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//! Line renderer for efficient rendering of many line(strips)
//!
//!
//! How it works:
//! =================
//!
//! Each drawn line strip consists of a series of quads and all quads are rendered in a single draw call.
//! The only data we upload are the user provided positions (the "skeleton" of the line so to speak) and line strip wide configurations.
//! The quads are oriented and spanned in a vertex shader.
//!
//! It is tempting to use instancing and store per-instance (==quad) data in a instance-stepped vertex buffer.
//! However, GPUs are notoriously bad at processing instances with a small batch size as
//! [various](https://gamedev.net/forums/topic/676540-fastest-way-to-draw-quads/5279146/)
//! [people](https://gamedev.net/forums/topic/702292-performance-fastest-quad-drawing/5406023/)
//! [point](https://www.reddit.com/r/vulkan/comments/le74sr/why_gpu_instancing_is_slow_for_small_meshes/)
//! [out](https://www.reddit.com/r/vulkan/comments/47kfve/instanced_rendering_performance/)
//! […](https://www.reddit.com/r/opengl/comments/q7yikr/how_to_draw_several_quads_through_instancing/).
//!
//! Instead, we use a single (un-instanced) triangle list draw call and use the vertex id to orient ourselves in the vertex shader
//! (e.g. the index of the current quad is `vertex_idx / 6` etc.).
//! Our triangle list topology pretends that there is only a single strip, but in reality we want to render several in one draw call.
//! So every time a new line strip starts (except on the first strip) we need to discard a quad by collapsing vertices into their predecessors.
//!
//! All data we fetch in the vertex shader is uploaded as textures in order to maintain WebGL compatibility.
//! (at the full webgpu feature level we could use raw buffers instead which are easier to handle and a better match for our access pattern)
//!
//! Data is provided in two separate textures, the "position data texture" and the "line strip texture".
//! The "line strip texture" contains packed information over properties that are global to a single strip (see `gpu_data::LineStripInfo`)
//! Data in the "position data texture" is laid out a follows (see `gpu_data::PositionRadius`):
//! ```raw
//! ___________________________________________________________________
//! position data | pos, strip_idx | pos, strip_idx | pos, strip_idx | pos, strip_idx | …
//! ___________________________________________________________________
//! (vertex shader) | quad 0 | quad 2 |
//! ______________________________________________________________
//! | quad 1 | quad 3 | …
//! ```
//!
//! Why not a triangle *strip* instead if *list*?
//! -----------------------------------------------
//!
//! As long as we're not able to restart the strip (requires indices!), we can't discard a quad in a triangle strip setup.
//! However, this could be solved with an index buffer which has the ability to restart triangle strips (something we haven't tried yet).
//!
//! Another much more tricky issue is handling of line joints:
//! Let's have a look at a corner between two line positions (line positions marked with `X`)
//! ```raw
//! o--------------------------o
//! /
//! X=================X /
//! // /
//! o---------o // /
//! / // /
//! o X o
//! ```
//! The problem is that the top right corner would move further and further outward as we decrease the angle of the joint.
//! Instead, we generate overlapping, detached quads and handle line joints as cut-outs in the fragment shader.
//!
//! Line start/end caps (arrows/etc.)
//! -----------------------------------------------
//! Yet another place where our triangle *strip* comes in handy is that we can take triangles from superfluous quads to form pointy arrows.
//! Again, we keep all the geometry calculating logic in the vertex shader.
//!
//! For all batches, independent whether we use caps or not our topology is as follow:
//! _________________________________________________
//! \ | |\ | |\
//! \ | … n strip quads … | \ | … m strip quads … | \
//! \|_____________________|__\|___________________|__\
//! (start cap triangle only) (start+end triangle) (end triangle only)
//!
//!
//! Things we might try in the future
//! ----------------------------------
//! * more line properties
//! * more per-position attributes
//! * experiment with indexed primitives to lower amount of vertices processed
//! * note that this would let us remove the degenerated quads between lines, making the approach cleaner and removing the "restart bit"
//!
use std::{num::NonZeroU64, ops::Range};
use bitflags::bitflags;
use enumset::{enum_set, EnumSet};
use re_tracing::profile_function;
use smallvec::smallvec;
use crate::{
allocator::create_and_fill_uniform_buffer_batch,
draw_phases::{DrawPhase, OutlineMaskProcessor},
include_shader_module,
view_builder::ViewBuilder,
wgpu_resources::{
BindGroupDesc, BindGroupEntry, BindGroupLayoutDesc, GpuBindGroup, GpuBindGroupLayoutHandle,
GpuRenderPipelineHandle, GpuRenderPipelinePoolAccessor, PipelineLayoutDesc, PoolError,
RenderPipelineDesc,
},
DebugLabel, DepthOffset, LineDrawableBuilder, OutlineMaskPreference, PickingLayerObjectId,
PickingLayerProcessor,
};
use super::{DrawData, DrawError, RenderContext, Renderer};
pub mod gpu_data {
// Don't use `wgsl_buffer_types` since none of this data goes into a buffer, so its alignment rules don't apply.
use crate::{size::SizeHalf, wgpu_buffer_types, Color32, PickingLayerObjectId};
use super::LineStripFlags;
#[repr(C, packed)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineVertex {
pub position: glam::Vec3,
// TODO(andreas): If we limit ourselves to 65536 line strip (we do as of writing!), we get 16bit extra storage here.
// We probably want to store accumulated line length in there so that we can do stippling in the fragment shader
pub strip_index: u32,
}
// (unlike the fields in a uniform buffer)
static_assertions::assert_eq_size!(LineVertex, glam::Vec4);
impl LineVertex {
/// Sentinel vertex used at the start and the end of the line vertex data texture to facilitate caps.
pub const SENTINEL: Self = Self {
position: glam::vec3(f32::MAX, f32::MAX, f32::MAX),
strip_index: u32::MAX,
};
/// Number of sentinel vertices, one at the start and one at the end.
pub const NUM_SENTINEL_VERTICES: usize = 2;
}
#[repr(C, packed)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineStripInfo {
pub color: Color32, // alpha unused right now
pub stippling: u8,
pub flags: LineStripFlags,
pub radius: SizeHalf,
}
static_assertions::assert_eq_size!(LineStripInfo, [u32; 2]);
impl Default for LineStripInfo {
fn default() -> Self {
Self {
radius: crate::Size::new_ui_points(1.5).into(),
color: Color32::WHITE,
stippling: 0,
flags: LineStripFlags::empty(),
}
}
}
/// Uniform buffer that changes once per draw data rendering.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct DrawDataUniformBuffer {
pub radius_boost_in_ui_points: wgpu_buffer_types::F32RowPadded,
pub end_padding: [wgpu_buffer_types::PaddingRow; 16 - 1],
}
/// Uniform buffer that changes for every batch of line strips.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct BatchUniformBuffer {
pub world_from_obj: wgpu_buffer_types::Mat4,
pub outline_mask_ids: wgpu_buffer_types::UVec2,
pub picking_object_id: PickingLayerObjectId,
pub depth_offset: f32,
pub triangle_cap_length_factor: f32,
pub triangle_cap_width_factor: f32,
pub _padding: f32,
pub end_padding: [wgpu_buffer_types::PaddingRow; 16 - 6],
}
}
/// Internal, ready to draw representation of [`LineBatchInfo`]
#[derive(Clone)]
struct LineStripBatch {
bind_group: GpuBindGroup,
vertex_range: Range<u32>,
active_phases: EnumSet<DrawPhase>,
}
/// A line drawing operation. Encompasses several lines, each consisting of a list of positions.
/// Expected to be recreated every frame.
#[derive(Clone)]
pub struct LineDrawData {
bind_group_all_lines: Option<GpuBindGroup>,
bind_group_all_lines_outline_mask: Option<GpuBindGroup>,
batches: Vec<LineStripBatch>,
}
impl DrawData for LineDrawData {
type Renderer = LineRenderer;
}
bitflags! {
/// Property flags for a line strip
///
/// Needs to be kept in sync with `lines.wgsl`
#[repr(C)]
#[derive(Copy, Clone, Default, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineStripFlags : u8 {
/// Puts a equilateral triangle at the end of the line strip (excludes other end caps).
const FLAG_CAP_END_TRIANGLE = 0b0000_0001;
/// Adds a round cap at the end of a line strip (excludes other end caps).
const FLAG_CAP_END_ROUND = 0b0000_0010;
/// By default, line caps end at the last/first position of the line strip.
/// This flag makes end caps extend outwards.
const FLAG_CAP_END_EXTEND_OUTWARDS = 0b0000_0100;
/// Puts a equilateral triangle at the start of the line strip (excludes other start caps).
const FLAG_CAP_START_TRIANGLE = 0b0000_1000;
/// Adds a round cap at the start of a line strip (excludes other start caps).
const FLAG_CAP_START_ROUND = 0b0001_0000;
/// By default, line caps end at the last/first position of the line strip.
/// This flag makes end caps extend outwards.
const FLAG_CAP_START_EXTEND_OUTWARDS = 0b0010_0000;
/// Enable color gradient across the line.
///
/// TODO(andreas): Could be moved to per batch flags.
const FLAG_COLOR_GRADIENT = 0b0100_0000;
/// Forces spanning the line's quads as-if the camera was orthographic.
///
/// This is useful for lines that are on a plane that is parallel to the camera:
/// Without this flag, the lines will poke through the camera plane as they orient themselves towards the camera.
/// Note that since distances to the camera are computed differently in orthographic mode, this changes how screen space sizes are computed.
///
/// TODO(andreas): Could be moved to per batch flags.
const FLAG_FORCE_ORTHO_SPANNING = 0b1000_0000;
/// Combination of flags to extend lines outwards with round caps.
const FLAGS_OUTWARD_EXTENDING_ROUND_CAPS =
LineStripFlags::FLAG_CAP_START_ROUND.bits() |
LineStripFlags::FLAG_CAP_END_ROUND.bits() |
LineStripFlags::FLAG_CAP_START_EXTEND_OUTWARDS.bits() |
LineStripFlags::FLAG_CAP_END_EXTEND_OUTWARDS.bits();
}
}
/// Data that is valid for a batch of line strips.
pub struct LineBatchInfo {
pub label: DebugLabel,
/// Transformation applies to line positions
///
/// TODO(andreas): We don't apply scaling to the radius yet. Need to pass a scaling factor like this in
/// `let scale = Mat3::from(world_from_obj).determinant().abs().cbrt()`
pub world_from_obj: glam::Affine3A,
/// Number of vertices covered by this batch.
///
/// The batch will start with the next vertex after the one the previous batch ended with.
/// It is expected that this vertex is the first vertex of a new batch.
pub line_vertex_count: u32,
/// Optional outline mask setting for the entire batch.
pub overall_outline_mask_ids: OutlineMaskPreference,
/// Defines an outline mask for an individual vertex ranges (can span several line strips!)
///
/// Vertex ranges are *not* relative within the current batch, but relates to the draw data vertex buffer.
///
/// Having many of these individual outline masks can be slow as they require each their own uniform buffer & draw call.
/// This feature is meant for a limited number of "extra selections"
/// If an overall mask is defined as well, the per-vertex-range masks is overwriting the overall mask.
pub additional_outline_mask_ids_vertex_ranges: Vec<(Range<u32>, OutlineMaskPreference)>,
/// Picking object id that applies for the entire batch.
pub picking_object_id: PickingLayerObjectId,
/// Depth offset applied after projection.
pub depth_offset: DepthOffset,
/// Length factor as multiple of a line's radius applied to all triangle caps in this batch.
///
/// This controls how far the "pointy end" of the triangle/arrow-head extends.
/// (defaults to 4.0)
pub triangle_cap_length_factor: f32,
/// Width factor as multiple of a line's radius applied to all triangle caps in this batch.
///
/// This controls how wide the triangle/arrow-head is orthogonal to the line's direction.
/// (defaults to 2.0)
pub triangle_cap_width_factor: f32,
}
impl Default for LineBatchInfo {
fn default() -> Self {
Self {
label: "unknown_line_batch".into(),
world_from_obj: glam::Affine3A::IDENTITY,
line_vertex_count: 0,
overall_outline_mask_ids: OutlineMaskPreference::NONE,
additional_outline_mask_ids_vertex_ranges: Vec::new(),
picking_object_id: PickingLayerObjectId::default(),
depth_offset: 0,
triangle_cap_length_factor: 4.0,
triangle_cap_width_factor: 2.0,
}
}
}
#[derive(thiserror::Error, Debug, PartialEq, Eq)]
pub enum LineDrawDataError {
#[error("Line vertex refers to unknown line strip.")]
InvalidStripIndex,
#[error(transparent)]
PoolError(#[from] PoolError),
#[error(transparent)]
FailedTransferringDataToGpu(#[from] crate::allocator::CpuWriteGpuReadError),
#[error(transparent)]
DataTextureSourceWriteError(#[from] crate::allocator::DataTextureSourceWriteError),
}
impl LineDrawData {
/// Transforms and uploads line strip data to be consumed by gpu.
///
/// Try to bundle all line strips into a single draw data instance whenever possible.
/// If you pass zero lines instances, subsequent drawing will do nothing.
///
/// If no batches are passed, all lines are assumed to be in a single batch with identity transform.
pub fn new(line_builder: LineDrawableBuilder<'_>) -> Result<Self, LineDrawDataError> {
let LineDrawableBuilder {
ctx,
vertices_buffer,
batches,
strips_buffer,
picking_instance_ids_buffer,
radius_boost_in_ui_points_for_outlines,
} = line_builder;
let line_renderer = ctx.renderer::<LineRenderer>();
if strips_buffer.is_empty() {
return Ok(Self {
bind_group_all_lines: None,
bind_group_all_lines_outline_mask: None,
batches: Vec::new(),
});
}
let batches = if batches.is_empty() {
vec![LineBatchInfo {
label: "LineDrawData::fallback_batch".into(),
line_vertex_count: vertices_buffer.len() as _,
..Default::default()
}]
} else {
batches
};
const NUM_SENTINEL_VERTICES: usize = 2;
let max_texture_dimension_2d = ctx.device.limits().max_texture_dimension_2d;
let max_num_texels = max_texture_dimension_2d as usize * max_texture_dimension_2d as usize;
let max_num_vertices = max_num_texels - NUM_SENTINEL_VERTICES;
let position_texture = vertices_buffer.finish(
wgpu::TextureFormat::Rgba32Float,
"LineDrawData::position_texture",
)?;
let strip_data_texture = strips_buffer.finish(
wgpu::TextureFormat::Rg32Uint,
"LineDrawData::strip_data_texture",
)?;
let picking_instance_id_texture = picking_instance_ids_buffer.finish(
wgpu::TextureFormat::Rg32Uint,
"LineDrawData::picking_instance_id_texture",
)?;
let draw_data_uniform_buffer_bindings = create_and_fill_uniform_buffer_batch(
ctx,
"LineDrawData::DrawDataUniformBuffer".into(),
[
gpu_data::DrawDataUniformBuffer {
radius_boost_in_ui_points: 0.0.into(),
end_padding: Default::default(),
},
gpu_data::DrawDataUniformBuffer {
radius_boost_in_ui_points: radius_boost_in_ui_points_for_outlines.into(),
end_padding: Default::default(),
},
]
.into_iter(),
);
let bind_group_all_lines = ctx.gpu_resources.bind_groups.alloc(
&ctx.device,
&ctx.gpu_resources,
&BindGroupDesc {
label: "LineDrawData::bind_group_all_lines".into(),
entries: smallvec![
BindGroupEntry::DefaultTextureView(position_texture.handle),
BindGroupEntry::DefaultTextureView(strip_data_texture.handle),
BindGroupEntry::DefaultTextureView(picking_instance_id_texture.handle),
draw_data_uniform_buffer_bindings[0].clone(),
],
layout: line_renderer.bind_group_layout_all_lines,
},
);
let bind_group_all_lines_outline_mask = ctx.gpu_resources.bind_groups.alloc(
&ctx.device,
&ctx.gpu_resources,
&BindGroupDesc {
label: "LineDrawData::bind_group_all_lines_outline_mask".into(),
entries: smallvec![
BindGroupEntry::DefaultTextureView(position_texture.handle),
BindGroupEntry::DefaultTextureView(strip_data_texture.handle),
BindGroupEntry::DefaultTextureView(picking_instance_id_texture.handle),
draw_data_uniform_buffer_bindings[1].clone(),
],
layout: line_renderer.bind_group_layout_all_lines,
},
);
// Process batches
let mut batches_internal = Vec::with_capacity(batches.len());
{
fn uniforms_from_batch_info(
batch_info: &LineBatchInfo,
outline_mask_ids: [u8; 2],
) -> gpu_data::BatchUniformBuffer {
gpu_data::BatchUniformBuffer {
world_from_obj: batch_info.world_from_obj.into(),
outline_mask_ids: outline_mask_ids.into(),
picking_object_id: batch_info.picking_object_id,
depth_offset: batch_info.depth_offset as f32,
triangle_cap_length_factor: batch_info.triangle_cap_length_factor,
triangle_cap_width_factor: batch_info.triangle_cap_width_factor,
_padding: 0.0,
end_padding: Default::default(),
}
}
let uniform_buffer_bindings = create_and_fill_uniform_buffer_batch(
ctx,
"lines batch uniform buffers".into(),
batches.iter().map(|batch_info| {
uniforms_from_batch_info(
batch_info,
batch_info.overall_outline_mask_ids.0.unwrap_or_default(),
)
}),
);
// Generate additional "micro batches" for each line vertex range that has a unique outline setting.
// This is fairly costly if there's many, but easy and low-overhead if there's only few, which is usually what we expect!
let mut uniform_buffer_bindings_mask_only_batches =
create_and_fill_uniform_buffer_batch(
ctx,
"lines batch uniform buffers - mask only".into(),
batches
.iter()
.flat_map(|batch_info| {
batch_info
.additional_outline_mask_ids_vertex_ranges
.iter()
.map(|(_, mask)| {
uniforms_from_batch_info(batch_info, mask.0.unwrap_or_default())
})
})
.collect::<Vec<_>>()
.into_iter(),
)
.into_iter();
let mut start_vertex_for_next_batch = 0;
for (batch_info, uniform_buffer_binding) in
batches.iter().zip(uniform_buffer_bindings.into_iter())
{
let line_vertex_range_end = (start_vertex_for_next_batch
+ batch_info.line_vertex_count)
.min(max_num_vertices as u32);
let mut active_phases = enum_set![DrawPhase::Opaque | DrawPhase::PickingLayer];
// Does the entire batch participate in the outline mask phase?
if batch_info.overall_outline_mask_ids.is_some() {
active_phases.insert(DrawPhase::OutlineMask);
}
batches_internal.push(line_renderer.create_linestrip_batch(
ctx,
batch_info.label.clone(),
uniform_buffer_binding,
start_vertex_for_next_batch..line_vertex_range_end,
active_phases,
));
for (range, _) in &batch_info.additional_outline_mask_ids_vertex_ranges {
batches_internal.push(line_renderer.create_linestrip_batch(
ctx,
format!("{} strip-only {range:?}", batch_info.label).into(),
uniform_buffer_bindings_mask_only_batches.next().unwrap(),
range.clone(),
enum_set![DrawPhase::OutlineMask],
));
}
start_vertex_for_next_batch = line_vertex_range_end;
}
}
Ok(Self {
bind_group_all_lines: Some(bind_group_all_lines),
bind_group_all_lines_outline_mask: Some(bind_group_all_lines_outline_mask),
batches: batches_internal,
})
}
}
pub struct LineRenderer {
render_pipeline_color: GpuRenderPipelineHandle,
render_pipeline_picking_layer: GpuRenderPipelineHandle,
render_pipeline_outline_mask: GpuRenderPipelineHandle,
bind_group_layout_all_lines: GpuBindGroupLayoutHandle,
bind_group_layout_batch: GpuBindGroupLayoutHandle,
}
impl LineRenderer {
fn create_linestrip_batch(
&self,
ctx: &RenderContext,
label: DebugLabel,
uniform_buffer_binding: BindGroupEntry,
line_vertex_range: Range<u32>,
active_phases: EnumSet<DrawPhase>,
) -> LineStripBatch {
// TODO(andreas): There should be only a single bindgroup with dynamic indices for all batches.
// (each batch would then know which dynamic indices to use in the bindgroup)
let bind_group = ctx.gpu_resources.bind_groups.alloc(
&ctx.device,
&ctx.gpu_resources,
&BindGroupDesc {
label,
entries: smallvec![uniform_buffer_binding],
layout: self.bind_group_layout_batch,
},
);
LineStripBatch {
bind_group,
// We spawn a quad for every line skeleton vertex. Naturally, this yields one extra quad in total.
// Which is rather convenient because we need to ensure there are start and end triangles,
// so just from a number-of=vertices perspective this is correct already and the shader can take care of offsets.
vertex_range: (line_vertex_range.start * 6)..(line_vertex_range.end * 6),
active_phases,
}
}
}
impl Renderer for LineRenderer {
type RendererDrawData = LineDrawData;
fn participated_phases() -> &'static [DrawPhase] {
&[
DrawPhase::Opaque,
DrawPhase::OutlineMask,
DrawPhase::PickingLayer,
]
}
fn create_renderer(ctx: &RenderContext) -> Self {
profile_function!();
let render_pipelines = &ctx.gpu_resources.render_pipelines;
let bind_group_layout_all_lines = ctx.gpu_resources.bind_group_layouts.get_or_create(
&ctx.device,
&BindGroupLayoutDesc {
label: "LineRenderer::bind_group_layout_all_lines".into(),
entries: vec![
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Uint,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Uint,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(std::mem::size_of::<
gpu_data::DrawDataUniformBuffer,
>() as _),
},
count: None,
},
],
},
);
let bind_group_layout_batch = ctx.gpu_resources.bind_group_layouts.get_or_create(
&ctx.device,
&BindGroupLayoutDesc {
label: "LineRenderer::bind_group_layout_batch".into(),
entries: vec![wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(std::mem::size_of::<
gpu_data::BatchUniformBuffer,
>() as _),
},
count: None,
}],
},
);
let pipeline_layout = ctx.gpu_resources.pipeline_layouts.get_or_create(
ctx,
&PipelineLayoutDesc {
label: "LineRenderer::pipeline_layout".into(),
entries: vec![
ctx.global_bindings.layout,
bind_group_layout_all_lines,
bind_group_layout_batch,
],
},
);
let shader_module = ctx
.gpu_resources
.shader_modules
.get_or_create(ctx, &include_shader_module!("../../shader/lines.wgsl"));
let render_pipeline_desc_color = RenderPipelineDesc {
label: "LineRenderer::render_pipeline_color".into(),
pipeline_layout,
vertex_entrypoint: "vs_main".into(),
vertex_handle: shader_module,
fragment_entrypoint: "fs_main".into(),
fragment_handle: shader_module,
vertex_buffers: smallvec![],
render_targets: smallvec![Some(ViewBuilder::MAIN_TARGET_ALPHA_TO_COVERAGE_COLOR_STATE)],
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: ViewBuilder::MAIN_TARGET_DEFAULT_DEPTH_STATE,
multisample: wgpu::MultisampleState {
// We discard pixels to do the round cutout, therefore we need to calculate our own sampling mask.
alpha_to_coverage_enabled: true,
..ViewBuilder::MAIN_TARGET_DEFAULT_MSAA_STATE
},
};
let render_pipeline_color =
render_pipelines.get_or_create(ctx, &render_pipeline_desc_color);
let render_pipeline_picking_layer = render_pipelines.get_or_create(
ctx,
&RenderPipelineDesc {
label: "LineRenderer::render_pipeline_picking_layer".into(),
fragment_entrypoint: "fs_main_picking_layer".into(),
render_targets: smallvec![Some(PickingLayerProcessor::PICKING_LAYER_FORMAT.into())],
depth_stencil: PickingLayerProcessor::PICKING_LAYER_DEPTH_STATE,
multisample: PickingLayerProcessor::PICKING_LAYER_MSAA_STATE,
..render_pipeline_desc_color.clone()
},
);
let render_pipeline_outline_mask = render_pipelines.get_or_create(
ctx,
&RenderPipelineDesc {
label: "LineRenderer::render_pipeline_outline_mask".into(),
pipeline_layout,
vertex_entrypoint: "vs_main".into(),
vertex_handle: shader_module,
fragment_entrypoint: "fs_main_outline_mask".into(),
fragment_handle: shader_module,
vertex_buffers: smallvec![],
render_targets: smallvec![Some(OutlineMaskProcessor::MASK_FORMAT.into())],
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: OutlineMaskProcessor::MASK_DEPTH_STATE,
// Alpha to coverage doesn't work with the mask integer target.
multisample: OutlineMaskProcessor::mask_default_msaa_state(&ctx.config.device_caps),
},
);
Self {
render_pipeline_color,
render_pipeline_picking_layer,
render_pipeline_outline_mask,
bind_group_layout_all_lines,
bind_group_layout_batch,
}
}
fn draw(
&self,
render_pipelines: &GpuRenderPipelinePoolAccessor<'_>,
phase: DrawPhase,
pass: &mut wgpu::RenderPass<'_>,
draw_data: &Self::RendererDrawData,
) -> Result<(), DrawError> {
let (pipeline_handle, bind_group_all_lines) = match phase {
DrawPhase::OutlineMask => (
self.render_pipeline_outline_mask,
&draw_data.bind_group_all_lines_outline_mask,
),
DrawPhase::Opaque => (self.render_pipeline_color, &draw_data.bind_group_all_lines),
DrawPhase::PickingLayer => (
self.render_pipeline_picking_layer,
&draw_data.bind_group_all_lines,
),
_ => unreachable!("We were called on a phase we weren't subscribed to: {phase:?}"),
};
let Some(bind_group_all_lines) = bind_group_all_lines else {
return Ok(()); // No lines submitted.
};
let pipeline = render_pipelines.get(pipeline_handle)?;
pass.set_pipeline(pipeline);
pass.set_bind_group(1, bind_group_all_lines, &[]);
for batch in &draw_data.batches {
if batch.active_phases.contains(phase) {
pass.set_bind_group(2, &batch.bind_group, &[]);
pass.draw(batch.vertex_range.clone(), 0..1);
}
}
Ok(())
}
}