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arcane_core/renderer/
mod.rs

1mod gpu;
2mod sprite;
3mod texture;
4pub mod camera;
5mod tilemap;
6mod lighting;
7pub mod font;
8pub mod msdf;
9pub mod shader;
10pub mod postprocess;
11pub mod radiance;
12pub mod geometry;
13pub mod rendertarget;
14pub mod sdf;
15// Test harness is always public for integration tests
16pub mod test_harness;
17
18pub use gpu::GpuContext;
19pub use sprite::{SpriteCommand, SpritePipeline};
20pub use texture::{TextureId, TextureStore};
21pub use camera::Camera2D;
22pub use tilemap::{Tilemap, TilemapStore};
23pub use lighting::{LightingState, LightingUniform, PointLight, LightData, MAX_LIGHTS};
24pub use msdf::{MsdfFont, MsdfFontStore, MsdfGlyph};
25pub use shader::ShaderStore;
26pub use postprocess::PostProcessPipeline;
27pub use radiance::{RadiancePipeline, RadianceState, EmissiveSurface, Occluder, DirectionalLight, SpotLight};
28pub use geometry::GeometryBatch;
29pub use rendertarget::RenderTargetStore;
30pub use sdf::{SdfPipelineStore, SdfCommand, SdfFill};
31
32use crate::scripting::geometry_ops::GeoCommand;
33use crate::scripting::sdf_ops::SdfDrawCommand;
34use anyhow::Result;
35
36/// A single step in the interleaved render schedule.
37/// Sprites, geometry, and SDF commands are merged by layer so that layer ordering
38/// is respected across all pipeline types.
39enum RenderOp {
40    /// Render a contiguous range of sorted sprite commands.
41    Sprites { start: usize, end: usize },
42    /// Render a contiguous range of sorted geometry commands.
43    Geometry { start: usize, end: usize },
44    /// Render a contiguous range of sorted SDF commands.
45    Sdf { start: usize, end: usize },
46}
47
48/// Build an interleaved render schedule from sorted sprite, geometry, and SDF commands.
49///
50/// All input slices must be pre-sorted by layer. The schedule merges them so that
51/// lower layers render first. At the same layer, the order is: sprites, then geometry, then SDF.
52fn build_render_schedule(
53    sprites: &[SpriteCommand],
54    geo: &[GeoCommand],
55    sdf: &[SdfCommand],
56) -> Vec<RenderOp> {
57    let mut schedule = Vec::new();
58    let mut si = 0;
59    let mut gi = 0;
60    let mut di = 0;
61
62    while si < sprites.len() || gi < geo.len() || di < sdf.len() {
63        // Get current layer for each type (MAX if exhausted)
64        let sprite_layer = if si < sprites.len() { sprites[si].layer } else { i32::MAX };
65        let geo_layer = if gi < geo.len() { geo[gi].layer() } else { i32::MAX };
66        let sdf_layer = if di < sdf.len() { sdf[di].layer } else { i32::MAX };
67
68        // Find minimum layer
69        let min_layer = sprite_layer.min(geo_layer).min(sdf_layer);
70
71        // At the same layer: sprites first, then geo, then SDF
72        if sprite_layer == min_layer {
73            let start = si;
74            // Consume all sprites at or before the next geo/sdf layer
75            let bound = geo_layer.min(sdf_layer);
76            while si < sprites.len() && sprites[si].layer <= bound {
77                si += 1;
78            }
79            schedule.push(RenderOp::Sprites { start, end: si });
80        } else if geo_layer == min_layer {
81            let start = gi;
82            // Consume geo commands at layers < next sprite layer and <= next sdf layer
83            // (sprites come before geo at same layer, but geo comes before sdf)
84            let sprite_bound = if si < sprites.len() { sprites[si].layer } else { i32::MAX };
85            let sdf_bound = if di < sdf.len() { sdf[di].layer } else { i32::MAX };
86            while gi < geo.len() && geo[gi].layer() < sprite_bound && geo[gi].layer() <= sdf_bound {
87                gi += 1;
88            }
89            schedule.push(RenderOp::Geometry { start, end: gi });
90        } else {
91            let start = di;
92            // Consume SDF commands at layers < next sprite/geo layer
93            let sprite_bound = if si < sprites.len() { sprites[si].layer } else { i32::MAX };
94            let geo_bound = if gi < geo.len() { geo[gi].layer() } else { i32::MAX };
95            while di < sdf.len() && sdf[di].layer < sprite_bound && sdf[di].layer < geo_bound {
96                di += 1;
97            }
98            schedule.push(RenderOp::Sdf { start, end: di });
99        }
100    }
101
102    schedule
103}
104
105/// Top-level renderer that owns the GPU context, sprite pipeline, and textures.
106pub struct Renderer {
107    pub gpu: GpuContext,
108    pub sprites: SpritePipeline,
109    pub geometry: GeometryBatch,
110    pub shaders: ShaderStore,
111    pub postprocess: PostProcessPipeline,
112    pub textures: TextureStore,
113    pub camera: Camera2D,
114    pub lighting: LightingState,
115    pub radiance: RadiancePipeline,
116    pub radiance_state: RadianceState,
117    /// Off-screen render targets (owns the GPU textures; bind groups in TextureStore).
118    pub render_targets: RenderTargetStore,
119    /// Sprite commands queued for the current frame.
120    pub frame_commands: Vec<SpriteCommand>,
121    /// Geometry commands queued for the current frame (drained from GeoState).
122    pub geo_commands: Vec<GeoCommand>,
123    /// SDF commands queued for the current frame (drained from SdfState).
124    pub sdf_commands: Vec<SdfCommand>,
125    /// SDF pipeline store for rendering signed distance field shapes.
126    pub sdf_pipeline: SdfPipelineStore,
127    /// Display scale factor (e.g. 2.0 on Retina). Used to convert physical → logical pixels.
128    pub scale_factor: f32,
129    /// Clear color for the render pass background. Default: dark blue-gray.
130    pub clear_color: [f32; 4],
131}
132
133impl Renderer {
134    /// Create a new renderer attached to a winit window.
135    pub fn new(window: std::sync::Arc<winit::window::Window>) -> Result<Self> {
136        let scale_factor = window.scale_factor() as f32;
137        let gpu = GpuContext::new(window)?;
138        let sprites = SpritePipeline::new(&gpu);
139        let geometry = GeometryBatch::new(&gpu);
140        let shaders = ShaderStore::new(&gpu);
141        let postprocess = PostProcessPipeline::new(&gpu);
142        let sdf_pipeline = SdfPipelineStore::new(&gpu);
143        let radiance_pipeline = RadiancePipeline::new(&gpu);
144        let textures = TextureStore::new();
145        // Set camera viewport to logical pixels so world units are DPI-independent
146        let logical_w = gpu.config.width as f32 / scale_factor;
147        let logical_h = gpu.config.height as f32 / scale_factor;
148        let camera = Camera2D {
149            viewport_size: [logical_w, logical_h],
150            ..Camera2D::default()
151        };
152        Ok(Self {
153            gpu,
154            sprites,
155            geometry,
156            shaders,
157            postprocess,
158            radiance: radiance_pipeline,
159            radiance_state: RadianceState::new(),
160            textures,
161            camera,
162            lighting: LightingState::default(),
163            render_targets: RenderTargetStore::new(),
164            frame_commands: Vec::new(),
165            geo_commands: Vec::new(),
166            sdf_commands: Vec::new(),
167            sdf_pipeline,
168            scale_factor,
169            clear_color: [0.1, 0.1, 0.15, 1.0],
170        })
171    }
172
173    /// Set geometry commands for the current frame (drained from GeoState in dev.rs).
174    pub fn set_geo_commands(&mut self, cmds: Vec<GeoCommand>) {
175        self.geo_commands = cmds;
176    }
177
178    /// Set SDF commands for the current frame.
179    /// Converts SdfDrawCommand (from scripting ops) to SdfCommand (for rendering).
180    pub fn set_sdf_commands(&mut self, cmds: Vec<SdfDrawCommand>) {
181        self.sdf_commands = cmds.into_iter().map(|c| {
182            let fill = match c.fill_type {
183                0 => SdfFill::Solid { color: c.color },
184                1 => SdfFill::Outline { color: c.color, thickness: c.fill_param },
185                2 => SdfFill::SolidWithOutline { fill: c.color, outline: c.color2, thickness: c.fill_param },
186                3 => SdfFill::Gradient { from: c.color, to: c.color2, angle: c.fill_param, scale: c.gradient_scale },
187                4 => SdfFill::Glow { color: c.color, intensity: c.fill_param },
188                5 => SdfFill::CosinePalette {
189                    a: [c.palette_params[0], c.palette_params[1], c.palette_params[2]],
190                    b: [c.palette_params[3], c.palette_params[4], c.palette_params[5]],
191                    c: [c.palette_params[6], c.palette_params[7], c.palette_params[8]],
192                    d: [c.palette_params[9], c.palette_params[10], c.palette_params[11]],
193                },
194                _ => SdfFill::Solid { color: c.color },
195            };
196            SdfCommand {
197                sdf_expr: c.sdf_expr,
198                fill,
199                x: c.x,
200                y: c.y,
201                bounds: c.bounds,
202                layer: c.layer,
203                rotation: c.rotation,
204                scale: c.scale,
205                opacity: c.opacity,
206            }
207        }).collect();
208    }
209
210    /// Render the current frame's sprite, geometry, and SDF commands, interleaved by layer.
211    pub fn render_frame(&mut self) -> Result<()> {
212        let output = self.gpu.surface.get_current_texture()?;
213        let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
214
215        let mut encoder = self.gpu.device.create_command_encoder(
216            &wgpu::CommandEncoderDescriptor { label: Some("frame_encoder") },
217        );
218
219        // Sort sprites by layer → shader_id → blend_mode → texture_id for batching
220        self.frame_commands.sort_by(|a, b| {
221            a.layer
222                .cmp(&b.layer)
223                .then(a.shader_id.cmp(&b.shader_id))
224                .then(a.blend_mode.cmp(&b.blend_mode))
225                .then(a.texture_id.cmp(&b.texture_id))
226        });
227
228        // Sort geometry commands by layer
229        self.geo_commands.sort_by_key(|c| c.layer());
230
231        // Sort SDF commands by layer
232        self.sdf_commands.sort_by_key(|c| c.layer);
233
234        // Build interleaved render schedule
235        let schedule = build_render_schedule(&self.frame_commands, &self.geo_commands, &self.sdf_commands);
236
237        // Flush dirty custom shader uniforms
238        self.shaders.flush(&self.gpu.queue);
239
240        let lighting_uniform = self.lighting.to_uniform();
241        let clear_color = wgpu::Color {
242            r: self.clear_color[0] as f64,
243            g: self.clear_color[1] as f64,
244            b: self.clear_color[2] as f64,
245            a: self.clear_color[3] as f64,
246        };
247
248        // Write camera + lighting uniforms once for the whole frame
249        self.sprites.prepare(&self.gpu.device, &self.gpu.queue, &self.camera, &lighting_uniform);
250        self.sdf_pipeline.prepare(&self.gpu.queue, &self.camera, 0.0);
251
252        // Run radiance cascade GI compute pass (if enabled)
253        let gi_active = self.radiance.compute(
254            &self.gpu,
255            &mut encoder,
256            &self.radiance_state,
257            &self.lighting,
258            self.camera.x,
259            self.camera.y,
260            self.camera.viewport_size[0],
261            self.camera.viewport_size[1],
262        );
263
264        if self.postprocess.has_effects() {
265            // Render to offscreen target, then apply effects to surface
266            {
267                let sprite_target = self.postprocess.sprite_target(&self.gpu);
268                let camera_bg = self.sprites.camera_bind_group();
269
270                if schedule.is_empty() {
271                    // No commands at all — still need to clear
272                    self.sprites.render(
273                        &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
274                        &[], sprite_target, &mut encoder, Some(clear_color),
275                    );
276                } else {
277                    let mut first = true;
278                    for op in &schedule {
279                        let cc = if first { Some(clear_color) } else { None };
280                        first = false;
281                        match op {
282                            RenderOp::Sprites { start, end } => {
283                                self.sprites.render(
284                                    &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
285                                    &self.frame_commands[*start..*end],
286                                    sprite_target, &mut encoder, cc,
287                                );
288                            }
289                            RenderOp::Geometry { start, end } => {
290                                self.geometry.flush_commands(
291                                    &self.gpu.device, &mut encoder, sprite_target,
292                                    camera_bg, &self.geo_commands[*start..*end], cc,
293                                );
294                            }
295                            RenderOp::Sdf { start, end } => {
296                                self.sdf_pipeline.render(
297                                    &self.gpu.device, &mut encoder, sprite_target,
298                                    &self.sdf_commands[*start..*end], cc,
299                                );
300                            }
301                        }
302                    }
303                }
304            }
305            // Apply GI light texture to the offscreen target before post-processing
306            if gi_active {
307                let sprite_target = self.postprocess.sprite_target(&self.gpu);
308                self.radiance.compose(&mut encoder, sprite_target);
309            }
310            self.postprocess.apply(&self.gpu, &mut encoder, &view);
311        } else {
312            // No effects — render directly to surface
313            let camera_bg = self.sprites.camera_bind_group();
314
315            if schedule.is_empty() {
316                // No commands at all — still need to clear
317                self.sprites.render(
318                    &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
319                    &[], &view, &mut encoder, Some(clear_color),
320                );
321            } else {
322                let mut first = true;
323                for op in &schedule {
324                    let cc = if first { Some(clear_color) } else { None };
325                    first = false;
326                    match op {
327                        RenderOp::Sprites { start, end } => {
328                            self.sprites.render(
329                                &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
330                                &self.frame_commands[*start..*end],
331                                &view, &mut encoder, cc,
332                            );
333                        }
334                        RenderOp::Geometry { start, end } => {
335                            self.geometry.flush_commands(
336                                &self.gpu.device, &mut encoder, &view,
337                                camera_bg, &self.geo_commands[*start..*end], cc,
338                            );
339                        }
340                        RenderOp::Sdf { start, end } => {
341                            self.sdf_pipeline.render(
342                                &self.gpu.device, &mut encoder, &view,
343                                &self.sdf_commands[*start..*end], cc,
344                            );
345                        }
346                    }
347                }
348            }
349            // Apply GI light texture to the surface
350            if gi_active {
351                self.radiance.compose(&mut encoder, &view);
352            }
353        }
354
355        self.gpu.queue.submit(std::iter::once(encoder.finish()));
356        output.present();
357
358        self.frame_commands.clear();
359        self.geo_commands.clear();
360        self.sdf_commands.clear();
361        Ok(())
362    }
363
364    /// Resize the surface when the window size changes.
365    /// GPU surface uses physical pixels; camera viewport uses logical pixels.
366    pub fn resize(&mut self, physical_width: u32, physical_height: u32, scale_factor: f32) {
367        if physical_width > 0 && physical_height > 0 {
368            self.scale_factor = scale_factor;
369            self.gpu.config.width = physical_width;
370            self.gpu.config.height = physical_height;
371            self.gpu.surface.configure(&self.gpu.device, &self.gpu.config);
372            // Camera uses logical pixels so 1 world unit ≈ 1 logical pixel at zoom 1
373            self.camera.viewport_size = [
374                physical_width as f32 / scale_factor,
375                physical_height as f32 / scale_factor,
376            ];
377        }
378    }
379
380    // ── Render target helpers ──────────────────────────────────────────────
381
382    /// Allocate a new off-screen render target and register it as a samplable texture.
383    pub fn create_render_target(&mut self, id: u32, width: u32, height: u32) {
384        let surface_format = self.gpu.config.format;
385        self.render_targets.create(&self.gpu.device, id, width, height, surface_format);
386        if let Some(view) = self.render_targets.get_view(id) {
387            self.textures.register_render_target(
388                &self.gpu.device,
389                &self.sprites.texture_bind_group_layout,
390                id,
391                view,
392                width,
393                height,
394            );
395        }
396    }
397
398    /// Free a render target's GPU resources and remove it from the texture store.
399    pub fn destroy_render_target(&mut self, id: u32) {
400        self.render_targets.destroy(id);
401        self.textures.unregister_render_target(id);
402    }
403
404    /// Render sprite commands into each queued render target (off-screen pre-pass).
405    ///
406    /// Call this BEFORE `render_frame()` so targets are ready as sprite inputs.
407    /// Uses a separate command encoder + GPU submit to avoid ordering conflicts.
408    pub fn render_targets_prepass(
409        &mut self,
410        target_queues: std::collections::HashMap<u32, Vec<SpriteCommand>>,
411    ) {
412        if target_queues.is_empty() {
413            return;
414        }
415
416        let mut encoder = self.gpu.device.create_command_encoder(
417            &wgpu::CommandEncoderDescriptor { label: Some("rt_encoder") },
418        );
419        let lighting_uniform = self.lighting.to_uniform();
420
421        for (target_id, mut cmds) in target_queues {
422            let view = self.render_targets.get_view(target_id);
423            let dims = self.render_targets.get_dims(target_id);
424            if let (Some(view), Some((tw, th))) = (view, dims) {
425                // Sort by layer → shader_id → blend_mode → texture_id
426                cmds.sort_by(|a, b| {
427                    a.layer
428                        .cmp(&b.layer)
429                        .then(a.shader_id.cmp(&b.shader_id))
430                        .then(a.blend_mode.cmp(&b.blend_mode))
431                        .then(a.texture_id.cmp(&b.texture_id))
432                });
433                // Orthographic camera: (0,0) = top-left of the render target
434                let target_camera = Camera2D {
435                    x: tw as f32 / 2.0,
436                    y: th as f32 / 2.0,
437                    zoom: 1.0,
438                    viewport_size: [tw as f32, th as f32],
439                    ..Camera2D::default()
440                };
441                self.sprites.prepare(&self.gpu.device, &self.gpu.queue, &target_camera, &lighting_uniform);
442                self.sprites.render(
443                    &self.gpu.device,
444                    &self.gpu.queue,
445                    &self.textures,
446                    &self.shaders,
447                    &cmds,
448                    view,
449                    &mut encoder,
450                    Some(wgpu::Color { r: 0.0, g: 0.0, b: 0.0, a: 0.0 }),
451                );
452            }
453        }
454
455        self.gpu.queue.submit(std::iter::once(encoder.finish()));
456    }
457}