Anforderungen  |   Konzepte  |   Entwurf  |   Entwicklung  |   Qualitätssicherung  |   Lebenszyklus  |   Steuerung
 
 
 
 


Quelle  renderer.rs   Sprache: unbekannt

 
use core_graphics_types::{base::CGFloat, geometry::CGSize};
use std::{
    collections::BTreeMap,
    ffi::c_void,
    mem::{size_of, transmute},
    ops::Index,
    sync::{Arc, Condvar, Mutex},
};

use glam::{Vec3, Vec4, Vec4Swizzles};
use rand::{thread_rng, RngCore};

use metal::{foreign_types::ForeignType, *};

use crate::{camera::Camera, geometry::get_managed_buffer_storage_mode, scene::Scene};

#[repr(C)]
struct Uniforms {
    pub width: u32,
    pub height: u32,
    pub frame_index: u32,
    pub light_count: u32,
    pub camera: Camera,
}

pub const MAX_FRAMES_IN_FLIGHT: NSUInteger = 3;
pub const ALIGNED_UNIFORMS_SIZE: NSUInteger = (size_of::<Uniforms>() as NSUInteger + 255) &&nbsp;!255;
pub const UNIFORM_BUFFER_SIZE: NSUInteger = MAX_FRAMES_IN_FLIGHT * ALIGNED_UNIFORMS_SIZE;

#[derive(Clone)]
struct Semaphore {
    data: Arc<(Mutex<usize>, Condvar)>,
}

impl Semaphore {
    fn new(capacity: usize) -> Self {
        Self {
            data: Arc::new((Mutex::new(capacity), Condvar::new())),
        }
    }

    fn acquire(&self) {
        let mut value = self.data.0.lock().unwrap();
        while *value == 0 {
            value = self.data.1.wait(value).unwrap();
        }
        *value -= 1;
    }

    fn release(&self) {
        let mut value = self.data.0.lock().unwrap();
        *value += 1;
        self.data.1.notify_one();
    }
}

pub struct Renderer {
    pub device: Device,
    pub scene: Scene,
    pub uniform_buffer: Buffer,
    pub resource_buffer: Buffer,
    pub instance_acceleration_structure: AccelerationStructure,
    pub accumulation_targets: [Texture; 2],
    pub random_texture: Texture,
    pub frame_index: NSUInteger,
    pub uniform_buffer_index: NSUInteger,
    pub uniform_buffer_offset: NSUInteger,
    pub size: CGSize,
    semaphore: Semaphore,
    pub queue: CommandQueue,
    instance_buffer: Buffer,
    intersection_function_table: IntersectionFunctionTable,
    primitive_acceleration_structures: Vec<AccelerationStructure>,
    raytracing_pipeline: ComputePipelineState,
    copy_pipeline: RenderPipelineState,
}

impl Renderer {
    pub fn new(device: Device) -> Self {
        let scene = Scene::new(device.clone());

        let library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
            .join("examples/raytracing/shaders.metallib");
        let library = device.new_library_with_file(library_path).unwrap();
        let queue = device.new_command_queue();

        let buffer_data = [0u8; UNIFORM_BUFFER_SIZE as usize];
        let uniform_buffer = device.new_buffer_with_data(
            buffer_data.as_ptr() as *const c_void,
            UNIFORM_BUFFER_SIZE,
            get_managed_buffer_storage_mode(),
        );
        uniform_buffer.set_label("uniform buffer");
        let resources_stride = {
            let mut max = 0;
            for geometry in &scene.geometries {
                let s = geometry.get_resources().len();
                if s > max {
                    max = s;
                }
            }
            max
        };
        let mut resource_buffer_data = vec![0u64; resources_stride * scene.geometries.len()];
        for geometry_index in 0..scene.geometries.len() {
            let geometry = scene.geometries[geometry_index].as_ref();
            let resource_buffer_begin_index = resources_stride * geometry_index;
            let resources = geometry.get_resources();

            for argument_index in 0..resources.len() {
                let resource_buffer_index = resource_buffer_begin_index + argument_index;
                let resource = resources[argument_index].clone();
                resource_buffer_data[resource_buffer_index] =
                    if resource.conforms_to_protocol::<MTLBuffer>().unwrap() {
                        let buffer = unsafe { Buffer::from_ptr(transmute(resource.into_ptr())) };
                        buffer.gpu_address()
                    } else if resource.conforms_to_protocol::<MTLTexture>().unwrap() {
                        let texture = unsafe { Texture::from_ptr(transmute(resource.into_ptr())) };
                        texture.gpu_resource_id()._impl
                    } else {
                        panic!("Unexpected resource!")
                    }
            }
        }
        let resource_buffer = device.new_buffer_with_data(
            resource_buffer_data.as_ptr() as *const c_void,
            (resource_buffer_data.len() * size_of::<u64>()) as NSUInteger,
            get_managed_buffer_storage_mode(),
        );
        resource_buffer.set_label("resource buffer");
        resource_buffer.did_modify_range(NSRange::new(0, resource_buffer.length()));

        let mut primitive_acceleration_structures = Vec::new();
        for i in 0..scene.geometries.len() {
            let mesh = scene.geometries[i].as_ref();
            let geometry_descriptor = mesh.get_geometry_descriptor();
            geometry_descriptor.set_intersection_function_table_offset(i as NSUInteger);
            let geometry_descriptors = Array::from_owned_slice(&[geometry_descriptor]);
            let accel_descriptor = PrimitiveAccelerationStructureDescriptor::descriptor();
            accel_descriptor.set_geometry_descriptors(&geometry_descriptors);
            let accel_descriptor: AccelerationStructureDescriptor = From::from(accel_descriptor);
            primitive_acceleration_structures.push(
                Self::new_acceleration_structure_with_descriptor(
                    &device,
                    &queue,
                    &accel_descriptor,
                ),
            );
        }

        let mut instance_descriptors = vec![
            MTLAccelerationStructureInstanceDescriptor::default();
            scene.geometry_instances.len()
        ];
        for instance_index in 0..scene.geometry_instances.len() {
            let instance = scene.geometry_instances[instance_index].as_ref();
            let geometry_index = instance.index_in_scene;
            instance_descriptors[instance_index].acceleration_structure_index =
                geometry_index as u32;
            instance_descriptors[instance_index].options =
                if instance.geometry.get_intersection_function_name().is_none() {
                    MTLAccelerationStructureInstanceOptions::Opaque
                } else {
                    MTLAccelerationStructureInstanceOptions::None
                };
            instance_descriptors[instance_index].intersection_function_table_offset = 0;
            instance_descriptors[instance_index].mask = instance.mask as u32;
            for column in 0..4 {
                for row in 0..3 {
                    instance_descriptors[instance_index].transformation_matrix[column][row] =
                        *instance.transform.col(column).index(row);
                }
            }
        }
        let instance_buffer = device.new_buffer_with_data(
            instance_descriptors.as_ptr() as *const c_void,
            (size_of::<MTLAccelerationStructureInstanceDescriptor>()
                * scene.geometry_instances.len()) as NSUInteger,
            get_managed_buffer_storage_mode(),
        );
        instance_buffer.set_label("instance buffer");
        instance_buffer.did_modify_range(NSRange::new(0, instance_buffer.length()));

        let accel_descriptor = InstanceAccelerationStructureDescriptor::descriptor();
        accel_descriptor.set_instanced_acceleration_structures(&Array::from_owned_slice(
            &primitive_acceleration_structures,
        ));
        accel_descriptor.set_instance_count(scene.geometry_instances.len() as NSUInteger);
        accel_descriptor.set_instance_descriptor_buffer(&instance_buffer);
        let accel_descriptor: AccelerationStructureDescriptor = From::from(accel_descriptor);
        let instance_acceleration_structure =
            Self::new_acceleration_structure_with_descriptor(&device, &queue, &accel_descriptor);

        let mut intersection_functions = BTreeMap::<String, Function>::new();
        for geometry in &scene.geometries {
            if let Some(name) = geometry.get_intersection_function_name() {
                if !intersection_functions.contains_key(name) {
                    let intersection_function = Self::new_specialised_function_with_name(
                        &library,
                        resources_stride as u32,
                        name,
                    );
                    intersection_functions.insert(name.to_string(), intersection_function);
                }
            }
        }
        let raytracing_function = Self::new_specialised_function_with_name(
            &library,
            resources_stride as u32,
            "raytracingKernel",
        );
        let intersection_function_array: Vec<&FunctionRef> = intersection_functions
            .values()
            .map(|f| -> &FunctionRef { f })
            .collect();
        let raytracing_pipeline = Self::new_compute_pipeline_state_with_function(
            &device,
            &raytracing_function,
            &intersection_function_array,
        );
        let intersection_function_table_descriptor = IntersectionFunctionTableDescriptor::new();
        intersection_function_table_descriptor
            .set_function_count(scene.geometries.len() as NSUInteger);
        let intersection_function_table = raytracing_pipeline
            .new_intersection_function_table_with_descriptor(
                &intersection_function_table_descriptor,
            );
        for geometry_index in 0..scene.geometries.len() {
            let geometry = scene.geometries[geometry_index].as_ref();
            if let Some(intersection_function_name) = geometry.get_intersection_function_name() {
                let intersection_function = &intersection_functions[intersection_function_name];
                let handle = raytracing_pipeline
                    .function_handle_with_function(intersection_function)
                    .unwrap();
                intersection_function_table.set_function(handle, geometry_index as NSUInteger);
            }
        }
        let render_descriptor = RenderPipelineDescriptor::new();
        render_descriptor
            .set_vertex_function(Some(&library.get_function("copyVertex", None).unwrap()));
        render_descriptor
            .set_fragment_function(Some(&library.get_function("copyFragment", None).unwrap()));
        render_descriptor
            .color_attachments()
            .object_at(0)
            .unwrap()
            .set_pixel_format(MTLPixelFormat::RGBA16Float);
        let copy_pipeline = device
            .new_render_pipeline_state(&render_descriptor)
            .unwrap();

        let texture_descriptor = Self::create_target_descriptor(1024, 1024);
        let accumulation_targets = [
            device.new_texture(&texture_descriptor),
            device.new_texture(&texture_descriptor),
        ];
        let random_texture = device.new_texture(&texture_descriptor);

        Self {
            device,
            scene,
            uniform_buffer,
            resource_buffer,
            instance_acceleration_structure,
            accumulation_targets,
            random_texture,
            frame_index: 0,
            uniform_buffer_index: 0,
            uniform_buffer_offset: 0,
            size: CGSize::new(1024 as CGFloat, 1024 as CGFloat),
            semaphore: Semaphore::new((MAX_FRAMES_IN_FLIGHT - 2) as usize),
            instance_buffer,
            queue,
            intersection_function_table,
            primitive_acceleration_structures,
            raytracing_pipeline,
            copy_pipeline,
        }
    }

    fn create_target_descriptor(width: NSUInteger, height: NSUInteger) -> TextureDescriptor {
        let texture_descriptor = TextureDescriptor::new();
        texture_descriptor.set_pixel_format(MTLPixelFormat::RGBA32Float);
        texture_descriptor.set_texture_type(MTLTextureType::D2);
        texture_descriptor.set_width(width);
        texture_descriptor.set_height(height);
        texture_descriptor.set_storage_mode(MTLStorageMode::Private);
        texture_descriptor.set_usage(MTLTextureUsage::ShaderRead | MTLTextureUsage::ShaderWrite);
        texture_descriptor
    }

    pub fn window_resized(&mut self, size: CGSize) {
        self.size = size;
        let texture_descriptor =
            Self::create_target_descriptor(size.width as NSUInteger, size.height as NSUInteger);
        self.accumulation_targets[0] = self.device.new_texture(&texture_descriptor);
        self.accumulation_targets[1] = self.device.new_texture(&texture_descriptor);
        texture_descriptor.set_pixel_format(MTLPixelFormat::R32Uint);
        texture_descriptor.set_usage(MTLTextureUsage::ShaderRead);
        texture_descriptor.set_storage_mode(MTLStorageMode::Managed);
        self.random_texture = self.device.new_texture(&texture_descriptor);
        let mut rng = thread_rng();
        let mut random_values = vec![0u32; (size.width * size.height) as usize];
        for v in &mut random_values {
            *v = rng.next_u32();
        }
        self.random_texture.replace_region(
            MTLRegion::new_2d(0, 0, size.width as NSUInteger, size.height as NSUInteger),
            0,
            random_values.as_ptr() as *const c_void,
            size_of::<u32>() as NSUInteger * size.width as NSUInteger,
        );
        self.frame_index = 0;
    }

    fn update_uniforms(&mut self) {
        self.uniform_buffer_offset = ALIGNED_UNIFORMS_SIZE * self.uniform_buffer_index;

        let uniforms = unsafe {
            &mut *((self.uniform_buffer.contents() as *mut u8)
                .add(self.uniform_buffer_offset as usize) as *mut Uniforms)
        };

        let position = self.scene.camera.position;
        let target = self.scene.camera.forward;
        let up = self.scene.camera.up;

        let forward = Vec3::normalize(target.xyz() - position.xyz());
        let right = Vec3::normalize(Vec3::cross(forward, up.xyz()));
        let up = Vec3::normalize(Vec3::cross(right, forward));

        uniforms.camera.position = position;
        uniforms.camera.forward = Vec4::from((forward, 0.0));
        uniforms.camera.right = Vec4::from((right, 0.0));
        uniforms.camera.up = Vec4::from((up, 0.0));

        let field_of_view = 45.0 * (std::f32::consts::PI / 180.0);
        let aspect_ratio = self.size.width as f32 / self.size.height as f32;
        let image_plane_height = f32::tan(field_of_view / 2.0);
        let image_plane_width = aspect_ratio * image_plane_height;

        uniforms.camera.right *= image_plane_width;
        uniforms.camera.up *= image_plane_height;

        uniforms.width = self.size.width as u32;
        uniforms.height = self.size.height as u32;

        uniforms.frame_index = self.frame_index as u32;
        self.frame_index += 1;

        uniforms.light_count = self.scene.lights.len() as u32;

        self.uniform_buffer.did_modify_range(NSRange {
            location: self.uniform_buffer_offset,
            length: ALIGNED_UNIFORMS_SIZE,
        });

        self.uniform_buffer_index = (self.uniform_buffer_index + 1) % MAX_FRAMES_IN_FLIGHT;
    }

    pub fn draw(&mut self, layer: &MetalLayer) {
        self.semaphore.acquire();
        self.update_uniforms();
        let command_buffer = self.queue.new_command_buffer();
        let sem = self.semaphore.clone();
        let block = block::ConcreteBlock::new(move |_| {
            sem.release();
        })
        .copy();
        command_buffer.add_completed_handler(&block);
        let width = self.size.width as NSUInteger;
        let height = self.size.height as NSUInteger;
        let threads_per_thread_group = MTLSize::new(8, 8, 1);
        let thread_groups = MTLSize::new(
            (width + threads_per_thread_group.width - 1) / threads_per_thread_group.width,
            (height + threads_per_thread_group.height - 1) / threads_per_thread_group.height,
            1,
        );
        let compute_encoder = command_buffer.new_compute_command_encoder();
        compute_encoder.set_buffer(0, Some(&self.uniform_buffer), self.uniform_buffer_offset);
        compute_encoder.set_buffer(2, Some(&self.instance_buffer), 0);
        compute_encoder.set_buffer(3, Some(&self.scene.lights_buffer), 0);
        compute_encoder.set_acceleration_structure(4, Some(&self.instance_acceleration_structure));
        compute_encoder.set_intersection_function_table(5, Some(&self.intersection_function_table));
        compute_encoder.set_texture(0, Some(&self.random_texture));
        compute_encoder.set_texture(1, Some(&self.accumulation_targets[0]));
        compute_encoder.set_texture(2, Some(&self.accumulation_targets[1]));
        for geometry in &self.scene.geometries {
            for resource in geometry.get_resources() {
                compute_encoder.use_resource(&resource, MTLResourceUsage::Read);
            }
        }
        for primitive_acceleration_structure in &self.primitive_acceleration_structures {
            let resource: Resource = From::from(primitive_acceleration_structure.clone());
            compute_encoder.use_resource(&resource, MTLResourceUsage::Read);
        }
        compute_encoder.set_compute_pipeline_state(&self.raytracing_pipeline);
        compute_encoder.dispatch_thread_groups(thread_groups, threads_per_thread_group);
        compute_encoder.end_encoding();
        (self.accumulation_targets[0], self.accumulation_targets[1]) = (
            self.accumulation_targets[1].clone(),
            self.accumulation_targets[0].clone(),
        );
        if let Some(drawable) = layer.next_drawable() {
            let render_pass_descriptor = RenderPassDescriptor::new();
            let colour_attachment = render_pass_descriptor
                .color_attachments()
                .object_at(0)
                .unwrap();
            colour_attachment.set_texture(Some(drawable.texture()));
            colour_attachment.set_load_action(MTLLoadAction::Clear);
            colour_attachment.set_clear_color(MTLClearColor::new(0.0, 0.0, 0.0, 1.0));
            let render_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
            render_encoder.set_render_pipeline_state(&self.copy_pipeline);
            render_encoder.set_fragment_texture(0, Some(&self.accumulation_targets[0]));
            render_encoder.draw_primitives(MTLPrimitiveType::Triangle, 0, 6);
            render_encoder.end_encoding();
            command_buffer.present_drawable(&drawable);
        }
        command_buffer.commit();
    }

    fn new_acceleration_structure_with_descriptor(
        device: &Device,
        queue: &CommandQueue,
        descriptor: &AccelerationStructureDescriptorRef,
    ) -> AccelerationStructure {
        let accel_sizes = device.acceleration_structure_sizes_with_descriptor(descriptor);
        let acceleration_structure =
            device.new_acceleration_structure_with_size(accel_sizes.acceleration_structure_size);
        let scratch_buffer = device.new_buffer(
            accel_sizes.build_scratch_buffer_size,
            MTLResourceOptions::StorageModePrivate,
        );
        let command_buffer = queue.new_command_buffer();
        let command_encoder = command_buffer.new_acceleration_structure_command_encoder();
        let compacted_size_buffer = device.new_buffer(
            size_of::<u32>() as NSUInteger,
            MTLResourceOptions::StorageModeShared,
        );
        command_encoder.build_acceleration_structure(
            &acceleration_structure,
            &descriptor,
            &scratch_buffer,
            0,
        );
        command_encoder.write_compacted_acceleration_structure_size(
            &acceleration_structure,
            &compacted_size_buffer,
            0,
        );
        command_encoder.end_encoding();
        command_buffer.commit();
        command_buffer.wait_until_completed();
        let compacted_size: *const u32 = unsafe { transmute(compacted_size_buffer.contents()) };
        let compacted_size = unsafe { *compacted_size } as NSUInteger;
        let compacted_acceleration_structure =
            device.new_acceleration_structure_with_size(compacted_size);
        let command_buffer = queue.new_command_buffer();
        let command_encoder = command_buffer.new_acceleration_structure_command_encoder();
        command_encoder.copy_and_compact_acceleration_structure(
            &acceleration_structure,
            &compacted_acceleration_structure,
        );
        command_encoder.end_encoding();
        command_buffer.commit();
        compacted_acceleration_structure
    }

    fn new_specialised_function_with_name(
        library: &Library,
        resources_stride: u32,
        name: &str,
    ) -> Function {
        let constants = FunctionConstantValues::new();
        let resources_stride = resources_stride * size_of::<u64>() as u32;
        constants.set_constant_value_at_index(
            &resources_stride as *const u32 as *const c_void,
            MTLDataType::UInt,
            0,
        );
        let v = true;
        constants.set_constant_value_at_index(
            &v as *const bool as *const c_void,
            MTLDataType::Bool,
            1,
        );
        constants.set_constant_value_at_index(
            &v as *const bool as *const c_void,
            MTLDataType::Bool,
            2,
        );
        library.get_function(name, Some(constants)).unwrap()
    }

    fn new_compute_pipeline_state_with_function(
        device: &Device,
        function: &Function,
        linked_functions: &[&FunctionRef],
    ) -> ComputePipelineState {
        let linked_functions = {
            let lf = LinkedFunctions::new();
            lf.set_functions(linked_functions);
            lf
        };
        let descriptor = ComputePipelineDescriptor::new();
        descriptor.set_compute_function(Some(function));
        descriptor.set_linked_functions(linked_functions.as_ref());
        descriptor.set_thread_group_size_is_multiple_of_thread_execution_width(true);
        device.new_compute_pipeline_state(&descriptor).unwrap()
    }
}

[ Dauer der Verarbeitung: 0.22 Sekunden  (vorverarbeitet)  ]

                                                                                                                                                                                                                                                                                                                                                                                                     


Neuigkeiten

     Aktuelles
     Motto des Tages

Software

     Produkte
     Quellcodebibliothek

Aktivitäten

     Artikel über Sicherheit
     Anleitung zur Aktivierung von SSL

Muße

     Gedichte
     Musik
     Bilder

Jenseits des Üblichen ....
    

Besucherstatistik

Besucherstatistik

Monitoring

Montastic status badge