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lib.rs
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lib.rs
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use std::{f32::consts::PI, fmt::Debug, sync::Arc};
use ambient_core::{
asset_cache, async_ecs::async_run, gpu_components, gpu_ecs::{ComponentToGpuSystem, GpuComponentFormat, GpuWorldShaderModuleKey, GpuWorldSyncEvent}, mesh, runtime, transform::get_world_rotation
};
use ambient_ecs::{components, query_mut, Debuggable, Entity, EntityId, Resource, SystemGroup, World};
use ambient_gpu::{
mesh_buffer::GpuMesh, shader_module::{BindGroupDesc, Shader, ShaderIdent, ShaderModule}, wgsl_utils::wgsl_interpolate
};
use ambient_std::{asset_cache::*, asset_url::AbsAssetUrl, cb, include_file, Cb};
use derive_more::*;
use downcast_rs::{impl_downcast, DowncastSync};
use glam::{uvec4, UVec2, UVec4, Vec3};
use serde::{Deserialize, Serialize};
pub mod bind_groups;
mod collect;
mod culling;
mod globals;
pub mod lod;
pub mod materials;
mod outlines;
mod overlay_renderer;
mod renderer;
mod shaders;
mod shadow_renderer;
pub mod skinning;
mod target;
mod transparent_renderer;
mod tree_renderer;
use ambient_ecs::{query, Component};
pub use collect::*;
pub use culling::*;
pub use globals::*;
use materials::pbr_material::PbrMaterialFromUrl;
pub use materials::*;
use ordered_float::OrderedFloat;
pub use outlines::*;
pub use renderer::*;
pub use shaders::*;
pub use shadow_renderer::*;
pub use target::*;
pub use transparent_renderer::*;
pub use tree_renderer::*;
pub const MAX_PRIMITIVE_COUNT: usize = 16;
pub use ambient_ecs::generated::components::core::rendering::{
cast_shadows, color, double_sided, fog_color, fog_density, fog_height_falloff, light_ambient, light_diffuse, overlay, pbr_material_from_url, sun, transparency_group
};
components!("rendering", {
@[Debuggable]
primitives: Vec<RenderPrimitive>,
/// The (cpu) primitives are split into an SoA on the gpu side
gpu_primitives_mesh: [u32; MAX_PRIMITIVE_COUNT],
gpu_primitives_lod: [u32; MAX_PRIMITIVE_COUNT],
renderer_shader: RendererShaderProducer,
material: SharedMaterial,
@[Resource]
renderer_stats: String,
});
gpu_components! {
color() => color: GpuComponentFormat::Vec4,
gpu_primitives_mesh() => gpu_primitives_mesh: GpuComponentFormat::Mat4,
gpu_primitives_lod() => gpu_primitives_lod: GpuComponentFormat::Mat4,
}
pub fn init_all_components() {
init_components();
init_gpu_components();
outlines::init_gpu_components();
culling::init_gpu_components();
lod::init_components();
lod::init_gpu_components();
skinning::init_components();
skinning::init_gpu_components();
}
pub fn systems() -> SystemGroup {
SystemGroup::new(
"renderer",
vec![
query(pbr_material_from_url().changed()).to_system(|q, world, qs, _| {
for (id, url) in q.collect_cloned(world, qs) {
let url = match AbsAssetUrl::parse(url) {
Ok(value) => value,
Err(err) => {
log::warn!("Failed to parse pbr_material_from_url url: {:?}", err);
continue;
}
};
let assets = world.resource(asset_cache()).clone();
let async_run = world.resource(async_run()).clone();
world.resource(runtime()).spawn(async move {
match PbrMaterialFromUrl(url).get(&assets).await {
Err(err) => {
log::warn!("Failed to load pbr material from url: {:?}", err);
}
Ok(mat) => {
async_run.run(move |world| {
world
.add_components(
id,
Entity::new()
.with(renderer_shader(), cb(pbr_material::get_pbr_shader))
.with(material(), mat.into()),
)
.ok();
});
}
}
});
}
}),
query_mut((primitives(),), (renderer_shader().changed(), material().changed(), mesh().changed())).to_system(
|q, world, qs, _| {
for (_, (primitives,), (shader, material, mesh)) in q.iter(world, qs) {
*primitives =
vec![RenderPrimitive { shader: shader.clone(), material: material.clone(), mesh: mesh.clone(), lod: 0 }];
}
},
),
query_mut((gpu_primitives_mesh(), gpu_primitives_lod()), (primitives().changed(),)).to_system(|q, world, qs, _| {
for (id, (p_mesh, p_lod), (primitives,)) in q.iter(world, qs) {
if primitives.len() > MAX_PRIMITIVE_COUNT {
log::warn!("Entity {} has more than {MAX_PRIMITIVE_COUNT} primitives", id);
}
for (i, p) in primitives.iter().enumerate().take(MAX_PRIMITIVE_COUNT) {
p_mesh[i] = p.mesh.index() as u32;
p_lod[i] = p.lod as u32;
}
}
}),
Box::new(outlines::systems()),
],
)
}
pub fn gpu_world_systems() -> SystemGroup<GpuWorldSyncEvent> {
SystemGroup::new(
"renderer/gpu_world_update",
vec![
Box::new(outlines::gpu_world_systems()),
Box::new(ComponentToGpuSystem::new(GpuComponentFormat::Vec4, color(), gpu_components::color())),
Box::new(ComponentToGpuSystem::new(GpuComponentFormat::Mat4, gpu_primitives_mesh(), gpu_components::gpu_primitives_mesh())),
Box::new(ComponentToGpuSystem::new(GpuComponentFormat::Mat4, gpu_primitives_lod(), gpu_components::gpu_primitives_lod())),
Box::new(lod::gpu_world_system()),
Box::new(skinning::gpu_world_systems()),
],
)
}
pub fn get_active_sun(world: &World, scene: Component<()>) -> Option<EntityId> {
query((scene, sun())).iter(world, None).max_by_key(|(_, (_, x))| OrderedFloat(**x)).map(|(id, _)| id)
}
pub fn get_sun_light_direction(world: &World, scene: Component<()>) -> Vec3 {
get_active_sun(world, scene)
.and_then(|sun| get_world_rotation(world, sun).ok())
.map(|rot| rot.mul_vec3(Vec3::X))
.unwrap_or(default_sun_direction())
}
#[derive(Clone, Debug)]
pub struct RenderPrimitive {
pub material: SharedMaterial,
pub shader: RendererShaderProducer,
pub mesh: Arc<GpuMesh>,
pub lod: usize,
}
pub type PrimitiveIndex = usize;
pub fn get_gpu_primitive_id(world: &World, id: EntityId, primitive_index: PrimitiveIndex, material_index: u32) -> UVec4 {
let loc = world.entity_loc(id).unwrap();
uvec4(loc.archetype as u32, loc.index as u32, primitive_index as u32, material_index)
}
#[repr(C)]
#[derive(Debug, Clone, Copy, Default, bytemuck::Pod, bytemuck::Zeroable)]
pub struct GpuRenderPrimitive {
pub mesh: u32,
pub lod: u32,
pub _padding: UVec2,
}
#[derive(Clone, Debug, Deref, DerefMut)]
pub struct SharedMaterial(Arc<dyn Material + 'static>);
impl<T: Material + 'static> From<Arc<T>> for SharedMaterial {
fn from(v: Arc<T>) -> Self {
Self(v as Arc<dyn Material>)
}
}
impl SharedMaterial {
pub fn replace(&mut self, value: impl Material + 'static) {
self.0 = Arc::new(value)
}
pub fn new(value: impl Material + 'static) -> Self {
Self(Arc::new(value))
}
pub fn borrow_downcast<T: Material>(&self) -> &T {
self.0.downcast_ref::<T>().unwrap()
}
}
impl<T> From<T> for SharedMaterial
where
T: Material + 'static,
{
fn from(v: T) -> Self {
Self::new(v)
}
}
/// No bind groups
pub fn get_defs_module() -> Arc<ShaderModule> {
let iter = [("PI", PI)].iter();
#[cfg(not(target_os = "unknown"))]
let iter = iter.map(|(k, v)| format!("let {k}: f32 = {v};\n"));
#[cfg(target_os = "unknown")]
let iter = iter.map(|(k, v)| format!("const {k}: f32 = {v};\n"));
let iter = iter.chain([wgsl_interpolate(), include_file!("polyfill.wgsl")]).collect::<String>();
Arc::new(ShaderModule::new("defs", iter))
}
pub fn get_mesh_meta_module(bind_group_offset: u32) -> Arc<ShaderModule> {
Arc::new(
ShaderModule::new("mesh_meta", include_file!("mesh_meta.wgsl"))
.with_ident(ShaderIdent::constant("MESH_METADATA_BINDING", bind_group_offset + MESH_METADATA_BINDING))
.with_binding_desc(get_mesh_meta_layout(bind_group_offset)),
)
}
pub fn get_mesh_data_module(bind_group_offset: u32) -> Arc<ShaderModule> {
Arc::new(
ShaderModule::new("mesh_data", include_file!("mesh_data.wgsl"))
.with_ident(ShaderIdent::constant("MESH_BASE_BINDING", bind_group_offset + MESH_BASE_BINDING))
.with_ident(ShaderIdent::constant("MESH_SKIN_BINDING", bind_group_offset + MESH_SKIN_BINDING))
.with_ident(ShaderIdent::constant("SKINS_BINDING", bind_group_offset + SKINS_BINDING))
.with_binding_desc(get_mesh_data_layout(bind_group_offset))
.with_dependency(get_mesh_meta_module(bind_group_offset)),
)
}
pub fn primitives_layout() -> BindGroupDesc<'static> {
BindGroupDesc {
entries: vec![wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: PRIMITIVES_BIND_GROUP.into(),
}
}
pub fn get_common_layout() -> BindGroupDesc<'static> {
BindGroupDesc {
entries: vec![wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: PRIMITIVES_BIND_GROUP.into(),
}
}
/// Includes entity locs
pub fn get_common_module(_: &AssetCache) -> Arc<ShaderModule> {
Arc::new(
ShaderModule::new("renderer_common", include_file!("renderer_common.wgsl"))
.with_binding_desc(get_common_layout())
.with_dependency(get_mesh_data_module(GLOBALS_BIND_GROUP_SIZE)),
)
}
/// Contains scene globals and shadow maps
pub fn get_globals_module(_assets: &AssetCache, shadow_cascades: u32) -> Arc<ShaderModule> {
Arc::new(
ShaderModule::new("globals", include_file!("globals.wgsl"))
.with_ident(ShaderIdent::constant("SHADOW_CASCADES", shadow_cascades))
.with_binding_desc(globals_layout()),
)
}
pub fn get_forward_modules(assets: &AssetCache, shadow_cascades: u32) -> Vec<Arc<ShaderModule>> {
vec![
get_defs_module(),
get_mesh_data_module(GLOBALS_BIND_GROUP_SIZE),
get_globals_module(assets, shadow_cascades),
GpuWorldShaderModuleKey { read_only: true }.get(assets),
get_common_module(assets),
]
}
pub fn get_overlay_modules(assets: &AssetCache, shadow_cascades: u32) -> Vec<Arc<ShaderModule>> {
vec![get_defs_module(), get_globals_module(assets, shadow_cascades), get_mesh_data_module(GLOBALS_BIND_GROUP_SIZE)]
}
pub struct MaterialShader {
pub id: String,
pub shader: Arc<ShaderModule>,
}
pub trait Material: Debug + Sync + Send + DowncastSync {
fn id(&self) -> &str;
fn name(&self) -> &str {
self.id()
}
fn update(&self, _: &World) {}
fn bind_group(&self) -> &wgpu::BindGroup;
fn transparent(&self) -> Option<bool> {
None
}
fn double_sided(&self) -> Option<bool> {
None
}
/// TODO: Apply to tree renderer too (only applies to transparent now)
fn depth_write_enabled(&self) -> Option<bool> {
None
}
fn transparency_group(&self) -> Option<i32> {
None
}
}
impl_downcast!(sync Material);
#[derive(Serialize, Deserialize, Debug, Clone, Copy)]
#[repr(u32)]
pub enum AlphaMode {
Opaque,
Mask,
Blend,
}
impl Default for AlphaMode {
fn default() -> Self {
Self::Opaque
}
}
#[derive(Debug, Clone, Copy)]
pub enum FSMain {
Forward,
Shadow,
Outline,
}
pub struct RendererShader {
pub id: String,
pub shader: Arc<Shader>,
pub vs_main: String,
pub fs_shadow_main: String,
pub fs_forward_main: String,
pub fs_outline_main: String,
pub transparent: bool,
pub double_sided: bool,
/// TODO: Apply to tree renderer too (only applies to transparent now)
pub depth_write_enabled: bool,
pub transparency_group: i32,
}
impl RendererShader {
fn get_fs_main_name(&self, main: FSMain) -> &str {
match main {
FSMain::Forward => &self.fs_forward_main,
FSMain::Shadow => &self.fs_shadow_main,
FSMain::Outline => &self.fs_outline_main,
}
}
}
impl Debug for RendererShader {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("RendererShader").field("id", &self.id).finish()
}
}
pub type RendererShaderProducer = Cb<dyn Fn(&AssetCache, &RendererConfig) -> Arc<RendererShader> + Sync + Send>;
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct DrawIndexedIndirect {
pub vertex_count: u32,
pub instance_count: u32,
pub base_index: u32,
pub vertex_offset: i32,
pub base_instance: u32,
}
fn is_transparent(world: &World, id: EntityId, material: &SharedMaterial, shader: &RendererShader) -> bool {
world.get(id, transparency_group()).is_ok() || material.transparent().unwrap_or(shader.transparent)
}