>);
/// A type that stores all the layouts associated with this renderer.
struct Layouts {
global: GlobalsLayouts,
clouds: clouds::CloudsLayout,
figure: figure::FigureLayout,
fluid: fluid::FluidLayout,
postprocess: postprocess::PostProcessLayout,
shadow: shadow::ShadowLayout,
sprite: sprite::SpriteLayout,
terrain: terrain::TerrainLayout,
ui: ui::UiLayout,
}
/// A type that stores all the pipelines associated with this renderer.
struct Pipelines {
figure: figure::FigurePipeline,
fluid: fluid::FluidPipeline,
lod_terrain: lod_terrain::LodTerrainPipeline,
particle: particle::ParticlePipeline,
clouds: clouds::CloudsPipeline,
postprocess: postprocess::PostProcessPipeline,
// Consider reenabling at some time
// player_shadow: figure::FigurePipeline,
skybox: skybox::SkyboxPipeline,
sprite: sprite::SpritePipeline,
terrain: terrain::TerrainPipeline,
ui: ui::UiPipeline,
}
/// Render target views
struct Views {
// NOTE: unused for now
win_depth: wgpu::TextureView,
tgt_color: wgpu::TextureView,
tgt_depth: wgpu::TextureView,
// TODO: rename
tgt_color_pp: wgpu::TextureView,
}
/// Shadow rendering textures, layouts, pipelines, and bind groups
struct Shadow {
map: ShadowMap,
bind: ShadowTexturesBindGroup,
}
/// A type that encapsulates rendering state. `Renderer` is central to Voxygen's
/// rendering subsystem and contains any state necessary to interact with the
/// GPU, along with pipeline state objects (PSOs) needed to renderer different
/// kinds of models to the screen.
pub struct Renderer {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface,
swap_chain: wgpu::SwapChain,
sc_desc: wgpu::SwapChainDescriptor,
sampler: wgpu::Sampler,
depth_sampler: wgpu::Sampler,
layouts: Layouts,
pipelines: Pipelines,
shadow: Shadow,
// Note: we keep these here since their bind groups need to be updated if we resize the
// color/depth textures
locals: Locals,
views: Views,
noise_tex: Texture,
shaders: AssetHandle<Shaders>,
mode: RenderMode,
resolution: Vec2<u32>,
profiler: wgpu_profiler::GpuProfiler,
}
impl Renderer {
/// Create a new `Renderer` from a variety of backend-specific components
/// and the window targets.
pub fn new(window: &winit::window::Window, mode: RenderMode) -> Result<Self, RenderError> {
// Enable seamless cubemaps globally, where available--they are essentially a
// strict improvement on regular cube maps.
//
// Note that since we only have to enable this once globally, there is no point
// in doing this on rerender.
// Self::enable_seamless_cube_maps(&mut device);
let dims = window.inner_size();
// TODO: fix panic on wayland with opengl?
// TODO: fix backend defaulting to opengl on wayland.
let instance = wgpu::Instance::new(
wgpu::BackendBit::PRIMARY, /* | wgpu::BackendBit::SECONDARY */
);
// This is unsafe because the window handle must be valid, if you find a way to
// have an invalid winit::Window then you have bigger issues
#[allow(unsafe_code)]
let surface = unsafe { instance.create_surface(window) };
let adapter = futures::executor::block_on(instance.request_adapter(
&wgpu::RequestAdapterOptionsBase {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
},
))
.ok_or(RenderError::CouldNotFindAdapter)?;
let limits = wgpu::Limits {
max_bind_groups: 5,
max_push_constant_size: 64,
..Default::default()
};
let (device, queue) = futures::executor::block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
// TODO
label: None,
features: wgpu::Features::DEPTH_CLAMPING
| wgpu::Features::ADDRESS_MODE_CLAMP_TO_BORDER
| wgpu::Features::PUSH_CONSTANTS
// TODO: make optional based on enabling profiling
// NOTE: requires recreating the device/queue is this setting changes
// alternatively it could be a compile time feature toggle
| wgpu_profiler::GpuProfiler::REQUIRED_WGPU_FEATURES,
limits,
},
None,
))?;
let info = adapter.get_info();
info!(
?info.name,
?info.vendor,
?info.backend,
?info.device,
?info.device_type,
"selected graphics device"
);
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: dims.width,
height: dims.height,
present_mode: mode.present_mode.into(),
};
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
let shadow_views = Self::create_shadow_views(
&device,
(dims.width, dims.height),
&ShadowMapMode::try_from(mode.shadow).unwrap_or_default(),
)
.map_err(|err| {
warn!("Could not create shadow map views: {:?}", err);
})
.ok();
let shaders = Shaders::load_expect("");
let layouts = {
let global = GlobalsLayouts::new(&device);
let clouds = clouds::CloudsLayout::new(&device);
let figure = figure::FigureLayout::new(&device);
let fluid = fluid::FluidLayout::new(&device);
let postprocess = postprocess::PostProcessLayout::new(&device);
let shadow = shadow::ShadowLayout::new(&device);
let sprite = sprite::SpriteLayout::new(&device);
let terrain = terrain::TerrainLayout::new(&device);
let ui = ui::UiLayout::new(&device);
Layouts {
global,
clouds,
figure,
fluid,
postprocess,
shadow,
sprite,
terrain,
ui,
}
};
let (
pipelines,
//player_shadow_pipeline,
point_shadow_pipeline,
terrain_directed_shadow_pipeline,
figure_directed_shadow_pipeline,
) = create_pipelines(
&device,
&layouts,
&shaders.read(),
&mode,
&sc_desc,
shadow_views.is_some(),
)?;
let views = Self::create_rt_views(&device, (dims.width, dims.height), &mode)?;
let shadow_map = if let (
Some(point_pipeline),
Some(terrain_directed_pipeline),
Some(figure_directed_pipeline),
Some(shadow_views),
) = (
point_shadow_pipeline,
terrain_directed_shadow_pipeline,
figure_directed_shadow_pipeline,
shadow_views,
) {
let (point_depth, directed_depth) = shadow_views;
let layout = shadow::ShadowLayout::new(&device);
ShadowMap::Enabled(ShadowMapRenderer {
// point_encoder: factory.create_command_buffer().into(),
// directed_encoder: factory.create_command_buffer().into(),
directed_depth,
point_depth,
point_pipeline,
terrain_directed_pipeline,
figure_directed_pipeline,
layout,
})
} else {
let (dummy_point, dummy_directed) = Self::create_dummy_shadow_tex(&device, &queue);
ShadowMap::Disabled {
dummy_point,
dummy_directed,
}
};
let shadow_bind = {
let (point, directed) = shadow_map.textures();
layouts
.global
.bind_shadow_textures(&device, point, directed)
};
let shadow = Shadow {
map: shadow_map,
bind: shadow_bind,
};
let create_sampler = |filter| {
device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: filter,
min_filter: filter,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: None,
..Default::default()
})
};
let sampler = create_sampler(wgpu::FilterMode::Linear);
let depth_sampler = create_sampler(wgpu::FilterMode::Nearest);
let noise_tex = Texture::new(
&device,
&queue,
&assets::Image::load_expect("voxygen.texture.noise").read().0,
Some(wgpu::FilterMode::Linear),
Some(wgpu::AddressMode::Repeat),
)?;
let clouds_locals =
Self::create_consts_inner(&device, &queue, &[clouds::Locals::default()]);
let postprocess_locals =
Self::create_consts_inner(&device, &queue, &[postprocess::Locals::default()]);
let locals = Locals::new(
&device,
&layouts,
clouds_locals,
postprocess_locals,
&views.tgt_color,
&views.tgt_depth,
&views.tgt_color_pp,
&sampler,
&depth_sampler,
);
let mut profiler = wgpu_profiler::GpuProfiler::new(1, queue.get_timestamp_period());
profiler.enable_timer = mode.profiler_enabled;
profiler.enable_debug_marker = mode.profiler_enabled;
Ok(Self {
device,
queue,
surface,
swap_chain,
sc_desc,
layouts,
pipelines,
shadow,
locals,
views,
sampler,
depth_sampler,
noise_tex,
shaders,
mode,
resolution: Vec2::new(dims.width, dims.height),
profiler,
})
}
/// Change the render mode.
pub fn set_render_mode(&mut self, mode: RenderMode) -> Result<(), RenderError> {
self.mode = mode;
self.sc_desc.present_mode = self.mode.present_mode.into();
// Enable/disable profiler
self.profiler.enable_timer = self.mode.profiler_enabled;
self.profiler.enable_debug_marker = self.mode.profiler_enabled;
// Recreate render target
self.on_resize(self.resolution)?;
// Recreate pipelines with the new AA mode
self.recreate_pipelines();
Ok(())
}
/// Get the render mode.
pub fn render_mode(&self) -> &RenderMode { &self.mode }
/// Resize internal render targets to match window render target dimensions.
pub fn on_resize(&mut self, dims: Vec2<u32>) -> Result<(), RenderError> {
// Avoid panics when creating texture with w,h of 0,0.
if dims.x != 0 && dims.y != 0 {
// Resize swap chain
self.resolution = dims;
self.sc_desc.width = dims.x;
self.sc_desc.height = dims.y;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
// Resize other render targets
self.views = Self::create_rt_views(&mut self.device, (dims.x, dims.y), &self.mode)?;
// Rebind views to clouds/postprocess bind groups
self.locals.rebind(
&self.device,
&self.layouts,
&self.views.tgt_color,
&self.views.tgt_depth,
&self.views.tgt_color_pp,
&self.sampler,
&self.depth_sampler,
);
if let (ShadowMap::Enabled(shadow_map), ShadowMode::Map(mode)) =
(&mut self.shadow.map, self.mode.shadow)
{
match Self::create_shadow_views(&mut self.device, (dims.x, dims.y), &mode) {
Ok((point_depth, directed_depth)) => {
shadow_map.point_depth = point_depth;
shadow_map.directed_depth = directed_depth;
self.shadow.bind = self.layouts.global.bind_shadow_textures(
&self.device,
&shadow_map.point_depth,
&shadow_map.directed_depth,
);
},
Err(err) => {
warn!("Could not create shadow map views: {:?}", err);
},
}
}
}
Ok(())
}
/// Create render target views
fn create_rt_views(
device: &wgpu::Device,
size: (u32, u32),
mode: &RenderMode,
) -> Result<Views, RenderError> {
let upscaled = Vec2::<u32>::from(size)
.map(|e| (e as f32 * mode.upscale_mode.factor) as u32)
.into_tuple();
let (width, height, sample_count) = match mode.aa {
AaMode::None | AaMode::Fxaa => (upscaled.0, upscaled.1, 1),
// TODO: Ensure sampling in the shader is exactly between the 4 texels
// TODO: Figure out how to do upscaling correctly with SSAA
AaMode::MsaaX4 => (upscaled.0, upscaled.1, 4),
AaMode::MsaaX8 => (upscaled.0, upscaled.1, 8),
AaMode::MsaaX16 => (upscaled.0, upscaled.1, 16),
};
let levels = 1;
let color_view = || {
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
depth: 1,
},
mip_level_count: levels,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
});
tex.create_view(&wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
dimension: Some(wgpu::TextureViewDimension::D2),
// TODO: why is this not Color?
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: None,
base_array_layer: 0,
array_layer_count: None,
})
};
let tgt_color_view = color_view();
let tgt_color_pp_view = color_view();
let tgt_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
depth: 1,
},
mip_level_count: levels,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
});
let tgt_depth_view = tgt_depth_tex.create_view(&wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Depth32Float),
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::DepthOnly,
base_mip_level: 0,
level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
let win_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: size.0,
height: size.1,
depth: 1,
},
mip_level_count: levels,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
// TODO: Consider no depth buffer for the final draw to the window?
let win_depth_view = tgt_depth_tex.create_view(&wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Depth32Float),
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::DepthOnly,
base_mip_level: 0,
level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
Ok(Views {
tgt_color: tgt_color_view,
tgt_depth: tgt_depth_view,
tgt_color_pp: tgt_color_pp_view,
win_depth: win_depth_view,
})
}
fn create_dummy_shadow_tex(device: &wgpu::Device, queue: &wgpu::Queue) -> (Texture, Texture) {
let make_tex = |view_dim, depth| {
let tex = wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 4,
height: 4,
depth,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24Plus,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
};
let view = wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Depth24Plus),
dimension: Some(view_dim),
aspect: wgpu::TextureAspect::DepthOnly,
base_mip_level: 0,
level_count: None,
base_array_layer: 0,
array_layer_count: None,
};
let sampler_info = wgpu::SamplerDescriptor {
label: None,
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::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
};
Texture::new_raw(device, &tex, &view, &sampler_info)
};
let cube_tex = make_tex(wgpu::TextureViewDimension::Cube, 6);
let tex = make_tex(wgpu::TextureViewDimension::D2, 1);
// Clear to 1.0
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Dummy shadow tex clearing encoder"),
});
let mut clear = |tex: &Texture| {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Clear dummy shadow texture"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &tex.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
};
clear(&cube_tex);
clear(&tex);
drop(clear);
queue.submit(std::iter::once(encoder.finish()));
(cube_tex, tex)
}
/// Create textures and views for shadow maps.
// This is a one-use type and the two halves are not guaranteed to remain identical, so we
// disable the type complexity lint.
#[allow(clippy::type_complexity)]
fn create_shadow_views(
device: &wgpu::Device,
size: (u32, u32),
mode: &ShadowMapMode,
) -> Result<(Texture, Texture), RenderError> {
// (Attempt to) apply resolution factor to shadow map resolution.
let resolution_factor = mode.resolution.clamped(0.25, 4.0);
let max_texture_size = Self::max_texture_size_raw(device);
// Limit to max texture size, rather than erroring.
let size = Vec2::new(size.0, size.1).map(|e| {
let size = e as f32 * resolution_factor;
// NOTE: We know 0 <= e since we clamped the resolution factor to be between
// 0.25 and 4.0.
if size <= max_texture_size as f32 {
size as u32
} else {
max_texture_size
}
});
let levels = 1;
// Limit to max texture size rather than erroring.
let two_size = size.map(|e| {
u32::checked_next_power_of_two(e)
.filter(|&e| e <= max_texture_size)
.unwrap_or(max_texture_size)
});
let min_size = size.reduce_min();
let max_size = size.reduce_max();
let _min_two_size = two_size.reduce_min();
let _max_two_size = two_size.reduce_max();
// For rotated shadow maps, the maximum size of a pixel along any axis is the
// size of a diagonal along that axis.
let diag_size = size.map(f64::from).magnitude();
let diag_cross_size = f64::from(min_size) / f64::from(max_size) * diag_size;
let (diag_size, _diag_cross_size) =
if 0.0 < diag_size && diag_size <= f64::from(max_texture_size) {
// NOTE: diag_cross_size must be non-negative, since it is the ratio of a
// non-negative and a positive number (if max_size were zero,
// diag_size would be 0 too). And it must be <= diag_size,
// since min_size <= max_size. Therefore, if diag_size fits in a
// u16, so does diag_cross_size.
(diag_size as u32, diag_cross_size as u32)
} else {
// Limit to max texture resolution rather than error.
(max_texture_size as u32, max_texture_size as u32)
};
let diag_two_size = u32::checked_next_power_of_two(diag_size)
.filter(|&e| e <= max_texture_size)
// Limit to max texture resolution rather than error.
.unwrap_or(max_texture_size);
let point_shadow_tex = wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: diag_two_size / 4,
height: diag_two_size / 4,
depth: 6,
},
mip_level_count: levels,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24Plus,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
};
//TODO: (0, levels - 1), ?? from master
let point_shadow_view = wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Depth24Plus),
dimension: Some(wgpu::TextureViewDimension::Cube),
aspect: wgpu::TextureAspect::DepthOnly,
base_mip_level: 0,
level_count: None,
base_array_layer: 0,
array_layer_count: None,
};
let directed_shadow_tex = wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: diag_two_size,
height: diag_two_size,
depth: 1,
},
mip_level_count: levels,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24Plus,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
};
let directed_shadow_view = wgpu::TextureViewDescriptor {
label: None,
format: Some(wgpu::TextureFormat::Depth24Plus),
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::DepthOnly,
base_mip_level: 0,
level_count: None,
base_array_layer: 0,
array_layer_count: None,
};
let sampler_info = wgpu::SamplerDescriptor {
label: None,
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::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
};
let point_shadow_tex =
Texture::new_raw(device, &point_shadow_tex, &point_shadow_view, &sampler_info);
let directed_shadow_tex = Texture::new_raw(
device,
&directed_shadow_tex,
&directed_shadow_view,
&sampler_info,
);
Ok((point_shadow_tex, directed_shadow_tex))
}
/// Get the resolution of the render target.
pub fn resolution(&self) -> Vec2<u32> { self.resolution }
/// Get the resolution of the shadow render target.
pub fn get_shadow_resolution(&self) -> (Vec2<u32>, Vec2<u32>) {
if let ShadowMap::Enabled(shadow_map) = &self.shadow.map {
(
shadow_map.point_depth.get_dimensions().xy(),
shadow_map.directed_depth.get_dimensions().xy(),
)
} else {
(Vec2::new(1, 1), Vec2::new(1, 1))
}
}
// /// Queue the clearing of the shadow targets ready for a new frame to be
// /// rendered.
// pub fn clear_shadows(&mut self) {
// span!(_guard, "clear_shadows", "Renderer::clear_shadows");
// if !self.mode.shadow.is_map() {
// return;
// }
// if let Some(shadow_map) = self.shadow_map.as_mut() {
// // let point_encoder = &mut shadow_map.point_encoder;
// let point_encoder = &mut self.encoder;
// point_encoder.clear_depth(&shadow_map.point_depth_view, 1.0);
// // let directed_encoder = &mut shadow_map.directed_encoder;
// let directed_encoder = &mut self.encoder;
// directed_encoder.clear_depth(&shadow_map.directed_depth_view,
// 1.0); }
// }
/// NOTE: Supported by Vulkan (by default), DirectX 10+ (it seems--it's hard
/// to find proof of this, but Direct3D 10 apparently does it by
/// default, and 11 definitely does, so I assume it's natively supported
/// by DirectX itself), OpenGL 3.2+, and Metal (done by default). While
/// there may be some GPUs that don't quite support it correctly, the
/// impact is relatively small, so there is no reason not to enable it where
/// available.
fn enable_seamless_cube_maps() {
todo!()
// unsafe {
// // NOTE: Currently just fail silently rather than complain if the
// computer is on // a version lower than 3.2, where
// seamless cubemaps were introduced. if !device.get_info().
// is_version_supported(3, 2) { return;
// }
// // NOTE: Safe because GL_TEXTURE_CUBE_MAP_SEAMLESS is supported
// by OpenGL 3.2+ // (see https://www.khronos.org/opengl/wiki/Cubemap_Texture#Seamless_cubemap);
// // enabling seamless cube maps should always be safe regardless
// of the state of // the OpenGL context, so no further
// checks are needed. device.with_gl(|gl| {
// gl.Enable(gfx_gl::TEXTURE_CUBE_MAP_SEAMLESS);
// });
// }
}
/// Start recording the frame
/// When the returned `Drawer` is dropped the recorded draw calls will be
/// submitted to the queue
/// If there is an intermittent issue with the swap chain then Ok(None) will
/// be returned
pub fn start_recording_frame<'a>(
&'a mut self,
globals: &'a GlobalsBindGroup,
) -> Result<Option<drawer::Drawer<'a>>, RenderError> {
span!(
_guard,
"start_recording_frame",
"Renderer::start_recording_frame"
);
// TODO: does this make sense here?
self.device.poll(wgpu::Maintain::Poll);
// If the shaders files were changed attempt to recreate the shaders
if self.shaders.reloaded() {
self.recreate_pipelines();
}
let tex = match self.swap_chain.get_current_frame() {
Ok(frame) => frame.output,
// If lost recreate the swap chain
Err(err @ wgpu::SwapChainError::Lost) => {
warn!("{}. Recreating swap chain. A frame will be missed", err);
return self.on_resize(self.resolution).map(|()| None);
},
Err(wgpu::SwapChainError::Timeout) => {
// This will probably be resolved on the next frame
// NOTE: we don't log this because it happens very frequently with
// PresentMode::Fifo on certain machines
return Ok(None);
},
Err(err @ wgpu::SwapChainError::Outdated) => {
warn!("{}. This will probably be resolved on the next frame", err);
return Ok(None);
},
Err(err @ wgpu::SwapChainError::OutOfMemory) => return Err(err.into()),
};
let encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("A render encoder"),
});
Ok(Some(drawer::Drawer::new(encoder, self, tex, globals)))
}
/// Recreate the pipelines
fn recreate_pipelines(&mut self) {
match create_pipelines(
&self.device,
&self.layouts,
&self.shaders.read(),
&self.mode,
&self.sc_desc,
self.shadow.map.is_enabled(),
) {
Ok((
pipelines,
//player_shadow_pipeline,
point_shadow_pipeline,
terrain_directed_shadow_pipeline,
figure_directed_shadow_pipeline,
)) => {
self.pipelines = pipelines;
//self.player_shadow_pipeline = player_shadow_pipeline;
if let (
Some(point_pipeline),
Some(terrain_directed_pipeline),
Some(figure_directed_pipeline),
ShadowMap::Enabled(shadow_map),
) = (
point_shadow_pipeline,
terrain_directed_shadow_pipeline,
figure_directed_shadow_pipeline,
&mut self.shadow.map,
) {
shadow_map.point_pipeline = point_pipeline;
shadow_map.terrain_directed_pipeline = terrain_directed_pipeline;
shadow_map.figure_directed_pipeline = figure_directed_pipeline;
}
},
Err(e) => error!(?e, "Could not recreate shaders from assets due to an error",),
}
}
/// Create a new set of constants with the provided values.
pub fn create_consts<T: Copy + bytemuck::Pod>(&mut self, vals: &[T]) -> Consts<T> {
Self::create_consts_inner(&self.device, &self.queue, vals)
}
pub fn create_consts_inner<T: Copy + bytemuck::Pod>(
device: &wgpu::Device,
queue: &wgpu::Queue,
vals: &[T],
) -> Consts<T> {
let mut consts = Consts::new(device, vals.len());
consts.update(device, queue, vals, 0);
consts
}
/// Update a set of constants with the provided values.
pub fn update_consts<T: Copy + bytemuck::Pod>(&self, consts: &mut Consts<T>, vals: &[T]) {
consts.update(&self.device, &self.queue, vals, 0)
}
pub fn update_clouds_locals(&mut self, new_val: clouds::Locals) {
self.locals
.clouds
.update(&self.device, &self.queue, &[new_val], 0)
}
pub fn update_postprocess_locals(&mut self, new_val: postprocess::Locals) {
self.locals
.postprocess
.update(&self.device, &self.queue, &[new_val], 0)
}
/// Create a new set of instances with the provided values.
pub fn create_instances<T: Copy + bytemuck::Pod>(
&mut self,
vals: &[T],
) -> Result<Instances<T>, RenderError> {
let mut instances = Instances::new(&self.device, vals.len());
instances.update(&self.device, &self.queue, vals, 0);
Ok(instances)
}
/// Create a new model from the provided mesh.
pub fn create_model<V: Vertex>(&mut self, mesh: &Mesh<V>) -> Result<Model<V>, RenderError> {
Ok(Model::new(&self.device, mesh))
}
/// Create a new dynamic model with the specified size.
pub fn create_dynamic_model<V: Vertex>(&mut self, size: usize) -> DynamicModel<V> {
DynamicModel::new(&self.device, size)
}
/// Update a dynamic model with a mesh and a offset.
pub fn update_model<V: Vertex>(&self, model: &DynamicModel<V>, mesh: &Mesh<V>, offset: usize) {
model.update(&self.device, &self.queue, mesh, offset)
}
/// Return the maximum supported texture size.
pub fn max_texture_size(&self) -> u32 { Self::max_texture_size_raw(&self.device) }
/// Return the maximum supported texture size from the factory.
fn max_texture_size_raw(_device: &wgpu::Device) -> u32 {
// This value is temporary as there are plans to include a way to get this in
// wgpu this is just a sane standard for now
8192
}
/// Create a new immutable texture from the provided image.
pub fn create_texture_with_data_raw(
&mut self,
texture_info: &wgpu::TextureDescriptor,
view_info: &wgpu::TextureViewDescriptor,
sampler_info: &wgpu::SamplerDescriptor,
data: &[u8],
) -> Texture {
let tex = Texture::new_raw(&self.device, &texture_info, &view_info, &sampler_info);
tex.update(
&self.device,
&self.queue,
[0; 2],
[texture_info.size.width, texture_info.size.height],
data,
);
tex
}
/// Create a new raw texture.
pub fn create_texture_raw(
&mut self,
texture_info: &wgpu::TextureDescriptor,
view_info: &wgpu::TextureViewDescriptor,
sampler_info: &wgpu::SamplerDescriptor,
) -> Texture {
Texture::new_raw(&self.device, texture_info, view_info, sampler_info)
}
/// Create a new texture from the provided image.
///
/// Currently only supports Rgba8Srgb
pub fn create_texture(
&mut self,
image: &image::DynamicImage,
filter_method: Option<FilterMode>,
address_mode: Option<AddressMode>,
) -> Result<Texture, RenderError> {
Texture::new(
&self.device,
&self.queue,
image,
filter_method,
address_mode,
)
}
/// Create a new dynamic texture with the
/// specified dimensions.
///
/// Currently only supports Rgba8Srgb
pub fn create_dynamic_texture(&mut self, dims: Vec2<u32>) -> Texture {
Texture::new_dynamic(&self.device, dims.x, dims.y)
}
/// Update a texture with the provided offset, size, and data.
///
/// Currently only supports Rgba8Srgb
pub fn update_texture(
&mut self,
texture: &Texture, /* <T> */
offset: [u32; 2],
size: [u32; 2],
// TODO
// data: &[<<T as gfx::format::Formatted>::Surface as
// gfx::format::SurfaceTyped>::DataType], ) -> Result<(), RenderError>
// where
// <T as gfx::format::Formatted>::Surface: gfx::format::TextureSurface,
// <T as gfx::format::Formatted>::Channel: gfx::format::TextureChannel,
// <<T as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType:
// Copy, {
// texture.update(&mut self.encoder, offset, size, data)
data: &[[u8; 4]],
) {
texture.update(
&self.device,
&self.queue,
offset,
size,
bytemuck::cast_slice(data),
)
}
/// Creates a download buffer, downloads the win_color_view, and converts to
/// a image::DynamicImage.
//pub fn create_screenshot(&mut self) -> Result<image::DynamicImage,
// RenderError> {
pub fn create_screenshot(&mut self) {
// TODO: check if profiler enabled
// TODO: save alongside a screenshot
// Ensure timestamp query data buffers are mapped
self.device.poll(wgpu::Maintain::Wait);
// Take profiler snapshot
let profiling_data = if let Some(data) = self.profiler.process_finished_frame() {
data
} else {
error!("Failed to retrieve profiling data");
return;
};
let file_name = format!(
"frame-trace_{}.json",
std::time::SystemTime::now()
.duration_since(std::time::SystemTime::UNIX_EPOCH)
.map(|d| d.as_millis())
.unwrap_or(0)
);
wgpu_profiler::chrometrace::write_chrometrace(
std::path::Path::new(&file_name),
&profiling_data,
);
println!("{}", file_name);
//todo!()
// let (width, height) = self.get_resolution().into_tuple();
// let download_buf = self
// .device
// .create_buffer(&wgpu::BufferDescriptor {
// label: None,
// size: width * height * 4,
// usage : wgpu::BufferUsage::COPY_DST,
// mapped_at_creation: true
// });
// let encoder =
// self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor
// {label: None});
// encoder.copy_texture_to_buffer(&wgpu::TextureCopyViewBase {
// origin: &self.wi
// }, destination, copy_size)
// self.encoder.copy_texture_to_buffer_raw(
// self.win_color_view.raw().get_texture(),
// None,
// gfx::texture::RawImageInfo {
// xoffset: 0,
// yoffset: 0,
// zoffset: 0,
// width,
// height,
// depth: 0,
// format: WinColorFmt::get_format(),
// mipmap: 0,
// },
// download.raw(),
// 0,
// )?;
// self.flush();
// // Assumes that the format is Rgba8.
// let raw_data = self
// .factory
// .read_mapping(&download)?
// .chunks_exact(width as usize)
// .rev()
// .flatten()
// .flatten()
// .map(|&e| e)
// .collect::<Vec<_>>();
// Ok(image::DynamicImage::ImageRgba8(
// // Should not fail if the dimensions are correct.
// image::ImageBuffer::from_raw(width as u32, height as u32,
// raw_data).unwrap(), ))
}
// /// Queue the rendering of the provided skybox model in the upcoming frame.
// pub fn render_skybox(
// &mut self,
// model: &Model<skybox::SkyboxPipeline>,
// global: &GlobalModel,
// locals: &Consts<skybox::Locals>,
// lod: &lod_terrain::LodData,
// ) {
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.skybox_pipeline.pso,
// &skybox::pipe::Data {
// vbuf: model.vbuf.clone(),
// locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the provided figure model in the upcoming frame.
// pub fn render_figure(
// &mut self,
// model: &figure::FigureModel,
// col_lights: &Texture<ColLightFmt>,
// global: &GlobalModel,
// locals: &Consts<figure::Locals>,
// bones: &Consts<figure::BoneData>,
// lod: &lod_terrain::LodData,
// ) {
// let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// let model = &model.opaque;
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.figure_pipeline.pso,
// &figure::pipe::Data {
// vbuf: model.vbuf.clone(),
// col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
// locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// bones: bones.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the player silhouette in the upcoming frame.
// pub fn render_player_shadow(
// &mut self,
// _model: &figure::FigureModel,
// _col_lights: &Texture<ColLightFmt>,
// _global: &GlobalModel,
// _bones: &Consts<figure::BoneData>,
// _lod: &lod_terrain::LodData,
// _locals: &Consts<shadow::Locals>,
// ) {
// // FIXME: Consider reenabling at some point.
// /* let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// let model = &model.opaque;
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.player_shadow_pipeline.pso,
// &figure::pipe::Data {
// vbuf: model.vbuf.clone(),
// col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
// locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// bones: bones.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (0, 0) */), },
// ); */
// }
// /// Queue the rendering of the player model in the upcoming frame.
// pub fn render_player(
// &mut self,
// model: &figure::FigureModel,
// col_lights: &Texture<ColLightFmt>,
// global: &GlobalModel,
// locals: &Consts<figure::Locals>,
// bones: &Consts<figure::BoneData>,
// lod: &lod_terrain::LodData,
// ) {
// let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// let model = &model.opaque;
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.figure_pipeline.pso,
// &figure::pipe::Data {
// vbuf: model.vbuf.clone(),
// col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
// locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// bones: bones.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the provided terrain chunk model in the upcoming
// /// frame.
// pub fn render_terrain_chunk(
// &mut self,
// model: &Model<terrain::TerrainPipeline>,
// col_lights: &Texture<ColLightFmt>,
// global: &GlobalModel,
// locals: &Consts<terrain::Locals>,
// lod: &lod_terrain::LodData,
// ) {
// let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.terrain_pipeline.pso,
// &terrain::pipe::Data {
// vbuf: model.vbuf.clone(),
// // TODO: Consider splitting out texture atlas data into a
// separate vertex buffer, // since we don't need it for things
// like global.shadows. col_lights: (col_lights.srv.clone(),
// col_lights.sampler.clone()), locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of a shadow map from a point light in the upcoming
// /// frame.
// pub fn render_shadow_point(
// &mut self,
// model: &Model<terrain::TerrainPipeline>,
// global: &GlobalModel,
// terrain_locals: &Consts<terrain::Locals>,
// locals: &Consts<shadow::Locals>,
// ) {
// if !self.mode.shadow.is_map() {
// return;
// }
// // NOTE: Don't render shadows if the shader is not supported.
// let shadow_map = if let Some(shadow_map) = &mut self.shadow_map {
// shadow_map
// } else {
// return;
// };
// // let point_encoder = &mut shadow_map.point_encoder;
// let point_encoder = &mut self.encoder;
// point_encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &shadow_map.point_pipeline.pso,
// &shadow::pipe::Data {
// // Terrain vertex stuff
// vbuf: model.vbuf.clone(),
// locals: terrain_locals.buf.clone(),
// globals: global.globals.buf.clone(),
// // Shadow stuff
// light_shadows: locals.buf.clone(),
// tgt_depth: shadow_map.point_depth_view.clone(),
// },
// );
// }
// /// Queue the rendering of terrain shadow map from all directional lights in
// /// the upcoming frame.
// pub fn render_terrain_shadow_directed(
// &mut self,
// model: &Model<terrain::TerrainPipeline>,
// global: &GlobalModel,
// terrain_locals: &Consts<terrain::Locals>,
// locals: &Consts<shadow::Locals>,
// ) {
// if !self.mode.shadow.is_map() {
// return;
// }
// // NOTE: Don't render shadows if the shader is not supported.
// let shadow_map = if let Some(shadow_map) = &mut self.shadow_map {
// shadow_map
// } else {
// return;
// };
// // let directed_encoder = &mut shadow_map.directed_encoder;
// let directed_encoder = &mut self.encoder;
// directed_encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &shadow_map.terrain_directed_pipeline.pso,
// &shadow::pipe::Data {
// // Terrain vertex stuff
// vbuf: model.vbuf.clone(),
// locals: terrain_locals.buf.clone(),
// globals: global.globals.buf.clone(),
// // Shadow stuff
// light_shadows: locals.buf.clone(),
// tgt_depth:
// shadow_map.directed_depth_view.clone(), },
// );
// }
// /// Queue the rendering of figure shadow map from all directional lights in
// /// the upcoming frame.
// pub fn render_figure_shadow_directed(
// &mut self,
// model: &figure::FigureModel,
// global: &GlobalModel,
// figure_locals: &Consts<figure::Locals>,
// bones: &Consts<figure::BoneData>,
// locals: &Consts<shadow::Locals>,
// ) {
// if !self.mode.shadow.is_map() {
// return;
// }
// // NOTE: Don't render shadows if the shader is not supported.
// let shadow_map = if let Some(shadow_map) = &mut self.shadow_map {
// shadow_map
// } else {
// return;
// };
// let model = &model.opaque;
// // let directed_encoder = &mut shadow_map.directed_encoder;
// let directed_encoder = &mut self.encoder;
// directed_encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &shadow_map.figure_directed_pipeline.pso,
// &shadow::figure_pipe::Data {
// // Terrain vertex stuff
// vbuf: model.vbuf.clone(),
// locals: figure_locals.buf.clone(),
// bones: bones.buf.clone(),
// globals: global.globals.buf.clone(),
// // Shadow stuff
// light_shadows: locals.buf.clone(),
// tgt_depth:
// shadow_map.directed_depth_view.clone(), },
// );
// }
// /// Queue the rendering of the provided terrain chunk model in the upcoming
// /// frame.
// pub fn render_fluid_chunk(
// &mut self,
// model: &Model<fluid::FluidPipeline>,
// global: &GlobalModel,
// locals: &Consts<terrain::Locals>,
// lod: &lod_terrain::LodData,
// waves: &Texture,
// ) {
// let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.fluid_pipeline.pso,
// &fluid::pipe::Data {
// vbuf: model.vbuf.clone(),
// locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
// horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), waves: (waves.srv.clone(),
// waves.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the provided terrain chunk model in the upcoming
// /// frame.
// pub fn render_sprites(
// &mut self,
// model: &Model<sprite::SpritePipeline>,
// col_lights: &Texture<ColLightFmt>,
// global: &GlobalModel,
// terrain_locals: &Consts<terrain::Locals>,
// locals: &Consts<sprite::Locals>,
// instances: &Instances<sprite::Instance>,
// lod: &lod_terrain::LodData,
// ) {
// let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: Some((instances.count() as u32, 0)),
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.sprite_pipeline.pso,
// &sprite::pipe::Data {
// vbuf: model.vbuf.clone(),
// ibuf: instances.ibuf.clone(),
// col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
// terrain_locals: terrain_locals.buf.clone(),
// // NOTE: It would be nice if this wasn't needed and we could use
// a constant buffer // offset into the sprite data. Hopefully,
// when we switch to wgpu we can do this, // as it offers the
// exact API we want (the equivalent can be done in OpenGL using
// // glBindBufferOffset). locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the provided LoD terrain model in the upcoming
// /// frame.
// pub fn render_lod_terrain(
// &mut self,
// model: &Model<lod_terrain::LodTerrainPipeline>,
// global: &GlobalModel,
// locals: &Consts<lod_terrain::Locals>,
// lod: &lod_terrain::LodData,
// ) {
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.lod_terrain_pipeline.pso,
// &lod_terrain::pipe::Data {
// vbuf: model.vbuf.clone(),
// locals: locals.buf.clone(),
// globals: global.globals.buf.clone(),
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), map: (lod.map.srv.clone(),
// lod.map.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the provided particle in the upcoming frame.
// pub fn render_particles(
// &mut self,
// model: &Model<particle::ParticlePipeline>,
// global: &GlobalModel,
// instances: &Instances<particle::Instance>,
// lod: &lod_terrain::LodData,
// ) {
// let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: Some((instances.count() as u32, 0)),
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.particle_pipeline.pso,
// &particle::pipe::Data {
// vbuf: model.vbuf.clone(),
// ibuf: instances.ibuf.clone(),
// globals: global.globals.buf.clone(),
// lights: global.lights.buf.clone(),
// shadows: global.shadows.buf.clone(),
// light_shadows: global.shadow_mats.buf.clone(),
// point_shadow_maps,
// directed_shadow_maps,
// noise: (self.noise_tex.srv.clone(),
// self.noise_tex.sampler.clone()), alt: (lod.alt.srv.clone(),
// lod.alt.sampler.clone()), horizon: (lod.horizon.srv.clone(),
// lod.horizon.sampler.clone()), tgt_color:
// self.tgt_color_view.clone(), tgt_depth:
// (self.tgt_depth_view.clone()/* , (1, 1) */), },
// );
// }
// /// Queue the rendering of the provided UI element in the upcoming frame.
// pub fn render_ui_element<F: gfx::format::Formatted<View = [f32; 4]>>(
// &mut self,
// model: Model<ui::UiPipeline>,
// tex: &Texture<F>,
// scissor: Aabr<u16>,
// globals: &Consts<Globals>,
// locals: &Consts<ui::Locals>,
// ) where
// F::Surface: gfx::format::TextureSurface,
// F::Channel: gfx::format::TextureChannel,
// <F::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
// {
// let Aabr { min, max } = scissor;
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range.start,
// end: model.vertex_range.end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.ui_pipeline.pso,
// &ui::pipe::Data {
// vbuf: model.vbuf,
// scissor: gfx::Rect {
// x: min.x,
// y: min.y,
// w: max.x - min.x,
// h: max.y - min.y,
// },
// tex: (tex.srv.clone(), tex.sampler.clone()),
// locals: locals.buf.clone(),
// globals: globals.buf.clone(),
// tgt_color: self.win_color_view.clone(),
// tgt_depth: self.win_depth_view.clone(),
// },
// );
// }
// pub fn render_clouds(
// &mut self,
// model: &Model<clouds::CloudsPipeline>,
// globals: &Consts<Globals>,
// locals: &Consts<clouds::Locals>,
// lod: &lod_terrain::LodData,
// ) {
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.clouds_pipeline.pso,
// &clouds::pipe::Data {
// vbuf: model.vbuf.clone(),
// locals: locals.buf.clone(),
// globals: globals.buf.clone(),
// map: (lod.map.srv.clone(), lod.map.sampler.clone()),
// alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
// horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
// color_sampler: (self.tgt_color_res.clone(),
// self.sampler.clone()), depth_sampler:
// (self.tgt_depth_res.clone(), self.sampler.clone()), noise:
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// tgt_color: self.tgt_color_pp_view.clone(), },
// )
// }
// pub fn render_post_process(
// &mut self,
// model: &Model<postprocess::PostProcessPipeline>,
// globals: &Consts<Globals>,
// locals: &Consts<postprocess::Locals>,
// lod: &lod_terrain::LodData,
// ) {
// self.encoder.draw(
// &gfx::Slice {
// start: model.vertex_range().start,
// end: model.vertex_range().end,
// base_vertex: 0,
// instances: None,
// buffer: gfx::IndexBuffer::Auto,
// },
// &self.postprocess_pipeline.pso,
// &postprocess::pipe::Data {
// vbuf: model.vbuf.clone(),
// locals: locals.buf.clone(),
// globals: globals.buf.clone(),
// map: (lod.map.srv.clone(), lod.map.sampler.clone()),
// alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
// horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
// color_sampler: (self.tgt_color_res_pp.clone(),
// self.sampler.clone()), depth_sampler:
// (self.tgt_depth_res.clone(), self.sampler.clone()), noise:
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// tgt_color: self.win_color_view.clone(), },
// )
// }
}
/// Creates all the pipelines used to render.
fn create_pipelines(
device: &wgpu::Device,
layouts: &Layouts,
shaders: &Shaders,
mode: &RenderMode,
sc_desc: &wgpu::SwapChainDescriptor,
has_shadow_views: bool,
) -> Result<
(
Pipelines,
//figure::FigurePipeline,
Option<shadow::PointShadowPipeline>,
Option<shadow::ShadowPipeline>,
Option<shadow::ShadowFigurePipeline>,
),
RenderError,
> {
use shaderc::{CompileOptions, Compiler, OptimizationLevel, ResolvedInclude, ShaderKind};
let constants = shaders.get("include.constants").unwrap();
let globals = shaders.get("include.globals").unwrap();
let sky = shaders.get("include.sky").unwrap();
let light = shaders.get("include.light").unwrap();
let srgb = shaders.get("include.srgb").unwrap();
let random = shaders.get("include.random").unwrap();
let lod = shaders.get("include.lod").unwrap();
let shadows = shaders.get("include.shadows").unwrap();
// We dynamically add extra configuration settings to the constants file.
let constants = format!(
r#"
{}
#define VOXYGEN_COMPUTATION_PREFERENCE {}
#define FLUID_MODE {}
#define CLOUD_MODE {}
#define LIGHTING_ALGORITHM {}
#define SHADOW_MODE {}
"#,
&constants.0,
// TODO: Configurable vertex/fragment shader preference.
"VOXYGEN_COMPUTATION_PREFERENCE_FRAGMENT",
match mode.fluid {
FluidMode::Cheap => "FLUID_MODE_CHEAP",
FluidMode::Shiny => "FLUID_MODE_SHINY",
},
match mode.cloud {
CloudMode::None => "CLOUD_MODE_NONE",
CloudMode::Minimal => "CLOUD_MODE_MINIMAL",
CloudMode::Low => "CLOUD_MODE_LOW",
CloudMode::Medium => "CLOUD_MODE_MEDIUM",
CloudMode::High => "CLOUD_MODE_HIGH",
CloudMode::Ultra => "CLOUD_MODE_ULTRA",
},
match mode.lighting {
LightingMode::Ashikhmin => "LIGHTING_ALGORITHM_ASHIKHMIN",
LightingMode::BlinnPhong => "LIGHTING_ALGORITHM_BLINN_PHONG",
LightingMode::Lambertian => "LIGHTING_ALGORITHM_LAMBERTIAN",
},
match mode.shadow {
ShadowMode::None => "SHADOW_MODE_NONE",
ShadowMode::Map(_) if has_shadow_views => "SHADOW_MODE_MAP",
ShadowMode::Cheap | ShadowMode::Map(_) => "SHADOW_MODE_CHEAP",
},
);
let anti_alias = shaders
.get(match mode.aa {
AaMode::None => "antialias.none",
AaMode::Fxaa => "antialias.fxaa",
AaMode::MsaaX4 => "antialias.msaa-x4",
AaMode::MsaaX8 => "antialias.msaa-x8",
AaMode::MsaaX16 => "antialias.msaa-x16",
})
.unwrap();
let cloud = shaders
.get(match mode.cloud {
CloudMode::None => "include.cloud.none",
_ => "include.cloud.regular",
})
.unwrap();
let mut compiler = Compiler::new().ok_or(RenderError::ErrorInitializingCompiler)?;
let mut options = CompileOptions::new().ok_or(RenderError::ErrorInitializingCompiler)?;
options.set_optimization_level(OptimizationLevel::Performance);
options.set_forced_version_profile(420, shaderc::GlslProfile::Core);
options.set_include_callback(move |name, _, shader_name, _| {
Ok(ResolvedInclude {
resolved_name: name.to_string(),
content: match name {
"constants.glsl" => constants.clone(),
"globals.glsl" => globals.0.to_owned(),
"shadows.glsl" => shadows.0.to_owned(),
"sky.glsl" => sky.0.to_owned(),
"light.glsl" => light.0.to_owned(),
"srgb.glsl" => srgb.0.to_owned(),
"random.glsl" => random.0.to_owned(),
"lod.glsl" => lod.0.to_owned(),
"anti-aliasing.glsl" => anti_alias.0.to_owned(),
"cloud.glsl" => cloud.0.to_owned(),
other => return Err(format!("Include {} is not defined", other)),
},
})
});
let mut create_shader = |name, kind| {
let glsl = &shaders
.get(name)
.unwrap_or_else(|| panic!("Can't retrieve shader: {}", name))
.0;
let file_name = format!("{}.glsl", name);
create_shader_module(device, &mut compiler, glsl, kind, &file_name, &options)
};
let figure_vert_mod = create_shader("figure-vert", ShaderKind::Vertex)?;
// let terrain_point_shadow_vert_mod = create_shader("Point-light-shadows-vert",
// ShaderKind::Vertex)?;
let terrain_directed_shadow_vert_mod =
create_shader("light-shadows-directed-vert", ShaderKind::Vertex)?;
let figure_directed_shadow_vert_mod =
create_shader("light-shadows-figure-vert", ShaderKind::Vertex)?;
let directed_shadow_frag_mod =
create_shader("light-shadows-directed-frag", ShaderKind::Fragment)?;
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = skybox::SkyboxPipeline::new(
device,
&create_shader("skybox-vert", ShaderKind::Vertex)?,
&create_shader("skybox-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
mode.aa,
);
// Construct a pipeline for rendering figures
let figure_pipeline = figure::FigurePipeline::new(
device,
&figure_vert_mod,
&create_shader("figure-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
&layouts.figure,
mode.aa,
);
let terrain_vert = create_shader("terrain-vert", ShaderKind::Vertex)?;
// Construct a pipeline for rendering terrain
let terrain_pipeline = terrain::TerrainPipeline::new(
device,
&terrain_vert,
&create_shader("terrain-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
&layouts.terrain,
mode.aa,
);
// Construct a pipeline for rendering fluids
let selected_fluid_shader = ["fluid-frag.", match mode.fluid {
FluidMode::Cheap => "cheap",
FluidMode::Shiny => "shiny",
}]
.concat();
let fluid_pipeline = fluid::FluidPipeline::new(
device,
&create_shader("fluid-vert", ShaderKind::Vertex)?,
&create_shader(&selected_fluid_shader, ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
&layouts.fluid,
&layouts.terrain,
mode.aa,
);
// Construct a pipeline for rendering sprites
let sprite_pipeline = sprite::SpritePipeline::new(
device,
&create_shader("sprite-vert", ShaderKind::Vertex)?,
&create_shader("sprite-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
&layouts.sprite,
&layouts.terrain,
mode.aa,
);
// Construct a pipeline for rendering particles
let particle_pipeline = particle::ParticlePipeline::new(
device,
&create_shader("particle-vert", ShaderKind::Vertex)?,
&create_shader("particle-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
mode.aa,
);
// Construct a pipeline for rendering UI elements
let ui_pipeline = ui::UiPipeline::new(
device,
&create_shader("ui-vert", ShaderKind::Vertex)?,
&create_shader("ui-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
&layouts.ui,
);
// Construct a pipeline for rendering terrain
let lod_terrain_pipeline = lod_terrain::LodTerrainPipeline::new(
device,
&create_shader("lod-terrain-vert", ShaderKind::Vertex)?,
&create_shader("lod-terrain-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
mode.aa,
);
// Construct a pipeline for rendering our clouds (a kind of post-processing)
let clouds_pipeline = clouds::CloudsPipeline::new(
device,
&create_shader("clouds-vert", ShaderKind::Vertex)?,
&create_shader("clouds-frag", ShaderKind::Fragment)?,
// TODO: pass in format of intermediate color buffer
&layouts.global,
sc_desc,
&layouts.clouds,
mode.aa,
);
// Construct a pipeline for rendering our post-processing
let postprocess_pipeline = postprocess::PostProcessPipeline::new(
device,
&create_shader("postprocess-vert", ShaderKind::Vertex)?,
&create_shader("postprocess-frag", ShaderKind::Fragment)?,
sc_desc,
&layouts.global,
&layouts.postprocess,
);
// Consider reenabling at some time in the future
//
// // Construct a pipeline for rendering the player silhouette
// let player_shadow_pipeline = create_pipeline(
// factory,
// figure::pipe::Init {
// tgt_depth: (gfx::preset::depth::PASS_TEST/*,
// Stencil::new(
// Comparison::Equal,
// 0xff,
// (StencilOp::Keep, StencilOp::Keep, StencilOp::Keep),
// ),*/),
// ..figure::pipe::new()
// },
// &figure_vert,
// &Glsl::load_watched(
// "voxygen.shaders.player-shadow-frag",
// shader_reload_indicator,
// )
// .unwrap(),
// &include_ctx,
// gfx::state::CullFace::Back,
// )?;
// Construct a pipeline for rendering point light terrain shadow maps.
let point_shadow_pipeline = shadow::PointShadowPipeline::new(
device,
&create_shader("point-light-shadows-vert", ShaderKind::Vertex)?,
&create_shader("light-shadows-frag", ShaderKind::Fragment)?,
&layouts.global,
&layouts.terrain,
mode.aa,
);
// Construct a pipeline for rendering directional light terrain shadow maps.
let terrain_directed_shadow_pipeline = shadow::ShadowPipeline::new(
device,
&terrain_directed_shadow_vert_mod,
&directed_shadow_frag_mod,
&layouts.global,
&layouts.terrain,
mode.aa,
);
// Construct a pipeline for rendering directional light figure shadow maps.
let figure_directed_shadow_pipeline = shadow::ShadowFigurePipeline::new(
device,
&figure_directed_shadow_vert_mod,
&directed_shadow_frag_mod,
&layouts.global,
&layouts.figure,
mode.aa,
);
Ok((
Pipelines {
skybox: skybox_pipeline,
figure: figure_pipeline,
terrain: terrain_pipeline,
fluid: fluid_pipeline,
sprite: sprite_pipeline,
particle: particle_pipeline,
ui: ui_pipeline,
lod_terrain: lod_terrain_pipeline,
clouds: clouds_pipeline,
postprocess: postprocess_pipeline,
},
// player_shadow_pipeline,
Some(point_shadow_pipeline),
Some(terrain_directed_shadow_pipeline),
Some(figure_directed_shadow_pipeline),
))
}
fn create_shader_module(
device: &wgpu::Device,
compiler: &mut shaderc::Compiler,
source: &str,
kind: shaderc::ShaderKind,
file_name: &str,
options: &shaderc::CompileOptions,
) -> Result<wgpu::ShaderModule, RenderError> {
use std::borrow::Cow;
let spv = compiler
.compile_into_spirv(source, kind, file_name, "main", Some(options))
.map_err(|e| (file_name, e))?;
Ok(device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some(source),
source: wgpu::ShaderSource::SpirV(Cow::Borrowed(spv.as_binary())),
flags: wgpu::ShaderFlags::empty(), // TODO: renable wgpu::ShaderFlags::VALIDATION,
}))
}