Merge branch 'renderer-refactor'

This commit is contained in:
Jarrod Doyle 2023-04-23 10:26:45 +01:00
commit 40cdd5766d
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
8 changed files with 281 additions and 225 deletions

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@ -5,13 +5,12 @@ use winit::{
event_loop::{ControlFlow, EventLoop},
};
use crate::renderer;
use crate::{camera, render, renderer};
pub(crate) struct App {
window: winit::window::Window,
event_loop: EventLoop<()>,
render_ctx: renderer::RenderContext,
renderer: renderer::Renderer,
render_ctx: render::Context,
}
impl App {
@ -25,18 +24,58 @@ impl App {
.build(&event_loop)
.unwrap();
let render_ctx = renderer::RenderContext::new(&window).await;
let renderer = renderer::Renderer::new(&render_ctx);
let render_ctx = render::Context::new(&window).await;
Self {
window,
event_loop,
render_ctx,
renderer,
}
}
pub fn run(mut self) {
pub fn run(self) {
let mut camera_controller = camera::CameraController::new(
&self.render_ctx,
camera::Camera::new(
glam::Vec3 {
x: 4.01,
y: 4.01,
z: 20.0,
},
-90.0_f32.to_radians(),
0.0_f32.to_radians(),
),
camera::Projection::new(
self.render_ctx.size.width,
self.render_ctx.size.height,
90.0_f32.to_radians(),
0.01,
100.0,
),
10.0,
0.25,
);
let camera_bind_group_layout = render::BindGroupLayoutBuilder::new()
.with_label("camera_bind_group_layout")
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
None,
)
.build(&self.render_ctx);
let camera_bind_group = render::BindGroupBuilder::new()
.with_label("camera_bind_group")
.with_layout(&camera_bind_group_layout)
.with_entry(camera_controller.get_buffer().as_entire_binding())
.build(&self.render_ctx);
let renderer = renderer::Renderer::new(&self.render_ctx, &camera_bind_group_layout);
let mut last_render_time = Instant::now();
self.event_loop
.run(move |event, _, control_flow| match event {
@ -46,7 +85,7 @@ impl App {
} if window_id == self.window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
_ => {
self.renderer.input(&event);
camera_controller.process_events(&event);
}
},
Event::MainEventsCleared => {
@ -56,8 +95,9 @@ impl App {
let now = Instant::now();
let dt = now - last_render_time;
last_render_time = now;
self.renderer.update(dt, &self.render_ctx);
self.renderer.render(&self.render_ctx);
camera_controller.update(dt);
camera_controller.update_buffer(&self.render_ctx);
renderer.render(&self.render_ctx, &camera_bind_group);
}
_ => {}
});

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@ -2,7 +2,7 @@ use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
use crate::renderer::RenderContext;
use crate::render::Context;
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
@ -103,7 +103,7 @@ pub(crate) struct CameraController {
impl CameraController {
pub fn new(
context: &RenderContext,
context: &Context,
camera: Camera,
projection: Projection,
move_speed: f32,
@ -236,7 +236,7 @@ impl CameraController {
// log::info!("Camera Pitch: {:?}", self.camera.pitch);
}
pub fn update_buffer(&mut self, context: &RenderContext) {
pub fn update_buffer(&mut self, context: &Context) {
self.uniform.update(
self.camera.get_view_matrix(),
self.projection.get_matrix(),

View File

@ -1,7 +1,7 @@
mod app;
mod camera;
mod render;
mod renderer;
mod texture;
fn main() {
env_logger::init();

9
src/render.rs Normal file
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@ -0,0 +1,9 @@
mod bind_group;
mod context;
mod texture;
pub use self::{
bind_group::{BindGroupBuilder, BindGroupLayoutBuilder},
context::Context,
texture::{Texture, TextureBuilder},
};

96
src/render/bind_group.rs Normal file
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@ -0,0 +1,96 @@
use std::num::NonZeroU32;
use super::Context;
#[derive(Debug, Default)]
pub struct BindGroupLayoutBuilder<'a> {
next_binding: u32,
entries: Vec<wgpu::BindGroupLayoutEntry>,
label: Option<&'a str>,
}
impl<'a> BindGroupLayoutBuilder<'a> {
pub fn new() -> Self {
Self::default()
}
#[inline]
pub fn with_label(mut self, label: &'a str) -> Self {
self.label = Some(label);
self
}
#[inline]
pub fn with_entry(
mut self,
visibility: wgpu::ShaderStages,
ty: wgpu::BindingType,
count: Option<NonZeroU32>,
) -> Self {
self.entries.push(wgpu::BindGroupLayoutEntry {
binding: self.next_binding,
visibility,
ty,
count,
});
self.next_binding += 1;
self
}
#[inline]
pub fn build(self, context: &Context) -> wgpu::BindGroupLayout {
context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: self.label,
entries: &self.entries,
})
}
}
#[derive(Debug, Default)]
pub struct BindGroupBuilder<'a> {
next_binding: u32,
label: Option<&'a str>,
entries: Vec<wgpu::BindGroupEntry<'a>>,
layout: Option<&'a wgpu::BindGroupLayout>,
}
impl<'a> BindGroupBuilder<'a> {
pub fn new() -> Self {
Self::default()
}
#[inline]
pub fn with_label(mut self, label: &'a str) -> Self {
self.label = Some(label);
self
}
#[inline]
pub fn with_entry(mut self, resource: wgpu::BindingResource<'a>) -> Self {
self.entries.push(wgpu::BindGroupEntry {
binding: self.next_binding,
resource,
});
self.next_binding += 1;
self
}
#[inline]
pub fn with_layout(mut self, layout: &'a wgpu::BindGroupLayout) -> Self {
self.layout = Some(layout);
self
}
#[inline]
pub fn build(self, context: &Context) -> wgpu::BindGroup {
context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: self.label,
layout: &self.layout.unwrap(),
entries: self.entries.as_slice(),
})
}
}

69
src/render/context.rs Normal file
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@ -0,0 +1,69 @@
use winit::{dpi::PhysicalSize, window::Window};
pub struct Context {
pub instance: wgpu::Instance,
pub size: PhysicalSize<u32>,
pub surface: wgpu::Surface,
pub surface_config: wgpu::SurfaceConfiguration,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
}
impl Context {
pub async fn new(window: &Window) -> Self {
log::info!("Initialising WGPU context...");
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::VULKAN,
dx12_shader_compiler: Default::default(),
});
// To be able to start drawing we need a few things:
// - A surface
// - A GPU device to draw to the surface
// - A draw command queue
log::info!("Initialising window surface...");
let surface = unsafe { instance.create_surface(&window) }.unwrap();
log::info!("Requesting GPU adapter...");
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: Some(&surface),
})
.await
.unwrap();
log::info!("Checking GPU adapter meets requirements");
log::info!("Requesting GPU device...");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None,
)
.await
.unwrap();
log::info!("Configuring window surface...");
let size = window.inner_size();
let surface_config = surface
.get_default_config(&adapter, size.width, size.height)
.unwrap();
surface.configure(&device, &surface_config);
Self {
instance,
size,
surface,
surface_config,
adapter,
device,
queue,
}
}
}

View File

@ -1,7 +1,7 @@
use crate::renderer::RenderContext;
// TODO: Support mip-mapping and multi-sampling
use super::{BindGroupBuilder, BindGroupLayoutBuilder, Context};
#[derive(Debug, Clone)]
pub struct TextureAttributes {
pub size: wgpu::Extent3d,
@ -35,7 +35,7 @@ impl Default for TextureAttributes {
}
}
pub(crate) struct TextureBuilder {
pub struct TextureBuilder {
pub attributes: TextureAttributes,
}
@ -97,12 +97,12 @@ impl TextureBuilder {
}
#[inline]
pub fn build(self, context: &RenderContext) -> Texture {
pub fn build(self, context: &Context) -> Texture {
Texture::new(context, self.attributes)
}
}
pub(crate) struct Texture {
pub struct Texture {
pub attributes: TextureAttributes,
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
@ -112,7 +112,7 @@ pub(crate) struct Texture {
}
impl Texture {
pub fn new(context: &RenderContext, attributes: TextureAttributes) -> Self {
pub fn new(context: &Context, attributes: TextureAttributes) -> Self {
let texture = context.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: attributes.size,
@ -141,46 +141,27 @@ impl Texture {
wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
};
let bind_group_layout =
context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: attributes.shader_visibility,
ty: wgpu::BindingType::Texture {
let bind_group_layout = BindGroupLayoutBuilder::new()
.with_entry(
attributes.shader_visibility,
wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: view_dimension,
view_dimension,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: attributes.shader_visibility,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let bind_group = context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
None,
)
.with_entry(
attributes.shader_visibility,
wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
None,
)
.build(context);
let bind_group = BindGroupBuilder::new()
.with_layout(&bind_group_layout)
.with_entry(wgpu::BindingResource::TextureView(&view))
.with_entry(wgpu::BindingResource::Sampler(&sampler))
.build(context);
Self {
attributes,
@ -192,7 +173,7 @@ impl Texture {
}
}
pub fn update(&self, context: &RenderContext, data: &[u8]) {
pub fn update(&self, context: &Context, data: &[u8]) {
log::info!("Updating texture contents...");
let copy_texture = wgpu::ImageCopyTexture {
texture: &self.texture,

View File

@ -1,79 +1,4 @@
use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::event::WindowEvent;
use winit::{dpi::PhysicalSize, window::Window};
use crate::camera;
use crate::texture::{Texture, TextureBuilder};
pub(crate) struct RenderContext {
pub instance: wgpu::Instance,
pub size: PhysicalSize<u32>,
pub surface: wgpu::Surface,
pub surface_config: wgpu::SurfaceConfiguration,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
}
impl RenderContext {
pub async fn new(window: &Window) -> Self {
log::info!("Initialising WGPU context...");
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::VULKAN,
dx12_shader_compiler: Default::default(),
});
// To be able to start drawing we need a few things:
// - A surface
// - A GPU device to draw to the surface
// - A draw command queue
log::info!("Initialising window surface...");
let surface = unsafe { instance.create_surface(&window) }.unwrap();
log::info!("Requesting GPU adapter...");
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: Some(&surface),
})
.await
.unwrap();
log::info!("Checking GPU adapter meets requirements");
log::info!("Requesting GPU device...");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None,
)
.await
.unwrap();
log::info!("Configuring window surface...");
let size = window.inner_size();
let surface_config = surface
.get_default_config(&adapter, size.width, size.height)
.unwrap();
surface.configure(&device, &surface_config);
Self {
instance,
size,
surface,
surface_config,
adapter,
device,
queue,
}
}
}
use crate::render::{BindGroupBuilder, BindGroupLayoutBuilder, Context, Texture, TextureBuilder};
pub(crate) struct Renderer {
clear_color: wgpu::Color,
@ -82,12 +7,10 @@ pub(crate) struct Renderer {
render_pipeline: wgpu::RenderPipeline,
render_texture: Texture,
voxel_texture: Texture,
camera_controller: camera::CameraController,
camera_bind_group: wgpu::BindGroup,
}
impl Renderer {
pub fn new(context: &RenderContext) -> Self {
pub fn new(context: &Context, camera_bind_group_layout: &wgpu::BindGroupLayout) -> Self {
log::info!("Creating render shader...");
let shader_descriptor = wgpu::include_wgsl!("../assets/shaders/shader.wgsl");
let shader = context.device.create_shader_module(shader_descriptor);
@ -140,54 +63,6 @@ impl Renderer {
voxel_texture.update(&context, &data);
log::info!("Creating camera...");
let camera_controller = camera::CameraController::new(
context,
camera::Camera::new(
glam::Vec3 {
x: 4.01,
y: 4.01,
z: 20.0,
},
-90.0_f32.to_radians(),
0.0_f32.to_radians(),
),
camera::Projection::new(
context.size.width,
context.size.height,
90.0_f32.to_radians(),
0.01,
100.0,
),
10.0,
0.25,
);
let camera_bind_group_layout =
context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_controller.get_buffer().as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
log::info!("Creating render pipeline...");
let render_pipeline =
@ -221,32 +96,21 @@ impl Renderer {
log::info!("Creating compute pipeline...");
let cs_descriptor = wgpu::include_wgsl!("../assets/shaders/voxel_volume.wgsl");
let cs = context.device.create_shader_module(cs_descriptor);
let compute_layout =
context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
let compute_layout = BindGroupLayoutBuilder::new()
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: render_texture.attributes.format,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
}],
});
let compute_bind_group = context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &compute_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&render_texture.view),
}],
});
None,
)
.build(context);
let compute_bind_group = BindGroupBuilder::new()
.with_layout(&compute_layout)
.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
.build(context);
let compute_pipeline =
context
.device
@ -281,12 +145,10 @@ impl Renderer {
render_pipeline,
render_texture,
voxel_texture,
camera_controller,
camera_bind_group,
}
}
pub fn render(&mut self, context: &RenderContext) {
pub fn render(&self, context: &Context, camera_bind_group: &wgpu::BindGroup) {
let frame = context.surface.get_current_texture().unwrap();
let view = frame
.texture
@ -301,7 +163,7 @@ impl Renderer {
compute_pass.set_pipeline(&self.compute_pipeline);
compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
compute_pass.set_bind_group(1, &self.voxel_texture.bind_group, &[]);
compute_pass.set_bind_group(2, &self.camera_bind_group, &[]);
compute_pass.set_bind_group(2, camera_bind_group, &[]);
compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
drop(compute_pass);
@ -325,14 +187,13 @@ impl Renderer {
context.queue.submit(Some(encoder.finish()));
frame.present();
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
self.camera_controller.process_events(event)
}
// let mut command_buffers = Vec::with_capacity(encoders.len());
// for encoder in encoders {
// command_buffers.push(encoder.finish());
// }
pub fn update(&mut self, dt: Duration, render_ctx: &RenderContext) {
self.camera_controller.update(dt);
self.camera_controller.update_buffer(render_ctx)
// context.queue.submit(command_buffers);
// frame.present();
}
}