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use std::{fmt::Display, num::NonZero};
use std::error::Error;
use crate::canvas::Canvas;
use crate::solar_system::Kilometers;
use crate::tacmap::camera::Camera;
use crate::wgpuctx::RenderPassBuilder;
use crate::{solar_system::{SolarSystem, SystemId}, timeman::Second, vertex::{self, Vertex}, wgpuctx::{WgpuCtx, pipeline::RenderPipelineBuilder}};
struct BodyInstance
{
position: cgmath::Point3<Kilometers>,
radius: f32
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct BodyInstanceRaw
{
position: [f32;3],
radius: f32
}
#[derive(Debug, Clone)]
pub struct NeedsRebuildError;
impl Display for NeedsRebuildError {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "RenderState needs to be rebuilt before updating!")
}
}
impl Error for NeedsRebuildError {}
pub struct BodyRenderer
{
needs_rebuild: bool,
last_time: Option<Second>,
pipeline: wgpu::RenderPipeline,
body_vertex_buffer: wgpu::Buffer,
body_instance_buffer: Option<(usize, wgpu::Buffer)>
}
impl BodyRenderer
{
pub fn new(
wgpuctx: &WgpuCtx)
-> Self {
let quad_vertices = vertex::QUAD_VERTICES;
let body_vertex_buffer = wgpuctx.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(quad_vertices),
usage: wgpu::BufferUsages::VERTEX
}
);
let shader = wgpuctx.create_shader(
wgpu::include_wgsl!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/assets/shaders/tacbody.wgsl")
));
let render_pipeline = RenderPipelineBuilder::new(&shader)
.add_bindgroup(&Camera::bindgroup_layout(wgpuctx))
.add_vertex_layout(Vertex::descr())
.add_vertex_layout(BodyInstanceRaw::descr())
.build(Some("Tactical map render pipeline"), wgpuctx);
Self {
needs_rebuild: true,
last_time: None,
pipeline: render_pipeline,
body_vertex_buffer,
body_instance_buffer: None
}
}
pub fn mark_to_rebuild(&mut self)
{ self.needs_rebuild = true; }
pub fn rebuild(
&mut self,
wgpuctx: &WgpuCtx,
solar_system: &SolarSystem)
{
if self.body_instance_buffer.is_some() && !self.needs_rebuild {
return;
}
match self.body_instance_buffer.as_mut() {
Some(buffer) => {
buffer.1.destroy();
self.body_instance_buffer = None;
}
None => {}
}
let bodies = solar_system.bodies();
let buffer_len = bodies.len() * size_of::<BodyInstanceRaw>();
let buffer = wgpuctx.create_buffer(
&wgpu::BufferDescriptor {
label: Some("Tactical map bodies instance buffer"),
size: buffer_len as u64,
usage: wgpu::BufferUsages::COPY_DST |
wgpu::BufferUsages::VERTEX,
mapped_at_creation: false
}
);
self.last_time = None;
self.body_instance_buffer = Some((bodies.len(), buffer));
}
pub fn update(
&mut self,
wgpuctx: &WgpuCtx,
solar_system: &SolarSystem,
time: Second)
-> Result<(), Box<dyn Error>>
{
//If the last updated time is the same, we don't need to update
//the positions of all the bodies.
match self.last_time {
Some(last_time) => {
if last_time == time {
return Ok(());
}
}
None => {}
}
self.last_time = Some(time);
let (_, bodies_buffer) = match &self.body_instance_buffer {
Some(tuple) => tuple,
None => return Err(Box::new(NeedsRebuildError))
};
let bodies = solar_system.bodies();
let body_instances = bodies.iter().map(|body| {
let position = match body.position(time) {
Some(pos) => pos,
None => return BodyInstanceRaw {
position: [0.0, 0.0, 0.0],
radius: body.radius() }
};
BodyInstance {
position: position,
radius: body.radius()
}.raw()
}).collect::<Vec<_>>();
wgpuctx.queue().write_buffer(bodies_buffer, 0, bytemuck::cast_slice(&body_instances));
//Update the canvas texture.
Ok(())
}
pub fn render(
&self,
wgpuctx: &WgpuCtx,
canvas: &Canvas,
camera: &Camera)
{
let (num_bodies, bodies_buffer) = match &self.body_instance_buffer {
Some(tuple) => tuple,
None => return
};
let mut encoder = wgpuctx.create_default_encoder("Tactical map renderer encoder");
let view = canvas.view();
{
camera.stage_changes(&mut encoder);
}
{
let mut pass = RenderPassBuilder::new("Tactiacal map render pass", view)
.clear_color(wgpu::Color { r: 0.0, g: 0.0, b: 0.1, a: 1.0 })
.build(&mut encoder);
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, camera.bindgroup(), &[]);
pass.set_vertex_buffer(0, self.body_vertex_buffer.slice(..));
pass.set_vertex_buffer(1, bodies_buffer.slice(..));
pass.draw(0..6, 0..num_bodies.clone() as _);
}
wgpuctx.submit_encoder(encoder);
}
} // impl RenderState
impl BodyInstance
{
fn raw(&self) -> BodyInstanceRaw
{
BodyInstanceRaw {
position: [
self.position.x as f32,
self.position.y as f32,
self.position.z as f32 ],
radius: self.radius
}
}
} // impl BodyInstance
impl BodyInstanceRaw
{
fn descr() -> wgpu::VertexBufferLayout<'static> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<BodyInstanceRaw>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32;3]>() as wgpu::BufferAddress,
shader_location: 3,
format: wgpu::VertexFormat::Float32
}
]
}
}
}
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