refactor out to multiple files

master
mitchellhansen 4 years ago
parent 097a6e8003
commit 722bf45a7a

@ -4,9 +4,9 @@ use std::time::{Duration, Instant};
use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
use winit_24::dpi::{LogicalPosition, PhysicalPosition};
use winit_24::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
use crate::render::OPENGL_TO_WGPU_MATRIX;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Camera {
pub position: Point3<f32>,

@ -1,10 +1,10 @@
use bytemuck::__core::ops::Range;
use bytemuck::{Zeroable, Pod};
use cgmath::Point3;
use crate::render::OPENGL_TO_WGPU_MATRIX;
use std::sync::Arc;
use wgpu::TextureView;
use crate::components::{RangeCopy, Position};
use crate::render::OPENGL_TO_WGPU_MATRIX;
#[repr(C)]

@ -49,8 +49,7 @@ use crate::components::{Collider, Color, ImguiWindow, LoopState, Physics, Positi
use crate::imgui_supp::extended_winit_imgui_support;
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::owned_event::{OwnedEvent, OwnedEventExtension};
use crate::physics::PhysicsState;
use crate::render::Renderer;
use crate::physics::state::PhysicsState;
mod camera;
mod components;
@ -99,17 +98,17 @@ fn main() {
let mut world = World::default();
let mut imgui_prepare_schedule = Schedule::builder()
.add_system(render::imgui_prepare_system())
.add_system(render::system::imgui_prepare_system())
.build();
let mut render_schedule = Schedule::builder()
.add_system(render::render_test_system())
.add_system(render::system::render_test_system())
.build();
let mut update_schedule = Schedule::builder()
.add_system(physics::update_camera_system())
.add_system(physics::run_physics_system())
.add_system(physics::update_models_system())
.add_system(physics::system::update_camera_system())
.add_system(physics::system::run_physics_system())
.add_system(physics::system::update_models_system())
// next system here, gamelogic update system?
.build();
@ -156,7 +155,7 @@ fn main() {
imgui_context.context.set_ini_filename(None);
// The renderer
let mut renderer = render::Renderer::init(&window, &mut imgui_context);
let mut renderer = render::state::RenderState::init(&window, &mut imgui_context);
entity_loading(&mut world, &mut renderer);
resources.insert(renderer);
@ -286,7 +285,7 @@ fn main() {
let height = size.height;
resources
.get_mut::<Renderer>()
.get_mut::<render::state::RenderState>()
.unwrap()
.resize(width, height);
}
@ -309,7 +308,7 @@ fn main() {
});
}
pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderState) {
let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");

@ -0,0 +1,2 @@
pub mod state;
pub mod system;

@ -0,0 +1,41 @@
use std::time::Instant;
use cgmath::{Euler, Quaternion};
use legion::world::SubWorld;
use legion::IntoQuery;
use legion::*;
use nalgebra::Quaternion as naQuaternion;
use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodySet};
use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
use rapier3d::pipeline::PhysicsPipeline;
use crate::camera::{Camera, CameraController};
use crate::components::{Collider, LoopState, Mesh, Physics, Position};
use imgui::FontSource;
pub struct PhysicsState {
pub(in crate::physics) gravity: rapier3d::math::Vector<f32>,
pub(in crate::physics) integration_parameters: IntegrationParameters,
pub(in crate::physics) broad_phase: BroadPhase,
pub(in crate::physics) narrow_phase: NarrowPhase,
pub(in crate::physics) bodies: RigidBodySet,
pub(in crate::physics) colliders: ColliderSet,
pub(in crate::physics) joints: JointSet,
}
impl PhysicsState {
pub fn build(gravity: rapier3d::math::Vector<f32>) -> (PhysicsPipeline, PhysicsState) {
(
PhysicsPipeline::new(),
PhysicsState {
gravity,
integration_parameters: IntegrationParameters::default(),
broad_phase: BroadPhase::new(),
narrow_phase: NarrowPhase::new(),
bodies: RigidBodySet::new(),
colliders: ColliderSet::new(),
joints: JointSet::new(),
},
)
}
}

@ -11,35 +11,9 @@ use rapier3d::pipeline::PhysicsPipeline;
use crate::camera::{Camera, CameraController};
use crate::components::{Collider, LoopState, Mesh, Physics, Position};
use crate::render::{EntityUniforms, Renderer};
use imgui::FontSource;
use crate::physics::state::PhysicsState;
pub struct PhysicsState {
gravity: rapier3d::math::Vector<f32>,
integration_parameters: IntegrationParameters,
broad_phase: BroadPhase,
narrow_phase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
joints: JointSet,
}
impl PhysicsState {
pub fn build(gravity: rapier3d::math::Vector<f32>) -> (PhysicsPipeline, PhysicsState) {
(
PhysicsPipeline::new(),
PhysicsState {
gravity,
integration_parameters: IntegrationParameters::default(),
broad_phase: BroadPhase::new(),
narrow_phase: NarrowPhase::new(),
bodies: RigidBodySet::new(),
colliders: ColliderSet::new(),
joints: JointSet::new(),
},
)
}
}
#[system]
#[write_component(Collider)]

@ -0,0 +1,68 @@
use wgpu::CommandEncoder;
use bytemuck::{Pod, Zeroable};
pub mod state;
pub mod system;
#[cfg_attr(rustfmt, rustfmt_skip)]
#[allow(unused)]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
// I dont even wanna talk about this
lazy_static! {
static ref INTEL_DEBUG_SHINANIGANS : bool = std::env::var("INTEL_FIX").map_or(false, |a| true);
}
fn insert_debug_marker_checked(name: &str, command_encoder: &mut CommandEncoder) {
if !*INTEL_DEBUG_SHINANIGANS {
command_encoder.insert_debug_marker(name);
}
}
fn push_debug_group_checked(name: &str, command_encoder: &mut CommandEncoder) {
if !*INTEL_DEBUG_SHINANIGANS {
command_encoder.push_debug_group(name);
}
}
fn pop_debug_group_checked(command_encoder: &mut CommandEncoder) {
if !*INTEL_DEBUG_SHINANIGANS {
command_encoder.pop_debug_group();
}
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct ForwardUniforms {
proj: [[f32; 4]; 4],
num_lights: [u32; 4],
}
unsafe impl Pod for ForwardUniforms {}
unsafe impl Zeroable for ForwardUniforms {}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct EntityUniforms {
model: [[f32; 4]; 4],
color: [f32; 4],
}
unsafe impl Pod for EntityUniforms {}
unsafe impl Zeroable for EntityUniforms {}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct ShadowUniforms {
proj: [[f32; 4]; 4],
}
unsafe impl Pod for ShadowUniforms {}
unsafe impl Zeroable for ShadowUniforms {}

@ -29,334 +29,48 @@ use crate::current_ui;
use crate::geometry::{import_mesh, vertex, Vertex};
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::light::{DirectionalLight, LightRaw};
use crate::render::{EntityUniforms, ShadowUniforms, ForwardUniforms};
#[cfg_attr(rustfmt, rustfmt_skip)]
#[allow(unused)]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
#[repr(C)]
#[derive(Clone, Copy)]
pub struct ForwardUniforms {
proj: [[f32; 4]; 4],
num_lights: [u32; 4],
}
unsafe impl Pod for ForwardUniforms {}
unsafe impl Zeroable for ForwardUniforms {}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct EntityUniforms {
model: [[f32; 4]; 4],
color: [f32; 4],
}
unsafe impl Pod for EntityUniforms {}
unsafe impl Zeroable for EntityUniforms {}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct ShadowUniforms {
proj: [[f32; 4]; 4],
}
unsafe impl Pod for ShadowUniforms {}
unsafe impl Zeroable for ShadowUniforms {}
/// A render pass consists of a pipeline, bindgroup, and uniform buf
/// The uniform buf is just the ShadowUniforms or ForwardUniforms
/// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest
pub struct Pass {
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
}
#[system]
#[write_component(Camera)]
pub fn imgui_prepare(
world: &mut SubWorld,
#[resource] winit_window: &mut Window,
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
) {
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
imgui_platform
.prepare_frame(imgui_context.io_mut(), &winit_window)
.expect("Failed to prepare frame");
// get the frame and build a ui window
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
}
#[system]
#[write_component(Camera)]
#[write_component(Position)]
#[write_component(Point3<f32>)]
#[write_component(Mesh)]
#[write_component(Color)]
#[write_component(DirectionalLight)]
pub fn render_test(
world: &mut SubWorld,
#[resource] renderer: &mut Renderer,
#[resource] winit_window: &mut Window,
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
) {
let mut encoder = renderer
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
push_debug_group_checked("start render function", &mut encoder);
let frame = renderer.get_current_frame();
// Update the camera uniform buffers, need to make it support selection of
// cameras
let mut query = <(&mut Camera)>::query();
for (camera) in query.iter_mut(world) {
let matrix = camera.calc_matrix(renderer.camera_projection);
let mx_ref: &[f32; 16] = matrix.as_ref();
renderer.queue.write_buffer(
&renderer.forward_pass.uniform_buf,
0,
bytemuck::cast_slice(mx_ref),
);
}
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
let mut mesh_stack = Vec::new();
// Update the entity uniforms
for (pos, mesh, color) in query.iter_mut(world) {
let d = Decomposed {
scale: 1.0,
rot: Quaternion::from(pos.rot),
disp: Vector3::new(pos.x, pos.y, pos.z),
};
let m = Matrix4::from(d);
let data = EntityUniforms {
model: m.into(),
color: [
color.r as f32,
color.g as f32,
color.b as f32,
color.a as f32,
],
};
renderer
.queue
.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
mesh_stack.push(mesh.clone());
}
if renderer.lights_are_dirty {
renderer.lights_are_dirty = false;
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
renderer.queue.write_buffer(
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
bytemuck::bytes_of(&light.to_raw()),
);
}
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer,
}
push_debug_group_checked("shadow passes", &mut encoder);
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
pub struct RenderState {
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer(
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&renderer.shadow_pass.uniform_buf,
0,
64,
);
insert_debug_marker_checked("render entities", &mut encoder);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
pass.set_pipeline(&renderer.shadow_pass.pipeline);
pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
for mesh in &mesh_stack {
pass.set_bind_group(1, &mesh.bind_group, &[]);
// TODO, pipe through this index format through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
}
pop_debug_group_checked(&mut encoder);
// forward pass
push_debug_group_checked("forward rendering pass", &mut encoder);
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("forward render pass"),
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &renderer.forward_depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: false,
}),
stencil_ops: None,
}),
});
pass.set_pipeline(&renderer.forward_pass.pipeline);
pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
for (pos, mesh, color) in query.iter_mut(world) {
pass.set_bind_group(1, &mesh.bind_group, &[]);
// TODO: Pipe this in through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
}
pop_debug_group_checked(&mut encoder);
pop_debug_group_checked(&mut encoder);
{
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
let ui = unsafe { crate::current_ui().unwrap() };
let window = imgui::Window::new(im_str!("Hello too"));
window
.size([400.0, 100.0], Condition::FirstUseEver)
.position([50.0, 50.0], Condition::FirstUseEver)
.build(&ui, || {
ui.text(im_str!("Frametime: {:?}", 10.0));
});
// ui.show_demo_window(&mut true);
imgui_platform.prepare_render(&ui, &winit_window);
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: None,
});
// We gotta do some jank shit here and manually pull the draw data from the UI
let draw_data = unsafe {
crate::CURRENT_UI = None; // This is where the drop() occurs
imgui::sys::igRender();
&*(imgui::sys::igGetDrawData() as *mut imgui::DrawData)
};
renderer
.imgui_renderer
.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
.expect("Rendering failed");
}
renderer.queue.submit(iter::once(encoder.finish()));
}
lazy_static! {
static ref INTEL_DEBUG_SHINANIGANS : bool = std::env::var("INTEL_FIX").map_or(false, |a| true);
}
fn insert_debug_marker_checked(name: &str, command_encoder: &mut CommandEncoder) {
if !*INTEL_DEBUG_SHINANIGANS {
command_encoder.insert_debug_marker(name);
}
}
fn push_debug_group_checked(name: &str, command_encoder: &mut CommandEncoder) {
if !*INTEL_DEBUG_SHINANIGANS {
command_encoder.push_debug_group(name);
}
}
fn pop_debug_group_checked(command_encoder: &mut CommandEncoder) {
if !*INTEL_DEBUG_SHINANIGANS {
command_encoder.pop_debug_group();
}
}
pub struct Renderer {
swapchain: SwapChain,
swapchain_description: SwapChainDescriptor,
instance: Arc<Instance>,
device: Arc<Device>,
queue: Arc<Queue>,
pub(in crate::render) device: Arc<Device>,
pub(in crate::render) queue: Arc<Queue>,
size: PhysicalSize<u32>,
surface: Arc<Surface>,
lights_are_dirty: bool,
shadow_pass: Pass,
pub(in crate::render) lights_are_dirty: bool,
pub(in crate::render) shadow_pass: Pass,
shadow_target_views: Vec<Arc<TextureView>>,
views_given: u32,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
pub(in crate::render) forward_pass: Pass,
pub(in crate::render) forward_depth: wgpu::TextureView,
entity_bind_group_layout: BindGroupLayout,
light_uniform_buf: wgpu::Buffer,
pub(in crate::render) light_uniform_buf: wgpu::Buffer,
camera_projection: Matrix4<f32>,
pub(in crate::render) camera_projection: Matrix4<f32>,
imgui_renderer: ImguiRenderer,
pub(in crate::render) imgui_renderer: ImguiRenderer,
}
impl Renderer {
impl RenderState {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
@ -459,7 +173,7 @@ impl Renderer {
pub fn load_mesh_to_buffer(&self, filepath: &str) -> Mesh {
let (vertices, indices) = import_mesh(filepath);
let index_count = indices.len();
let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, indices, vertices);
let uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
@ -494,7 +208,7 @@ impl Renderer {
}
}
pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> Renderer {
pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> RenderState {
// Grab the GPU instance, and query its features
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let (size, surface) = unsafe {
@ -510,8 +224,8 @@ impl Renderer {
});
let adapter = futures::executor::block_on(adapter).unwrap();
let optional_features = Renderer::optional_features();
let required_features = Renderer::required_features();
let optional_features = RenderState::optional_features();
let required_features = RenderState::required_features();
let adapter_features = adapter.features();
let needed_limits = wgpu::Limits::default(); //Renderer::required_limits();
@ -635,9 +349,9 @@ impl Renderer {
// Create the render pipeline
let vs_module =
device.create_shader_module(&wgpu::include_spirv!("../resources/bake.vert.spv"));
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.vert.spv"));
let fs_module =
device.create_shader_module(&wgpu::include_spirv!("../resources/bake.frag.spv"));
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"),
@ -849,9 +563,9 @@ impl Renderer {
// Create the render pipeline
let vs_module =
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.vert.spv"));
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.vert.spv"));
let fs_module =
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.frag.spv"));
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("main"),
@ -911,7 +625,7 @@ impl Renderer {
let mut imgui_renderer =
ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
Renderer {
RenderState {
swapchain: swap_chain,
queue: queue,
size,
@ -973,3 +687,10 @@ impl Renderer {
self.camera_projection = mx_total;
}
}
/*
*/

@ -0,0 +1,265 @@
use std::cell::RefCell;
use std::sync::{Arc, Mutex};
use std::thread::current;
use std::time::Duration;
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
use bytemuck::__core::mem;
use bytemuck::{Pod, Zeroable};
use cgmath::{
vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
Transform, Vector3,
};
use futures::executor::LocalPool;
use imgui::sys::ImGuiContext;
use imgui::*;
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
use legion::world::SubWorld;
use legion::*;
use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
use crate::camera::{Camera, CameraController};
use crate::components::{Color, Mesh, Position, RangeCopy};
use crate::current_ui;
use crate::geometry::{import_mesh, vertex, Vertex};
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::light::{DirectionalLight, LightRaw};
use crate::render::state::{RenderState};
use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
#[system]
#[write_component(Camera)]
pub fn imgui_prepare(
world: &mut SubWorld,
#[resource] winit_window: &mut Window,
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
) {
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
imgui_platform
.prepare_frame(imgui_context.io_mut(), &winit_window)
.expect("Failed to prepare frame");
// get the frame and build a ui window
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
}
#[system]
#[write_component(Camera)]
#[write_component(Position)]
#[write_component(Point3<f32>)]
#[write_component(Mesh)]
#[write_component(Color)]
#[write_component(DirectionalLight)]
pub fn render_test(
world: &mut SubWorld,
#[resource] renderer: &mut RenderState,
#[resource] winit_window: &mut Window,
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
) {
let mut encoder = renderer
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
push_debug_group_checked("start render function", &mut encoder);
let frame = renderer.get_current_frame();
// Update the camera uniform buffers, need to make it support selection of
// cameras
let mut query = <(&mut Camera)>::query();
for (camera) in query.iter_mut(world) {
let matrix = camera.calc_matrix(renderer.camera_projection);
let mx_ref: &[f32; 16] = matrix.as_ref();
renderer.queue.write_buffer(
&renderer.forward_pass.uniform_buf,
0,
bytemuck::cast_slice(mx_ref),
);
}
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
let mut mesh_stack = Vec::new();
// Update the entity uniforms
for (pos, mesh, color) in query.iter_mut(world) {
let d = Decomposed {
scale: 1.0,
rot: Quaternion::from(pos.rot),
disp: Vector3::new(pos.x, pos.y, pos.z),
};
let m = Matrix4::from(d);
let data = EntityUniforms {
model: m.into(),
color: [
color.r as f32,
color.g as f32,
color.b as f32,
color.a as f32,
],
};
renderer
.queue
.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
mesh_stack.push(mesh.clone());
}
if renderer.lights_are_dirty {
renderer.lights_are_dirty = false;
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
renderer.queue.write_buffer(
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
bytemuck::bytes_of(&light.to_raw()),
);
}
}
push_debug_group_checked("shadow passes", &mut encoder);
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer(
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&renderer.shadow_pass.uniform_buf,
0,
64,
);
insert_debug_marker_checked("render entities", &mut encoder);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
pass.set_pipeline(&renderer.shadow_pass.pipeline);
pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
for mesh in &mesh_stack {
pass.set_bind_group(1, &mesh.bind_group, &[]);
// TODO, pipe through this index format through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
}
pop_debug_group_checked(&mut encoder);
// forward pass
push_debug_group_checked("forward rendering pass", &mut encoder);
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("forward render pass"),
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &renderer.forward_depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: false,
}),
stencil_ops: None,
}),
});
pass.set_pipeline(&renderer.forward_pass.pipeline);
pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
for (pos, mesh, color) in query.iter_mut(world) {
pass.set_bind_group(1, &mesh.bind_group, &[]);
// TODO: Pipe this in through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
}
pop_debug_group_checked(&mut encoder);
pop_debug_group_checked(&mut encoder);
{
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
let ui = unsafe { crate::current_ui().unwrap() };
let window = imgui::Window::new(im_str!("Hello too"));
window
.size([400.0, 100.0], Condition::FirstUseEver)
.position([50.0, 50.0], Condition::FirstUseEver)
.build(&ui, || {
ui.text(im_str!("Frametime: {:?}", 10.0));
});
// ui.show_demo_window(&mut true);
imgui_platform.prepare_render(&ui, &winit_window);
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: None,
});
// We gotta do some jank shit here and manually pull the draw data from the UI
let draw_data = unsafe {
crate::CURRENT_UI = None; // This is where the drop() occurs
imgui::sys::igRender();
&*(imgui::sys::igGetDrawData() as *mut imgui::DrawData)
};
renderer
.imgui_renderer
.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
.expect("Rendering failed");
}
renderer.queue.submit(iter::once(encoder.finish()));
}
Loading…
Cancel
Save