diff --git a/src/renderer/buffers/mod.rs b/src/renderer/buffers/mod.rs index 029c5ec..09a8c1b 100644 --- a/src/renderer/buffers/mod.rs +++ b/src/renderer/buffers/mod.rs @@ -29,4 +29,26 @@ pub use raster::Raster; pub use raster::Vertex; mod materials; -pub use materials::Materials; \ No newline at end of file +pub use materials::Materials; + +// Create buffers + +pub struct Buffers { + pub uniform_buffer: Uniform, + pub raster_buffer: Raster, + pub node_buffer: Nodes, + pub brick_buffer: Blocks, + pub material_buffer: Materials +} + +impl Buffers { + + pub fn new(device: &wgpu::Device) -> Self { + let uniform_buffer = Uniform::new(device); + let raster_buffer = Raster::new(device); + let node_buffer = Nodes::new(device); + let brick_buffer = Blocks::new(device); + let material_buffer = Materials::new(device); + Self { uniform_buffer, raster_buffer, node_buffer, brick_buffer, material_buffer } + } +} \ No newline at end of file diff --git a/src/renderer/mod.rs b/src/renderer/mod.rs index 7b01130..42c9efc 100644 --- a/src/renderer/mod.rs +++ b/src/renderer/mod.rs @@ -2,7 +2,7 @@ use winit::{window::Window, dpi::PhysicalSize}; use cgmath::{Point3}; pub mod buffers; -use buffers::{Nodes, Blocks, Uniform, Raster, Materials}; +use buffers::{Buffers, Nodes, Blocks, Uniform, Raster, Materials}; mod passes; use passes::RaytracePass; @@ -17,13 +17,9 @@ pub struct Renderer { queue: wgpu::Queue, swapchain_desc: wgpu::SwapChainDescriptor, swapchain: wgpu::SwapChain, - raytrace: RaytracePass, + raytrace_pass: RaytracePass, // Buffers - raster_buffer: Raster, - uniform_buffer: Uniform, - node_buffer: Nodes, - brick_buffer: Blocks, - material_buffer: Materials, + buffers: Buffers, // Other pub camera: Camera, start: std::time::Instant, @@ -31,65 +27,47 @@ pub struct Renderer { } impl Renderer { - - fn create_swapchain(adapter: &wgpu::Adapter, device: &wgpu::Device, surface: &wgpu::Surface, size: PhysicalSize) -> (wgpu::SwapChainDescriptor, wgpu::SwapChain) { - let swapchain_desc = wgpu::SwapChainDescriptor { - usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen - format: adapter.get_swap_chain_preferred_format(&surface), - width: size.width, - height: size.height, - present_mode: wgpu::PresentMode::Fifo, // Fifo = Vsync - }; - let swapchain = device.create_swap_chain(&surface, &swapchain_desc); - (swapchain_desc, swapchain) - } /* * Initializes renderer and all buffers */ pub async fn new(window: &Window) -> Self { - // Create surface and pick device + // Create surface let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY); let surface = unsafe { instance.create_surface(window) }; - // Pick adapter (physical gpu) + // Pick and initialize device let adapter_options = wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, compatible_surface: Some(&surface) }; let adapter = instance.request_adapter(&adapter_options).await.unwrap(); - println!("Adapter: {}", adapter.get_info().name); - - // Pick device (logical gpu) from adapter let device_desc = wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), label: None }; let (device, queue) = adapter.request_device(&device_desc, None).await.unwrap(); // Create swapchain - let (swapchain_desc, swapchain) = Self::create_swapchain(&adapter, &device, &surface, window.inner_size()); + let window_size = window.inner_size(); + let swapchain_desc = wgpu::SwapChainDescriptor { + usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen + format: adapter.get_swap_chain_preferred_format(&surface), + width: window_size.width, + height: window_size.height, + present_mode: wgpu::PresentMode::Fifo, // Fifo = Vsync + }; + let swapchain = device.create_swap_chain(&surface, &swapchain_desc); - // Cam + // Camera let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32; let camera = Camera::new(aspect, 60.0); - - // Buffers - let uniform_buffer = Uniform::new(&device); - let raster_buffer = Raster::new(&device); - let node_buffer = Nodes::new(&device); - let brick_buffer = Blocks::new(&device); - let material_buffer = Materials::new(&device); - + // Pipeline - let bind_layouts = [ - &uniform_buffer.bind_layout, - &node_buffer.bind_layout, - &brick_buffer.bind_layout, - &material_buffer.bind_layout - ]; - let raytrace = RaytracePass::new(&device, &swapchain_desc, &bind_layouts); + let buffers = Buffers::new(&device); + let raytrace_pass = RaytracePass::new(&device, &swapchain_desc, &buffers); - // Save values in app - println!("Initialized"); + // Other let start = std::time::Instant::now(); let changed_bricks: Vec = Vec::new(); - Self { surface, device, queue, swapchain_desc, swapchain, raytrace, raster_buffer, uniform_buffer, node_buffer, brick_buffer, material_buffer, camera, start, changed_bricks } + + println!("Initialized"); + Self { surface, device, queue, swapchain_desc, swapchain, raytrace_pass, buffers, camera, start, changed_bricks } } /* @@ -115,17 +93,17 @@ impl Renderer { pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> { // Update uniform buffer - self.uniform_buffer.values.update(&self.camera, self.start.elapsed().as_secs_f32()); - self.queue.write_buffer(&self.uniform_buffer.buffer, 0, bytemuck::cast_slice(&[self.uniform_buffer.values])); + self.buffers.uniform_buffer.values.update(&self.camera, self.start.elapsed().as_secs_f32()); + self.queue.write_buffer(&self.buffers.uniform_buffer.buffer, 0, bytemuck::cast_slice(&[self.buffers.uniform_buffer.values])); // Update changed nodes if self.changed_bricks.len() > 0 { - self.node_buffer.write(&self.queue); + self.buffers.node_buffer.write(&self.queue); for node in &self.changed_bricks { - self.brick_buffer.write(&self.queue, *node); + self.buffers.brick_buffer.write(&self.queue, *node); } - let used = self.brick_buffer.next_block(false); + let used = self.buffers.brick_buffer.next_block(false); let total = buffers::BLOCK_TEX_SIZE * buffers::BLOCK_TEX_SIZE; let changed = self.changed_bricks.len(); println!("Used: {}/{} Changed: {}", used, total, changed); @@ -139,33 +117,7 @@ impl Renderer { // Create encoder that will build command buffer for us let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),}); - // Create render pass - { - let ops = wgpu::Operations { - // Clear command - load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}), - // Store command - store: true, - }; - - let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { - label: Some("Render Pass"), - color_attachments: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops } ], - depth_stencil_attachment: None, - }); - - // Data - render_pass.set_pipeline(&self.raytrace.pipeline); - render_pass.set_bind_group(0, &self.uniform_buffer.bind_group, &[]); - render_pass.set_bind_group(1, &self.node_buffer.bind_group, &[]); - render_pass.set_bind_group(2, &self.brick_buffer.bind_group, &[]); - render_pass.set_bind_group(3, &self.material_buffer.bind_group, &[]); - // Vertices and indices - render_pass.set_vertex_buffer(0, self.raster_buffer.vertex_buffer.slice(..)); - render_pass.set_index_buffer(self.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16); - render_pass.draw_indexed(0..self.raster_buffer.index_len, 0, 0..1); - - } + self.raytrace_pass.render(&mut encoder, &mut self.buffers, &frame.view); // Submit encoder (command buffer) self.queue.submit(std::iter::once(encoder.finish())); @@ -174,6 +126,8 @@ impl Renderer { Ok(()) } +//TODO: Move things below to a separate struct, maybe trait? + /* * Create or update brick at given location */ @@ -189,7 +143,7 @@ impl Renderer { pub fn block_set_voxel(&mut self, brick_id:usize, x: usize, y: usize, z:usize, value: u8) { let voxel_id = x + buffers::BLOCK_SIZE * (y + buffers::BLOCK_SIZE * z); let brick_offset = brick_id * buffers::BLOCK_LEN; - self.brick_buffer.blocks[brick_offset + voxel_id] = value; + self.buffers.brick_buffer.blocks[brick_offset + voxel_id] = value; } /* @@ -198,12 +152,12 @@ impl Renderer { pub fn block_get_id(&mut self, pos: Point3, apply: bool) -> usize { // Get node let node_idx = pos.x + buffers::NODE_TEX_SIZE * (pos.y + buffers::NODE_TEX_SIZE * pos.z); - let mut node_value = self.node_buffer.nodes[node_idx]; + let mut node_value = self.buffers.node_buffer.nodes[node_idx]; // Use new brick if neccesary if node_value == 0 { - node_value = self.brick_buffer.next_block(apply) as u32; - if apply { self.node_buffer.nodes[node_idx] = node_value; } + node_value = self.buffers.brick_buffer.next_block(apply) as u32; + if apply { self.buffers.node_buffer.nodes[node_idx] = node_value; } } // Get brick id from node value diff --git a/src/renderer/passes/raytrace.rs b/src/renderer/passes/raytrace.rs index ff0871a..9b530c9 100644 --- a/src/renderer/passes/raytrace.rs +++ b/src/renderer/passes/raytrace.rs @@ -1,24 +1,21 @@ -use crate::renderer::buffers::Vertex; - +use crate::renderer::buffers::{Vertex, Buffers}; pub struct RaytracePass { pub pipeline: wgpu::RenderPipeline } impl RaytracePass { - pub fn new(device: &wgpu::Device, swapchain_desc: &wgpu::SwapChainDescriptor, bind_group_layouts: &[&wgpu::BindGroupLayout]) -> Self { - // Pipeline stuff - let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { - label: Some("Render Pipeline Layout"), - bind_group_layouts: bind_group_layouts, - push_constant_ranges: &[], - }); - let vert_state = wgpu::VertexState { //vert + pub fn new(device: &wgpu::Device, swapchain_desc: &wgpu::SwapChainDescriptor, buffers: &Buffers) -> Self { + + // Vertex shader + let vert_state = wgpu::VertexState { module: &device.create_shader_module(&wgpu::include_spirv!("..\\..\\shaders\\bin\\shader.vert.spv")), entry_point: "main", buffers: &[Vertex::desc()], }; - let frag_state = wgpu::FragmentState { // frag + + // Fragment shader + let frag_state = wgpu::FragmentState { module: &device.create_shader_module(&wgpu::include_spirv!("..\\..\\shaders\\bin\\shader.frag.spv")), entry_point: "main", targets: &[wgpu::ColorTargetState { @@ -28,18 +25,21 @@ impl RaytracePass { write_mask: wgpu::ColorWrite::ALL, }], }; - let prim_state = wgpu::PrimitiveState { // primitive - topology: wgpu::PrimitiveTopology::TriangleList, - strip_index_format: None, - front_face: wgpu::FrontFace::Cw, - cull_mode: wgpu::CullMode::Back, - polygon_mode: wgpu::PolygonMode::Fill, - }; - let multisample_state = wgpu::MultisampleState { // multisample - count: 1, - mask: !0, - alpha_to_coverage_enabled: false, - }; + + // Bind group layouts + let bind_group_layouts = [ + &buffers.uniform_buffer.bind_layout, + &buffers.node_buffer.bind_layout, + &buffers.brick_buffer.bind_layout, + &buffers.material_buffer.bind_layout + ]; + + // Pipeline layout + let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("Render Pipeline Layout"), + bind_group_layouts: &bind_group_layouts, + push_constant_ranges: &[], + }); // Create pipeline let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { @@ -47,11 +47,48 @@ impl RaytracePass { layout: Some(&pipeline_layout), vertex: vert_state, fragment: Some(frag_state), - primitive: prim_state, + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleList, + strip_index_format: None, + front_face: wgpu::FrontFace::Cw, + cull_mode: wgpu::CullMode::Back, + polygon_mode: wgpu::PolygonMode::Fill, + }, depth_stencil: None, - multisample: multisample_state, + multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false } }); Self { pipeline } } + + pub fn render(&mut self, encoder: &mut wgpu::CommandEncoder, buffers: &mut Buffers, attachment: &wgpu::TextureView) { + let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("Render Pass"), + color_attachments: &[ + wgpu::RenderPassColorAttachmentDescriptor { + attachment: attachment, + resolve_target: None, + ops: wgpu::Operations { + // Clear and store + load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}), + store: true, + } + }], + depth_stencil_attachment: None, + }); + + // Pipeline + render_pass.set_pipeline(&self.pipeline); + + // Vertices and indices + render_pass.set_vertex_buffer(0, buffers.raster_buffer.vertex_buffer.slice(..)); + render_pass.set_index_buffer(buffers.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16); + render_pass.draw_indexed(0..buffers.raster_buffer.index_len, 0, 0..1); + + // Bind groups + render_pass.set_bind_group(0, &buffers.uniform_buffer.bind_group, &[]); + render_pass.set_bind_group(1, &buffers.node_buffer.bind_group, &[]); + render_pass.set_bind_group(2, &buffers.brick_buffer.bind_group, &[]); + render_pass.set_bind_group(3, &buffers.material_buffer.bind_group, &[]); + } } \ No newline at end of file