voxel-rs/src/voxel/voxel_renderer.rs

252 lines
10 KiB
Rust

use std::time::Duration;
use anyhow::Result;
use crate::{core, gfx};
#[derive(Debug)]
pub struct VoxelRenderer {
clear_color: wgpu::Color,
render_texture: gfx::Texture,
render_pipeline: wgpu::RenderPipeline,
brickmap_manager: super::brickworld::BrickmapManager,
raycast_pipeline: wgpu::ComputePipeline,
raycast_bind_group: wgpu::BindGroup,
unpack_pipeline: wgpu::ComputePipeline,
unpack_bind_group: wgpu::BindGroup,
}
impl VoxelRenderer {
pub fn new(context: &gfx::Context, camera_controller: &core::CameraController) -> Result<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);
log::info!("Creating render texture...");
let render_texture = gfx::TextureBuilder::new()
.with_size(context.size.width, context.size.height, 1)
.with_format(wgpu::TextureFormat::Rgba8Unorm)
.with_usage(
wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::STORAGE_BINDING,
)
.with_shader_visibility(wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
.build(context)?;
log::info!("Creating render pipeline...");
let render_pipeline =
context
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Raycast Quad"),
layout: Some(&context.device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("draw"),
bind_group_layouts: &[&render_texture.bind_group_layout],
push_constant_ranges: &[],
},
)),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vertex",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fragment",
targets: &[Some(context.surface_config.format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
log::info!("Creating brickmap manager...");
let brickmap_manager = super::brickworld::BrickmapManager::new(
context,
glam::uvec3(512, 64, 512),
usize::pow(64, 3),
u32::pow(2, 26),
4096,
8192,
);
log::info!("Creating compute pipelines...");
let cs_descriptor = wgpu::include_wgsl!("../../assets/shaders/brickmap_upload.wgsl");
let cs = context.device.create_shader_module(cs_descriptor);
let unpack_layout = gfx::BindGroupLayoutBuilder::new()
.with_label("GPU Unpack BGL")
.with_uniform_entry(wgpu::ShaderStages::COMPUTE)
.with_rw_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_rw_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_rw_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_ro_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_ro_storage_entry(wgpu::ShaderStages::COMPUTE)
.build(context);
let unpack_bind_group = gfx::BindGroupBuilder::new()
.with_label("GPU Unpack BG")
.with_layout(&unpack_layout)
.with_entry(brickmap_manager.get_worldstate_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_brickgrid_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_brickmap_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_shading_buffer().as_entire_binding())
.with_entry(
brickmap_manager
.get_brickmap_unpack_buffer()
.as_entire_binding(),
)
.with_entry(
brickmap_manager
.get_brickgrid_unpack_buffer()
.as_entire_binding(),
)
.build(context)?;
let unpack_pipeline =
context
.device
.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("GPU Unpack Pipeline"),
layout: Some(&context.device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("GPU Unpack PL"),
bind_group_layouts: &[&unpack_layout],
push_constant_ranges: &[],
},
)),
module: &cs,
entry_point: "compute",
});
let cs_descriptor = wgpu::include_wgsl!("../../assets/shaders/voxel_volume.wgsl");
let cs = context.device.create_shader_module(cs_descriptor);
let raycast_layout = gfx::BindGroupLayoutBuilder::new()
.with_label("Voxel Raycast BGL")
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: render_texture.attributes.format,
view_dimension: wgpu::TextureViewDimension::D2,
},
None,
)
.with_uniform_entry(wgpu::ShaderStages::COMPUTE)
.with_rw_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_ro_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_ro_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_rw_storage_entry(wgpu::ShaderStages::COMPUTE)
.with_uniform_entry(wgpu::ShaderStages::COMPUTE)
.build(context);
let raycast_bind_group = gfx::BindGroupBuilder::new()
.with_label("Voxel Raycast BG")
.with_layout(&raycast_layout)
.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
.with_entry(brickmap_manager.get_worldstate_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_brickgrid_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_brickmap_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_shading_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_feedback_buffer().as_entire_binding())
.with_entry(camera_controller.get_buffer().as_entire_binding())
.build(context)?;
let raycast_pipeline =
context
.device
.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Voxel Raycast Pipeline"),
layout: Some(&context.device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("Voxel Raycast PL"),
bind_group_layouts: &[&raycast_layout],
push_constant_ranges: &[],
},
)),
module: &cs,
entry_point: "compute",
});
Ok(Self {
clear_color: wgpu::Color::BLACK,
render_texture,
render_pipeline,
brickmap_manager,
raycast_pipeline,
raycast_bind_group,
unpack_pipeline,
unpack_bind_group,
})
}
pub fn update_brickmap(
&mut self,
context: &gfx::Context,
world: &mut super::world::WorldManager,
) {
self.brickmap_manager
.process_feedback_buffer(context, world);
}
}
impl gfx::Renderer for VoxelRenderer {
fn render(&self, context: &gfx::Context) -> Result<()> {
let frame = context.surface.get_current_texture()?;
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = context
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
let size = self.render_texture.attributes.size;
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
compute_pass.set_pipeline(&self.raycast_pipeline);
compute_pass.set_bind_group(0, &self.raycast_bind_group, &[]);
compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
drop(compute_pass);
let unpack_max_count = self.brickmap_manager.get_unpack_max_count() as u32;
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
compute_pass.set_pipeline(&self.unpack_pipeline);
compute_pass.set_bind_group(0, &self.unpack_bind_group, &[]);
compute_pass.dispatch_workgroups(unpack_max_count / 8, 1, 1);
drop(compute_pass);
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.render_texture.bind_group, &[]);
render_pass.draw(0..6, 0..1);
drop(render_pass);
encoder.copy_buffer_to_buffer(
self.brickmap_manager.get_feedback_buffer(),
0,
self.brickmap_manager.get_feedback_result_buffer(),
0,
self.brickmap_manager.get_feedback_result_buffer().size(),
);
context.queue.submit(Some(encoder.finish()));
frame.present();
Ok(())
}
fn update(&mut self, _dt: &Duration, _context: &gfx::Context) -> Result<()> {
Ok(())
}
}