~starkingdoms/starkingdoms

ref: e796ffb2a4f90f597a0be294d3ba89d4c428d070 starkingdoms/crates/client/src/rendering/renderer.rs -rw-r--r-- 15.3 KiB
e796ffb2 — ghostly_zsh assets no longer part of binary, now dynamically loaded 10 months ago
                                                                                
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use crate::ecs::{Camera, Rotation, Scale, Shear, SpriteTexture, Translation};
use crate::rendering::assets::Assets;
use crate::rendering::mipmap::MipGenerator;
use crate::rendering::renderer::RenderInitRes::{Initialized, NotReadyYet};
use crate::rendering::texture;
use crate::rendering::ui::UiRenderable;
use bevy_ecs::schedule::Schedule;
use bevy_ecs::world::World;
use egui::ViewportId;
use std::collections::HashMap;
use std::fmt::{Debug, Formatter};
use std::sync::Arc;
use tracing::info;
use web_time::Instant;
use wgpu::SurfaceConfiguration;
use wgpu::{
    include_wgsl, Adapter, Backends, BindGroupDescriptor, BindGroupEntry, BindingResource, Buffer,
    BufferDescriptor, BufferUsages, Color, ColorTargetState, CommandEncoderDescriptor, Device,
    DeviceDescriptor, Features, FragmentState, Instance, InstanceDescriptor, Limits, LoadOp,
    Operations, Queue, RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline,
    RenderPipelineDescriptor, RequestAdapterOptions, ShaderModule, StoreOp, Surface,
    TextureViewDescriptor, VertexState,
};
use winit::dpi::{LogicalSize, PhysicalSize};
use winit::window::Window;

#[allow(unused_attributes, dead_code)]
pub struct Renderer<T: UiRenderable> {
    pub last_frame_time: Instant,

    pub surface: Surface<'static>,
    pub surface_configuration: SurfaceConfiguration,
    pub device: Device,
    pub queue: Queue,
    pub adapter: Adapter,

    pub sprite_shader_module: ShaderModule,
    pub sprite_pipeline: RenderPipeline,

    pub world: World,
    pub update_schedule: Schedule,

    pub gui_ctx: egui::Context,
    pub gui_winit: egui_winit::State,
    pub gui_renderer: egui_wgpu::Renderer,
    pub gui_renderable: T,

    pub textures: HashMap<String, texture::Texture>,
    pub mip_generator: MipGenerator,

    pub frame_uniform: Buffer,
    pub local_uniform: Buffer,
    pub scale_factor: f64,

    pub window: Arc<Window>,

    pub size: PhysicalSize<u32>,
    pub logical_size: LogicalSize<u32>,
}

#[allow(clippy::large_enum_variant)]
pub enum RenderInitRes<T: UiRenderable> {
    Initialized(Renderer<T>),
    NotReadyYet(World, Schedule, T),
}
impl<T: UiRenderable> Debug for RenderInitRes<T> {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        match self {
            Initialized(..) => write!(f, "[initialized renderer]"),
            NotReadyYet(..) => write!(f, "[pending initialization]"),
        }
    }
}

impl<T: UiRenderable> Renderer<T> {
    pub async fn try_init(
        window: Arc<Window>,
        world: World,
        update_schedule: Schedule,
        gui_renderable: T,
    ) -> RenderInitRes<T> {
        let size = window.inner_size();
        if size.width == 0 || size.height == 0 {
            return NotReadyYet(world, update_schedule, gui_renderable);
        }

        // First, create an instance. This is our handle to wgpu, and is the equivalent of navigator.gpu in WebGPU
        let instance = Instance::new(InstanceDescriptor {
            backends: Backends::all(), // Select the appropriate backend for the HAL to use. Defined in the platform module, as it's platform-specific
            ..Default::default()       // Other fields aren't relevant here
        });

        // Next, get our render surface
        let surface = instance.create_surface(window.clone()).unwrap();

        // Next, request out adapter
        let adapter = instance
            .request_adapter(&RequestAdapterOptions {
                power_preference: Default::default(), // Don't care
                force_fallback_adapter: false,        // We want a real GPU
                compatible_surface: Some(&surface), // Find an adapter that is able to render to our window
            })
            .await
            .unwrap();

        let mut limits = Limits::downlevel_webgl2_defaults();
        limits.max_texture_dimension_1d = 8192;
        limits.max_texture_dimension_2d = 8192;
        limits.max_texture_dimension_3d = 2048;
        let (device, queue) = adapter
            .request_device(
                &DeviceDescriptor {
                    label: Some("Basic render device"),
                    required_features: Features::default(),
                    required_limits: limits,
                    memory_hints: Default::default(),
                },
                None,
            )
            .await
            .unwrap();

        let format = surface
            .get_default_config(&adapter, size.width, size.height)
            .unwrap();

        surface.configure(&device, &format);

        let sprite_shader_module =
            device.create_shader_module(include_wgsl!("../shaders/sprite.wgsl"));
        let sprite_pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
            label: Some("Sprite pipeline"),
            layout: None,
            vertex: VertexState {
                module: &sprite_shader_module,
                entry_point: Some("vs"),
                compilation_options: Default::default(),
                buffers: &[],
            },
            primitive: Default::default(),
            depth_stencil: None,
            multisample: Default::default(),
            fragment: Some(FragmentState {
                module: &sprite_shader_module,
                entry_point: Some("fs"),
                compilation_options: Default::default(),
                targets: &[Some(ColorTargetState {
                    format: format.format,
                    blend: None,
                    write_mask: Default::default(),
                })],
            }),
            multiview: None,
            cache: None,
        });

        let gui_context = egui::Context::default();
        let gui_winit = egui_winit::State::new(
            gui_context.clone(),
            ViewportId::ROOT,
            &window,
            Some(window.scale_factor() as f32),
            None,
            Some(device.limits().max_texture_dimension_2d as usize),
        );
        let gui_renderer = egui_wgpu::Renderer::new(&device, format.format, None, 1, false);

        let frame_uniform = device.create_buffer(&BufferDescriptor {
            label: Some("frame uniforms"),
            size: 48 + 16, // mat3x3f, vec2f
            usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        let local_uniform = device.create_buffer(&BufferDescriptor {
            label: Some("local uniforms"),
            size: 48, // mat3x3f
            usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        Initialized(Self {
            mip_generator: MipGenerator::new(&device),
            textures: HashMap::new(),
            last_frame_time: Instant::now(),
            surface,
            device,
            queue,
            adapter,
            sprite_shader_module,
            sprite_pipeline,
            world,
            update_schedule,
            gui_ctx: gui_context,
            gui_winit,
            gui_renderer,
            gui_renderable,
            logical_size: LogicalSize::from_physical(size, window.scale_factor()),
            scale_factor: window.scale_factor(),
            window,
            frame_uniform,
            local_uniform,
            size,
            surface_configuration: format,
        })
    }

    pub fn render(&mut self) {
        // update the world
        self.update_schedule.run(&mut self.world);
        // update the UI
        let egui_output = self
            .gui_ctx
            .run(self.gui_winit.take_egui_input(&self.window), |ctx| {
                self.gui_renderable.render(ctx, &mut self.world)
            });
        self.gui_winit
            .handle_platform_output(&self.window, egui_output.platform_output);

        let output = self.surface.get_current_texture().unwrap();
        let view = output
            .texture
            .create_view(&TextureViewDescriptor::default());

        let render_pass_descriptor = RenderPassDescriptor {
            label: Some("basic render pass"),
            color_attachments: &[Some(RenderPassColorAttachment {
                view: &view,
                resolve_target: None,
                ops: Operations {
                    load: LoadOp::Clear(Color {
                        r: 0.3,
                        g: 0.3,
                        b: 0.3,
                        a: 1.0,
                    }),
                    store: StoreOp::Store,
                },
            })],
            ..Default::default()
        };
        let mut encoder = self
            .device
            .create_command_encoder(&CommandEncoderDescriptor {
                label: Some("command encoder"),
            });

        let mut sprites_to_render: Vec<(Translation, Shear, Scale, SpriteTexture, Rotation)> = vec![];

        let mut things_to_render = self.world.query::<(&Translation, &Shear, &Scale, &SpriteTexture, &Rotation)>();
        for thing in things_to_render.iter_mut(&mut self.world) {
            sprites_to_render.push((*thing.0, *thing.1, *thing.2, thing.3.clone(), *thing.4));
        }

        let cam = self.world.resource::<Camera>();

        let mut frame_uniform = vec![];
        let frame_uniform_values = [
            cam.zoom,   cam.shear_y,0.0,  0.0,
            cam.shear_x,cam.zoom,   0.0,  0.0,
            cam.x,      cam.y,      1.0,  0.0,
            self.logical_size.width as f32, self.logical_size.height as f32, 0.0, 0.0];
        for i in frame_uniform_values {
            let mut bytes = i.to_ne_bytes().to_vec();
            frame_uniform.append(&mut bytes);
        }

        self.queue.write_buffer(&self.frame_uniform, 0, &frame_uniform);

        for (pos, shear, scale, tex, rot) in sprites_to_render {
            let tex = self.textures.entry(tex.texture.clone()).or_insert({
                info!("loading texture {}", &tex.texture);
                let assets = self.world.get_resource::<Assets>().unwrap();
                let b = match tex.texture.as_str() {
                    "f" => match assets.get("f.png") {
                        Some(b) => b,
                        None => continue,
                    }
                    "happy-tree" => match assets.get("happy-tree.png") {
                        Some(b) => b,
                        None => continue,
                    }
                    "uv" => match assets.get("uv.png") {
                        Some(b) => b,
                        None => continue,
                    }
                    u => panic!("unknown texture {u}, has it been added in rendering::renderer::<impl Renderer>::render()?")
                };
                tracing::warn!("{:?}", b);
                /*let b: &[u8] = match tex.texture.as_str() {
                    "f" => include_bytes!("../textures/f.png"),
                    "happy-tree" => include_bytes!("../textures/happy-tree.png"),
                    "uv" => include_bytes!("../textures/uv.png"),
                    u => panic!("unknown texture {u}, has it been added in rendering::renderer::<impl Renderer>::render()?")
                };*/
                texture::Texture::new(
                    &b,
                    &tex.texture,
                    &self.device,
                    &self.queue,
                    &mut self.mip_generator,
                )
            });

            let xy_matrix = pos.as_matrix();
            let shear_matrix = shear.as_matrix();
            let rot_matrix = rot.as_matrix();
            let scale_matrix = scale.as_matrix();

            let transform_matrix = scale_matrix * shear_matrix * rot_matrix * xy_matrix;


            let mut local_buffer = vec![];
            let local_buffer_data = [
                transform_matrix.m11, transform_matrix.m12, transform_matrix.m13, 0.0,
                transform_matrix.m21, transform_matrix.m22, transform_matrix.m23, 0.0,
                transform_matrix.m31, transform_matrix.m32, transform_matrix.m33, 0.0,
            ];
            for i in local_buffer_data {
                let mut bytes = i.to_ne_bytes().to_vec();
                local_buffer.append(&mut bytes);
            }

            self.queue
                .write_buffer(&self.local_uniform, 0, &local_buffer);

            let bind_group = self.device.create_bind_group(&BindGroupDescriptor {
                label: Some("test_bind_group"),
                layout: &self.sprite_pipeline.get_bind_group_layout(0),
                entries: &[
                    BindGroupEntry {
                        binding: 0,
                        resource: BindingResource::Sampler(&tex.sampler),
                    },
                    BindGroupEntry {
                        binding: 1,
                        resource: BindingResource::TextureView(
                            &tex.texture.create_view(&TextureViewDescriptor::default()),
                        ),
                    },
                    BindGroupEntry {
                        binding: 2,
                        resource: BindingResource::Buffer(
                            self.frame_uniform.as_entire_buffer_binding(),
                        ),
                    },
                    BindGroupEntry {
                        binding: 3,
                        resource: BindingResource::Buffer(
                            self.local_uniform.as_entire_buffer_binding(),
                        ),
                    },
                ],
            });
            let mut pass = encoder.begin_render_pass(&render_pass_descriptor);
            pass.set_pipeline(&self.sprite_pipeline);
            pass.set_bind_group(0, Some(&bind_group), &[]);
            pass.draw(0..6, 0..1);
        }
        // main game rendering done
        // next up: egui UI rendering
        for (id, image_delta) in &egui_output.textures_delta.set {
            self.gui_renderer
                .update_texture(&self.device, &self.queue, *id, image_delta);
        }
        {
            let paint_jobs = self
                .gui_ctx
                .tessellate(egui_output.shapes, self.scale_factor as f32);
            let screen_descriptor = egui_wgpu::ScreenDescriptor {
                size_in_pixels: [self.size.width, self.size.height],
                pixels_per_point: self.scale_factor as f32,
            };
            self.gui_renderer.update_buffers(
                &self.device,
                &self.queue,
                &mut encoder,
                &paint_jobs,
                &screen_descriptor,
            );
            let render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
                label: Some("ui render pass"),
                color_attachments: &[Some(RenderPassColorAttachment {
                    view: &view,
                    resolve_target: None,
                    ops: Operations {
                        load: LoadOp::Load,
                        store: StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                timestamp_writes: None,
                occlusion_query_set: None,
            });
            let mut forgotten_render_pass = render_pass.forget_lifetime();
            self.gui_renderer
                .render(&mut forgotten_render_pass, &paint_jobs, &screen_descriptor);
            for id in egui_output.textures_delta.free {
                self.gui_renderer.free_texture(&id);
            }
        }

        let buffer = encoder.finish();
        self.queue.submit(std::iter::once(buffer));

        output.present();
    }
}