feat(renderer): compose render modes from raster passes

This commit is contained in:
Serkyo 2026-07-27 21:36:14 +02:00
parent 8af6ae9661
commit 324d1b144d
4 changed files with 139 additions and 62 deletions

View file

@ -53,8 +53,10 @@ pub fn create_logical_device(
let mut dynamic_rendering_features =
vk::PhysicalDeviceDynamicRenderingFeatures::default().dynamic_rendering(true);
// `fillModeNonSolid` unlocks the `POINT` and `LINE` polygon modes used by the debug render modes.
let enabled_features = vk::PhysicalDeviceFeatures::default().fill_mode_non_solid(true);
// `fillModeNonSolid` unlocks the `POINT` and `LINE` polygon modes used by the debug render modes. `largePoints` permits a shader-written point size above 1.0, without which debug points rasterise as single pixels.
let enabled_features = vk::PhysicalDeviceFeatures::default()
.fill_mode_non_solid(true)
.large_points(true);
let create_info = vk::DeviceCreateInfo::default()
.queue_create_infos(std::slice::from_ref(&queue_info))

View file

@ -28,7 +28,7 @@ use raw_window_handle::{RawDisplayHandle, RawWindowHandle};
use std::ffi::c_char;
pub use error::RendererError;
pub use renderer::{MeshKey, RenderMode, Renderer};
pub use renderer::{MeshKey, RasterPass, RenderMode, Renderer};
use std::collections::HashMap;
@ -125,14 +125,15 @@ impl Renderer {
// 12. Graphics Pipeline Configuration
let pipeline_layout = pipeline::create_pipeline_layout(&device)?;
// One pipeline per render mode, built up front so switching modes is a bind-time choice rather than a pipeline compilation stall. All variants share `pipeline_layout`; only their rasterisation state differs.
let mut pipelines = [vk::Pipeline::null(); RenderMode::COUNT];
for mode in RenderMode::ALL {
pipelines[mode.index()] = pipeline::create_graphics_pipeline(
// One pipeline per raster pass, built up front so selecting a mode is a bind-time choice rather than a pipeline compilation stall. All variants share `pipeline_layout`; only their rasterisation and depth-compare state differs.
let mut pipelines = [vk::Pipeline::null(); RasterPass::COUNT];
for pass in RasterPass::ALL {
pipelines[pass.index()] = pipeline::create_graphics_pipeline(
&device,
pipeline_layout,
swapchain_format,
mode.polygon_mode(),
pass.polygon_mode(),
pass.depth_compare_op(),
)?;
}

View file

@ -68,6 +68,7 @@ pub fn create_graphics_pipeline(
layout: vk::PipelineLayout,
color_format: vk::Format,
polygon_mode: vk::PolygonMode,
depth_compare_op: vk::CompareOp,
) -> Result<vk::Pipeline, RendererError> {
// 1. Load and compile shader modules
let (vert_module, frag_module) = load_shader_modules(device)?;
@ -132,7 +133,7 @@ pub fn create_graphics_pipeline(
let depth_stencil_state = &vk::PipelineDepthStencilStateCreateInfo::default()
.depth_test_enable(true)
.depth_write_enable(true)
.depth_compare_op(vk::CompareOp::LESS)
.depth_compare_op(depth_compare_op)
.depth_bounds_test_enable(false)
.stencil_test_enable(false);

View file

@ -10,41 +10,101 @@ use std::collections::HashMap;
/// Opaque, renderer-side identifier for one uploaded chunk mesh.
pub type MeshKey = (i32, i32, i32);
/// Selects how chunk meshes are rasterised.
/// One rasterisation pass over the visible chunk meshes.
///
/// Non-[`RenderMode::Filled`] variants are debug modes for inspecting the mesher's output; they are not gameplay state. One pipeline is built per variant at initialisation and held in [`Renderer::pipelines`], indexed by [`RenderMode::index`].
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
pub enum RenderMode {
/// A pass corresponds one-to-one with a pipeline object, since polygon mode and depth-compare state are baked into a pipeline and cannot be changed by a command. Passes are the GPU-level primitive; [`RenderMode`] composes them into what is actually presented.
///
/// Adding a pass requires three compiler-checked edits: the variant, an entry in [`RasterPass::ALL`] (whose length is pinned to [`RasterPass::COUNT`]), and arms in the `match`es below.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum RasterPass {
/// Filled triangles; the normal presentation path.
#[default]
Filled,
Fill,
/// One point per polygon vertex, exposing the density of the geometry the mesher emitted.
Points,
/// Triangle edges only, exposing the shape and size of the quads the mesher produced.
Wireframe,
}
impl RenderMode {
/// Number of variants, and therefore the number of pipelines built at initialisation.
pub const COUNT: usize = 2;
impl RasterPass {
/// Number of passes, and therefore the number of pipelines built at initialisation.
pub const COUNT: usize = 3;
/// Every variant, in discriminant order. The array length is checked against [`RenderMode::COUNT`] at compile time, so a new variant that is not listed here fails to build.
pub const ALL: [Self; Self::COUNT] = [Self::Filled, Self::Points];
/// Every pass, in discriminant order. The array length is checked against [`RasterPass::COUNT`] at compile time, so a new variant that is not listed here fails to build.
pub const ALL: [Self; Self::COUNT] = [Self::Fill, Self::Points, Self::Wireframe];
/// Returns the rasterisation polygon mode backing this render mode.
/// Returns the rasterisation polygon mode backing this pass.
#[must_use]
pub const fn polygon_mode(self) -> vk::PolygonMode {
match self {
Self::Filled => vk::PolygonMode::FILL,
Self::Fill => vk::PolygonMode::FILL,
Self::Points => vk::PolygonMode::POINT,
Self::Wireframe => vk::PolygonMode::LINE,
}
}
/// Returns this mode's position in [`RenderMode::ALL`], used to index [`Renderer::pipelines`].
/// Returns the depth-comparison used by this pass.
///
/// Debug passes use `LESS_OR_EQUAL` so they survive being drawn over a filled pass that has already written the same depth values; a strict `LESS` would reject every overlaid fragment and render the overlay invisible.
#[must_use]
pub const fn depth_compare_op(self) -> vk::CompareOp {
match self {
Self::Fill => vk::CompareOp::LESS,
Self::Points | Self::Wireframe => vk::CompareOp::LESS_OR_EQUAL,
}
}
/// Returns the debug-tint weight pushed to the vertex shader for this pass.
///
/// Debug passes are tinted a uniform colour because geometry drawn in the terrain's own vertex colours is indistinguishable from the surface beneath it when overlaid.
#[must_use]
pub const fn tint(self) -> f32 {
match self {
Self::Fill => 0.0,
Self::Points | Self::Wireframe => 1.0,
}
}
/// Returns this pass's position in [`RasterPass::ALL`], used to index [`Renderer::pipelines`].
#[must_use]
pub const fn index(self) -> usize {
self as usize
}
}
/// Selects how chunk meshes are presented, as an ordered list of [`RasterPass`]es.
///
/// Non-[`RenderMode::Filled`] variants are debug modes for inspecting the mesher's output; they are not gameplay state. The `Filled*` variants draw the terrain normally and overlay a debug pass on top, which keeps the surface readable while showing where its geometry actually lies.
///
/// Adding a mode is one variant plus one arm in [`RenderMode::passes`]; it needs a new [`RasterPass`] only if it requires rasterisation state that no existing pass provides.
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
pub enum RenderMode {
/// Filled triangles only; the normal presentation path.
#[default]
Filled,
/// Vertex points only, against the clear colour.
Points,
/// Triangle edges only, against the clear colour.
Wireframe,
/// Filled triangles with vertex points overlaid.
FilledPoints,
/// Filled triangles with triangle edges overlaid.
FilledWireframe,
}
impl RenderMode {
/// Returns the passes to run, in submission order. Later passes are drawn over earlier ones.
#[must_use]
pub const fn passes(self) -> &'static [RasterPass] {
match self {
Self::Filled => &[RasterPass::Fill],
Self::Points => &[RasterPass::Points],
Self::Wireframe => &[RasterPass::Wireframe],
Self::FilledPoints => &[RasterPass::Fill, RasterPass::Points],
Self::FilledWireframe => &[RasterPass::Fill, RasterPass::Wireframe],
}
}
}
/// GPU resources for a single chunk mesh, drawn at a fixed world offset.
pub(crate) struct GpuMesh {
/// Buffer holding the chunk's vertex data.
@ -105,8 +165,8 @@ pub struct Renderer {
pub(crate) command_buffers: Vec<vk::CommandBuffer>,
/// The layout of the graphics pipeline.
pub(crate) pipeline_layout: vk::PipelineLayout,
/// One compiled pipeline per [`RenderMode`], indexed by [`RenderMode::index`]. All variants share [`Renderer::pipeline_layout`] and differ only in rasterisation state.
pub(crate) pipelines: [vk::Pipeline; RenderMode::COUNT],
/// One compiled pipeline per [`RasterPass`], indexed by [`RasterPass::index`]. All variants share [`Renderer::pipeline_layout`] and differ only in rasterisation and depth-compare state.
pub(crate) pipelines: [vk::Pipeline; RasterPass::COUNT],
/// The rasterisation mode selected for subsequent frames, chosen by [`Renderer::set_render_mode`].
pub(crate) render_mode: RenderMode,
/// Memory manager for GPU allocations.
@ -422,13 +482,6 @@ impl Renderer {
/// Issues the actual draw calls for the frame.
fn issue_draw_calls(&self, cmd: vk::CommandBuffer, camera_view: glam::Mat4) {
unsafe {
// The bound pipeline is the sole difference between render modes; every other command recorded below is mode-independent.
self.device.cmd_bind_pipeline(
cmd,
vk::PipelineBindPoint::GRAPHICS,
self.pipelines[self.render_mode.index()],
);
#[expect(
clippy::cast_precision_loss,
reason = "swapchain extents are within f32's exact-integer range"
@ -475,9 +528,27 @@ impl Renderer {
reason = "CHUNK_SIZE is 32, exactly representable as f32"
)]
let chunk_extent = glam::Vec3::splat(shared::world::CHUNK_SIZE as f32);
// Culling is performed once per frame rather than once per pass: the frustum does not change between passes, so the surviving set is shared by all of them.
let mut culled: u32 = 0;
let visible: Vec<&GpuMesh> = self
.chunk_meshes
.values()
.filter(|mesh| {
// Reject the chunk when its world-space bounding box falls entirely outside the frustum.
let box_min = glam::Vec3::from(mesh.world_offset) - glam::Vec3::splat(0.5);
let visible = frustum.intersects_aabb(box_min, box_min + chunk_extent);
if !visible {
culled += 1;
}
visible
})
.collect();
// The MVP is identical for every chunk this frame, so it is pushed once before the loop.
if culled > 0 {
tracing::debug!(culled, "chunks skipped by frustum culling");
}
// The MVP is identical for every chunk and every pass this frame, so it is pushed once before the loops.
let mvp_bytes = bytemuck::cast_slice(mvp.as_ref());
self.device.cmd_push_constants(
cmd,
@ -494,20 +565,21 @@ impl Renderer {
)]
let chunk_offset_byte = size_of::<glam::Mat4>() as u32;
for mesh in self.chunk_meshes.values() {
// Reject the chunk when its world-space bounding box falls entirely outside the frustum.
let box_min = glam::Vec3::from(mesh.world_offset) - glam::Vec3::splat(0.5);
if !frustum.intersects_aabb(box_min, box_min + chunk_extent) {
culled += 1;
continue;
}
// Overlay modes submit the same geometry more than once, each pass binding a pipeline whose rasterisation state differs. Later passes draw over earlier ones.
for pass in self.render_mode.passes() {
self.device.cmd_bind_pipeline(
cmd,
vk::PipelineBindPoint::GRAPHICS,
self.pipelines[pass.index()],
);
// The offset is padded to a vec4 to match the std140 layout of the push-constant block; only xyz is read by the shader.
for mesh in &visible {
// The offset is padded to a vec4 to match the std140 layout of the push-constant block. The shader reads xyz as the chunk's world offset and w as the debug-tint weight for this pass.
let offset = [
mesh.world_offset[0],
mesh.world_offset[1],
mesh.world_offset[2],
0.0_f32,
pass.tint(),
];
self.device.cmd_push_constants(
cmd,
@ -519,14 +591,15 @@ impl Renderer {
self.device
.cmd_bind_vertex_buffers(cmd, 0, &[mesh.vertex_buffer], &[0]);
self.device
.cmd_bind_index_buffer(cmd, mesh.index_buffer, 0, vk::IndexType::UINT32);
self.device.cmd_bind_index_buffer(
cmd,
mesh.index_buffer,
0,
vk::IndexType::UINT32,
);
self.device
.cmd_draw_indexed(cmd, mesh.index_count, 1, 0, 0, 0);
}
if culled > 0 {
tracing::debug!(culled, "chunks skipped by frustum culling");
}
}
}