feat: add render graph driven renderer architecture

Amp-Thread-ID: https://ampcode.com/threads/T-019f9d91-77c1-7206-a60f-ed6554ce92ab

Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-07-27 02:53:44 +00:00
co-authored by heaust
parent 8a8369706b
commit d4e8634f67
290 changed files with 48804 additions and 1995 deletions
+47 -39
View File
@@ -6,15 +6,16 @@ use wasm_bindgen::prelude::*;
use renderer::app_setup::WebApp;
use renderer::camera::Camera;
use renderer::message::WindowEvent;
use renderer::render_data::{MeshCreateInfo, RenderData, RenderFlags};
use renderer::renderer as gpu_renderer;
use renderer::renderer::scene::{mesh_vertex_layout, FrameMetadata, Mesh, MeshBuilder};
use renderer::renderer::gpu_scene::vertex_layouts;
use renderer::renderer::scene::FrameMetadata;
/// Simple vertex format.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
pos: [f32; 3],
color: [f32; 3],
}
pub struct EditorScene {
@@ -23,13 +24,13 @@ pub struct EditorScene {
bind_group_layouts: [wgpu::BindGroupLayout; 2],
frame_metadata: FrameMetadata,
cam: Camera,
meshes: Vec<Mesh>,
}
impl renderer::renderer::scene::Scene for EditorScene {
fn setup(
renderer_context: &gpu_renderer::RendererContext,
resources: &mut gpu_renderer::GpuResources,
render_data: &mut RenderData,
) -> Self {
let dimension = ultraviolet::Vec2::new(
renderer_context.surface_config.width as f32,
@@ -57,12 +58,12 @@ impl renderer::renderer::scene::Scene for EditorScene {
bind_group_layouts,
frame_metadata,
cam: camera,
meshes: Vec::new(),
};
scene.create_default_scene(
&renderer_context.device,
resources,
render_data,
renderer_context.surface_config.format,
);
@@ -77,18 +78,14 @@ impl renderer::renderer::scene::Scene for EditorScene {
Some(&mut self.cam)
}
fn uniform_buffers(&self) -> Option<&[wgpu::Buffer]> {
Some(&self.uniform_buffers)
fn uniform_buffers(&self) -> Option<[&wgpu::Buffer; 2]> {
Some([&self.uniform_buffers[0], &self.uniform_buffers[1]])
}
fn bind_groups(&self) -> &[wgpu::BindGroup] {
&self.bind_groups
}
fn meshes(&self) -> &[Mesh] {
&self.meshes
}
fn handle_mouse_click(&mut self, x: f32, y: f32) {
self.frame_metadata.mouse_click = [x, y];
}
@@ -101,14 +98,6 @@ impl renderer::renderer::scene::Scene for EditorScene {
self.cam.orbit(delta_x, delta_y);
}
fn clear(&mut self) {
self.meshes.clear();
}
fn add_mesh(&mut self, mesh: Mesh) {
self.meshes.push(mesh);
}
fn set_camera_depth_range(&mut self, near: f32, far: f32) {
self.cam.set_depth_range(near, far);
}
@@ -135,28 +124,22 @@ impl EditorScene {
// First triangle of quad
Vertex {
pos: [-5.0, 0.0, -5.0],
color: [0.2, 0.8, 0.2], // Green
},
Vertex {
pos: [5.0, 0.0, -5.0],
color: [0.2, 0.8, 0.2], // Green
},
Vertex {
pos: [-5.0, 0.0, 5.0],
color: [0.2, 0.8, 0.2], // Green
},
// Second triangle of quad
Vertex {
pos: [5.0, 0.0, -5.0],
color: [0.2, 0.8, 0.2], // Green
},
Vertex {
pos: [5.0, 0.0, 5.0],
color: [0.2, 0.8, 0.2], // Green
},
Vertex {
pos: [-5.0, 0.0, 5.0],
color: [0.2, 0.8, 0.2], // Green
},
];
// Wind the ground plane so the upward-facing side is front-facing (CCW from
@@ -167,6 +150,7 @@ impl EditorScene {
&mut self,
device: &wgpu::Device,
resources: &mut gpu_renderer::GpuResources,
render_data: &mut RenderData,
surface_format: wgpu::TextureFormat,
) {
let positions: Vec<[f32; 3]> = Self::VERTICES.iter().map(|v| v.pos).collect();
@@ -181,7 +165,7 @@ impl EditorScene {
[0.0, 1.0],
];
let vertex_layout = mesh_vertex_layout();
let vertex_layout = vertex_layouts();
let pipeline_index = resources.get_or_create_pipeline(
device,
@@ -194,28 +178,52 @@ impl EditorScene {
let scale_factor = 100.0;
let scale_matrix = Mat4::from_scale(scale_factor);
let mesh = MeshBuilder::default()
.with_vertices(device, resources, &positions, &normals, uvs)
.with_indices(device, resources, Self::INDICES)
.with_pipeline(pipeline_index)
.with_model_matrix(device, resources, scale_matrix)
.build();
self.meshes.push(mesh);
let transform: [[f32; 4]; 4] = scale_matrix.into();
render_data
.create_mesh(MeshCreateInfo {
positions: &positions,
normals: &normals,
uvs,
indices: Self::INDICES,
pipeline: pipeline_index,
flags: RenderFlags::VISIBLE,
default_instance_flags: RenderFlags::VISIBLE,
default_transform: transform,
})
.expect("ground plane geometry is valid");
}
}
/// Entrypoint for the level editor
#[wasm_bindgen]
pub fn main() {
pub fn main() -> Result<RendererBridge, JsValue> {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
wasm_logger::init(wasm_logger::Config::default());
wasm_bindgen_futures::spawn_local(async {
let runtime = LevelEditor::setup_runtime().unwrap();
// Keep the runtime running and prevent drops
Box::leak(Box::new(runtime));
});
let runtime = LevelEditor::setup_runtime()?;
Ok(RendererBridge { runtime })
}
/// Opaque owner of the worker, event listeners, and pinned command ring.
#[wasm_bindgen]
pub struct RendererBridge {
runtime: renderer::app_setup::WebAppRuntime,
}
#[wasm_bindgen]
impl RendererBridge {
#[wasm_bindgen(getter)]
pub fn worker(&self) -> web_sys::Worker {
web_sys::Worker::clone(&*self.runtime.worker())
}
#[wasm_bindgen(getter, js_name = ringPtr)]
pub fn ring_ptr(&self) -> u32 {
self.runtime.ring_ptr()
}
#[wasm_bindgen(getter)]
pub fn memory(&self) -> JsValue {
wasm_bindgen::memory()
}
}
renderer::export_worker_entrypoint!();