1mod binding;
2mod compiler;
3pub(super) mod drawer;
4mod locals;
6mod pipeline_creation;
7mod rain_occlusion_map;
8mod screenshot;
9mod shaders;
10mod shadow_map;
11
12use locals::Locals;
13use pipeline_creation::{
14 IngameAndShadowPipelines, InterfacePipelines, PipelineCreation, Pipelines, ShadowPipelines,
15};
16use shaders::Shaders;
17use shadow_map::{ShadowMap, ShadowMapRenderer};
18
19use self::{pipeline_creation::RainOcclusionPipelines, rain_occlusion_map::RainOcclusionMap};
20
21use super::{
22 AddressMode, FilterMode, OtherModes, PipelineModes, PresentMode, RenderError, RenderMode,
23 ShadowMapMode, ShadowMode, Vertex,
24 buffer::Buffer,
25 consts::Consts,
26 instances::Instances,
27 mesh::Mesh,
28 model::{DynamicModel, Model},
29 pipelines::{
30 GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup, blit, bloom, clouds, debug,
31 figure, postprocess, rain_occlusion, rope, shadow, sprite, terrain, ui,
32 },
33 texture::Texture,
34};
35use common::assets::{self, AssetExt, AssetHandle, ReloadWatcher};
36use common_base::span;
37use core::convert::TryFrom;
38use std::sync::Arc;
39use tracing::{error, info, warn};
40use vek::*;
41
42const QUAD_INDEX_BUFFER_U16_START_VERT_LEN: u16 = 3000;
43const QUAD_INDEX_BUFFER_U32_START_VERT_LEN: u32 = 3000;
44
45struct ImmutableLayouts {
48 global: GlobalsLayouts,
49
50 debug: debug::DebugLayout,
51 figure: figure::FigureLayout,
52 shadow: shadow::ShadowLayout,
53 rain_occlusion: rain_occlusion::RainOcclusionLayout,
54 sprite: sprite::SpriteLayout,
55 terrain: terrain::TerrainLayout,
56 rope: rope::RopeLayout,
57 clouds: clouds::CloudsLayout,
58 bloom: bloom::BloomLayout,
59 ui: ui::UiLayout,
60 premultiply_alpha: ui::PremultiplyAlphaLayout,
61 blit: blit::BlitLayout,
62}
63
64struct Layouts {
66 immutable: Arc<ImmutableLayouts>,
67
68 postprocess: Arc<postprocess::PostProcessLayout>,
69}
70
71impl core::ops::Deref for Layouts {
72 type Target = ImmutableLayouts;
73
74 fn deref(&self) -> &Self::Target { &self.immutable }
75}
76
77struct Views {
79 _win_depth: wgpu::TextureView,
81
82 tgt_color: wgpu::TextureView,
83 tgt_mat: wgpu::TextureView,
84 tgt_depth: wgpu::TextureView,
85
86 bloom_tgts: Option<[wgpu::TextureView; bloom::NUM_SIZES]>,
87 tgt_color_pp: wgpu::TextureView,
89}
90
91struct Shadow {
93 rain_map: RainOcclusionMap,
94 map: ShadowMap,
95 bind: ShadowTexturesBindGroup,
96}
97
98#[expect(clippy::large_enum_variant)]
102enum State {
103 Nothing,
105 Interface {
106 pipelines: InterfacePipelines,
107 shadow_views: Option<(Texture, Texture)>,
108 rain_occlusion_view: Option<Texture>,
109 creating: PipelineCreation<IngameAndShadowPipelines>,
111 },
112 Complete {
113 pipelines: Pipelines,
114 shadow: Shadow,
115 recreating: Option<(
116 PipelineModes,
117 PipelineCreation<
118 Result<
119 (
120 Pipelines,
121 ShadowPipelines,
122 RainOcclusionPipelines,
123 Arc<postprocess::PostProcessLayout>,
124 ),
125 RenderError,
126 >,
127 >,
128 )>,
129 },
130}
131
132pub struct Renderer {
137 device: wgpu::Device,
138 queue: wgpu::Queue,
139 surface: wgpu::Surface<'static>,
140 surface_config: wgpu::SurfaceConfiguration,
141
142 sampler: wgpu::Sampler,
143 depth_sampler: wgpu::Sampler,
144
145 state: State,
146 recreation_pending: Option<PipelineModes>,
149
150 layouts: Layouts,
151 locals: Locals,
154 views: Views,
155 noise_tex: Texture,
156
157 quad_index_buffer_u16: Buffer<u16>,
158 quad_index_buffer_u32: Buffer<u32>,
159
160 shaders: AssetHandle<Shaders>,
161 shaders_watcher: ReloadWatcher,
162
163 pipeline_modes: PipelineModes,
164 other_modes: OtherModes,
165 resolution: Vec2<u32>,
166
167 take_screenshot: Option<screenshot::ScreenshotFn>,
169
170 profiler: wgpu_profiler::GpuProfiler,
171 profile_times: Vec<wgpu_profiler::GpuTimerQueryResult>,
172 profiler_features_enabled: bool,
173
174 ui_premultiply_uploads: ui::BatchedUploads,
175
176 #[cfg(feature = "egui-ui")]
177 egui_renderer: egui_wgpu::Renderer,
178
179 is_minimized: bool,
182
183 graphics_backend: String,
185
186 intermediate_format: wgpu::TextureFormat,
188
189 present_modes: Vec<PresentMode>,
191 max_texture_size: u32,
193}
194
195impl Renderer {
196 pub fn new(
199 window: Arc<winit::window::Window>,
200 mode: RenderMode,
201 runtime: &tokio::runtime::Runtime,
202 ) -> Result<Self, RenderError> {
203 let (pipeline_modes, mut other_modes) = mode.split();
204 let backends = std::env::var("WGPU_BACKEND")
211 .ok()
212 .and_then(|backend| match backend.to_lowercase().as_str() {
213 "vulkan" | "vk" => Some(wgpu::Backends::VULKAN),
214 "metal" => Some(wgpu::Backends::METAL),
215 "dx12" => Some(wgpu::Backends::DX12),
216 "primary" => Some(wgpu::Backends::PRIMARY),
217 "opengl" | "gl" => Some(wgpu::Backends::GL),
218 "secondary" => Some(wgpu::Backends::SECONDARY),
219 "all" => Some(wgpu::Backends::all()),
220 _ => None,
221 })
222 .unwrap_or(wgpu::Backends::PRIMARY | wgpu::Backends::SECONDARY);
223
224 let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
225 backends,
226 flags: wgpu::InstanceFlags::from_build_config().with_env(),
228 backend_options: wgpu::BackendOptions::default(),
229 memory_budget_thresholds: wgpu::MemoryBudgetThresholds::default(),
230 });
231
232 let dims = window.inner_size();
233
234 let surface = instance
235 .create_surface(window)
236 .expect("Failed to create a surface");
237
238 let adapters = instance.enumerate_adapters(backends);
239
240 for (i, adapter) in adapters.iter().enumerate() {
241 let info = adapter.get_info();
242 let supported_limits = adapter.limits();
243 info!(
244 ?info.name,
245 ?info.vendor,
246 ?info.backend,
247 ?info.device,
248 ?info.device_type,
249 ?supported_limits.max_texture_dimension_2d,
250 "graphics device #{}", i,
251 );
252 }
253
254 let adapter = match std::env::var("WGPU_ADAPTER").ok() {
255 Some(filter) if !filter.is_empty() => adapters
256 .into_iter()
257 .enumerate()
258 .find_map(|(i, adapter)| {
259 let info = adapter.get_info();
260
261 let full_name = format!("#{} {} {:?}", i, info.name, info.device_type,);
262
263 full_name.contains(&filter).then_some(adapter)
264 })
265 .ok_or(RenderError::CouldNotFindAdapter)?,
266 Some(_) | None => {
267 runtime.block_on(instance.request_adapter(&wgpu::RequestAdapterOptionsBase {
268 power_preference: wgpu::PowerPreference::HighPerformance,
269 compatible_surface: Some(&surface),
270 force_fallback_adapter: false,
271 }))?
272 },
273 };
274
275 let info = adapter.get_info();
276 let supported_limits = adapter.limits();
277 info!(
278 ?info.name,
279 ?info.vendor,
280 ?info.backend,
281 ?info.device,
282 ?info.device_type,
283 ?supported_limits.max_texture_dimension_2d,
284 "selected graphics device"
285 );
286 let graphics_backend = format!("{:?}", &info.backend);
287
288 let required_limits = wgpu::Limits {
289 max_texture_dimension_1d: 0,
290 max_texture_dimension_2d: supported_limits.max_texture_dimension_2d.min(8192),
291 max_texture_dimension_3d: 0,
292 max_push_constant_size: 64,
293 ..Default::default()
294 };
295
296 #[cfg(any())] let trace = if let Some(v) = std::env::var_os("WGPU_TRACE_DIR") {
298 let path = std::path::Path::new(&v);
299 assert!(
301 path.exists(),
302 "WGPU_TRACE_DIR is set to the path \"{}\" which doesn't exist",
303 path.display()
304 );
305 assert!(
306 path.is_dir(),
307 "WGPU_TRACE_DIR is set to the path \"{}\" which is not a directory",
308 path.display()
309 );
310 assert!(
311 path.read_dir()
312 .expect("Could not read the directory that is specified by WGPU_TRACE_DIR")
313 .next()
314 .is_none(),
315 "WGPU_TRACE_DIR is set to the path \"{}\" which already contains other files",
316 path.display()
317 );
318
319 wgpu::Trace::Directory(path)
320 } else {
321 wgpu::Trace::Off
322 };
323
324 let (device, queue) =
325 runtime.block_on(adapter.request_device(&wgpu::DeviceDescriptor {
326 label: None,
328 required_features: wgpu::Features::DEPTH_CLIP_CONTROL
329 | wgpu::Features::ADDRESS_MODE_CLAMP_TO_BORDER
330 | wgpu::Features::PUSH_CONSTANTS
331 | (adapter.features() & wgpu_profiler::GpuProfiler::ALL_WGPU_TIMER_FEATURES),
332 required_limits,
333 experimental_features: wgpu::ExperimentalFeatures::disabled(),
334 memory_hints: wgpu::MemoryHints::Performance,
335 trace: wgpu::Trace::Off,
336 }))?;
337
338 device.on_uncaptured_error(Arc::new(move |error| {
342 error!("{}", &error);
343 panic!(
344 "wgpu error (handling all wgpu errors as fatal):\n{:?}\n{:?}",
345 &error, &info,
346 );
347 }));
348
349 let profiler_features_enabled = device
350 .features()
351 .intersects(wgpu_profiler::GpuProfiler::ALL_WGPU_TIMER_FEATURES);
352 if !profiler_features_enabled {
353 info!(
354 "The features for GPU profiling (timestamp queries) are not available on this \
355 adapter"
356 );
357 }
358
359 let max_texture_size = device.limits().max_texture_dimension_2d;
360
361 let surface_capabilities = surface.get_capabilities(&adapter);
362 let format = surface_capabilities.formats[0];
363 info!("Using {:?} as the surface format", format);
364
365 let present_mode = other_modes.present_mode.into();
366 let surface_config = wgpu::SurfaceConfiguration {
367 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
368 desired_maximum_frame_latency: 2,
369 format,
370 width: dims.width,
371 height: dims.height,
372 present_mode: if surface_capabilities.present_modes.contains(&present_mode) {
373 present_mode
374 } else {
375 *surface_capabilities
376 .present_modes
377 .iter()
378 .find(|mode| PresentMode::try_from(**mode).is_ok())
379 .expect("There should never be no supported present modes")
380 },
381 alpha_mode: wgpu::CompositeAlphaMode::Opaque,
382 view_formats: Vec::new(),
383 };
384
385 let supported_internal_formats = [wgpu::TextureFormat::Rgba16Float, format];
386 let intermediate_format = supported_internal_formats
387 .into_iter()
388 .find(|format| {
389 use wgpu::TextureUsages as Usages;
390 use wgpu::TextureFormatFeatureFlags as Flags;
391 use super::AaMode;
392
393 let features = adapter
394 .get_texture_format_features(*format);
395
396 let usage_ok = features
397 .allowed_usages
398 .contains(Usages::RENDER_ATTACHMENT | Usages::COPY_SRC | Usages::TEXTURE_BINDING);
399
400 let msaa_flags = match pipeline_modes.aa {
401 AaMode::None | AaMode::Fxaa | AaMode::Hqx | AaMode::FxUpscale | AaMode::Bilinear => Flags::empty(),
402 AaMode::MsaaX4 => Flags::MULTISAMPLE_X4,
403 AaMode::MsaaX8 => Flags::MULTISAMPLE_X8,
404 AaMode::MsaaX16 => Flags::MULTISAMPLE_X8, };
406
407 let flags_ok = features.flags.contains(Flags::FILTERABLE | msaa_flags);
408
409 usage_ok && flags_ok
410 })
411 .expect("No supported intermediate format");
414 info!("Using {:?} as the intermediate format", intermediate_format);
415
416 surface.configure(&device, &surface_config);
417
418 let shadow_views = ShadowMap::create_shadow_views(
419 &device,
420 (dims.width, dims.height),
421 &ShadowMapMode::try_from(pipeline_modes.shadow).unwrap_or_default(),
422 max_texture_size,
423 )
424 .map_err(|err| {
425 warn!("Could not create shadow map views: {:?}", err);
426 })
427 .ok();
428
429 let rain_occlusion_view = RainOcclusionMap::create_view(
430 &device,
431 &pipeline_modes.rain_occlusion,
432 max_texture_size,
433 )
434 .map_err(|err| {
435 warn!("Could not create rain occlusion map views: {:?}", err);
436 })
437 .ok();
438
439 let shaders = Shaders::load_expect("");
440 let shaders_watcher = shaders.reload_watcher();
441
442 let layouts = {
443 let global = GlobalsLayouts::new(&device);
444
445 let debug = debug::DebugLayout::new(&device);
446 let figure = figure::FigureLayout::new(&device);
447 let shadow = shadow::ShadowLayout::new(&device);
448 let rain_occlusion = rain_occlusion::RainOcclusionLayout::new(&device);
449 let sprite = sprite::SpriteLayout::new(&device);
450 let terrain = terrain::TerrainLayout::new(&device);
451 let rope = rope::RopeLayout::new(&device);
452 let clouds = clouds::CloudsLayout::new(&device);
453 let bloom = bloom::BloomLayout::new(&device);
454 let postprocess = Arc::new(postprocess::PostProcessLayout::new(
455 &device,
456 &pipeline_modes,
457 ));
458 let ui = ui::UiLayout::new(&device);
459 let premultiply_alpha = ui::PremultiplyAlphaLayout::new(&device);
460 let blit = blit::BlitLayout::new(&device);
461
462 let immutable = Arc::new(ImmutableLayouts {
463 global,
464
465 debug,
466 figure,
467 shadow,
468 rain_occlusion,
469 sprite,
470 terrain,
471 rope,
472 clouds,
473 bloom,
474 ui,
475 premultiply_alpha,
476 blit,
477 });
478
479 Layouts {
480 immutable,
481 postprocess,
482 }
483 };
484
485 let (interface_pipelines, creating) = pipeline_creation::initial_create_pipelines(
486 device.clone(),
487 Layouts {
488 immutable: Arc::clone(&layouts.immutable),
489 postprocess: Arc::clone(&layouts.postprocess),
490 },
491 shaders.cloned(),
492 pipeline_modes.clone(),
493 surface_config.clone(), shadow_views.is_some(),
495 intermediate_format,
496 )?;
497
498 let state = State::Interface {
499 pipelines: interface_pipelines,
500 shadow_views,
501 rain_occlusion_view,
502 creating,
503 };
504
505 let (views, bloom_sizes) = Self::create_rt_views(
506 &device,
507 (dims.width, dims.height),
508 &pipeline_modes,
509 &other_modes,
510 intermediate_format,
511 );
512
513 let create_sampler = |filter| {
514 device.create_sampler(&wgpu::SamplerDescriptor {
515 label: None,
516 address_mode_u: AddressMode::ClampToEdge,
517 address_mode_v: AddressMode::ClampToEdge,
518 address_mode_w: AddressMode::ClampToEdge,
519 mag_filter: filter,
520 min_filter: filter,
521 mipmap_filter: FilterMode::Nearest,
522 compare: None,
523 ..Default::default()
524 })
525 };
526
527 let sampler = create_sampler(FilterMode::Linear);
528 let depth_sampler = create_sampler(FilterMode::Nearest);
529
530 let noise_tex = Texture::new(
531 &device,
532 &queue,
533 &assets::Image::load_expect("voxygen.texture.noise").read().0,
534 Some(FilterMode::Linear),
535 Some(AddressMode::Repeat),
536 )?;
537
538 let clouds_locals =
539 Self::create_consts_inner(&device, &queue, &[clouds::Locals::default()]);
540 let postprocess_locals =
541 Self::create_consts_inner(&device, &queue, &[postprocess::Locals::default()]);
542
543 let locals = Locals::new(
544 &device,
545 &layouts,
546 clouds_locals,
547 postprocess_locals,
548 &views.tgt_color,
549 &views.tgt_mat,
550 &views.tgt_depth,
551 views.bloom_tgts.as_ref().map(|tgts| locals::BloomParams {
552 locals: bloom_sizes.map(|size| {
553 Self::create_consts_inner(&device, &queue, &[bloom::Locals::new(size)])
554 }),
555 src_views: [&views.tgt_color_pp, &tgts[1], &tgts[2], &tgts[3], &tgts[4]],
556 final_tgt_view: &tgts[0],
557 }),
558 &views.tgt_color_pp,
559 &sampler,
560 &depth_sampler,
561 );
562
563 let quad_index_buffer_u16 =
564 create_quad_index_buffer_u16(&device, QUAD_INDEX_BUFFER_U16_START_VERT_LEN as usize);
565 let quad_index_buffer_u32 =
566 create_quad_index_buffer_u32(&device, QUAD_INDEX_BUFFER_U32_START_VERT_LEN as usize);
567 other_modes.profiler_enabled &= profiler_features_enabled;
568 let profiler =
569 wgpu_profiler::GpuProfiler::new(&device, wgpu_profiler::GpuProfilerSettings {
570 enable_timer_queries: other_modes.profiler_enabled,
571 enable_debug_groups: other_modes.profiler_enabled,
572 max_num_pending_frames: 4,
573 })
574 .expect("Error creating profiler");
575
576 #[cfg(feature = "egui-ui")]
577 let egui_renderer = egui_wgpu::Renderer::new(&device, format, Default::default());
578
579 let present_modes = surface
580 .get_capabilities(&adapter)
581 .present_modes
582 .into_iter()
583 .filter_map(|present_mode| PresentMode::try_from(present_mode).ok())
584 .collect();
585
586 Ok(Self {
587 device,
588 queue,
589 surface,
590 surface_config,
591
592 state,
593 recreation_pending: None,
594
595 layouts,
596 locals,
597 views,
598
599 sampler,
600 depth_sampler,
601 noise_tex,
602
603 quad_index_buffer_u16,
604 quad_index_buffer_u32,
605
606 shaders,
607 shaders_watcher,
608
609 pipeline_modes,
610 other_modes,
611 resolution: Vec2::new(dims.width, dims.height),
612
613 take_screenshot: None,
614
615 profiler,
616 profile_times: Vec::new(),
617 profiler_features_enabled,
618
619 ui_premultiply_uploads: Default::default(),
620
621 #[cfg(feature = "egui-ui")]
622 egui_renderer,
623
624 is_minimized: false,
625
626 graphics_backend,
627
628 intermediate_format,
629
630 present_modes,
631 max_texture_size,
632 })
633 }
634
635 pub fn graphics_backend(&self) -> &str { &self.graphics_backend }
637
638 pub fn pipeline_creation_status(&self) -> Option<(usize, usize)> {
642 if let State::Interface { creating, .. } = &self.state {
643 Some(creating.status())
644 } else {
645 None
646 }
647 }
648
649 pub fn pipeline_recreation_status(&self) -> Option<(usize, usize)> {
653 if let State::Complete { recreating, .. } = &self.state {
654 recreating.as_ref().map(|(_, c)| c.status())
655 } else {
656 None
657 }
658 }
659
660 pub fn set_render_mode(&mut self, mode: RenderMode) -> Result<(), RenderError> {
662 let (pipeline_modes, other_modes) = mode.split();
663
664 if self.other_modes != other_modes {
665 self.other_modes = other_modes;
666
667 if self.present_modes.contains(&self.other_modes.present_mode) {
669 self.surface_config.present_mode = self.other_modes.present_mode.into()
670 }
671
672 self.other_modes.profiler_enabled &= self.profiler_features_enabled;
674 if !self.other_modes.profiler_enabled {
676 core::mem::take(&mut self.profile_times);
678 }
679 self.profiler
680 .change_settings(wgpu_profiler::GpuProfilerSettings {
681 enable_timer_queries: self.other_modes.profiler_enabled,
682 enable_debug_groups: self.other_modes.profiler_enabled,
683 max_num_pending_frames: 4,
684 })
685 .expect("Error creating profiler");
686
687 self.on_resize(self.resolution);
689 }
690
691 if self.pipeline_modes != pipeline_modes
695 || self
696 .recreation_pending
697 .as_ref()
698 .is_some_and(|modes| modes != &pipeline_modes)
699 {
700 self.recreate_pipelines(pipeline_modes);
702 }
703
704 Ok(())
705 }
706
707 pub fn pipeline_modes(&self) -> &PipelineModes { &self.pipeline_modes }
709
710 pub fn present_modes(&self) -> &[PresentMode] { &self.present_modes }
712
713 pub fn timings(&self) -> Vec<(u8, &str, f64)> {
717 fn recursive_collect<'a>(
718 vec: &mut Vec<(u8, &'a str, f64)>,
719 result: &'a wgpu_profiler::GpuTimerQueryResult,
720 nest_level: u8,
721 ) {
722 if let Some(time) = &result.time {
723 vec.push((nest_level, &result.label, time.end - time.start));
724 }
725 result
726 .nested_queries
727 .iter()
728 .for_each(|child| recursive_collect(vec, child, nest_level + 1));
729 }
730 let mut vec = Vec::new();
731 self.profile_times
732 .iter()
733 .for_each(|child| recursive_collect(&mut vec, child, 0));
734 vec
735 }
736
737 pub fn on_resize(&mut self, dims: Vec2<u32>) {
739 if dims.x != 0 && dims.y != 0 {
741 self.is_minimized = false;
742 self.resolution = dims;
744 self.surface_config.width = dims.x;
745 self.surface_config.height = dims.y;
746 self.surface.configure(&self.device, &self.surface_config);
747
748 let (views, bloom_sizes) = Self::create_rt_views(
750 &self.device,
751 (dims.x, dims.y),
752 &self.pipeline_modes,
753 &self.other_modes,
754 self.intermediate_format,
755 );
756 self.views = views;
757
758 let bloom_params = self
759 .views
760 .bloom_tgts
761 .as_ref()
762 .map(|tgts| locals::BloomParams {
763 locals: bloom_sizes.map(|size| {
764 Self::create_consts_inner(&self.device, &self.queue, &[bloom::Locals::new(
765 size,
766 )])
767 }),
768 src_views: [
769 &self.views.tgt_color_pp,
770 &tgts[1],
771 &tgts[2],
772 &tgts[3],
773 &tgts[4],
774 ],
775 final_tgt_view: &tgts[0],
776 });
777
778 self.locals.rebind(
779 &self.device,
780 &self.layouts,
781 &self.views.tgt_color,
782 &self.views.tgt_mat,
783 &self.views.tgt_depth,
784 bloom_params,
785 &self.views.tgt_color_pp,
786 &self.sampler,
787 &self.depth_sampler,
788 );
789
790 let shadow_views = match &mut self.state {
792 State::Interface {
793 shadow_views,
794 rain_occlusion_view,
795 ..
796 } => shadow_views
797 .as_mut()
798 .map(|s| (&mut s.0, &mut s.1))
799 .zip(rain_occlusion_view.as_mut()),
800 State::Complete {
801 shadow:
802 Shadow {
803 map: ShadowMap::Enabled(shadow_map),
804 rain_map: RainOcclusionMap::Enabled(rain_occlusion_map),
805 ..
806 },
807 ..
808 } => Some((
809 (&mut shadow_map.point_depth, &mut shadow_map.directed_depth),
810 &mut rain_occlusion_map.depth,
811 )),
812 State::Complete { .. } => None,
813 State::Nothing => None, };
815
816 let mut update_shadow_bind = false;
817 let (shadow_views, rain_views) = shadow_views.unzip();
818
819 if let (Some((point_depth, directed_depth)), ShadowMode::Map(mode)) =
820 (shadow_views, self.pipeline_modes.shadow)
821 {
822 match ShadowMap::create_shadow_views(
823 &self.device,
824 (dims.x, dims.y),
825 &mode,
826 self.max_texture_size,
827 ) {
828 Ok((new_point_depth, new_directed_depth)) => {
829 *point_depth = new_point_depth;
830 *directed_depth = new_directed_depth;
831
832 update_shadow_bind = true;
833 },
834 Err(err) => {
835 warn!("Could not create shadow map views: {:?}", err);
836 },
837 }
838 }
839 if let Some(rain_depth) = rain_views {
840 match RainOcclusionMap::create_view(
841 &self.device,
842 &self.pipeline_modes.rain_occlusion,
843 self.max_texture_size,
844 ) {
845 Ok(new_rain_depth) => {
846 *rain_depth = new_rain_depth;
847
848 update_shadow_bind = true;
849 },
850 Err(err) => {
851 warn!("Could not create rain occlusion map view: {:?}", err);
852 },
853 }
854 }
855 if update_shadow_bind {
856 if let State::Complete {
858 shadow:
859 Shadow {
860 bind,
861 map: ShadowMap::Enabled(shadow_map),
862 rain_map: RainOcclusionMap::Enabled(rain_occlusion_map),
863 ..
864 },
865 ..
866 } = &mut self.state
867 {
868 *bind = self.layouts.global.bind_shadow_textures(
869 &self.device,
870 &shadow_map.point_depth,
871 &shadow_map.directed_depth,
872 &rain_occlusion_map.depth,
873 );
874 }
875 }
876 } else {
877 self.is_minimized = true;
878 }
879 }
880
881 pub fn maintain(&self) {
882 if self.is_minimized {
883 self.queue.submit(std::iter::empty());
884 }
885
886 let _ = self.device.poll(wgpu::PollType::Poll);
887 }
888
889 fn create_rt_views(
891 device: &wgpu::Device,
892 size: (u32, u32),
893 pipeline_modes: &PipelineModes,
894 other_modes: &OtherModes,
895 format: wgpu::TextureFormat,
896 ) -> (Views, [Vec2<f32>; bloom::NUM_SIZES]) {
897 let upscaled = Vec2::<u32>::from(size)
898 .map(|e| (e as f32 * other_modes.upscale_mode.factor) as u32)
899 .into_tuple();
900 let (width, height) = upscaled;
901 let sample_count = pipeline_modes.aa.samples();
902 let levels = 1;
903
904 let color_view = |width, height, format| {
905 let tex = device.create_texture(&wgpu::TextureDescriptor {
906 label: None,
907 size: wgpu::Extent3d {
908 width,
909 height,
910 depth_or_array_layers: 1,
911 },
912 mip_level_count: levels,
913 sample_count,
914 dimension: wgpu::TextureDimension::D2,
915 format,
916 usage: wgpu::TextureUsages::TEXTURE_BINDING
917 | wgpu::TextureUsages::RENDER_ATTACHMENT,
918 view_formats: &[],
919 });
920
921 tex.create_view(&wgpu::TextureViewDescriptor {
922 label: None,
923 format: Some(format),
924 dimension: Some(wgpu::TextureViewDimension::D2),
925 usage: None,
926 aspect: wgpu::TextureAspect::All,
928 base_mip_level: 0,
929 mip_level_count: None,
930 base_array_layer: 0,
931 array_layer_count: None,
932 })
933 };
934
935 let tgt_color_view = color_view(width, height, format);
936 let tgt_color_pp_view = color_view(width, height, format);
937
938 let tgt_mat_view = color_view(width, height, wgpu::TextureFormat::Rgba8Uint);
939
940 let mut size_shift = 0;
941 let bloom_sizes = [(); bloom::NUM_SIZES].map(|()| {
943 let size = Vec2::new(width, height).map(|e| (e >> size_shift).max(1));
945 size_shift += 1;
946 size
947 });
948
949 let bloom_tgt_views = pipeline_modes
950 .bloom
951 .is_on()
952 .then(|| bloom_sizes.map(|size| color_view(size.x, size.y, format)));
953
954 let tgt_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
955 label: None,
956 size: wgpu::Extent3d {
957 width,
958 height,
959 depth_or_array_layers: 1,
960 },
961 mip_level_count: levels,
962 sample_count,
963 dimension: wgpu::TextureDimension::D2,
964 format: wgpu::TextureFormat::Depth32Float,
965 usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
966 view_formats: &[],
967 });
968 let tgt_depth_view = tgt_depth_tex.create_view(&wgpu::TextureViewDescriptor {
969 label: None,
970 format: Some(wgpu::TextureFormat::Depth32Float),
971 dimension: Some(wgpu::TextureViewDimension::D2),
972 usage: None,
973 aspect: wgpu::TextureAspect::DepthOnly,
974 base_mip_level: 0,
975 mip_level_count: None,
976 base_array_layer: 0,
977 array_layer_count: None,
978 });
979
980 let win_depth_tex = device.create_texture(&wgpu::TextureDescriptor {
981 label: None,
982 size: wgpu::Extent3d {
983 width: size.0,
984 height: size.1,
985 depth_or_array_layers: 1,
986 },
987 mip_level_count: levels,
988 sample_count,
989 dimension: wgpu::TextureDimension::D2,
990 format: wgpu::TextureFormat::Depth32Float,
991 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
992 view_formats: &[],
993 });
994 let win_depth_view = win_depth_tex.create_view(&wgpu::TextureViewDescriptor {
996 label: None,
997 format: Some(wgpu::TextureFormat::Depth32Float),
998 dimension: Some(wgpu::TextureViewDimension::D2),
999 usage: None,
1000 aspect: wgpu::TextureAspect::DepthOnly,
1001 base_mip_level: 0,
1002 mip_level_count: None,
1003 base_array_layer: 0,
1004 array_layer_count: None,
1005 });
1006
1007 (
1008 Views {
1009 tgt_color: tgt_color_view,
1010 tgt_mat: tgt_mat_view,
1011 tgt_depth: tgt_depth_view,
1012 bloom_tgts: bloom_tgt_views,
1013 tgt_color_pp: tgt_color_pp_view,
1014 _win_depth: win_depth_view,
1015 },
1016 bloom_sizes.map(|s| s.map(|e| e as f32)),
1017 )
1018 }
1019
1020 pub fn resolution(&self) -> Vec2<u32> { self.resolution }
1022
1023 pub fn get_shadow_resolution(&self) -> (Vec2<u32>, Vec2<u32>) {
1025 match &self.state {
1026 State::Interface { shadow_views, .. } => shadow_views.as_ref().map(|s| (&s.0, &s.1)),
1027 State::Complete {
1028 shadow:
1029 Shadow {
1030 map: ShadowMap::Enabled(shadow_map),
1031 ..
1032 },
1033 ..
1034 } => Some((&shadow_map.point_depth, &shadow_map.directed_depth)),
1035 State::Complete { .. } | State::Nothing => None,
1036 }
1037 .map(|(point, directed)| (point.get_dimensions().xy(), directed.get_dimensions().xy()))
1038 .unwrap_or_else(|| (Vec2::new(1, 1), Vec2::new(1, 1)))
1039 }
1040
1041 pub fn start_recording_frame<'a>(
1047 &'a mut self,
1048 globals: &'a GlobalsBindGroup,
1049 ) -> Result<Option<drawer::Drawer<'a>>, RenderError> {
1050 span!(
1051 _guard,
1052 "start_recording_frame",
1053 "Renderer::start_recording_frame"
1054 );
1055
1056 if self.is_minimized {
1057 return Ok(None);
1058 }
1059
1060 if self.other_modes.profiler_enabled {
1062 let timestamp_period = self.queue.get_timestamp_period();
1064 if let Some(profile_times) = self.profiler.process_finished_frame(timestamp_period) {
1065 self.profile_times = profile_times;
1066 }
1067 }
1068
1069 let state = core::mem::replace(&mut self.state, State::Nothing);
1072 let mut trigger_on_resize = false;
1076 self.state = if let State::Interface {
1078 pipelines: interface,
1079 shadow_views,
1080 rain_occlusion_view,
1081 creating,
1082 } = state
1083 {
1084 match creating.try_complete() {
1085 Ok(pipelines) => {
1086 let IngameAndShadowPipelines {
1087 ingame,
1088 shadow,
1089 rain_occlusion,
1090 } = pipelines;
1091
1092 let pipelines = Pipelines::consolidate(interface, ingame);
1093
1094 let shadow_map = ShadowMap::new(
1095 &self.device,
1096 &self.queue,
1097 shadow.point,
1098 shadow.directed,
1099 shadow.figure,
1100 shadow.debug,
1101 shadow_views,
1102 );
1103
1104 let rain_occlusion_map = RainOcclusionMap::new(
1105 &self.device,
1106 &self.queue,
1107 rain_occlusion.terrain,
1108 rain_occlusion.figure,
1109 rain_occlusion_view,
1110 );
1111
1112 let shadow_bind = {
1113 let (point, directed) = shadow_map.textures();
1114 self.layouts.global.bind_shadow_textures(
1115 &self.device,
1116 point,
1117 directed,
1118 rain_occlusion_map.texture(),
1119 )
1120 };
1121
1122 let shadow = Shadow {
1123 rain_map: rain_occlusion_map,
1124 map: shadow_map,
1125 bind: shadow_bind,
1126 };
1127
1128 State::Complete {
1129 pipelines,
1130 shadow,
1131 recreating: None,
1132 }
1133 },
1134 Err(creating) => State::Interface {
1136 pipelines: interface,
1137 shadow_views,
1138 rain_occlusion_view,
1139 creating,
1140 },
1141 }
1142 } else if let State::Complete {
1144 pipelines,
1145 mut shadow,
1146 recreating: Some((new_pipeline_modes, pipeline_creation)),
1147 } = state
1148 {
1149 match pipeline_creation.try_complete() {
1150 Ok(Ok((
1151 pipelines,
1152 shadow_pipelines,
1153 rain_occlusion_pipelines,
1154 postprocess_layout,
1155 ))) => {
1156 if let (
1157 Some(point_pipeline),
1158 Some(terrain_directed_pipeline),
1159 Some(figure_directed_pipeline),
1160 Some(debug_directed_pipeline),
1161 ShadowMap::Enabled(shadow_map),
1162 ) = (
1163 shadow_pipelines.point,
1164 shadow_pipelines.directed,
1165 shadow_pipelines.figure,
1166 shadow_pipelines.debug,
1167 &mut shadow.map,
1168 ) {
1169 shadow_map.point_pipeline = point_pipeline;
1170 shadow_map.terrain_directed_pipeline = terrain_directed_pipeline;
1171 shadow_map.figure_directed_pipeline = figure_directed_pipeline;
1172 shadow_map.debug_directed_pipeline = debug_directed_pipeline;
1173 }
1174
1175 if let (
1176 Some(terrain_directed_pipeline),
1177 Some(figure_directed_pipeline),
1178 RainOcclusionMap::Enabled(rain_occlusion_map),
1179 ) = (
1180 rain_occlusion_pipelines.terrain,
1181 rain_occlusion_pipelines.figure,
1182 &mut shadow.rain_map,
1183 ) {
1184 rain_occlusion_map.terrain_pipeline = terrain_directed_pipeline;
1185 rain_occlusion_map.figure_pipeline = figure_directed_pipeline;
1186 }
1187
1188 self.pipeline_modes = new_pipeline_modes;
1189 self.layouts.postprocess = postprocess_layout;
1190 trigger_on_resize = true;
1194
1195 State::Complete {
1196 pipelines,
1197 shadow,
1198 recreating: None,
1199 }
1200 },
1201 Ok(Err(e)) => {
1202 error!(?e, "Could not recreate shaders from assets due to an error");
1203 State::Complete {
1204 pipelines,
1205 shadow,
1206 recreating: None,
1207 }
1208 },
1209 Err(pipeline_creation) => State::Complete {
1211 pipelines,
1212 shadow,
1213 recreating: Some((new_pipeline_modes, pipeline_creation)),
1214 },
1215 }
1216 } else {
1217 state
1218 };
1219
1220 if trigger_on_resize {
1224 self.on_resize(self.resolution);
1225 }
1226
1227 if self.shaders_watcher.reloaded() {
1229 self.recreate_pipelines(self.pipeline_modes.clone());
1230 }
1231
1232 if matches!(&self.state, State::Complete {
1234 recreating: None,
1235 ..
1236 }) && let Some(new_pipeline_modes) = self.recreation_pending.take()
1237 {
1238 self.recreate_pipelines(new_pipeline_modes);
1239 }
1240
1241 let texture = match self.surface.get_current_texture() {
1242 Ok(texture) => {
1243 if texture.suboptimal {
1244 warn!("Suboptimal swap chain, recreating");
1245 drop(texture);
1246 self.surface.configure(&self.device, &self.surface_config);
1247 return Ok(None);
1248 } else {
1249 texture
1250 }
1251 },
1252 Err(err @ wgpu::SurfaceError::Lost) => {
1254 warn!("{}. Recreating swap chain. A frame will be missed", err);
1255 self.surface.configure(&self.device, &self.surface_config);
1256 return Ok(None);
1257 },
1258 Err(wgpu::SurfaceError::Timeout) => {
1259 return Ok(None);
1263 },
1264 Err(err @ wgpu::SurfaceError::Outdated) => {
1265 warn!("{}. Recreating the swapchain", err);
1266 self.surface.configure(&self.device, &self.surface_config);
1267 return Ok(None);
1268 },
1269 Err(err @ (wgpu::SurfaceError::OutOfMemory | wgpu::SurfaceError::Other)) => {
1270 return Err(err.into());
1271 },
1272 };
1273 let encoder = self
1274 .device
1275 .create_command_encoder(&wgpu::CommandEncoderDescriptor {
1276 label: Some("A render encoder"),
1277 });
1278
1279 Ok(Some(drawer::Drawer::new(encoder, self, texture, globals)))
1280 }
1281
1282 fn recreate_pipelines(&mut self, pipeline_modes: PipelineModes) {
1284 match &mut self.state {
1285 State::Complete { recreating, .. } if recreating.is_some() => {
1286 self.recreation_pending = Some(pipeline_modes);
1289 },
1290 State::Complete {
1291 recreating, shadow, ..
1292 } => {
1293 *recreating = Some((
1294 pipeline_modes.clone(),
1295 pipeline_creation::recreate_pipelines(
1296 self.device.clone(),
1297 Arc::clone(&self.layouts.immutable),
1298 self.shaders.cloned(),
1299 pipeline_modes,
1300 self.surface_config.clone(), shadow.map.is_enabled(),
1306 self.intermediate_format,
1307 ),
1308 ));
1309 },
1310 State::Interface { .. } => {
1311 self.recreation_pending = Some(pipeline_modes);
1314 },
1315 State::Nothing => {},
1316 }
1317 }
1318
1319 pub fn create_consts<T: Copy + bytemuck::Pod>(&mut self, vals: &[T]) -> Consts<T> {
1321 Self::create_consts_inner(&self.device, &self.queue, vals)
1322 }
1323
1324 pub fn create_consts_inner<T: Copy + bytemuck::Pod>(
1325 device: &wgpu::Device,
1326 queue: &wgpu::Queue,
1327 vals: &[T],
1328 ) -> Consts<T> {
1329 let mut consts = Consts::new(device, vals.len());
1330 consts.update(queue, vals, 0);
1331 consts
1332 }
1333
1334 pub fn update_consts<T: Copy + bytemuck::Pod>(&self, consts: &mut Consts<T>, vals: &[T]) {
1336 consts.update(&self.queue, vals, 0)
1337 }
1338
1339 pub fn update_clouds_locals(&mut self, new_val: clouds::Locals) {
1340 self.locals.clouds.update(&self.queue, &[new_val], 0)
1341 }
1342
1343 pub fn update_postprocess_locals(&mut self, new_val: postprocess::Locals) {
1344 self.locals.postprocess.update(&self.queue, &[new_val], 0)
1345 }
1346
1347 pub fn create_instances<T: Copy + bytemuck::Pod>(&mut self, vals: &[T]) -> Instances<T> {
1349 let mut instances = Instances::new(&self.device, vals.len());
1350 instances.update(&self.queue, vals, 0);
1351 instances
1352 }
1353
1354 pub(super) fn ensure_sufficient_index_length<V: Vertex>(
1357 &mut self,
1358 vert_length: usize,
1360 ) {
1361 let quad_index_length = vert_length / 4 * 6;
1362
1363 match V::QUADS_INDEX {
1364 Some(wgpu::IndexFormat::Uint16) => {
1365 if self.quad_index_buffer_u16.len() < quad_index_length {
1367 if vert_length > u16::MAX as usize {
1369 panic!(
1370 "Vertex type: {} needs to use a larger index type, length: {}",
1371 core::any::type_name::<V>(),
1372 vert_length
1373 );
1374 }
1375 self.quad_index_buffer_u16 =
1376 create_quad_index_buffer_u16(&self.device, vert_length);
1377 }
1378 },
1379 Some(wgpu::IndexFormat::Uint32) => {
1380 if self.quad_index_buffer_u32.len() < quad_index_length {
1382 if vert_length > u32::MAX as usize {
1384 panic!(
1385 "More than u32::MAX({}) verts({}) for type({}) using an index buffer!",
1386 u32::MAX,
1387 vert_length,
1388 core::any::type_name::<V>()
1389 );
1390 }
1391 self.quad_index_buffer_u32 =
1392 create_quad_index_buffer_u32(&self.device, vert_length);
1393 }
1394 },
1395 None => {},
1396 }
1397 }
1398
1399 pub fn create_sprite_verts(&mut self, mesh: Mesh<sprite::Vertex>) -> sprite::SpriteVerts {
1400 self.ensure_sufficient_index_length::<sprite::Vertex>(sprite::VERT_PAGE_SIZE as usize);
1401 sprite::create_verts_buffer(&self.device, mesh)
1402 }
1403
1404 pub fn create_model<V: Vertex>(&mut self, mesh: &Mesh<V>) -> Option<Model<V>> {
1407 self.ensure_sufficient_index_length::<V>(mesh.vertices().len());
1408 Model::new(&self.device, mesh)
1409 }
1410
1411 pub fn create_dynamic_model<V: Vertex>(&mut self, size: usize) -> DynamicModel<V> {
1413 self.ensure_sufficient_index_length::<V>(size);
1414 DynamicModel::new(&self.device, size)
1415 }
1416
1417 pub fn update_model<V: Vertex>(&self, model: &DynamicModel<V>, mesh: &Mesh<V>, offset: usize) {
1419 model.update(&self.queue, mesh, offset)
1420 }
1421
1422 pub fn max_texture_size(&self) -> u32 { self.max_texture_size }
1424
1425 pub fn create_texture_with_data_raw(
1430 &mut self,
1431 texture_info: &wgpu::TextureDescriptor,
1432 view_info: &wgpu::TextureViewDescriptor,
1433 sampler_info: &wgpu::SamplerDescriptor,
1434 data: &[u8],
1435 ) -> Texture {
1436 let tex = Texture::new_raw(&self.device, texture_info, view_info, sampler_info);
1437
1438 let size = texture_info.size;
1439 let block_size = texture_info.format.block_copy_size(None).unwrap();
1440 assert_eq!(
1441 size.width as usize
1442 * size.height as usize
1443 * size.depth_or_array_layers as usize
1444 * block_size as usize,
1445 data.len(),
1446 "Provided data length {} does not fill the provided texture size {:?}",
1447 data.len(),
1448 size,
1449 );
1450
1451 tex.update(
1452 &self.queue,
1453 [0; 2],
1454 [texture_info.size.width, texture_info.size.height],
1455 data,
1456 );
1457
1458 tex
1459 }
1460
1461 pub fn create_texture_raw(
1463 &mut self,
1464 texture_info: &wgpu::TextureDescriptor,
1465 view_info: &wgpu::TextureViewDescriptor,
1466 sampler_info: &wgpu::SamplerDescriptor,
1467 ) -> Texture {
1468 let texture = Texture::new_raw(&self.device, texture_info, view_info, sampler_info);
1469 texture.clear(&self.queue); texture
1471 }
1472
1473 pub fn create_texture(
1475 &mut self,
1476 image: &image::DynamicImage,
1477 filter_method: Option<FilterMode>,
1478 address_mode: Option<AddressMode>,
1479 ) -> Result<Texture, RenderError> {
1480 Texture::new(
1481 &self.device,
1482 &self.queue,
1483 image,
1484 filter_method,
1485 address_mode,
1486 )
1487 }
1488
1489 pub fn create_dynamic_texture(&mut self, dims: Vec2<u32>) -> Texture {
1493 Texture::new_dynamic(&self.device, &self.queue, dims.x, dims.y)
1494 }
1495
1496 pub fn update_texture<T: bytemuck::Pod>(
1498 &mut self,
1499 texture: &Texture,
1500 offset: [u32; 2],
1501 size: [u32; 2],
1502 data: &[T],
1503 ) {
1504 texture.update(&self.queue, offset, size, bytemuck::cast_slice(data))
1505 }
1506
1507 pub fn ui_premultiply_upload(
1509 &mut self,
1510 target_texture: &Arc<Texture>,
1511 batch: ui::UploadBatchId,
1512 image: &image::RgbaImage,
1513 offset: Vec2<u16>,
1514 ) -> ui::UploadBatchId {
1515 let upload = ui::PremultiplyUpload::prepare(
1516 &self.device,
1517 &self.queue,
1518 &self.layouts.premultiply_alpha,
1519 image,
1520 offset,
1521 );
1522 self.ui_premultiply_uploads
1523 .submit(target_texture, batch, upload)
1524 }
1525
1526 pub fn create_screenshot(
1528 &mut self,
1529 screenshot_handler: impl FnOnce(Result<image::RgbImage, String>) + Send + 'static,
1530 ) {
1531 self.take_screenshot = Some(Box::new(screenshot_handler));
1533 if self.other_modes.profiler_enabled {
1535 let file_name = format!(
1536 "frame-trace_{}.json",
1537 std::time::SystemTime::now()
1538 .duration_since(std::time::SystemTime::UNIX_EPOCH)
1539 .map(|d| d.as_millis())
1540 .unwrap_or(0)
1541 );
1542
1543 if let Err(err) = wgpu_profiler::chrometrace::write_chrometrace(
1544 std::path::Path::new(&file_name),
1545 &self.profile_times,
1546 ) {
1547 error!(?err, "Failed to save GPU timing snapshot");
1548 } else {
1549 info!("Saved GPU timing snapshot as: {}", file_name);
1550 }
1551 }
1552 }
1553
1554 }
1602
1603fn create_quad_index_buffer_u16(device: &wgpu::Device, vert_length: usize) -> Buffer<u16> {
1604 assert!(vert_length <= u16::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 u16)
1612 .collect::<Vec<_>>();
1613
1614 Buffer::new(device, wgpu::BufferUsages::INDEX, &indices)
1615}
1616
1617fn create_quad_index_buffer_u32(device: &wgpu::Device, vert_length: usize) -> Buffer<u32> {
1618 assert!(vert_length <= u32::MAX as usize);
1619 let indices = [0, 1, 2, 2, 1, 3]
1620 .iter()
1621 .cycle()
1622 .copied()
1623 .take(vert_length / 4 * 6)
1624 .enumerate()
1625 .map(|(i, b)| (i / 6 * 4 + b) as u32)
1626 .collect::<Vec<_>>();
1627
1628 Buffer::new(device, wgpu::BufferUsages::INDEX, &indices)
1629}
1630
1631pub struct AltIndices {
1642 pub deep_end: usize,
1643 pub underground_end: usize,
1644}
1645
1646#[derive(Copy, Clone, Default)]
1649pub enum CullingMode {
1650 #[default]
1652 None,
1653 Surface,
1656 Underground,
1659}