Files
voxel-game/src/client/render/mod.rs

169 lines
5.2 KiB
Rust

mod thread;
mod util;
pub mod voxel;
pub use thread::*;
use super::camera::Camera;
use crate::client::rsc::{CLEAR_COLOR, FRAME_TIME};
use nalgebra::Vector2;
use smaa::{SmaaMode, SmaaTarget};
use std::{
sync::Arc,
time::{Duration, Instant},
};
use voxel::VoxelPipeline;
use winit::dpi::PhysicalSize;
pub struct Renderer<'a> {
size: Vector2<u32>,
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
staging_belt: wgpu::util::StagingBelt,
voxel_pipeline: VoxelPipeline,
smaa_target: SmaaTarget,
camera: Camera,
frame_time: Duration,
target: Instant,
}
impl<'a> Renderer<'a> {
pub fn new(
instance: wgpu::Instance,
surface: wgpu::Surface<'a>,
size: PhysicalSize<u32>,
) -> Self {
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.expect("Could not get adapter!");
let (device, queue) = pollster::block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
},
None, // Trace path
))
.expect("Could not get device!");
// TODO: use a logger
let info = adapter.get_info();
println!("Adapter: {}", info.name);
println!("Backend: {:?}", info.backend);
let surface_caps = surface.get_capabilities(&adapter);
// Set surface format to srbg
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
// create surface config
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
// not exactly sure what this number should be,
// doesn't affect performance much and depends on "normal" zoom
let staging_belt = wgpu::util::StagingBelt::new(4096 * 4);
let smaa_target = SmaaTarget::new(
&device,
&queue,
size.width,
size.height,
surface_format,
SmaaMode::Smaa1X,
);
Self {
camera: Camera::default(),
size: Vector2::new(size.width, size.height),
voxel_pipeline: VoxelPipeline::new(&device, &config.format),
staging_belt,
surface,
device,
config,
queue,
smaa_target,
frame_time: FRAME_TIME,
target: Instant::now(),
}
}
fn create_encoder(&mut self) -> wgpu::CommandEncoder {
self.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
})
}
pub fn draw(&mut self, encoder: &mut wgpu::CommandEncoder) {
let mut encoder = std::mem::replace(encoder, self.create_encoder());
let output = self.surface.get_current_texture().unwrap();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let smaa_frame = self
.smaa_target
.start_frame(&self.device, &self.queue, &view);
{
let render_pass = &mut encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &smaa_frame,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(CLEAR_COLOR),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
self.voxel_pipeline.draw(render_pass);
}
smaa_frame.resolve();
self.staging_belt.finish();
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
self.staging_belt.recall();
}
pub fn resize(&mut self, size: PhysicalSize<u32>, encoder: &mut wgpu::CommandEncoder) {
self.size = Vector2::new(size.width, size.height);
self.config.width = size.width;
self.config.height = size.height;
self.surface.configure(&self.device, &self.config);
self.smaa_target
.resize(&self.device, size.width, size.height);
self.voxel_pipeline.update_view(
&self.device,
encoder,
&mut self.staging_belt,
self.size,
&self.camera,
);
}
}