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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    /// Elapsed time in seconds (accumulated, for shader built-ins).
132    pub elapsed_time: f32,
133    /// Frame delta time in seconds (for shader built-ins).
134    pub delta_time: f32,
135    /// Mouse position in screen pixels (for shader built-ins).
136    pub mouse_pos: [f32; 2],
137}
138
139impl Renderer {
140    /// Create a new renderer attached to a winit window.
141    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        // Set camera viewport to logical pixels so world units are DPI-independent
152        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    /// Set geometry commands for the current frame (drained from GeoState in dev.rs).
183    pub fn set_geo_commands(&mut self, cmds: Vec<GeoCommand>) {
184        self.geo_commands = cmds;
185    }
186
187    /// Set SDF commands for the current frame.
188    /// Converts SdfDrawCommand (from scripting ops) to SdfCommand (for rendering).
189    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    /// Render the current frame's sprite, geometry, and SDF commands, interleaved by layer.
220    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        // Sort sprites by layer → shader_id → blend_mode → texture_id for batching
229        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        // Sort geometry commands by layer
238        self.geo_commands.sort_by_key(|c| c.layer());
239
240        // Sort SDF commands by layer
241        self.sdf_commands.sort_by_key(|c| c.layer);
242
243        // Build interleaved render schedule
244        let schedule = build_render_schedule(&self.frame_commands, &self.geo_commands, &self.sdf_commands);
245
246        // Flush custom shader uniforms with auto-injected built-ins
247        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        // Write camera + lighting uniforms once for the whole frame
264        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        // Run radiance cascade GI compute pass (if enabled)
268        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            // Render to offscreen target, then apply effects to surface
281            {
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                    // No commands at all — still need to clear
287                    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            // Apply GI light texture to the offscreen target before post-processing
321            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            // No effects — render directly to surface
328            let camera_bg = self.sprites.camera_bind_group();
329
330            if schedule.is_empty() {
331                // No commands at all — still need to clear
332                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            // Apply GI light texture to the surface
365            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    /// Resize the surface when the window size changes.
380    /// GPU surface uses physical pixels; camera viewport uses logical pixels.
381    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            // Camera uses logical pixels so 1 world unit ≈ 1 logical pixel at zoom 1
388            self.camera.viewport_size = [
389                physical_width as f32 / scale_factor,
390                physical_height as f32 / scale_factor,
391            ];
392        }
393    }
394
395    // ── Render target helpers ──────────────────────────────────────────────
396
397    /// Allocate a new off-screen render target and register it as a samplable texture.
398    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    /// Free a render target's GPU resources and remove it from the texture store.
414    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    /// Render sprite commands into each queued render target (off-screen pre-pass).
420    ///
421    /// Call this BEFORE `render_frame()` so targets are ready as sprite inputs.
422    /// Uses a separate command encoder + GPU submit to avoid ordering conflicts.
423    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                // Sort by layer → shader_id → blend_mode → texture_id
441                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                // Orthographic camera: (0,0) = top-left of the render target
449                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}