[oden] Writable Textures and re-work TS API

Now we return Texture objects to make things a little bit more
type-safe, at the cost of a small allocation (I hope!)
This commit is contained in:
John Doty 2023-07-08 17:54:48 -07:00
parent 12cc715873
commit 89045ccbcc
7 changed files with 287 additions and 24 deletions

View file

@ -1,26 +1,48 @@
import { cls, print, spr, use_texture } from "./graphics"; import { cls, print, spr, use_texture, Texture } from "./graphics";
import { load_texture } from "./assets"; import { load_texture } from "./assets";
import { since_start } from "./time"; import { since_start } from "./time";
import { btn, Button } from "./input"; import { btn, Button } from "./input";
// import { load_string } from "./io";
import { new_v2, vadd, vmul, vnorm } from "./vector"; import { new_v2, vadd, vmul, vnorm } from "./vector";
/// TODO: Support reload by saving and restoring state from init/update/restore.
/// A nice looping frame counter. /// A nice looping frame counter.
let clock = 0; let clock = 0;
let bot_sprite: number | undefined = undefined; let bot_sprite: Texture | undefined = undefined;
// Note zelda overworld is 16x8 screens // Note zelda overworld is 16x8 screens
// zelda screen is 16x11 tiles // zelda screen is 16x11 tiles
// from a feeling point of view this is sufficient, apparently :D // from a feeling point of view this is sufficient, apparently :D
export function init() { let loaded = false;
print("Hello world!");
async function load_map(path: string) {
// print("Loading map:", path);
// const blob = await load_string(path);
// const map = JSON.parse(blob);
// print("Loaded map:", map);
}
function load_assets() {
// Start this load, but then... // Start this load, but then...
load_texture("./bot.png").then((n) => { let texture_load = load_texture("./bot.png").then((n) => {
print("Bot loaded at", since_start()); print("Bot loaded at", since_start());
bot_sprite = n; bot_sprite = n;
}); });
let map_load = load_map("./overworld.ldtk");
Promise.all([texture_load, map_load]).then(() => {
loaded = true;
print("All are loaded.");
});
}
export function init() {
print("Hello world!");
load_assets();
} }
const friction = 0.6; const friction = 0.6;
@ -80,6 +102,10 @@ const robo_info = {
export function draw() { export function draw() {
cls(0.1, 0.2, 0.3); cls(0.1, 0.2, 0.3);
if (!loaded) {
return;
}
if (bot_sprite != undefined) { if (bot_sprite != undefined) {
// ...it gets resolved here? // ...it gets resolved here?
use_texture(bot_sprite); use_texture(bot_sprite);

View file

@ -1,7 +1,7 @@
import * as io from "./io.ts"; import * as io from "./io.ts";
import * as gfx from "./graphics.ts"; import * as gfx from "./graphics.ts";
export async function load_texture(path: string): Promise<number> { export async function load_texture(path: string): Promise<gfx.Texture> {
const buffer = await io.load(path); const buffer = await io.load(path);
return gfx.create_texture(buffer, path); return gfx.create_texture(buffer, path);
} }

View file

@ -52,6 +52,16 @@ export function spr(
core.spr(x, y, w, h, sx, sy, sw, sh); core.spr(x, y, w, h, sx, sy, sw, sh);
} }
export class Texture {
#id: number;
constructor(id: number) {
this.#id = id;
}
id(): number {
return this.#id;
}
}
/** /**
* Create a texture based on the loaded buffer. * Create a texture based on the loaded buffer.
* *
@ -61,15 +71,41 @@ export function spr(
export function create_texture( export function create_texture(
buffer: ArrayBuffer, buffer: ArrayBuffer,
label: string | undefined = undefined label: string | undefined = undefined
): number { ): Texture {
return core.create_texture(buffer, label); const id = core.create_texture(buffer, label);
return new Texture(id);
} }
/** /**
* Set the specified texture as the current texture for calls to e.g. spr(). * Set the specified texture as the current texture for calls to e.g. spr().
* *
* @param id - The identifier of the texture to use. * @param texture - The texture to use.
*/ */
export function use_texture(id: number) { export function use_texture(id: Texture) {
core.use_texture(id); core.use_texture(id.id());
}
/**
* Create a texture that we can render to.
*/
export function create_writable_texture(
width: number,
height: number,
label: string | undefined = undefined
): Texture {
return new Texture(core.create_writable_texture(width, height, label));
}
/**
* Set the current render target to the screen.
*/
export function write_to_screen() {
core.write_to_screen();
}
/**
* Set the current render target to the specified texture.
*/
export function write_to_texture(texture: Texture) {
core.write_to_texture(texture.id());
} }

View file

@ -1,5 +1,6 @@
use bytemuck; use bytemuck;
use std::collections::HashMap; use std::collections::HashMap;
use std::rc::Rc;
use std::sync::mpsc::Receiver; use std::sync::mpsc::Receiver;
use std::time::Instant; use std::time::Instant;
use tracy_client::{frame_mark, set_thread_name, span}; use tracy_client::{frame_mark, set_thread_name, span};
@ -72,6 +73,8 @@ struct State {
sprite_bind_group_layout: wgpu::BindGroupLayout, sprite_bind_group_layout: wgpu::BindGroupLayout,
sprite_textures: HashMap<u32, wgpu::BindGroup>, sprite_textures: HashMap<u32, wgpu::BindGroup>,
write_textures: HashMap<u32, texture::Texture>,
screen_uniform: ScreenUniforms, screen_uniform: ScreenUniforms,
screen_uniform_buffer: wgpu::Buffer, screen_uniform_buffer: wgpu::Buffer,
screen_uniform_bind_group: wgpu::BindGroup, screen_uniform_bind_group: wgpu::BindGroup,
@ -279,6 +282,7 @@ impl State {
max_vertices, max_vertices,
sprite_bind_group_layout, sprite_bind_group_layout,
sprite_textures: HashMap::new(), sprite_textures: HashMap::new(),
write_textures: HashMap::new(),
screen_uniform, screen_uniform,
screen_uniform_buffer, screen_uniform_buffer,
screen_uniform_bind_group, screen_uniform_bind_group,
@ -313,14 +317,19 @@ impl State {
fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> { fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> {
let _span = span!("context render"); let _span = span!("context render");
let output = self.surface.get_current_texture()?; let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
// Group the commands into passes. // Group the commands into passes.
let screen_view = Rc::new(
output
.texture
.create_view(&wgpu::TextureViewDescriptor::default()),
);
let mut last_view = screen_view.clone();
struct Pass { struct Pass {
color: Option<[f64; 4]>, color: Option<[f64; 4]>,
commands: Vec<GraphicsCommand>, commands: Vec<GraphicsCommand>,
target: Rc<wgpu::TextureView>,
} }
let mut passes = Vec::new(); let mut passes = Vec::new();
for command in commands { for command in commands {
@ -328,7 +337,9 @@ impl State {
GraphicsCommand::Clear(cc) => passes.push(Pass { GraphicsCommand::Clear(cc) => passes.push(Pass {
color: Some(cc.color), color: Some(cc.color),
commands: Vec::new(), commands: Vec::new(),
target: last_view.clone(),
}), }),
GraphicsCommand::CreateTexture(ct) => { GraphicsCommand::CreateTexture(ct) => {
let texture = texture::Texture::from_image( let texture = texture::Texture::from_image(
&self.device, &self.device,
@ -360,12 +371,93 @@ impl State {
self.sprite_textures.insert(ct.id, sprite_bind_group); self.sprite_textures.insert(ct.id, sprite_bind_group);
} }
GraphicsCommand::CreateWritableTexture {
id,
width,
height,
label,
} => {
let texture = texture::Texture::new_writable(
&self.device,
width,
height,
match &label {
Some(l) => Some(&l),
None => None,
},
);
let sprite_bind_group =
self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.sprite_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&texture.sampler),
},
],
label: match &label {
Some(l) => Some(&l),
None => None,
},
});
self.sprite_textures.insert(id, sprite_bind_group);
self.write_textures.insert(id, texture);
}
GraphicsCommand::WriteToTexture(id) => {
let texture = self.write_textures.get(&id).unwrap();
last_view = Rc::new(
texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default()),
);
let new_pass = match passes.last_mut() {
Some(pass) => {
if pass.commands.is_empty() {
pass.target = last_view.clone();
false
} else {
true
}
}
None => true,
};
if new_pass {
passes.push(Pass {
color: None,
commands: vec![],
target: last_view.clone(),
})
}
}
GraphicsCommand::WriteToScreen => {
if !Rc::ptr_eq(&last_view, &screen_view) {
// If I have a pass already I need a new one.
last_view = screen_view.clone();
if !passes.is_empty() {
passes.push(Pass {
color: None,
commands: vec![],
target: last_view.clone(),
})
}
}
}
GraphicsCommand::EndFrame => (), GraphicsCommand::EndFrame => (),
other => match passes.last_mut() { other => match passes.last_mut() {
Some(pass) => pass.commands.push(other), Some(pass) => pass.commands.push(other),
None => passes.push(Pass { None => passes.push(Pass {
color: None, color: None,
commands: vec![other], commands: vec![other],
target: last_view.clone(),
}), }),
}, },
} }
@ -388,7 +480,7 @@ impl State {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"), label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment { color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view, view: &pass.target,
resolve_target: None, resolve_target: None,
ops: wgpu::Operations { ops: wgpu::Operations {
load: if let Some([r, g, b, a]) = pass.color { load: if let Some([r, g, b, a]) = pass.color {
@ -443,7 +535,11 @@ impl State {
} }
GraphicsCommand::UseTexture(id) => texture_id = Some(id), GraphicsCommand::UseTexture(id) => texture_id = Some(id),
GraphicsCommand::CreateTexture(_) => (), // Already handled GraphicsCommand::CreateTexture(_) => (), // Already handled
GraphicsCommand::CreateWritableTexture { .. } => (), // Already handled
GraphicsCommand::WriteToTexture(_) => (), // Already handled
GraphicsCommand::WriteToScreen => (), // Already handled
GraphicsCommand::Clear(_) => (), // Already handled GraphicsCommand::Clear(_) => (), // Already handled
GraphicsCommand::EndFrame => (), // Should never appear GraphicsCommand::EndFrame => (), // Should never appear
} }

View file

@ -40,7 +40,15 @@ pub enum GraphicsCommand {
Print(PrintCommand), Print(PrintCommand),
Sprite(SpriteCommand), Sprite(SpriteCommand),
CreateTexture(CreateTextureCommand), CreateTexture(CreateTextureCommand),
CreateWritableTexture {
id: u32,
width: u32,
height: u32,
label: Option<String>,
},
UseTexture(u32), UseTexture(u32),
WriteToTexture(u32),
WriteToScreen,
EndFrame, EndFrame,
} }
@ -109,6 +117,31 @@ impl GraphicsImpl {
fn use_texture(&self, id: u32) { fn use_texture(&self, id: u32) {
let _ = self.sender.send(GraphicsCommand::UseTexture(id)); let _ = self.sender.send(GraphicsCommand::UseTexture(id));
} }
fn create_writable_texture(
&self,
width: u32,
height: u32,
label: Option<String>,
) -> Result<u32> {
let id = self.next_texture_id.fetch_add(1, Ordering::SeqCst);
let _ = self.sender.send(GraphicsCommand::CreateWritableTexture {
id,
width,
height,
label,
});
Ok(id)
}
fn write_to_screen(&self) {
let _ = self.sender.send(GraphicsCommand::WriteToScreen);
}
fn write_to_texture(&self, id: u32) {
let _ = self.sender.send(GraphicsCommand::WriteToTexture(id));
}
} }
pub struct GraphicsAPI { pub struct GraphicsAPI {
@ -168,6 +201,32 @@ impl GraphicsAPI {
)?, )?,
)?; )?;
} }
{
let gfx = gfx.clone();
builder.export(
"create_writable_texture",
ctx.new_fn(
move |_: &ContextRef, width: u32, height: u32, label: Option<String>| {
gfx.create_writable_texture(width, height, label)
},
)?,
)?;
}
{
let gfx = gfx.clone();
builder.export(
"write_to_screen",
ctx.new_fn(move |_: &ContextRef| gfx.write_to_screen())?,
)?;
}
{
let gfx = gfx.clone();
builder.export(
"write_to_texture",
ctx.new_fn(move |_: &ContextRef, id: u32| gfx.write_to_texture(id))?,
)?;
}
builder.build("graphics-core")?; builder.build("graphics-core")?;
Ok(GraphicsAPI { gfx }) Ok(GraphicsAPI { gfx })
} }

View file

@ -7,15 +7,46 @@ pub struct Texture {
} }
impl Texture { impl Texture {
// pub fn from_bytes( pub fn new_writable(
// device: &wgpu::Device, device: &wgpu::Device,
// queue: &wgpu::Queue, width: u32,
// bytes: &[u8], height: u32,
// label: &str, label: Option<&str>,
// ) -> Result<Self> { ) -> Self {
// let img = image::load_from_memory(bytes)?; let size = wgpu::Extent3d {
// Ok(Self::from_image(device, queue, &img, Some(label))) width,
// } height,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
Self {
texture,
view,
sampler,
}
}
pub fn from_image( pub fn from_image(
device: &wgpu::Device, device: &wgpu::Device,
@ -31,6 +62,7 @@ impl Texture {
height: dimensions.1, height: dimensions.1,
depth_or_array_layers: 1, depth_or_array_layers: 1,
}; };
let texture = device.create_texture(&wgpu::TextureDescriptor { let texture = device.create_texture(&wgpu::TextureDescriptor {
label, label,
size, size,

View file

@ -1,7 +1,9 @@
// These are the functions exposed by the native graphics module. // These are the functions exposed by the native graphics module.
// //
export function cls(r: number, g: number, b: number); export function cls(r: number, g: number, b: number);
export function print(msg: string); export function print(msg: string);
export function spr( export function spr(
x: number, x: number,
y: number, y: number,
@ -12,8 +14,20 @@ export function spr(
sw: number, sw: number,
sh: number sh: number
); );
export function create_texture( export function create_texture(
buffer: ArrayBuffer, buffer: ArrayBuffer,
label: string | undefined label: string | undefined
): number; ): number;
export function use_texture(id: number); export function use_texture(id: number);
export function create_writable_texture(
width: number,
height: number,
label: string | undefined
): number;
export function write_to_screen();
export function write_to_texture(id: number);