This commit is contained in:
Jérôme Bousquié
2026-09-24 11:21:35 +02:00
parent 004761252b
commit 805babe53d
18 changed files with 733 additions and 400 deletions
+261 -9
View File
@@ -36,9 +36,9 @@ use crate::resources::{
Camera, CullUniforms, FrameUniforms, Lights, Material, Mesh, ObjectUniform, ShadowUniform,
};
use crate::scene::Scene;
use crate::core::hdr::ToneMapper;
use crate::utils::conf::{
GPU_DRIVEN_SHADER, GPU_WORKGROUP_SIZE, LOD_THRESHOLDS, MAX_ENTITIES, MAX_LOD_LEVELS,
SHADOW_DEPTH_BIAS, SHADOW_MAP_SIZE, SHADOW_SCENE_CENTER, SHADOW_SCENE_RADIUS,
GPU_DRIVEN_SHADER, GPU_WORKGROUP_SIZE, LOD_THRESHOLDS, MAX_ENTITIES, MAX_LOD_LEVELS, TONEMAP_SHADER,
};
use glam::{Mat4, Quat, Vec3, Vec4};
use std::cell::{Cell, RefCell};
@@ -145,6 +145,30 @@ pub struct Renderer {
/// Viewport height in pixels (Step 19, D9): the unit of the LOD projected-size test. Set from
/// the initial surface size in `new` and refreshed by `resize_depth` on window resize.
viewport_height: u32,
/// Shadow mapping configuration (map size, biases, frustum). Set at construction time;
/// `map_size` determines the shadow texture allocation, the rest are used per-frame.
shadow_config: super::shadow::ShadowConfig,
/// HDR pipeline (Étape 20). Present only when HDR is enabled via `AppBuilder::with_hdr`.
/// When `None`, the main pass renders directly to the surface (LDR, zero overhead).
hdr: Option<HdrPipeline>,
}
/// Internal HDR pipeline state: offscreen `Rgba16Float` texture + tone mapping render pipeline.
/// Allocated in `Renderer::new` when HDR is active; recreated on resize.
struct HdrPipeline {
/// Offscreen HDR color texture (`Rgba16Float`), sized to the surface.
texture: wgpu::Texture,
/// View of the HDR texture, used as the main pass color attachment.
view: wgpu::TextureView,
/// Tone mapping render pipeline (fullscreen triangle + ACES/Reinhard curve).
pipeline: wgpu::RenderPipeline,
/// Bind group for the TM pass (HDR texture + sampler + uniform with exposure & viewport).
/// The uniform buffer is owned by the bind group (freed when the bind group is replaced).
bind_group: wgpu::BindGroup,
/// Bind group layout for the TM pass (reused on resize to recreate the bind group).
layout: wgpu::BindGroupLayout,
/// Sampler for the HDR texture (linear, clamp).
sampler: wgpu::Sampler,
}
impl Renderer {
@@ -156,7 +180,14 @@ impl Renderer {
/// Returns a new Renderer instance sharing the same underlying GPU resources as Context.
/// Called once at application startup during scene setup. The Renderer shares these resources via Arc;
/// Context retains ownership and can continue using them after this call.
pub fn new(context: &Context, format: wgpu::TextureFormat, width: u32, height: u32) -> Self {
pub fn new(
context: &Context,
format: wgpu::TextureFormat,
width: u32,
height: u32,
shadow_config: &super::shadow::ShadowConfig,
hdr: Option<ToneMapper>,
) -> Self {
let queue: wgpu::Queue = context.queue.clone();
let device: wgpu::Device = context.device.clone();
let [frame_layout, object_layout] = create_uniform_bind_group_layouts(&device);
@@ -206,7 +237,7 @@ impl Renderer {
// Step 14 (DRAFT 3.2): shadow mapping resources — shadow map texture/view, comparison
// sampler, group-3 bind group, shadow-light uniform buffer + group-0 bind group, and the
// depth-only shadow pipeline. All allocated once here at the default resolution (D2/D8).
let (shadow_texture, shadow_view) = create_shadow_map(&device, SHADOW_MAP_SIZE);
let (shadow_texture, shadow_view) = create_shadow_map(&device, shadow_config.map_size);
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("shadow comparison sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
@@ -508,7 +539,7 @@ impl Renderer {
}],
});
let renderer = Self {
let mut renderer = Self {
queue,
device,
format,
@@ -542,10 +573,14 @@ impl Renderer {
lod_enabled: Cell::new(true),
last_lod_levels: RefCell::new(Vec::new()),
viewport_height: height,
shadow_config: shadow_config.clone(),
hdr: None,
};
// Seed the shared frame buffer with an identity camera + current unlit flag so the low-level
// `render` path (which has no window/camera) sees coherent values before `render_scene` runs.
renderer.write_default_frame_uniforms();
// Étape 20: allocate the HDR pipeline (offscreen texture + TM pipeline) when enabled.
renderer.hdr = hdr.map(|tm| create_hdr_pipeline(&renderer.device, &renderer.queue, width, height, tm, format));
renderer
}
@@ -585,6 +620,14 @@ impl Renderer {
self.depth_view = depth_view;
// Step 19 (D9): refresh the viewport height — the unit of the LOD projected-size test.
self.viewport_height = height;
// Étape 20: recreate the HDR texture + bind group at the new size (D10).
if let Some(hdr) = &mut self.hdr {
let (tex, view) = create_hdr_texture(&self.device, width, height);
let bg = create_hdr_bind_group(&self.device, &hdr.layout, &hdr.sampler, &tex, width, height);
hdr.texture = tex;
hdr.view = view;
hdr.bind_group = bg;
}
}
/// Updates the stored surface texture format after a surface reconfigure (ROADMAP Phase 4.4).
@@ -619,7 +662,12 @@ impl Renderer {
Some((index, vp)) => (
index as u32,
vp,
Vec4::new(SHADOW_MAP_SIZE as f32, SHADOW_DEPTH_BIAS, 0.0, 0.0),
Vec4::new(
self.shadow_config.map_size as f32,
self.shadow_config.depth_bias,
self.shadow_config.slope_bias,
0.0,
),
1,
),
None => (MAX_LIGHTS as u32, Mat4::IDENTITY, Vec4::ZERO, 0),
@@ -679,8 +727,8 @@ impl Renderer {
}
crate::resources::LightType::Point => return None,
};
let r = SHADOW_SCENE_RADIUS;
let target = Vec3::from(SHADOW_SCENE_CENTER);
let r = self.shadow_config.scene_radius;
let target = Vec3::from(self.shadow_config.scene_center);
// Eye one scene-radius behind the target along the light path, so distance(target)=r and
// every point in the box has depth within [near=0, far=r].
let eye = target - dir * r;
@@ -867,11 +915,17 @@ impl Renderer {
// The matrix + draw-args are read via per-slot offsets; a culled/inactive slot's args
// are zero, so its draw is a no-op. State changes (pipeline + texture bind group @2)
// are hoisted out of the slot loop: one per DISTINCT material, not one per entity.
// Étape 20: when HDR is active, the color attachment targets the offscreen HDR texture
// instead of the surface; the TM pass (step 8) then copies it to the surface.
let main_target = match &self.hdr {
Some(h) => &h.view,
None => view,
};
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("scene render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
view: main_target,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
@@ -952,6 +1006,30 @@ impl Renderer {
}
}
}
// 8. Étape 20: tone mapping pass — renders a fullscreen triangle that reads the HDR
// texture, applies exposure + tone mapping curve, and writes to the surface.
// Only runs when HDR is active; the surface is the color target (no depth needed).
if let Some(hdr) = &self.hdr {
let mut tm_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("tone mapping pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
tm_pass.set_pipeline(&hdr.pipeline);
tm_pass.set_bind_group(0, &hdr.bind_group, &[]);
tm_pass.draw(0..3, 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));
}
@@ -1429,6 +1507,180 @@ fn batch_slots<K: Eq + Hash + Clone>(keys: &[K]) -> Vec<Vec<usize>> {
groups.into_iter().map(|(_, idxs)| idxs).collect()
}
/// Allocates the offscreen HDR color texture (`Rgba16Float`) + view at the given size (Étape 20, D3).
/// Used both at initial allocation and on resize.
fn create_hdr_texture(device: &wgpu::Device, width: u32, height: u32) -> (wgpu::Texture, wgpu::TextureView) {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("hdr texture"),
size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba16Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
(texture, view)
}
/// Creates the tone mapping bind group: HDR texture (binding 0) + sampler (binding 1) + uniform (binding 2).
/// The uniform contains exposure (1.0) and viewport size (pad.xy).
fn create_hdr_bind_group(
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
sampler: &wgpu::Sampler,
texture: &wgpu::Texture,
width: u32,
height: u32,
) -> wgpu::BindGroup {
// Write the uniform: exposure = 1.0, pad.xy = viewport size.
// WGSL uniform layout: f32 at offset 0 (4B), vec3<f32> at offset 16 (16B, aligned to 16).
// Total = 32 bytes. We pack as 8 f32s: [exposure, 0, 0, 0, w, h, 0, 0].
let uniform_data = [
1.0f32, // exposure (offset 0)
0.0, 0.0, 0.0, // padding to align vec3 to offset 16
width as f32, height as f32, 0.0, // pad: vec3<f32> at offset 16
0.0, // trailing pad to 32 bytes
];
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("tm uniform"),
size: 32,
usage: wgpu::BufferUsages::UNIFORM,
mapped_at_creation: true,
});
{
let mut w = uniform_buffer.slice(..).get_mapped_range_mut().expect("mapped buffer");
w.copy_from_slice(bytemuck::cast_slice(&uniform_data));
drop(w);
uniform_buffer.unmap();
}
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("tm bind group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture.create_view(&wgpu::TextureViewDescriptor::default())),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &uniform_buffer,
offset: 0,
size: None,
}),
},
],
})
}
/// Creates the full HDR pipeline (Étape 20): offscreen texture + TM pipeline + bind group.
/// The pipeline uses the `TONEMAP_SHADER` with the entry point selected by the `ToneMapper` variant.
fn create_hdr_pipeline(
device: &wgpu::Device,
_queue: &wgpu::Queue,
width: u32,
height: u32,
tonemapper: ToneMapper,
format: wgpu::TextureFormat,
) -> HdrPipeline {
// 1. Offscreen HDR texture + view.
let (texture, view) = create_hdr_texture(device, width, height);
// 2. Sampler (linear, clamp).
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("hdr sampler"),
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
..Default::default()
});
// 3. Bind group layout: texture (0) + sampler (1) + uniform (2).
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hdr bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None },
count: None,
},
],
});
// 4. Render pipeline: fullscreen triangle (no vertex buffer) + selected TM entry point.
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("tonemap shader"),
source: wgpu::ShaderSource::Wgsl(TONEMAP_SHADER.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hdr pipeline layout"),
bind_group_layouts: &[Some(&layout)],
..Default::default()
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("tone mapping pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some(tonemapper.entry_point()),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState::from(format))],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: Default::default(),
multiview_mask: None,
cache: None,
});
// 5. Bind group with the initial texture + viewport size.
let bind_group = create_hdr_bind_group(device, &layout, &sampler, &texture, width, height);
HdrPipeline {
texture,
view,
pipeline,
bind_group,
layout,
sampler,
}
}
#[cfg(test)]
mod tests {
use super::*;