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arcane_engine/renderer/
postprocess.rs

1use wgpu::util::DeviceExt;
2
3use super::gpu::GpuContext;
4
5/// Maximum user-settable vec4 param slots per effect.
6const MAX_EFFECT_PARAMS: usize = 4;
7/// Total uniform floats: resolution (vec4) + 4 user vec4 = 5 x 4 = 20
8const PARAM_FLOATS: usize = 20;
9
10#[derive(Clone, Copy, Debug)]
11pub enum EffectType {
12    Bloom,
13    Blur,
14    Vignette,
15    Crt,
16}
17
18impl EffectType {
19    pub fn from_str(s: &str) -> Option<Self> {
20        match s {
21            "bloom" => Some(EffectType::Bloom),
22            "blur" => Some(EffectType::Blur),
23            "vignette" => Some(EffectType::Vignette),
24            "crt" => Some(EffectType::Crt),
25            _ => None,
26        }
27    }
28
29    fn fragment_source(&self) -> &'static str {
30        match self {
31            EffectType::Bloom => BLOOM_FRAGMENT,
32            EffectType::Blur => BLUR_FRAGMENT,
33            EffectType::Vignette => VIGNETTE_FRAGMENT,
34            EffectType::Crt => CRT_FRAGMENT,
35        }
36    }
37
38    /// Default param values for each effect type.
39    fn defaults(&self) -> [f32; PARAM_FLOATS] {
40        let mut d = [0.0f32; PARAM_FLOATS];
41        match self {
42            EffectType::Bloom => {
43                // values[0]: threshold=0.7, intensity=0.5, radius=3.0
44                d[4] = 0.7;
45                d[5] = 0.5;
46                d[6] = 3.0;
47            }
48            EffectType::Blur => {
49                // values[0]: strength=1.0
50                d[4] = 1.0;
51            }
52            EffectType::Vignette => {
53                // values[0]: intensity=0.5, radius=0.8
54                d[4] = 0.5;
55                d[5] = 0.8;
56            }
57            EffectType::Crt => {
58                // values[0]: scanline_freq=800.0, distortion=0.1, brightness=1.1
59                d[4] = 800.0;
60                d[5] = 0.1;
61                d[6] = 1.1;
62            }
63        }
64        d
65    }
66}
67
68struct EffectEntry {
69    #[allow(dead_code)]
70    effect_type: EffectType,
71    pipeline: wgpu::RenderPipeline,
72    param_buffer: wgpu::Buffer,
73    param_bind_group: wgpu::BindGroup,
74    param_data: [f32; PARAM_FLOATS],
75}
76
77struct OffscreenTarget {
78    #[allow(dead_code)]
79    texture: wgpu::Texture,
80    view: wgpu::TextureView,
81    bind_group: wgpu::BindGroup,
82    width: u32,
83    height: u32,
84}
85
86/// Post-processing pipeline: renders sprites to offscreen texture,
87/// applies fullscreen effects (ping-pong), outputs to surface.
88pub struct PostProcessPipeline {
89    /// Ordered list of (id, effect). Applied in insertion order.
90    effects: Vec<(u32, EffectEntry)>,
91    // Ping-pong offscreen targets
92    target_a: Option<OffscreenTarget>,
93    target_b: Option<OffscreenTarget>,
94    // Shared GPU resources
95    texture_bind_group_layout: wgpu::BindGroupLayout,
96    params_bind_group_layout: wgpu::BindGroupLayout,
97    pipeline_layout: wgpu::PipelineLayout,
98    sampler: wgpu::Sampler,
99    surface_format: wgpu::TextureFormat,
100}
101
102impl PostProcessPipeline {
103    pub fn new(gpu: &GpuContext) -> Self {
104        // Group 0: input texture + sampler
105        let texture_bind_group_layout =
106            gpu.device
107                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
108                    label: Some("postprocess_texture_layout"),
109                    entries: &[
110                        wgpu::BindGroupLayoutEntry {
111                            binding: 0,
112                            visibility: wgpu::ShaderStages::FRAGMENT,
113                            ty: wgpu::BindingType::Texture {
114                                multisampled: false,
115                                view_dimension: wgpu::TextureViewDimension::D2,
116                                sample_type: wgpu::TextureSampleType::Float {
117                                    filterable: true,
118                                },
119                            },
120                            count: None,
121                        },
122                        wgpu::BindGroupLayoutEntry {
123                            binding: 1,
124                            visibility: wgpu::ShaderStages::FRAGMENT,
125                            ty: wgpu::BindingType::Sampler(
126                                wgpu::SamplerBindingType::Filtering,
127                            ),
128                            count: None,
129                        },
130                    ],
131                });
132
133        // Group 1: effect params uniform
134        let params_bind_group_layout =
135            gpu.device
136                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
137                    label: Some("postprocess_params_layout"),
138                    entries: &[wgpu::BindGroupLayoutEntry {
139                        binding: 0,
140                        visibility: wgpu::ShaderStages::FRAGMENT,
141                        ty: wgpu::BindingType::Buffer {
142                            ty: wgpu::BufferBindingType::Uniform,
143                            has_dynamic_offset: false,
144                            min_binding_size: None,
145                        },
146                        count: None,
147                    }],
148                });
149
150        let pipeline_layout =
151            gpu.device
152                .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
153                    label: Some("postprocess_pipeline_layout"),
154                    bind_group_layouts: &[
155                        &texture_bind_group_layout,
156                        &params_bind_group_layout,
157                    ],
158                    push_constant_ranges: &[],
159                });
160
161        let sampler = gpu.device.create_sampler(&wgpu::SamplerDescriptor {
162            label: Some("postprocess_sampler"),
163            address_mode_u: wgpu::AddressMode::ClampToEdge,
164            address_mode_v: wgpu::AddressMode::ClampToEdge,
165            mag_filter: wgpu::FilterMode::Linear,
166            min_filter: wgpu::FilterMode::Linear,
167            ..Default::default()
168        });
169
170        Self {
171            effects: Vec::new(),
172            target_a: None,
173            target_b: None,
174            texture_bind_group_layout,
175            params_bind_group_layout,
176            pipeline_layout,
177            sampler,
178            surface_format: gpu.config.format,
179        }
180    }
181
182    /// Returns true if there are active effects.
183    pub fn has_effects(&self) -> bool {
184        !self.effects.is_empty()
185    }
186
187    /// Add an effect. The id is pre-assigned by the bridge.
188    pub fn add(&mut self, gpu: &GpuContext, id: u32, effect_type: EffectType) {
189        let wgsl = build_effect_wgsl(effect_type.fragment_source());
190
191        let shader_module =
192            gpu.device
193                .create_shader_module(wgpu::ShaderModuleDescriptor {
194                    label: Some("postprocess_shader"),
195                    source: wgpu::ShaderSource::Wgsl(wgsl.into()),
196                });
197
198        let pipeline =
199            gpu.device
200                .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
201                    label: Some("postprocess_pipeline"),
202                    layout: Some(&self.pipeline_layout),
203                    vertex: wgpu::VertexState {
204                        module: &shader_module,
205                        entry_point: Some("vs_main"),
206                        buffers: &[], // fullscreen triangle via vertex_index
207                        compilation_options: Default::default(),
208                    },
209                    fragment: Some(wgpu::FragmentState {
210                        module: &shader_module,
211                        entry_point: Some("fs_main"),
212                        targets: &[Some(wgpu::ColorTargetState {
213                            format: self.surface_format,
214                            blend: None,
215                            write_mask: wgpu::ColorWrites::ALL,
216                        })],
217                        compilation_options: Default::default(),
218                    }),
219                    primitive: wgpu::PrimitiveState {
220                        topology: wgpu::PrimitiveTopology::TriangleList,
221                        ..Default::default()
222                    },
223                    depth_stencil: None,
224                    multisample: wgpu::MultisampleState::default(),
225                    multiview: None,
226                    cache: None,
227                });
228
229        let param_data = effect_type.defaults();
230
231        let param_buffer =
232            gpu.device
233                .create_buffer_init(&wgpu::util::BufferInitDescriptor {
234                    label: Some("postprocess_param_buffer"),
235                    contents: bytemuck::cast_slice(&param_data),
236                    usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
237                });
238
239        let param_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
240            label: Some("postprocess_param_bind_group"),
241            layout: &self.params_bind_group_layout,
242            entries: &[wgpu::BindGroupEntry {
243                binding: 0,
244                resource: param_buffer.as_entire_binding(),
245            }],
246        });
247
248        self.effects.push((
249            id,
250            EffectEntry {
251                effect_type,
252                pipeline,
253                param_buffer,
254                param_bind_group,
255                param_data,
256            },
257        ));
258    }
259
260    /// Set a user param vec4 slot (0-3) on an effect.
261    pub fn set_param(&mut self, id: u32, index: u32, x: f32, y: f32, z: f32, w: f32) {
262        if let Some((_, entry)) = self.effects.iter_mut().find(|(eid, _)| *eid == id) {
263            let base = 4 + (index as usize).min(MAX_EFFECT_PARAMS - 1) * 4;
264            entry.param_data[base] = x;
265            entry.param_data[base + 1] = y;
266            entry.param_data[base + 2] = z;
267            entry.param_data[base + 3] = w;
268        }
269    }
270
271    /// Remove an effect by ID.
272    pub fn remove(&mut self, id: u32) {
273        self.effects.retain(|(eid, _)| *eid != id);
274    }
275
276    /// Remove all effects.
277    pub fn clear(&mut self) {
278        self.effects.clear();
279    }
280
281    /// Ensure offscreen targets exist and match surface dimensions.
282    fn ensure_targets(&mut self, gpu: &GpuContext) {
283        let w = gpu.config.width;
284        let h = gpu.config.height;
285
286        let needs_recreate = self
287            .target_a
288            .as_ref()
289            .map(|t| t.width != w || t.height != h)
290            .unwrap_or(true);
291
292        if needs_recreate {
293            self.target_a = Some(self.create_target(gpu, w, h, "postprocess_a"));
294            self.target_b = Some(self.create_target(gpu, w, h, "postprocess_b"));
295        }
296    }
297
298    fn create_target(
299        &self,
300        gpu: &GpuContext,
301        width: u32,
302        height: u32,
303        label: &str,
304    ) -> OffscreenTarget {
305        let texture = gpu.device.create_texture(&wgpu::TextureDescriptor {
306            label: Some(label),
307            size: wgpu::Extent3d {
308                width,
309                height,
310                depth_or_array_layers: 1,
311            },
312            mip_level_count: 1,
313            sample_count: 1,
314            dimension: wgpu::TextureDimension::D2,
315            format: self.surface_format,
316            usage: wgpu::TextureUsages::RENDER_ATTACHMENT
317                | wgpu::TextureUsages::TEXTURE_BINDING,
318            view_formats: &[],
319        });
320
321        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
322
323        let bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
324            label: Some(&format!("{label}_bind_group")),
325            layout: &self.texture_bind_group_layout,
326            entries: &[
327                wgpu::BindGroupEntry {
328                    binding: 0,
329                    resource: wgpu::BindingResource::TextureView(&view),
330                },
331                wgpu::BindGroupEntry {
332                    binding: 1,
333                    resource: wgpu::BindingResource::Sampler(&self.sampler),
334                },
335            ],
336        });
337
338        OffscreenTarget {
339            texture,
340            view,
341            bind_group,
342            width,
343            height,
344        }
345    }
346
347    /// Get the offscreen target view for sprite rendering.
348    /// Sprites render here instead of the surface when effects are active.
349    pub fn sprite_target(&mut self, gpu: &GpuContext) -> &wgpu::TextureView {
350        self.ensure_targets(gpu);
351        &self.target_a.as_ref().unwrap().view
352    }
353
354    /// Apply all effects and output to the surface.
355    /// Call after sprites have been rendered to sprite_target().
356    pub fn apply(
357        &mut self,
358        gpu: &GpuContext,
359        encoder: &mut wgpu::CommandEncoder,
360        surface_view: &wgpu::TextureView,
361    ) {
362        let n = self.effects.len();
363        if n == 0 {
364            return;
365        }
366
367        let resolution = [gpu.config.width as f32, gpu.config.height as f32];
368
369        // Flush all param buffers with current resolution
370        for (_, entry) in self.effects.iter_mut() {
371            entry.param_data[0] = resolution[0];
372            entry.param_data[1] = resolution[1];
373            gpu.queue.write_buffer(
374                &entry.param_buffer,
375                0,
376                bytemuck::cast_slice(&entry.param_data),
377            );
378        }
379
380        // Ping-pong: sprites were rendered to target_a.
381        // Effect 0: read A -> write B (or surface if last)
382        // Effect 1: read B -> write A (or surface if last)
383        // ...
384        for i in 0..n {
385            let is_last = i == n - 1;
386
387            // Source bind group (for sampling)
388            let source_bg = if i % 2 == 0 {
389                &self.target_a.as_ref().unwrap().bind_group
390            } else {
391                &self.target_b.as_ref().unwrap().bind_group
392            };
393
394            // Destination view
395            let dest_view = if is_last {
396                surface_view
397            } else if i % 2 == 0 {
398                &self.target_b.as_ref().unwrap().view
399            } else {
400                &self.target_a.as_ref().unwrap().view
401            };
402
403            let (_, entry) = &self.effects[i];
404
405            let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
406                label: Some("postprocess_pass"),
407                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
408                    view: dest_view,
409                    resolve_target: None,
410                    ops: wgpu::Operations {
411                        load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
412                        store: wgpu::StoreOp::Store,
413                    },
414                })],
415                depth_stencil_attachment: None,
416                timestamp_writes: None,
417                occlusion_query_set: None,
418            });
419
420            pass.set_pipeline(&entry.pipeline);
421            pass.set_bind_group(0, source_bg, &[]);
422            pass.set_bind_group(1, &entry.param_bind_group, &[]);
423            pass.draw(0..3, 0..1); // fullscreen triangle
424        }
425    }
426}
427
428/// Build complete WGSL source for a post-process effect.
429fn build_effect_wgsl(fragment_source: &str) -> String {
430    format!("{}\n{}\n", EFFECT_PREAMBLE, fragment_source)
431}
432
433/// Shared declarations + fullscreen vertex shader for all effects.
434const EFFECT_PREAMBLE: &str = r#"
435@group(0) @binding(0)
436var t_input: texture_2d<f32>;
437
438@group(0) @binding(1)
439var s_input: sampler;
440
441struct EffectParams {
442    resolution: vec4<f32>,
443    values: array<vec4<f32>, 4>,
444};
445
446@group(1) @binding(0)
447var<uniform> params: EffectParams;
448
449struct VertexOutput {
450    @builtin(position) position: vec4<f32>,
451    @location(0) uv: vec2<f32>,
452};
453
454@vertex
455fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
456    // Fullscreen triangle: 3 vertices cover clip space [-1,1]
457    var out: VertexOutput;
458    let uv = vec2<f32>(f32((idx << 1u) & 2u), f32(idx & 2u));
459    out.position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);
460    out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
461    return out;
462}
463"#;
464
465/// Simplified single-pass bloom: bright-pass + weighted blur + additive composite.
466/// Params: values[0].x = threshold, values[0].y = intensity, values[0].z = radius.
467const BLOOM_FRAGMENT: &str = r#"
468@fragment
469fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
470    let resolution = params.resolution.xy;
471    let threshold = params.values[0].x;
472    let intensity = params.values[0].y;
473    let radius = params.values[0].z;
474
475    let texel = 1.0 / resolution;
476    let original = textureSample(t_input, s_input, in.uv);
477
478    // 3x3 Gaussian-weighted bright-pass blur
479    var bloom = vec3<f32>(0.0);
480
481    let s00 = textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0, -1.0) * texel * radius).rgb;
482    let s10 = textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0, -1.0) * texel * radius).rgb;
483    let s20 = textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0, -1.0) * texel * radius).rgb;
484    let s01 = textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  0.0) * texel * radius).rgb;
485    let s11 = textureSample(t_input, s_input, in.uv).rgb;
486    let s21 = textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  0.0) * texel * radius).rgb;
487    let s02 = textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  1.0) * texel * radius).rgb;
488    let s12 = textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0,  1.0) * texel * radius).rgb;
489    let s22 = textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  1.0) * texel * radius).rgb;
490
491    let lum = vec3<f32>(0.2126, 0.7152, 0.0722);
492    bloom += max(dot(s00, lum) - threshold, 0.0) * s00 * 0.0625;
493    bloom += max(dot(s10, lum) - threshold, 0.0) * s10 * 0.125;
494    bloom += max(dot(s20, lum) - threshold, 0.0) * s20 * 0.0625;
495    bloom += max(dot(s01, lum) - threshold, 0.0) * s01 * 0.125;
496    bloom += max(dot(s11, lum) - threshold, 0.0) * s11 * 0.25;
497    bloom += max(dot(s21, lum) - threshold, 0.0) * s21 * 0.125;
498    bloom += max(dot(s02, lum) - threshold, 0.0) * s02 * 0.0625;
499    bloom += max(dot(s12, lum) - threshold, 0.0) * s12 * 0.125;
500    bloom += max(dot(s22, lum) - threshold, 0.0) * s22 * 0.0625;
501
502    return vec4<f32>(original.rgb + bloom * intensity, original.a);
503}
504"#;
505
506/// 9-tap Gaussian blur.
507/// Params: values[0].x = strength (texel offset multiplier).
508const BLUR_FRAGMENT: &str = r#"
509@fragment
510fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
511    let resolution = params.resolution.xy;
512    let strength = params.values[0].x;
513
514    let texel = 1.0 / resolution * strength;
515
516    var color = vec4<f32>(0.0);
517    color += textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0, -1.0) * texel) * 0.0625;
518    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0, -1.0) * texel) * 0.125;
519    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0, -1.0) * texel) * 0.0625;
520    color += textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  0.0) * texel) * 0.125;
521    color += textureSample(t_input, s_input, in.uv) * 0.25;
522    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  0.0) * texel) * 0.125;
523    color += textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  1.0) * texel) * 0.0625;
524    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0,  1.0) * texel) * 0.125;
525    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  1.0) * texel) * 0.0625;
526
527    return color;
528}
529"#;
530
531/// Vignette: darkens edges based on distance from center.
532/// Params: values[0].x = intensity (0-1), values[0].y = radius (0-1).
533const VIGNETTE_FRAGMENT: &str = r#"
534@fragment
535fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
536    let intensity = params.values[0].x;
537    let radius = params.values[0].y;
538
539    let original = textureSample(t_input, s_input, in.uv);
540
541    let center = in.uv - vec2<f32>(0.5);
542    let dist = length(center) * 1.414;
543    let vignette = smoothstep(radius, radius - 0.3, dist);
544    let factor = mix(1.0, vignette, intensity);
545
546    return vec4<f32>(original.rgb * factor, original.a);
547}
548"#;
549
550/// CRT effect: scanlines + barrel distortion + chromatic aberration.
551/// Params: values[0].x = scanline_freq, values[0].y = distortion, values[0].z = brightness.
552const CRT_FRAGMENT: &str = r#"
553@fragment
554fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
555    let scanline_freq = params.values[0].x;
556    let distortion = params.values[0].y;
557    let brightness = params.values[0].z;
558
559    // Barrel distortion
560    let center = in.uv - vec2<f32>(0.5);
561    let dist2 = dot(center, center);
562    let distorted_uv = in.uv + center * dist2 * distortion;
563
564    // Black outside screen bounds
565    if distorted_uv.x < 0.0 || distorted_uv.x > 1.0 || distorted_uv.y < 0.0 || distorted_uv.y > 1.0 {
566        return vec4<f32>(0.0, 0.0, 0.0, 1.0);
567    }
568
569    let original = textureSample(t_input, s_input, distorted_uv);
570
571    // Scanlines
572    let scanline = sin(distorted_uv.y * scanline_freq) * 0.5 + 0.5;
573    let scanline_effect = mix(0.8, 1.0, scanline);
574
575    // Chromatic aberration (subtle RGB offset at edges)
576    let ca_offset = center * dist2 * 0.003;
577    let r = textureSample(t_input, s_input, distorted_uv + ca_offset).r;
578    let g = original.g;
579    let b = textureSample(t_input, s_input, distorted_uv - ca_offset).b;
580
581    return vec4<f32>(vec3<f32>(r, g, b) * scanline_effect * brightness, original.a);
582}
583"#;