1mod binding;
2pub(super) mod drawer;
3mod locals;
5mod pipeline_creation;
6mod rain_occlusion_map;
7mod screenshot;
8mod shaders;
9mod shadow_map;
10
11use locals::Locals;
12use pipeline_creation::{
13 IngameAndShadowPipelines, InterfacePipelines, PipelineCreation, Pipelines, ShadowPipelines,
14};
15use shaders::Shaders;
16use shadow_map::{ShadowMap, ShadowMapRenderer};
17
18use self::{pipeline_creation::RainOcclusionPipelines, rain_occlusion_map::RainOcclusionMap};
19
20use super::{
21 AddressMode, FilterMode, OtherModes, PipelineModes, PresentMode, RenderError, RenderMode,
22 ShadowMapMode, ShadowMode, Vertex,
23 buffer::Buffer,
24 consts::Consts,
25 instances::Instances,
26 mesh::Mesh,
27 model::{DynamicModel, Model},
28 pipelines::{
29 GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup, blit, bloom, clouds, debug,
30 figure, postprocess, rain_occlusion, rope, shadow, sprite, terrain, ui,
31 },
32 texture::Texture,
33};
34use common::assets::{self, AssetExt, AssetHandle, ReloadWatcher};
35use common_base::span;
36use core::convert::TryFrom;
37use std::sync::Arc;
38use tracing::{error, info, warn};
39use vek::*;
40
41const QUAD_INDEX_BUFFER_U16_START_VERT_LEN: u16 = 3000;
42const QUAD_INDEX_BUFFER_U32_START_VERT_LEN: u32 = 3000;
43
44struct ImmutableLayouts {
47 global: GlobalsLayouts,
48
49 debug: debug::DebugLayout,
50 figure: figure::FigureLayout,
51 shadow: shadow::ShadowLayout,
52 rain_occlusion: rain_occlusion::RainOcclusionLayout,
53 sprite: sprite::SpriteLayout,
54 terrain: terrain::TerrainLayout,
55 rope: rope::RopeLayout,
56 clouds: clouds::CloudsLayout,
57 bloom: bloom::BloomLayout,
58 ui: ui::UiLayout,
59 premultiply_alpha: ui::PremultiplyAlphaLayout,
60 blit: blit::BlitLayout,
61}
62
63struct Layouts {
65 immutable: Arc<ImmutableLayouts>,
66
67 postprocess: Arc<postprocess::PostProcessLayout>,
68}
69
70impl core::ops::Deref for Layouts {
71 type Target = ImmutableLayouts;
72
73 fn deref(&self) -> &Self::Target { &self.immutable }
74}
75
76struct Views {
78 _win_depth: wgpu::TextureView,
80
81 tgt_color: wgpu::TextureView,
82 tgt_mat: wgpu::TextureView,
83 tgt_depth: wgpu::TextureView,
84
85 bloom_tgts: Option<[wgpu::TextureView; bloom::NUM_SIZES]>,
86 tgt_color_pp: wgpu::TextureView,
88}
89
90struct Shadow {
92 rain_map: RainOcclusionMap,
93 map: ShadowMap,
94 bind: ShadowTexturesBindGroup,
95}
96
97#[expect(clippy::large_enum_variant)] enum State {
102 Nothing,
104 Interface {
105 pipelines: InterfacePipelines,
106 shadow_views: Option<(Texture, Texture)>,
107 rain_occlusion_view: Option<Texture>,
108 creating: PipelineCreation<IngameAndShadowPipelines>,
110 },
111 Complete {
112 pipelines: Pipelines,
113 shadow: Shadow,
114 recreating: Option<(
115 PipelineModes,
116 PipelineCreation<
117 Result<
118 (
119 Pipelines,
120 ShadowPipelines,
121 RainOcclusionPipelines,
122 Arc<postprocess::PostProcessLayout>,
123 ),
124 RenderError,
125 >,
126 >,
127 )>,
128 },
129}
130
131pub struct Renderer {
136 device: Arc<wgpu::Device>,
137 queue: wgpu::Queue,
138 surface: wgpu::Surface,
139 surface_config: wgpu::SurfaceConfiguration,
140
141 sampler: wgpu::Sampler,
142 depth_sampler: wgpu::Sampler,
143
144 state: State,
145 recreation_pending: Option<PipelineModes>,
148
149 layouts: Layouts,
150 locals: Locals,
153 views: Views,
154 noise_tex: Texture,
155
156 quad_index_buffer_u16: Buffer<u16>,
157 quad_index_buffer_u32: Buffer<u32>,
158
159 shaders: AssetHandle<Shaders>,
160 shaders_watcher: ReloadWatcher,
161
162 pipeline_modes: PipelineModes,
163 other_modes: OtherModes,
164 resolution: Vec2<u32>,
165
166 take_screenshot: Option<screenshot::ScreenshotFn>,
168
169 profiler: wgpu_profiler::GpuProfiler,
170 profile_times: Vec<wgpu_profiler::GpuTimerScopeResult>,
171 profiler_features_enabled: bool,
172
173 ui_premultiply_uploads: ui::BatchedUploads,
174
175 #[cfg(feature = "egui-ui")]
176 egui_renderpass: egui_wgpu_backend::RenderPass,
177
178 is_minimized: bool,
181
182 graphics_backend: String,
184
185 intermediate_format: wgpu::TextureFormat,
187
188 present_modes: Vec<PresentMode>,
190 max_texture_size: u32,
192}
193
194impl Renderer {
195 pub fn new(
198 window: &winit::window::Window,
199 mode: RenderMode,
200 runtime: &tokio::runtime::Runtime,
201 ) -> Result<Self, RenderError> {
202 let (pipeline_modes, mut other_modes) = mode.split();
203 let backends = std::env::var("WGPU_BACKEND")
213 .ok()
214 .and_then(|backend| match backend.to_lowercase().as_str() {
215 "vulkan" | "vk" => Some(wgpu::Backends::VULKAN),
216 "metal" => Some(wgpu::Backends::METAL),
217 "dx12" => Some(wgpu::Backends::DX12),
218 "primary" => Some(wgpu::Backends::PRIMARY),
219 "opengl" | "gl" => Some(wgpu::Backends::GL),
220 "dx11" => Some(wgpu::Backends::DX11),
221 "secondary" => Some(wgpu::Backends::SECONDARY),
222 "all" => Some(wgpu::Backends::all()),
223 _ => None,
224 })
225 .unwrap_or(wgpu::Backends::PRIMARY | wgpu::Backends::SECONDARY);
226
227 let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
228 backends,
229 dx12_shader_compiler: wgpu::Dx12Compiler::Fxc,
230 gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
231 flags: wgpu::InstanceFlags::from_build_config().with_env(),
233 });
234
235 let dims = window.inner_size();
236
237 #[expect(unsafe_code)]
240 let surface =
241 unsafe { instance.create_surface(window) }.expect("Failed to create a surface");
242
243 let adapters = instance
244 .enumerate_adapters(backends)
245 .enumerate()
246 .collect::<Vec<_>>();
247
248 for (i, adapter) in adapters.iter() {
249 let info = adapter.get_info();
250 info!(
251 ?info.name,
252 ?info.vendor,
253 ?info.backend,
254 ?info.device,
255 ?info.device_type,
256 "graphics device #{}", i,
257 );
258 }
259
260 let adapter = match std::env::var("WGPU_ADAPTER").ok() {
261 Some(filter) if !filter.is_empty() => adapters.into_iter().find_map(|(i, adapter)| {
262 let info = adapter.get_info();
263
264 let full_name = format!("#{} {} {:?}", i, info.name, info.device_type,);
265
266 full_name.contains(&filter).then_some(adapter)
267 }),
268 Some(_) | None => {
269 runtime.block_on(instance.request_adapter(&wgpu::RequestAdapterOptionsBase {
270 power_preference: wgpu::PowerPreference::HighPerformance,
271 compatible_surface: Some(&surface),
272 force_fallback_adapter: false,
273 }))
274 },
275 }
276 .ok_or(RenderError::CouldNotFindAdapter)?;
277
278 let info = adapter.get_info();
279 info!(
280 ?info.name,
281 ?info.vendor,
282 ?info.backend,
283 ?info.device,
284 ?info.device_type,
285 "selected graphics device"
286 );
287 let graphics_backend = format!("{:?}", &info.backend);
288
289 let limits = wgpu::Limits {
290 max_push_constant_size: 64,
291 ..Default::default()
292 };
293
294 let trace_env = std::env::var_os("WGPU_TRACE_DIR");
295 let trace_path = trace_env.as_ref().map(|v| {
296 let path = std::path::Path::new(v);
297 assert!(
299 path.exists(),
300 "WGPU_TRACE_DIR is set to the path \"{}\" which doesn't exist",
301 path.display()
302 );
303 assert!(
304 path.is_dir(),
305 "WGPU_TRACE_DIR is set to the path \"{}\" which is not a directory",
306 path.display()
307 );
308 assert!(
309 path.read_dir()
310 .expect("Could not read the directory that is specified by WGPU_TRACE_DIR")
311 .next()
312 .is_none(),
313 "WGPU_TRACE_DIR is set to the path \"{}\" which already contains other files",
314 path.display()
315 );
316
317 path
318 });
319
320 let (device, queue) = runtime.block_on(adapter.request_device(
321 &wgpu::DeviceDescriptor {
322 label: None,
324 features: wgpu::Features::DEPTH_CLIP_CONTROL
325 | wgpu::Features::ADDRESS_MODE_CLAMP_TO_BORDER
326 | wgpu::Features::PUSH_CONSTANTS
327 | (adapter.features() & wgpu_profiler::GpuProfiler::ALL_WGPU_TIMER_FEATURES),
328 limits,
329 },
330 trace_path,
331 ))?;
332
333 device.on_uncaptured_error(Box::new(move |error| {
337 error!("{}", &error);
338 panic!(
339 "wgpu error (handling all wgpu errors as fatal):\n{:?}\n{:?}",
340 &error, &info,
341 );
342 }));
343
344 let profiler_features_enabled = device
345 .features()
346 .intersects(wgpu_profiler::GpuProfiler::ALL_WGPU_TIMER_FEATURES);
347 if !profiler_features_enabled {
348 info!(
349 "The features for GPU profiling (timestamp queries) are not available on this \
350 adapter"
351 );
352 }
353
354 let max_texture_size = device.limits().max_texture_dimension_2d;
355
356 let surface_capabilities = surface.get_capabilities(&adapter);
357 let format = surface_capabilities.formats[0];
358 info!("Using {:?} as the surface format", format);
359
360 let present_mode = other_modes.present_mode.into();
361 let surface_config = wgpu::SurfaceConfiguration {
362 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
363 format,
364 width: dims.width,
365 height: dims.height,
366 present_mode: if surface_capabilities.present_modes.contains(&present_mode) {
367 present_mode
368 } else {
369 *surface_capabilities
370 .present_modes
371 .iter()
372 .find(|mode| PresentMode::try_from(**mode).is_ok())
373 .expect("There should never be no supported present modes")
374 },
375 alpha_mode: wgpu::CompositeAlphaMode::Opaque,
376 view_formats: Vec::new(),
377 };
378
379 let supported_internal_formats = [wgpu::TextureFormat::Rgba16Float, format];
380 let intermediate_format = supported_internal_formats
381 .into_iter()
382 .find(|format| {
383 use wgpu::TextureUsages as Usages;
384 use wgpu::TextureFormatFeatureFlags as Flags;
385 use super::AaMode;
386
387 let features = adapter
388 .get_texture_format_features(*format);
389
390 let usage_ok = features
391 .allowed_usages
392 .contains(Usages::RENDER_ATTACHMENT | Usages::COPY_SRC | Usages::TEXTURE_BINDING);
393
394 let msaa_flags = match pipeline_modes.aa {
395 AaMode::None | AaMode::Fxaa | AaMode::Hqx | AaMode::FxUpscale | AaMode::Bilinear => Flags::empty(),
396 AaMode::MsaaX4 => Flags::MULTISAMPLE_X4,
397 AaMode::MsaaX8 => Flags::MULTISAMPLE_X8,
398 AaMode::MsaaX16 => Flags::MULTISAMPLE_X8, };
400
401 let flags_ok = features.flags.contains(Flags::FILTERABLE | msaa_flags);
402
403 usage_ok && flags_ok
404 })
405 .expect("No supported intermediate format");
408 info!("Using {:?} as the intermediate format", intermediate_format);
409
410 surface.configure(&device, &surface_config);
411
412 let shadow_views = ShadowMap::create_shadow_views(
413 &device,
414 (dims.width, dims.height),
415 &ShadowMapMode::try_from(pipeline_modes.shadow).unwrap_or_default(),
416 max_texture_size,
417 )
418 .map_err(|err| {
419 warn!("Could not create shadow map views: {:?}", err);
420 })
421 .ok();
422
423 let rain_occlusion_view = RainOcclusionMap::create_view(
424 &device,
425 &pipeline_modes.rain_occlusion,
426 max_texture_size,
427 )
428 .map_err(|err| {
429 warn!("Could not create rain occlusion map views: {:?}", err);
430 })
431 .ok();
432
433 let shaders = Shaders::load_expect("");
434 let shaders_watcher = shaders.reload_watcher();
435
436 let layouts = {
437 let global = GlobalsLayouts::new(&device);
438
439 let debug = debug::DebugLayout::new(&device);
440 let figure = figure::FigureLayout::new(&device);
441 let shadow = shadow::ShadowLayout::new(&device);
442 let rain_occlusion = rain_occlusion::RainOcclusionLayout::new(&device);
443 let sprite = sprite::SpriteLayout::new(&device);
444 let terrain = terrain::TerrainLayout::new(&device);
445 let rope = rope::RopeLayout::new(&device);
446 let clouds = clouds::CloudsLayout::new(&device);
447 let bloom = bloom::BloomLayout::new(&device);
448 let postprocess = Arc::new(postprocess::PostProcessLayout::new(
449 &device,
450 &pipeline_modes,
451 ));
452 let ui = ui::UiLayout::new(&device);
453 let premultiply_alpha = ui::PremultiplyAlphaLayout::new(&device);
454 let blit = blit::BlitLayout::new(&device);
455
456 let immutable = Arc::new(ImmutableLayouts {
457 global,
458
459 debug,
460 figure,
461 shadow,
462 rain_occlusion,
463 sprite,
464 terrain,
465 rope,
466 clouds,
467 bloom,
468 ui,
469 premultiply_alpha,
470 blit,
471 });
472
473 Layouts {
474 immutable,
475 postprocess,
476 }
477 };
478
479 let device = Arc::new(device);
481
482 let (interface_pipelines, creating) = pipeline_creation::initial_create_pipelines(
483 Arc::clone(&device),
484 Layouts {
485 immutable: Arc::clone(&layouts.immutable),
486 postprocess: Arc::clone(&layouts.postprocess),
487 },
488 shaders.cloned(),
489 pipeline_modes.clone(),
490 surface_config.clone(), shadow_views.is_some(),
492 intermediate_format,
493 )?;
494
495 let state = State::Interface {
496 pipelines: interface_pipelines,
497 shadow_views,
498 rain_occlusion_view,
499 creating,
500 };
501
502 let (views, bloom_sizes) = Self::create_rt_views(
503 &device,
504 (dims.width, dims.height),
505 &pipeline_modes,
506 &other_modes,
507 intermediate_format,
508 );
509
510 let create_sampler = |filter| {
511 device.create_sampler(&wgpu::SamplerDescriptor {
512 label: None,
513 address_mode_u: AddressMode::ClampToEdge,
514 address_mode_v: AddressMode::ClampToEdge,
515 address_mode_w: AddressMode::ClampToEdge,
516 mag_filter: filter,
517 min_filter: filter,
518 mipmap_filter: FilterMode::Nearest,
519 compare: None,
520 ..Default::default()
521 })
522 };
523
524 let sampler = create_sampler(FilterMode::Linear);
525 let depth_sampler = create_sampler(FilterMode::Nearest);
526
527 let noise_tex = Texture::new(
528 &device,
529 &queue,
530 &assets::Image::load_expect("voxygen.texture.noise").read().0,
531 Some(FilterMode::Linear),
532 Some(AddressMode::Repeat),
533 )?;
534
535 let clouds_locals =
536 Self::create_consts_inner(&device, &queue, &[clouds::Locals::default()]);
537 let postprocess_locals =
538 Self::create_consts_inner(&device, &queue, &[postprocess::Locals::default()]);
539
540 let locals = Locals::new(
541 &device,
542 &layouts,
543 clouds_locals,
544 postprocess_locals,
545 &views.tgt_color,
546 &views.tgt_mat,
547 &views.tgt_depth,
548 views.bloom_tgts.as_ref().map(|tgts| locals::BloomParams {
549 locals: bloom_sizes.map(|size| {
550 Self::create_consts_inner(&device, &queue, &[bloom::Locals::new(size)])
551 }),
552 src_views: [&views.tgt_color_pp, &tgts[1], &tgts[2], &tgts[3], &tgts[4]],
553 final_tgt_view: &tgts[0],
554 }),
555 &views.tgt_color_pp,
556 &sampler,
557 &depth_sampler,
558 );
559
560 let quad_index_buffer_u16 =
561 create_quad_index_buffer_u16(&device, QUAD_INDEX_BUFFER_U16_START_VERT_LEN as usize);
562 let quad_index_buffer_u32 =
563 create_quad_index_buffer_u32(&device, QUAD_INDEX_BUFFER_U32_START_VERT_LEN as usize);
564 other_modes.profiler_enabled &= profiler_features_enabled;
565 let profiler = wgpu_profiler::GpuProfiler::new(wgpu_profiler::GpuProfilerSettings {
566 enable_timer_scopes: other_modes.profiler_enabled,
567 enable_debug_groups: other_modes.profiler_enabled,
568 max_num_pending_frames: 4,
569 })
570 .expect("Error creating profiler");
571
572 #[cfg(feature = "egui-ui")]
573 let egui_renderpass = egui_wgpu_backend::RenderPass::new(&device, format, 1);
574
575 let present_modes = surface
576 .get_capabilities(&adapter)
577 .present_modes
578 .into_iter()
579 .filter_map(|present_mode| PresentMode::try_from(present_mode).ok())
580 .collect();
581
582 Ok(Self {
583 device,
584 queue,
585 surface,
586 surface_config,
587
588 state,
589 recreation_pending: None,
590
591 layouts,
592 locals,
593 views,
594
595 sampler,
596 depth_sampler,
597 noise_tex,
598
599 quad_index_buffer_u16,
600 quad_index_buffer_u32,
601
602 shaders,
603 shaders_watcher,
604
605 pipeline_modes,
606 other_modes,
607 resolution: Vec2::new(dims.width, dims.height),
608
609 take_screenshot: None,
610
611 profiler,
612 profile_times: Vec::new(),
613 profiler_features_enabled,
614
615 ui_premultiply_uploads: Default::default(),
616
617 #[cfg(feature = "egui-ui")]
618 egui_renderpass,
619
620 is_minimized: false,
621
622 graphics_backend,
623
624 intermediate_format,
625
626 present_modes,
627 max_texture_size,
628 })
629 }
630
631 pub fn graphics_backend(&self) -> &str { &self.graphics_backend }
633
634 pub fn pipeline_creation_status(&self) -> Option<(usize, usize)> {
638 if let State::Interface { creating, .. } = &self.state {
639 Some(creating.status())
640 } else {
641 None
642 }
643 }
644
645 pub fn pipeline_recreation_status(&self) -> Option<(usize, usize)> {
649 if let State::Complete { recreating, .. } = &self.state {
650 recreating.as_ref().map(|(_, c)| c.status())
651 } else {
652 None
653 }
654 }
655
656 pub fn set_render_mode(&mut self, mode: RenderMode) -> Result<(), RenderError> {
658 let (pipeline_modes, other_modes) = mode.split();
659
660 if self.other_modes != other_modes {
661 self.other_modes = other_modes;
662
663 if self.present_modes.contains(&self.other_modes.present_mode) {
665 self.surface_config.present_mode = self.other_modes.present_mode.into()
666 }
667
668 self.other_modes.profiler_enabled &= self.profiler_features_enabled;
670 if !self.other_modes.profiler_enabled {
672 core::mem::take(&mut self.profile_times);
674 }
675 self.profiler
676 .change_settings(wgpu_profiler::GpuProfilerSettings {
677 enable_timer_scopes: self.other_modes.profiler_enabled,
678 enable_debug_groups: self.other_modes.profiler_enabled,
679 max_num_pending_frames: 4,
680 })
681 .expect("Error creating profiler");
682
683 self.on_resize(self.resolution);
685 }
686
687 if self.pipeline_modes != pipeline_modes
691 || self
692 .recreation_pending
693 .as_ref()
694 .is_some_and(|modes| modes != &pipeline_modes)
695 {
696 self.recreate_pipelines(pipeline_modes);
698 }
699
700 Ok(())
701 }
702
703 pub fn pipeline_modes(&self) -> &PipelineModes { &self.pipeline_modes }
705
706 pub fn present_modes(&self) -> &[PresentMode] { &self.present_modes }
708
709 pub fn timings(&self) -> Vec<(u8, &str, f64)> {
713 use wgpu_profiler::GpuTimerScopeResult;
714 fn recursive_collect<'a>(
715 vec: &mut Vec<(u8, &'a str, f64)>,
716 result: &'a GpuTimerScopeResult,
717 nest_level: u8,
718 ) {
719 vec.push((
720 nest_level,
721 &result.label,
722 result.time.end - result.time.start,
723 ));
724 result
725 .nested_scopes
726 .iter()
727 .for_each(|child| recursive_collect(vec, child, nest_level + 1));
728 }
729 let mut vec = Vec::new();
730 self.profile_times
731 .iter()
732 .for_each(|child| recursive_collect(&mut vec, child, 0));
733 vec
734 }
735
736 pub fn on_resize(&mut self, dims: Vec2<u32>) {
738 if dims.x != 0 && dims.y != 0 {
740 self.is_minimized = false;
741 self.resolution = dims;
743 self.surface_config.width = dims.x;
744 self.surface_config.height = dims.y;
745 self.surface.configure(&self.device, &self.surface_config);
746
747 let (views, bloom_sizes) = Self::create_rt_views(
749 &self.device,
750 (dims.x, dims.y),
751 &self.pipeline_modes,
752 &self.other_modes,
753 self.intermediate_format,
754 );
755 self.views = views;
756
757 let bloom_params = self
758 .views
759 .bloom_tgts
760 .as_ref()
761 .map(|tgts| locals::BloomParams {
762 locals: bloom_sizes.map(|size| {
763 Self::create_consts_inner(&self.device, &self.queue, &[bloom::Locals::new(
764 size,
765 )])
766 }),
767 src_views: [
768 &self.views.tgt_color_pp,
769 &tgts[1],
770 &tgts[2],
771 &tgts[3],
772 &tgts[4],
773 ],
774 final_tgt_view: &tgts[0],
775 });
776
777 self.locals.rebind(
778 &self.device,
779 &self.layouts,
780 &self.views.tgt_color,
781 &self.views.tgt_mat,
782 &self.views.tgt_depth,
783 bloom_params,
784 &self.views.tgt_color_pp,
785 &self.sampler,
786 &self.depth_sampler,
787 );
788
789 let shadow_views = match &mut self.state {
791 State::Interface {
792 shadow_views,
793 rain_occlusion_view,
794 ..
795 } => shadow_views
796 .as_mut()
797 .map(|s| (&mut s.0, &mut s.1))
798 .zip(rain_occlusion_view.as_mut()),
799 State::Complete {
800 shadow:
801 Shadow {
802 map: ShadowMap::Enabled(shadow_map),
803 rain_map: RainOcclusionMap::Enabled(rain_occlusion_map),
804 ..
805 },
806 ..
807 } => Some((
808 (&mut shadow_map.point_depth, &mut shadow_map.directed_depth),
809 &mut rain_occlusion_map.depth,
810 )),
811 State::Complete { .. } => None,
812 State::Nothing => None, };
814
815 let mut update_shadow_bind = false;
816 let (shadow_views, rain_views) = shadow_views.unzip();
817
818 if let (Some((point_depth, directed_depth)), ShadowMode::Map(mode)) =
819 (shadow_views, self.pipeline_modes.shadow)
820 {
821 match ShadowMap::create_shadow_views(
822 &self.device,
823 (dims.x, dims.y),
824 &mode,
825 self.max_texture_size,
826 ) {
827 Ok((new_point_depth, new_directed_depth)) => {
828 *point_depth = new_point_depth;
829 *directed_depth = new_directed_depth;
830
831 update_shadow_bind = true;
832 },
833 Err(err) => {
834 warn!("Could not create shadow map views: {:?}", err);
835 },
836 }
837 }
838 if let Some(rain_depth) = rain_views {
839 match RainOcclusionMap::create_view(
840 &self.device,
841 &self.pipeline_modes.rain_occlusion,
842 self.max_texture_size,
843 ) {
844 Ok(new_rain_depth) => {
845 *rain_depth = new_rain_depth;
846
847 update_shadow_bind = true;
848 },
849 Err(err) => {
850 warn!("Could not create rain occlusion map view: {:?}", err);
851 },
852 }
853 }
854 if update_shadow_bind {
855 if let State::Complete {
857 shadow:
858 Shadow {
859 bind,
860 map: ShadowMap::Enabled(shadow_map),
861 rain_map: RainOcclusionMap::Enabled(rain_occlusion_map),
862 ..
863 },
864 ..
865 } = &mut self.state
866 {
867 *bind = self.layouts.global.bind_shadow_textures(
868 &self.device,
869 &shadow_map.point_depth,
870 &shadow_map.directed_depth,
871 &rain_occlusion_map.depth,
872 );
873 }
874 }
875 } else {
876 self.is_minimized = true;
877 }
878 }
879
880 pub fn maintain(&self) {
881 if self.is_minimized {
882 self.queue.submit(std::iter::empty());
883 }
884
885 self.device.poll(wgpu::Maintain::Poll);
886 }
887
888 fn create_rt_views(
890 device: &wgpu::Device,
891 size: (u32, u32),
892 pipeline_modes: &PipelineModes,
893 other_modes: &OtherModes,
894 format: wgpu::TextureFormat,
895 ) -> (Views, [Vec2<f32>; bloom::NUM_SIZES]) {
896 let upscaled = Vec2::<u32>::from(size)
897 .map(|e| (e as f32 * other_modes.upscale_mode.factor) as u32)
898 .into_tuple();
899 let (width, height) = upscaled;
900 let sample_count = pipeline_modes.aa.samples();
901 let levels = 1;
902
903 let color_view = |width, height, format| {
904 let tex = device.create_texture(&wgpu::TextureDescriptor {
905 label: None,
906 size: wgpu::Extent3d {
907 width,
908 height,
909 depth_or_array_layers: 1,
910 },
911 mip_level_count: levels,
912 sample_count,
913 dimension: wgpu::TextureDimension::D2,
914 format,
915 usage: wgpu::TextureUsages::TEXTURE_BINDING
916 | wgpu::TextureUsages::RENDER_ATTACHMENT,
917 view_formats: &[],
918 });
919
920 tex.create_view(&wgpu::TextureViewDescriptor {
921 label: None,
922 format: Some(format),
923 dimension: Some(wgpu::TextureViewDimension::D2),
924 aspect: wgpu::TextureAspect::All,
926 base_mip_level: 0,
927 mip_level_count: None,
928 base_array_layer: 0,
929 array_layer_count: None,
930 })
931 };
932
933 let tgt_color_view = color_view(width, height, format);
934 let tgt_color_pp_view = color_view(width, height, format);
935
936 let tgt_mat_view = color_view(width, height, wgpu::TextureFormat::Rgba8Uint);
937
938 let mut size_shift = 0;
939 let bloom_sizes = [(); bloom::NUM_SIZES].map(|()| {
941 let size = Vec2::new(width, height).map(|e| (e >> size_shift).max(1));
943 size_shift += 1;
944 size
945 });
946
947 let bloom_tgt_views = pipeline_modes
948 .bloom
949 .is_on()
950 .then(|| bloom_sizes.map(|size| color_view(size.x, size.y, format)));
951
952 let tgt_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
953 label: None,
954 size: wgpu::Extent3d {
955 width,
956 height,
957 depth_or_array_layers: 1,
958 },
959 mip_level_count: levels,
960 sample_count,
961 dimension: wgpu::TextureDimension::D2,
962 format: wgpu::TextureFormat::Depth32Float,
963 usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
964 view_formats: &[],
965 });
966 let tgt_depth_view = tgt_depth_tex.create_view(&wgpu::TextureViewDescriptor {
967 label: None,
968 format: Some(wgpu::TextureFormat::Depth32Float),
969 dimension: Some(wgpu::TextureViewDimension::D2),
970 aspect: wgpu::TextureAspect::DepthOnly,
971 base_mip_level: 0,
972 mip_level_count: None,
973 base_array_layer: 0,
974 array_layer_count: None,
975 });
976
977 let win_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
978 label: None,
979 size: wgpu::Extent3d {
980 width: size.0,
981 height: size.1,
982 depth_or_array_layers: 1,
983 },
984 mip_level_count: levels,
985 sample_count,
986 dimension: wgpu::TextureDimension::D2,
987 format: wgpu::TextureFormat::Depth32Float,
988 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
989 view_formats: &[],
990 });
991 let win_depth_view = win_depth_tex.create_view(&wgpu::TextureViewDescriptor {
993 label: None,
994 format: Some(wgpu::TextureFormat::Depth32Float),
995 dimension: Some(wgpu::TextureViewDimension::D2),
996 aspect: wgpu::TextureAspect::DepthOnly,
997 base_mip_level: 0,
998 mip_level_count: None,
999 base_array_layer: 0,
1000 array_layer_count: None,
1001 });
1002
1003 (
1004 Views {
1005 tgt_color: tgt_color_view,
1006 tgt_mat: tgt_mat_view,
1007 tgt_depth: tgt_depth_view,
1008 bloom_tgts: bloom_tgt_views,
1009 tgt_color_pp: tgt_color_pp_view,
1010 _win_depth: win_depth_view,
1011 },
1012 bloom_sizes.map(|s| s.map(|e| e as f32)),
1013 )
1014 }
1015
1016 pub fn resolution(&self) -> Vec2<u32> { self.resolution }
1018
1019 pub fn get_shadow_resolution(&self) -> (Vec2<u32>, Vec2<u32>) {
1021 match &self.state {
1022 State::Interface { shadow_views, .. } => shadow_views.as_ref().map(|s| (&s.0, &s.1)),
1023 State::Complete {
1024 shadow:
1025 Shadow {
1026 map: ShadowMap::Enabled(shadow_map),
1027 ..
1028 },
1029 ..
1030 } => Some((&shadow_map.point_depth, &shadow_map.directed_depth)),
1031 State::Complete { .. } | State::Nothing => None,
1032 }
1033 .map(|(point, directed)| (point.get_dimensions().xy(), directed.get_dimensions().xy()))
1034 .unwrap_or_else(|| (Vec2::new(1, 1), Vec2::new(1, 1)))
1035 }
1036
1037 pub fn start_recording_frame<'a>(
1043 &'a mut self,
1044 globals: &'a GlobalsBindGroup,
1045 ) -> Result<Option<drawer::Drawer<'a>>, RenderError> {
1046 span!(
1047 _guard,
1048 "start_recording_frame",
1049 "Renderer::start_recording_frame"
1050 );
1051
1052 if self.is_minimized {
1053 return Ok(None);
1054 }
1055
1056 if self.other_modes.profiler_enabled {
1058 let timestamp_period = self.queue.get_timestamp_period();
1060 if let Some(profile_times) = self.profiler.process_finished_frame(timestamp_period) {
1061 self.profile_times = profile_times;
1062 }
1063 }
1064
1065 let state = core::mem::replace(&mut self.state, State::Nothing);
1068 let mut trigger_on_resize = false;
1072 self.state = if let State::Interface {
1074 pipelines: interface,
1075 shadow_views,
1076 rain_occlusion_view,
1077 creating,
1078 } = state
1079 {
1080 match creating.try_complete() {
1081 Ok(pipelines) => {
1082 let IngameAndShadowPipelines {
1083 ingame,
1084 shadow,
1085 rain_occlusion,
1086 } = pipelines;
1087
1088 let pipelines = Pipelines::consolidate(interface, ingame);
1089
1090 let shadow_map = ShadowMap::new(
1091 &self.device,
1092 &self.queue,
1093 shadow.point,
1094 shadow.directed,
1095 shadow.figure,
1096 shadow.debug,
1097 shadow_views,
1098 );
1099
1100 let rain_occlusion_map = RainOcclusionMap::new(
1101 &self.device,
1102 &self.queue,
1103 rain_occlusion.terrain,
1104 rain_occlusion.figure,
1105 rain_occlusion_view,
1106 );
1107
1108 let shadow_bind = {
1109 let (point, directed) = shadow_map.textures();
1110 self.layouts.global.bind_shadow_textures(
1111 &self.device,
1112 point,
1113 directed,
1114 rain_occlusion_map.texture(),
1115 )
1116 };
1117
1118 let shadow = Shadow {
1119 rain_map: rain_occlusion_map,
1120 map: shadow_map,
1121 bind: shadow_bind,
1122 };
1123
1124 State::Complete {
1125 pipelines,
1126 shadow,
1127 recreating: None,
1128 }
1129 },
1130 Err(creating) => State::Interface {
1132 pipelines: interface,
1133 shadow_views,
1134 rain_occlusion_view,
1135 creating,
1136 },
1137 }
1138 } else if let State::Complete {
1140 pipelines,
1141 mut shadow,
1142 recreating: Some((new_pipeline_modes, pipeline_creation)),
1143 } = state
1144 {
1145 match pipeline_creation.try_complete() {
1146 Ok(Ok((
1147 pipelines,
1148 shadow_pipelines,
1149 rain_occlusion_pipelines,
1150 postprocess_layout,
1151 ))) => {
1152 if let (
1153 Some(point_pipeline),
1154 Some(terrain_directed_pipeline),
1155 Some(figure_directed_pipeline),
1156 Some(debug_directed_pipeline),
1157 ShadowMap::Enabled(shadow_map),
1158 ) = (
1159 shadow_pipelines.point,
1160 shadow_pipelines.directed,
1161 shadow_pipelines.figure,
1162 shadow_pipelines.debug,
1163 &mut shadow.map,
1164 ) {
1165 shadow_map.point_pipeline = point_pipeline;
1166 shadow_map.terrain_directed_pipeline = terrain_directed_pipeline;
1167 shadow_map.figure_directed_pipeline = figure_directed_pipeline;
1168 shadow_map.debug_directed_pipeline = debug_directed_pipeline;
1169 }
1170
1171 if let (
1172 Some(terrain_directed_pipeline),
1173 Some(figure_directed_pipeline),
1174 RainOcclusionMap::Enabled(rain_occlusion_map),
1175 ) = (
1176 rain_occlusion_pipelines.terrain,
1177 rain_occlusion_pipelines.figure,
1178 &mut shadow.rain_map,
1179 ) {
1180 rain_occlusion_map.terrain_pipeline = terrain_directed_pipeline;
1181 rain_occlusion_map.figure_pipeline = figure_directed_pipeline;
1182 }
1183
1184 self.pipeline_modes = new_pipeline_modes;
1185 self.layouts.postprocess = postprocess_layout;
1186 trigger_on_resize = true;
1190
1191 State::Complete {
1192 pipelines,
1193 shadow,
1194 recreating: None,
1195 }
1196 },
1197 Ok(Err(e)) => {
1198 error!(?e, "Could not recreate shaders from assets due to an error");
1199 State::Complete {
1200 pipelines,
1201 shadow,
1202 recreating: None,
1203 }
1204 },
1205 Err(pipeline_creation) => State::Complete {
1207 pipelines,
1208 shadow,
1209 recreating: Some((new_pipeline_modes, pipeline_creation)),
1210 },
1211 }
1212 } else {
1213 state
1214 };
1215
1216 if trigger_on_resize {
1220 self.on_resize(self.resolution);
1221 }
1222
1223 if self.shaders_watcher.reloaded() {
1225 self.recreate_pipelines(self.pipeline_modes.clone());
1226 }
1227
1228 if matches!(&self.state, State::Complete {
1230 recreating: None,
1231 ..
1232 }) {
1233 if let Some(new_pipeline_modes) = self.recreation_pending.take() {
1234 self.recreate_pipelines(new_pipeline_modes);
1235 }
1236 }
1237
1238 let texture = match self.surface.get_current_texture() {
1239 Ok(texture) => texture,
1240 Err(err @ wgpu::SurfaceError::Lost) => {
1242 warn!("{}. Recreating swap chain. A frame will be missed", err);
1243 self.on_resize(self.resolution);
1244 return Ok(None);
1245 },
1246 Err(wgpu::SurfaceError::Timeout) => {
1247 return Ok(None);
1251 },
1252 Err(err @ wgpu::SurfaceError::Outdated) => {
1253 warn!("{}. Recreating the swapchain", err);
1254 self.surface.configure(&self.device, &self.surface_config);
1255 return Ok(None);
1256 },
1257 Err(err @ wgpu::SurfaceError::OutOfMemory) => return Err(err.into()),
1258 };
1259 let encoder = self
1260 .device
1261 .create_command_encoder(&wgpu::CommandEncoderDescriptor {
1262 label: Some("A render encoder"),
1263 });
1264
1265 Ok(Some(drawer::Drawer::new(encoder, self, texture, globals)))
1266 }
1267
1268 fn recreate_pipelines(&mut self, pipeline_modes: PipelineModes) {
1270 match &mut self.state {
1271 State::Complete { recreating, .. } if recreating.is_some() => {
1272 self.recreation_pending = Some(pipeline_modes);
1275 },
1276 State::Complete {
1277 recreating, shadow, ..
1278 } => {
1279 *recreating = Some((
1280 pipeline_modes.clone(),
1281 pipeline_creation::recreate_pipelines(
1282 Arc::clone(&self.device),
1283 Arc::clone(&self.layouts.immutable),
1284 self.shaders.cloned(),
1285 pipeline_modes,
1286 self.surface_config.clone(), shadow.map.is_enabled(),
1292 self.intermediate_format,
1293 ),
1294 ));
1295 },
1296 State::Interface { .. } => {
1297 self.recreation_pending = Some(pipeline_modes);
1300 },
1301 State::Nothing => {},
1302 }
1303 }
1304
1305 pub fn create_consts<T: Copy + bytemuck::Pod>(&mut self, vals: &[T]) -> Consts<T> {
1307 Self::create_consts_inner(&self.device, &self.queue, vals)
1308 }
1309
1310 pub fn create_consts_inner<T: Copy + bytemuck::Pod>(
1311 device: &wgpu::Device,
1312 queue: &wgpu::Queue,
1313 vals: &[T],
1314 ) -> Consts<T> {
1315 let mut consts = Consts::new(device, vals.len());
1316 consts.update(queue, vals, 0);
1317 consts
1318 }
1319
1320 pub fn update_consts<T: Copy + bytemuck::Pod>(&self, consts: &mut Consts<T>, vals: &[T]) {
1322 consts.update(&self.queue, vals, 0)
1323 }
1324
1325 pub fn update_clouds_locals(&mut self, new_val: clouds::Locals) {
1326 self.locals.clouds.update(&self.queue, &[new_val], 0)
1327 }
1328
1329 pub fn update_postprocess_locals(&mut self, new_val: postprocess::Locals) {
1330 self.locals.postprocess.update(&self.queue, &[new_val], 0)
1331 }
1332
1333 pub fn create_instances<T: Copy + bytemuck::Pod>(&mut self, vals: &[T]) -> Instances<T> {
1335 let mut instances = Instances::new(&self.device, vals.len());
1336 instances.update(&self.queue, vals, 0);
1337 instances
1338 }
1339
1340 pub(super) fn ensure_sufficient_index_length<V: Vertex>(
1343 &mut self,
1344 vert_length: usize,
1346 ) {
1347 let quad_index_length = vert_length / 4 * 6;
1348
1349 match V::QUADS_INDEX {
1350 Some(wgpu::IndexFormat::Uint16) => {
1351 if self.quad_index_buffer_u16.len() < quad_index_length {
1353 if vert_length > u16::MAX as usize {
1355 panic!(
1356 "Vertex type: {} needs to use a larger index type, length: {}",
1357 core::any::type_name::<V>(),
1358 vert_length
1359 );
1360 }
1361 self.quad_index_buffer_u16 =
1362 create_quad_index_buffer_u16(&self.device, vert_length);
1363 }
1364 },
1365 Some(wgpu::IndexFormat::Uint32) => {
1366 if self.quad_index_buffer_u32.len() < quad_index_length {
1368 if vert_length > u32::MAX as usize {
1370 panic!(
1371 "More than u32::MAX({}) verts({}) for type({}) using an index buffer!",
1372 u32::MAX,
1373 vert_length,
1374 core::any::type_name::<V>()
1375 );
1376 }
1377 self.quad_index_buffer_u32 =
1378 create_quad_index_buffer_u32(&self.device, vert_length);
1379 }
1380 },
1381 None => {},
1382 }
1383 }
1384
1385 pub fn create_sprite_verts(&mut self, mesh: Mesh<sprite::Vertex>) -> sprite::SpriteVerts {
1386 self.ensure_sufficient_index_length::<sprite::Vertex>(sprite::VERT_PAGE_SIZE as usize);
1387 sprite::create_verts_buffer(&self.device, mesh)
1388 }
1389
1390 pub fn create_model<V: Vertex>(&mut self, mesh: &Mesh<V>) -> Option<Model<V>> {
1393 self.ensure_sufficient_index_length::<V>(mesh.vertices().len());
1394 Model::new(&self.device, mesh)
1395 }
1396
1397 pub fn create_dynamic_model<V: Vertex>(&mut self, size: usize) -> DynamicModel<V> {
1399 self.ensure_sufficient_index_length::<V>(size);
1400 DynamicModel::new(&self.device, size)
1401 }
1402
1403 pub fn update_model<V: Vertex>(&self, model: &DynamicModel<V>, mesh: &Mesh<V>, offset: usize) {
1405 model.update(&self.queue, mesh, offset)
1406 }
1407
1408 pub fn max_texture_size(&self) -> u32 { self.max_texture_size }
1410
1411 pub fn create_texture_with_data_raw(
1416 &mut self,
1417 texture_info: &wgpu::TextureDescriptor,
1418 view_info: &wgpu::TextureViewDescriptor,
1419 sampler_info: &wgpu::SamplerDescriptor,
1420 data: &[u8],
1421 ) -> Texture {
1422 let tex = Texture::new_raw(&self.device, texture_info, view_info, sampler_info);
1423
1424 let size = texture_info.size;
1425 let block_size = texture_info.format.block_size(None).unwrap();
1426 assert_eq!(
1427 size.width as usize
1428 * size.height as usize
1429 * size.depth_or_array_layers as usize
1430 * block_size as usize,
1431 data.len(),
1432 "Provided data length {} does not fill the provided texture size {:?}",
1433 data.len(),
1434 size,
1435 );
1436
1437 tex.update(
1438 &self.queue,
1439 [0; 2],
1440 [texture_info.size.width, texture_info.size.height],
1441 data,
1442 );
1443
1444 tex
1445 }
1446
1447 pub fn create_texture_raw(
1449 &mut self,
1450 texture_info: &wgpu::TextureDescriptor,
1451 view_info: &wgpu::TextureViewDescriptor,
1452 sampler_info: &wgpu::SamplerDescriptor,
1453 ) -> Texture {
1454 let texture = Texture::new_raw(&self.device, texture_info, view_info, sampler_info);
1455 texture.clear(&self.queue); texture
1457 }
1458
1459 pub fn create_texture(
1461 &mut self,
1462 image: &image::DynamicImage,
1463 filter_method: Option<FilterMode>,
1464 address_mode: Option<AddressMode>,
1465 ) -> Result<Texture, RenderError> {
1466 Texture::new(
1467 &self.device,
1468 &self.queue,
1469 image,
1470 filter_method,
1471 address_mode,
1472 )
1473 }
1474
1475 pub fn create_dynamic_texture(&mut self, dims: Vec2<u32>) -> Texture {
1479 Texture::new_dynamic(&self.device, &self.queue, dims.x, dims.y)
1480 }
1481
1482 pub fn update_texture<T: bytemuck::Pod>(
1484 &mut self,
1485 texture: &Texture,
1486 offset: [u32; 2],
1487 size: [u32; 2],
1488 data: &[T],
1489 ) {
1490 texture.update(&self.queue, offset, size, bytemuck::cast_slice(data))
1491 }
1492
1493 pub fn ui_premultiply_upload(
1495 &mut self,
1496 target_texture: &Arc<Texture>,
1497 batch: ui::UploadBatchId,
1498 image: &image::RgbaImage,
1499 offset: Vec2<u16>,
1500 ) -> ui::UploadBatchId {
1501 let upload = ui::PremultiplyUpload::prepare(
1502 &self.device,
1503 &self.queue,
1504 &self.layouts.premultiply_alpha,
1505 image,
1506 offset,
1507 );
1508 self.ui_premultiply_uploads
1509 .submit(target_texture, batch, upload)
1510 }
1511
1512 pub fn create_screenshot(
1514 &mut self,
1515 screenshot_handler: impl FnOnce(Result<image::RgbImage, String>) + Send + 'static,
1516 ) {
1517 self.take_screenshot = Some(Box::new(screenshot_handler));
1519 if self.other_modes.profiler_enabled {
1521 let file_name = format!(
1522 "frame-trace_{}.json",
1523 std::time::SystemTime::now()
1524 .duration_since(std::time::SystemTime::UNIX_EPOCH)
1525 .map(|d| d.as_millis())
1526 .unwrap_or(0)
1527 );
1528
1529 if let Err(err) = wgpu_profiler::chrometrace::write_chrometrace(
1530 std::path::Path::new(&file_name),
1531 &self.profile_times,
1532 ) {
1533 error!(?err, "Failed to save GPU timing snapshot");
1534 } else {
1535 info!("Saved GPU timing snapshot as: {}", file_name);
1536 }
1537 }
1538 }
1539
1540 }
1588
1589fn create_quad_index_buffer_u16(device: &wgpu::Device, vert_length: usize) -> Buffer<u16> {
1590 assert!(vert_length <= u16::MAX as usize);
1591 let indices = [0, 1, 2, 2, 1, 3]
1592 .iter()
1593 .cycle()
1594 .copied()
1595 .take(vert_length / 4 * 6)
1596 .enumerate()
1597 .map(|(i, b)| (i / 6 * 4 + b) as u16)
1598 .collect::<Vec<_>>();
1599
1600 Buffer::new(device, wgpu::BufferUsages::INDEX, &indices)
1601}
1602
1603fn create_quad_index_buffer_u32(device: &wgpu::Device, vert_length: usize) -> Buffer<u32> {
1604 assert!(vert_length <= u32::MAX as usize);
1605 let indices = [0, 1, 2, 2, 1, 3]
1606 .iter()
1607 .cycle()
1608 .copied()
1609 .take(vert_length / 4 * 6)
1610 .enumerate()
1611 .map(|(i, b)| (i / 6 * 4 + b) as u32)
1612 .collect::<Vec<_>>();
1613
1614 Buffer::new(device, wgpu::BufferUsages::INDEX, &indices)
1615}
1616
1617pub struct AltIndices {
1628 pub deep_end: usize,
1629 pub underground_end: usize,
1630}
1631
1632#[derive(Copy, Clone, Default)]
1635pub enum CullingMode {
1636 #[default]
1638 None,
1639 Surface,
1642 Underground,
1645}