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;
15pub 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
36enum RenderOp {
40 Sprites { start: usize, end: usize },
42 Geometry { start: usize, end: usize },
44 Sdf { start: usize, end: usize },
46}
47
48fn 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 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 let min_layer = sprite_layer.min(geo_layer).min(sdf_layer);
70
71 if sprite_layer == min_layer {
73 let start = si;
74 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 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 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
105pub 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 pub render_targets: RenderTargetStore,
119 pub frame_commands: Vec<SpriteCommand>,
121 pub geo_commands: Vec<GeoCommand>,
123 pub sdf_commands: Vec<SdfCommand>,
125 pub sdf_pipeline: SdfPipelineStore,
127 pub scale_factor: f32,
129 pub clear_color: [f32; 4],
131 pub elapsed_time: f32,
133 pub delta_time: f32,
135 pub mouse_pos: [f32; 2],
137}
138
139impl Renderer {
140 pub fn new(window: std::sync::Arc<winit::window::Window>) -> Result<Self> {
142 let scale_factor = window.scale_factor() as f32;
143 let gpu = GpuContext::new(window)?;
144 let sprites = SpritePipeline::new(&gpu);
145 let geometry = GeometryBatch::new(&gpu);
146 let shaders = ShaderStore::new(&gpu);
147 let postprocess = PostProcessPipeline::new(&gpu);
148 let sdf_pipeline = SdfPipelineStore::new(&gpu);
149 let radiance_pipeline = RadiancePipeline::new(&gpu);
150 let textures = TextureStore::new();
151 let logical_w = gpu.config.width as f32 / scale_factor;
153 let logical_h = gpu.config.height as f32 / scale_factor;
154 let camera = Camera2D {
155 viewport_size: [logical_w, logical_h],
156 ..Camera2D::default()
157 };
158 Ok(Self {
159 gpu,
160 sprites,
161 geometry,
162 shaders,
163 postprocess,
164 radiance: radiance_pipeline,
165 radiance_state: RadianceState::new(),
166 textures,
167 camera,
168 lighting: LightingState::default(),
169 render_targets: RenderTargetStore::new(),
170 frame_commands: Vec::new(),
171 geo_commands: Vec::new(),
172 sdf_commands: Vec::new(),
173 sdf_pipeline,
174 scale_factor,
175 clear_color: [0.1, 0.1, 0.15, 1.0],
176 elapsed_time: 0.0,
177 delta_time: 0.0,
178 mouse_pos: [0.0, 0.0],
179 })
180 }
181
182 pub fn set_geo_commands(&mut self, cmds: Vec<GeoCommand>) {
184 self.geo_commands = cmds;
185 }
186
187 pub fn set_sdf_commands(&mut self, cmds: Vec<SdfDrawCommand>) {
190 self.sdf_commands = cmds.into_iter().map(|c| {
191 let fill = match c.fill_type {
192 0 => SdfFill::Solid { color: c.color },
193 1 => SdfFill::Outline { color: c.color, thickness: c.fill_param },
194 2 => SdfFill::SolidWithOutline { fill: c.color, outline: c.color2, thickness: c.fill_param },
195 3 => SdfFill::Gradient { from: c.color, to: c.color2, angle: c.fill_param, scale: c.gradient_scale },
196 4 => SdfFill::Glow { color: c.color, intensity: c.fill_param },
197 5 => SdfFill::CosinePalette {
198 a: [c.palette_params[0], c.palette_params[1], c.palette_params[2]],
199 b: [c.palette_params[3], c.palette_params[4], c.palette_params[5]],
200 c: [c.palette_params[6], c.palette_params[7], c.palette_params[8]],
201 d: [c.palette_params[9], c.palette_params[10], c.palette_params[11]],
202 },
203 _ => SdfFill::Solid { color: c.color },
204 };
205 SdfCommand {
206 sdf_expr: c.sdf_expr,
207 fill,
208 x: c.x,
209 y: c.y,
210 bounds: c.bounds,
211 layer: c.layer,
212 rotation: c.rotation,
213 scale: c.scale,
214 opacity: c.opacity,
215 }
216 }).collect();
217 }
218
219 pub fn render_frame(&mut self) -> Result<()> {
221 let output = self.gpu.surface.get_current_texture()?;
222 let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
223
224 let mut encoder = self.gpu.device.create_command_encoder(
225 &wgpu::CommandEncoderDescriptor { label: Some("frame_encoder") },
226 );
227
228 self.frame_commands.sort_by(|a, b| {
230 a.layer
231 .cmp(&b.layer)
232 .then(a.shader_id.cmp(&b.shader_id))
233 .then(a.blend_mode.cmp(&b.blend_mode))
234 .then(a.texture_id.cmp(&b.texture_id))
235 });
236
237 self.geo_commands.sort_by_key(|c| c.layer());
239
240 self.sdf_commands.sort_by_key(|c| c.layer);
242
243 let schedule = build_render_schedule(&self.frame_commands, &self.geo_commands, &self.sdf_commands);
245
246 self.shaders.flush(
248 &self.gpu.queue,
249 self.elapsed_time,
250 self.delta_time,
251 self.camera.viewport_size,
252 self.mouse_pos,
253 );
254
255 let lighting_uniform = self.lighting.to_uniform();
256 let clear_color = wgpu::Color {
257 r: self.clear_color[0] as f64,
258 g: self.clear_color[1] as f64,
259 b: self.clear_color[2] as f64,
260 a: self.clear_color[3] as f64,
261 };
262
263 self.sprites.prepare(&self.gpu.device, &self.gpu.queue, &self.camera, &lighting_uniform);
265 self.sdf_pipeline.prepare(&self.gpu.queue, &self.camera, 0.0);
266
267 let gi_active = self.radiance.compute(
269 &self.gpu,
270 &mut encoder,
271 &self.radiance_state,
272 &self.lighting,
273 self.camera.x,
274 self.camera.y,
275 self.camera.viewport_size[0],
276 self.camera.viewport_size[1],
277 );
278
279 if self.postprocess.has_effects() {
280 {
282 let sprite_target = self.postprocess.sprite_target(&self.gpu);
283 let camera_bg = self.sprites.camera_bind_group();
284
285 if schedule.is_empty() {
286 self.sprites.render(
288 &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
289 &[], sprite_target, &mut encoder, Some(clear_color),
290 );
291 } else {
292 let mut first = true;
293 for op in &schedule {
294 let cc = if first { Some(clear_color) } else { None };
295 first = false;
296 match op {
297 RenderOp::Sprites { start, end } => {
298 self.sprites.render(
299 &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
300 &self.frame_commands[*start..*end],
301 sprite_target, &mut encoder, cc,
302 );
303 }
304 RenderOp::Geometry { start, end } => {
305 self.geometry.flush_commands(
306 &self.gpu.device, &mut encoder, sprite_target,
307 camera_bg, &self.geo_commands[*start..*end], cc,
308 );
309 }
310 RenderOp::Sdf { start, end } => {
311 self.sdf_pipeline.render(
312 &self.gpu.device, &mut encoder, sprite_target,
313 &self.sdf_commands[*start..*end], cc,
314 );
315 }
316 }
317 }
318 }
319 }
320 if gi_active {
322 let sprite_target = self.postprocess.sprite_target(&self.gpu);
323 self.radiance.compose(&mut encoder, sprite_target);
324 }
325 self.postprocess.apply(&self.gpu, &mut encoder, &view);
326 } else {
327 let camera_bg = self.sprites.camera_bind_group();
329
330 if schedule.is_empty() {
331 self.sprites.render(
333 &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
334 &[], &view, &mut encoder, Some(clear_color),
335 );
336 } else {
337 let mut first = true;
338 for op in &schedule {
339 let cc = if first { Some(clear_color) } else { None };
340 first = false;
341 match op {
342 RenderOp::Sprites { start, end } => {
343 self.sprites.render(
344 &self.gpu.device, &self.gpu.queue, &self.textures, &self.shaders,
345 &self.frame_commands[*start..*end],
346 &view, &mut encoder, cc,
347 );
348 }
349 RenderOp::Geometry { start, end } => {
350 self.geometry.flush_commands(
351 &self.gpu.device, &mut encoder, &view,
352 camera_bg, &self.geo_commands[*start..*end], cc,
353 );
354 }
355 RenderOp::Sdf { start, end } => {
356 self.sdf_pipeline.render(
357 &self.gpu.device, &mut encoder, &view,
358 &self.sdf_commands[*start..*end], cc,
359 );
360 }
361 }
362 }
363 }
364 if gi_active {
366 self.radiance.compose(&mut encoder, &view);
367 }
368 }
369
370 self.gpu.queue.submit(std::iter::once(encoder.finish()));
371 output.present();
372
373 self.frame_commands.clear();
374 self.geo_commands.clear();
375 self.sdf_commands.clear();
376 Ok(())
377 }
378
379 pub fn resize(&mut self, physical_width: u32, physical_height: u32, scale_factor: f32) {
382 if physical_width > 0 && physical_height > 0 {
383 self.scale_factor = scale_factor;
384 self.gpu.config.width = physical_width;
385 self.gpu.config.height = physical_height;
386 self.gpu.surface.configure(&self.gpu.device, &self.gpu.config);
387 self.camera.viewport_size = [
389 physical_width as f32 / scale_factor,
390 physical_height as f32 / scale_factor,
391 ];
392 }
393 }
394
395 pub fn create_render_target(&mut self, id: u32, width: u32, height: u32) {
399 let surface_format = self.gpu.config.format;
400 self.render_targets.create(&self.gpu.device, id, width, height, surface_format);
401 if let Some(view) = self.render_targets.get_view(id) {
402 self.textures.register_render_target(
403 &self.gpu.device,
404 &self.sprites.texture_bind_group_layout,
405 id,
406 view,
407 width,
408 height,
409 );
410 }
411 }
412
413 pub fn destroy_render_target(&mut self, id: u32) {
415 self.render_targets.destroy(id);
416 self.textures.unregister_render_target(id);
417 }
418
419 pub fn render_targets_prepass(
424 &mut self,
425 target_queues: std::collections::HashMap<u32, Vec<SpriteCommand>>,
426 ) {
427 if target_queues.is_empty() {
428 return;
429 }
430
431 let mut encoder = self.gpu.device.create_command_encoder(
432 &wgpu::CommandEncoderDescriptor { label: Some("rt_encoder") },
433 );
434 let lighting_uniform = self.lighting.to_uniform();
435
436 for (target_id, mut cmds) in target_queues {
437 let view = self.render_targets.get_view(target_id);
438 let dims = self.render_targets.get_dims(target_id);
439 if let (Some(view), Some((tw, th))) = (view, dims) {
440 cmds.sort_by(|a, b| {
442 a.layer
443 .cmp(&b.layer)
444 .then(a.shader_id.cmp(&b.shader_id))
445 .then(a.blend_mode.cmp(&b.blend_mode))
446 .then(a.texture_id.cmp(&b.texture_id))
447 });
448 let target_camera = Camera2D {
450 x: tw as f32 / 2.0,
451 y: th as f32 / 2.0,
452 zoom: 1.0,
453 viewport_size: [tw as f32, th as f32],
454 ..Camera2D::default()
455 };
456 self.sprites.prepare(&self.gpu.device, &self.gpu.queue, &target_camera, &lighting_uniform);
457 self.sprites.render(
458 &self.gpu.device,
459 &self.gpu.queue,
460 &self.textures,
461 &self.shaders,
462 &cmds,
463 view,
464 &mut encoder,
465 Some(wgpu::Color { r: 0.0, g: 0.0, b: 0.0, a: 0.0 }),
466 );
467 }
468 }
469
470 self.gpu.queue.submit(std::iter::once(encoder.finish()));
471 }
472}