use cvkg_core::{Rect, ColorTheme, SceneUniforms, Mesh};
use std::sync::Arc;
pub use accesskit::{
ActionHandler, ActionRequest, ActivationHandler, DeactivationHandler,
Node, NodeId, Role, Tree, TreeId, TreeUpdate,
};
pub use accesskit_winit::Adapter as ShieldWallAdapter;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub uv: [f32; 2],
pub color: [f32; 4],
pub mode: u32,
pub radius: f32,
pub slice: [f32; 4],
pub logical: [f32; 2],
pub size: [f32; 2],
pub screen: [f32; 2],
pub clip: [f32; 4], }
#[derive(Debug, Clone)]
struct DrawCall {
pub texture_id: Option<u32>,
pub scissor_rect: Option<Rect>,
pub index_start: u32,
pub index_count: u32,
pub is_glass: bool,
pub is_ui: bool,
}
impl Vertex {
const ATTRIBUTES: [wgpu::VertexAttribute; 11] = wgpu::vertex_attr_array![
0 => Float32x3, 1 => Float32x3, 2 => Float32x2, 3 => Float32x4, 4 => Uint32, 5 => Float32, 6 => Float32x4, 7 => Float32x2, 8 => Float32x2, 9 => Float32x2, 10 => Float32x4 ];
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBUTES,
}
}
}
pub struct SurtrRenderer {
device: Arc<wgpu::Device>,
queue: Arc<wgpu::Queue>,
surface: wgpu::Surface<'static>,
config: wgpu::SurfaceConfiguration,
#[allow(dead_code)]
font_system: cosmic_text::FontSystem,
#[allow(dead_code)]
swash_cache: cosmic_text::SwashCache,
text_atlas_tex: wgpu::Texture,
#[allow(dead_code)]
text_atlas_view: wgpu::TextureView,
#[allow(dead_code)]
text_sampler: wgpu::Sampler,
text_cache: std::collections::HashMap<cosmic_text::CacheKey, (Rect, f32, f32)>,
text_atlas_pos: (u32, u32),
dummy_bind_group: wgpu::BindGroup,
texture_bind_group_layout: wgpu::BindGroupLayout,
texture_bind_groups: Vec<wgpu::BindGroup>,
texture_registry: std::collections::HashMap<String, u32>,
shared_elements: std::collections::HashMap<String, cvkg_core::Rect>,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
vertices: Vec<Vertex>,
indices: Vec<u32>,
draw_calls: Vec<DrawCall>,
current_texture_id: Option<u32>,
opacity_stack: Vec<f32>,
clip_stack: Vec<Rect>,
slice_stack: Vec<(f32, f32)>,
theme_buffer: wgpu::Buffer,
scene_buffer: wgpu::Buffer,
berserker_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
berserker_bind_group_layout: wgpu::BindGroupLayout,
start_time: std::time::Instant,
current_theme: ColorTheme,
current_scene: SceneUniforms,
pipeline: wgpu::RenderPipeline,
background_pipeline: wgpu::RenderPipeline,
bloom_extract_pipeline: wgpu::RenderPipeline,
blur_h_pipeline: wgpu::RenderPipeline,
blur_v_pipeline: wgpu::RenderPipeline,
composite_pipeline: wgpu::RenderPipeline,
blur_texture_a: wgpu::TextureView,
blur_texture_b: wgpu::TextureView,
blur_bind_group_a: wgpu::BindGroup,
blur_bind_group_b: wgpu::BindGroup,
scene_texture: wgpu::TextureView,
scene_bind_group: wgpu::BindGroup,
scene_texture_bind_group: wgpu::BindGroup,
}
const MAX_VERTICES: usize = 100_000;
const MAX_INDICES: usize = 150_000;
impl SurtrRenderer {
pub async fn forge(window: Arc<winit::window::Window>) -> Self {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
flags: wgpu::InstanceFlags::default(),
backend_options: wgpu::BackendOptions::default(),
display: None,
memory_budget_thresholds: wgpu::MemoryBudgetThresholds::default(),
});
let surface = instance.create_surface(window.clone()).expect("Failed to create surface");
let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}).await.expect("Failed to find a suitable GPU for Surtr");
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
label: Some("Surtr Forge"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::default(),
experimental_features: wgpu::ExperimentalFeatures::disabled(),
trace: wgpu::Trace::Off,
},
).await.expect("Failed to create Surtr device");
let device = Arc::new(device);
let queue = Arc::new(queue);
let size = window.inner_size();
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps.formats.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Muspelheim Main Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders.wgsl").into()),
});
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("Niflheim Texture Bind Group Layout"),
});
let env_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("Surtr Environment Bind Group Layout"),
});
let berserker_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: Some("Surtr Berserker Bind Group Layout"),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Surtr Main Pipeline Layout"),
bind_group_layouts: &[Some(&texture_bind_group_layout), Some(&env_bind_group_layout), Some(&berserker_bind_group_layout)],
immediate_size: 0,
});
let post_process_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Muspelheim Post Process Layout"),
bind_group_layouts: &[
Some(&texture_bind_group_layout),
Some(&texture_bind_group_layout),
Some(&berserker_bind_group_layout),
],
immediate_size: 0,
});
let composite_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Muspelheim Composite Layout"),
bind_group_layouts: &[
Some(&texture_bind_group_layout),
Some(&texture_bind_group_layout),
Some(&berserker_bind_group_layout),
],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Surtr Main Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let background_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Surtr Background Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_fullscreen"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_background"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let bloom_extract_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Muspelheim Bloom Extract"),
layout: Some(&post_process_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_fullscreen"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_bloom_extract"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let blur_h_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Muspelheim Horizontal Blur"),
layout: Some(&post_process_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_fullscreen"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_blur_h"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let blur_v_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Muspelheim Vertical Blur"),
layout: Some(&post_process_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_fullscreen"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_blur_v"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let composite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Muspelheim Composite"),
layout: Some(&composite_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_fullscreen"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_composite"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let blur_tex_desc = wgpu::TextureDescriptor {
label: Some("Muspelheim Intermediate"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let blur_texture_a_obj = device.create_texture(&blur_tex_desc);
let blur_texture_b_obj = device.create_texture(&blur_tex_desc);
let blur_texture_a = blur_texture_a_obj.create_view(&wgpu::TextureViewDescriptor::default());
let blur_texture_b = blur_texture_b_obj.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let blur_bind_group_a = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&blur_texture_a) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Blur Bind Group A"),
});
let blur_bind_group_b = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&blur_texture_b) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Blur Bind Group B"),
});
let scene_texture_obj = device.create_texture(&blur_tex_desc);
let scene_texture = scene_texture_obj.create_view(&wgpu::TextureViewDescriptor::default());
let scene_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &env_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&scene_texture) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Scene Capture Bind Group"),
});
let text_atlas_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Surtr Text Atlas"),
size: wgpu::Extent3d { width: 1024, height: 1024, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
let text_atlas = text_atlas_tex.create_view(&wgpu::TextureViewDescriptor::default());
let text_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &text_atlas_tex,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&vec![0u8; 1024 * 1024],
wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(1024), rows_per_image: Some(1024) },
wgpu::Extent3d { width: 1024, height: 1024, depth_or_array_layers: 1 },
);
let dummy_size = wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
};
let dummy_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Niflheim Dummy Texture"),
size: dummy_size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &dummy_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&[255, 255, 255, 255],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: Some(1),
},
dummy_size,
);
let dummy_view = dummy_texture.create_view(&wgpu::TextureViewDescriptor::default());
let dummy_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let dummy_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&dummy_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&dummy_sampler),
},
],
label: Some("Niflheim Dummy Bind Group"),
});
let mut texture_registry = std::collections::HashMap::new();
let mut texture_bind_groups = Vec::new();
let text_atlas_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&text_atlas) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&text_sampler) },
],
label: Some("Text Atlas Bind Group"),
});
texture_registry.insert("__text_atlas".to_string(), texture_bind_groups.len() as u32);
texture_bind_groups.push(text_atlas_bg);
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Surtr Vertex Anvil"),
size: (MAX_VERTICES * std::mem::size_of::<Vertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Surtr Index Anvil"),
size: (MAX_INDICES * std::mem::size_of::<u16>()) as u64,
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let current_theme = ColorTheme::default();
use wgpu::util::DeviceExt;
let theme_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Surtr Theme Buffer"),
contents: bytemuck::bytes_of(¤t_theme),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let current_scene = SceneUniforms::new(config.width as f32, config.height as f32);
let scene_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Surtr Scene Buffer"),
contents: bytemuck::bytes_of(¤t_scene),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let berserker_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &berserker_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: theme_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: scene_buffer.as_entire_binding(),
},
],
label: Some("Surtr Berserker Bind Group"),
});
let scene_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&scene_texture) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Scene Texture Bind Group (Group 0)"),
});
Self {
device,
queue,
surface,
config,
pipeline,
bloom_extract_pipeline,
blur_h_pipeline,
blur_v_pipeline,
composite_pipeline,
blur_texture_a,
blur_texture_b,
blur_bind_group_a,
blur_bind_group_b,
scene_texture,
scene_bind_group,
scene_texture_bind_group,
font_system: cosmic_text::FontSystem::new(),
swash_cache: cosmic_text::SwashCache::new(),
text_atlas_tex,
text_atlas_view: text_atlas,
text_sampler,
text_cache: std::collections::HashMap::new(),
text_atlas_pos: (0, 0),
dummy_bind_group,
texture_bind_group_layout,
texture_bind_groups,
texture_registry,
shared_elements: std::collections::HashMap::new(),
vertex_buffer,
index_buffer,
vertices: Vec::with_capacity(MAX_VERTICES),
indices: Vec::with_capacity(MAX_INDICES),
draw_calls: Vec::new(),
current_texture_id: None,
opacity_stack: vec![1.0],
clip_stack: Vec::new(),
slice_stack: Vec::new(),
theme_buffer,
scene_buffer,
berserker_bind_group,
berserker_bind_group_layout,
start_time: std::time::Instant::now(),
current_theme,
current_scene,
background_pipeline,
}
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
let texture_desc = wgpu::TextureDescriptor {
label: Some("Surtr Scene Texture"),
size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let scene_tex = self.device.create_texture(&texture_desc);
self.scene_texture = scene_tex.create_view(&wgpu::TextureViewDescriptor::default());
let blur_tex_a = self.device.create_texture(&texture_desc);
self.blur_texture_a = blur_tex_a.create_view(&wgpu::TextureViewDescriptor::default());
let blur_tex_b = self.device.create_texture(&texture_desc);
self.blur_texture_b = blur_tex_b.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let env_layout = self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("Surtr Env Layout Resize"),
});
self.scene_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &env_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&self.scene_texture) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Surtr Scene Bind Group Resize"),
});
self.blur_bind_group_a = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&self.blur_texture_a) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Surtr Blur Bind Group A Resize"),
});
self.blur_bind_group_b = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&self.blur_texture_b) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Surtr Blur Bind Group B Resize"),
});
self.scene_texture_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&self.scene_texture) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some("Scene Texture Bind Group Resize"),
});
self.current_scene.resolution = [width as f32, height as f32];
}
}
pub fn begin_frame(&mut self) -> wgpu::CommandEncoder {
self.vertices.clear();
self.indices.clear();
self.draw_calls.clear();
self.shared_elements.clear(); self.current_texture_id = None;
let time = self.start_time.elapsed().as_secs_f32();
let (width, height) = (self.config.width as f32, self.config.height as f32);
let dt = time - self.current_scene.time;
self.current_scene.time = time;
self.current_scene.delta_time = dt;
self.current_scene.resolution = [width, height];
self.current_scene.proj = glam::Mat4::orthographic_lh(0.0, width, height, 0.0, -100.0, 100.0);
self.queue.write_buffer(&self.scene_buffer, 0, bytemuck::bytes_of(&self.current_scene));
self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Surtr's Flaming Sword"),
})
}
pub fn reset_time(&mut self) {
self.start_time = std::time::Instant::now();
}
fn shatter_internal(&mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], mode: u32) {
let count = (pieces as f32).sqrt().ceil() as u32;
let dw = rect.width / count as f32;
let dh = rect.height / count as f32;
let c = self.apply_opacity(color);
for y in 0..count {
for x in 0..count {
let shard_rect = Rect {
x: rect.x + x as f32 * dw,
y: rect.y + y as f32 * dh,
width: dw,
height: dh,
};
let uv = Rect {
x: x as f32 / count as f32,
y: y as f32 / count as f32,
width: 1.0 / count as f32,
height: 1.0 / count as f32,
};
self.fill_rect_with_full_params(
shard_rect,
c,
mode,
None,
force,
uv
);
}
}
}
fn recursive_bolt(&mut self, from: [f32; 2], to: [f32; 2], depth: u32, color: [f32; 4]) {
if depth == 0 {
self.draw_lightning_segment(from, to, color);
return;
}
let mid_x = (from[0] + to[0]) * 0.5;
let mid_y = (from[1] + to[1]) * 0.5;
let dx = to[0] - from[0];
let dy = to[1] - from[1];
let len = (dx * dx + dy * dy).sqrt();
let offset_scale = len * 0.15;
let seed = (from[0] * 12.9898 + from[1] * 78.233 + (depth as f32) * 37.11).sin().fract();
let offset_x = -dy / len * (seed - 0.5) * offset_scale;
let offset_y = dx / len * (seed - 0.5) * offset_scale;
let mid = [mid_x + offset_x, mid_y + offset_y];
self.recursive_bolt(from, mid, depth - 1, color);
self.recursive_bolt(mid, to, depth - 1, color);
if depth > 2 && seed > 0.8 {
let branch_to = [
mid[0] + offset_x * 2.0 + (seed * 100.0).sin() * 50.0,
mid[1] + offset_y * 2.0 + (seed * 100.0).cos() * 50.0
];
self.recursive_bolt(mid, branch_to, depth - 2, color);
}
}
fn draw_lightning_segment(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4]) {
let dx = to[0] - from[0];
let dy = to[1] - from[1];
let len = (dx * dx + dy * dy).sqrt();
if len < 0.001 { return; }
let glow_width = 32.0;
let core_width = 4.0;
let c = self.apply_opacity(color);
let gnx = -dy / len * glow_width * 0.5;
let gny = dx / len * glow_width * 0.5;
let gp1 = [from[0] + gnx, from[1] + gny];
let gp2 = [to[0] + gnx, to[1] + gny];
let gp3 = [to[0] - gnx, to[1] - gny];
let gp4 = [from[0] - gnx, from[1] - gny];
self.push_oriented_quad([gp1, gp2, gp3, gp4], c, 9, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
let cnx = -dy / len * core_width * 0.5;
let cny = dx / len * core_width * 0.5;
let cp1 = [from[0] + cnx, from[1] + cny];
let cp2 = [to[0] + cnx, to[1] + cny];
let cp3 = [to[0] - cnx, to[1] - cny];
let cp4 = [from[0] - cnx, from[1] - cny];
self.push_oriented_quad([cp1, cp2, cp3, cp4], [1.0, 1.0, 1.0, c[3]], 0, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
}
fn push_oriented_quad(&mut self, points: [[f32; 2]; 4], color: [f32; 4], mode: u32, uv_rect: Rect) {
let scissor = self.clip_stack.last().copied();
let texture_id = None;
if self.draw_calls.is_empty() || self.current_texture_id != texture_id || self.draw_calls.last().unwrap().scissor_rect != scissor {
self.current_texture_id = texture_id;
self.draw_calls.push(DrawCall {
texture_id,
scissor_rect: scissor,
index_start: self.indices.len() as u32,
index_count: 0,
is_glass: mode == 7,
is_ui: mode == 6,
});
}
let uvs = [
[uv_rect.x, uv_rect.y],
[uv_rect.x + uv_rect.width, uv_rect.y],
[uv_rect.x + uv_rect.width, uv_rect.y + uv_rect.height],
[uv_rect.x, uv_rect.y + uv_rect.height],
];
let screen = [self.config.width as f32, self.config.height as f32];
let rect = Rect { x: points[0][0], y: points[0][1], width: 1.0, height: 1.0 };
for i in 0..4 {
let px = points[i][0];
let py = points[i][1];
self.vertices.push(Vertex {
position: [px, py, 0.0],
normal: [0.0, 0.0, 1.0],
uv: uvs[i],
color,
mode,
radius: 0.0,
slice: [0.0, 0.0, 0.0, 1.0],
logical: [px - rect.x, py - rect.y],
size: [rect.width, rect.height],
screen,
clip: [-10000.0, -10000.0, 20000.0, 20000.0],
});
}
if let Some(call) = self.draw_calls.last_mut() {
call.index_count += 6;
}
}
fn get_texture_id(&self, name: &str) -> Option<u32> {
self.texture_registry.get(name).copied()
}
fn fill_rect_with_mode(&mut self, rect: Rect, color: [f32; 4], mode: u32, texture_id: Option<u32>) {
self.fill_rect_with_full_params(rect, color, mode, texture_id, 0.0, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
}
fn fill_rect_with_full_params(&mut self, rect: Rect, color: [f32; 4], mode: u32, texture_id: Option<u32>, radius: f32, uv_rect: Rect) {
let slice = self.slice_stack.last().copied().map(|(a, o)| [a, o, 1.0, 1.0]).unwrap_or([0.0, 0.0, 0.0, 1.0]);
self.fill_rect_with_full_params_and_slice(rect, color, mode, texture_id, radius, uv_rect, slice);
}
fn fill_rect_with_full_params_and_slice(&mut self, rect: Rect, color: [f32; 4], mode: u32, texture_id: Option<u32>, radius: f32, uv_rect: Rect, slice: [f32; 4]) {
let scissor = self.clip_stack.last().copied();
let is_glass = mode == 7;
let is_ui = mode == 6;
let last_call = self.draw_calls.last();
let needs_new_call = self.draw_calls.is_empty()
|| self.current_texture_id != texture_id
|| last_call.unwrap().scissor_rect != scissor
|| last_call.unwrap().is_glass != is_glass
|| last_call.unwrap().is_ui != is_ui;
if needs_new_call {
self.current_texture_id = texture_id;
self.draw_calls.push(DrawCall {
texture_id,
scissor_rect: scissor,
index_start: self.indices.len() as u32,
index_count: 0,
is_glass,
is_ui,
});
}
let base_idx = self.vertices.len() as u32;
let x1 = rect.x;
let y1 = rect.y;
let x2 = rect.x + rect.width;
let y2 = rect.y + rect.height;
let z = 0.0;
let normal = [0.0, 0.0, 1.0];
let screen = [self.config.width as f32, self.config.height as f32];
let clip_rect = self.clip_stack.last().copied().unwrap_or(cvkg_core::Rect { x: -10000.0, y: -10000.0, width: 20000.0, height: 20000.0 });
let clip = [clip_rect.x, clip_rect.y, clip_rect.width, clip_rect.height];
self.vertices.push(Vertex {
position: [x1, y1, z], normal, uv: [uv_rect.x, uv_rect.y], color, mode, radius,
slice, logical: [0.0, 0.0], size: [rect.width, rect.height], screen, clip
});
self.vertices.push(Vertex {
position: [x2, y1, z], normal, uv: [uv_rect.x + uv_rect.width, uv_rect.y], color, mode, radius,
slice, logical: [rect.width, 0.0], size: [rect.width, rect.height], screen, clip
});
self.vertices.push(Vertex {
position: [x2, y2, z], normal, uv: [uv_rect.x + uv_rect.width, uv_rect.y + uv_rect.height], color, mode, radius,
slice, logical: [rect.width, rect.height], size: [rect.width, rect.height], screen, clip
});
self.vertices.push(Vertex {
position: [x1, y2, z], normal, uv: [uv_rect.x, uv_rect.y + uv_rect.height], color, mode, radius,
slice, logical: [0.0, rect.height], size: [rect.width, rect.height], screen, clip
});
self.indices.extend_from_slice(&[
base_idx, base_idx + 1, base_idx + 2,
base_idx, base_idx + 2, base_idx + 3,
]);
if let Some(call) = self.draw_calls.last_mut() {
call.index_count += 6;
}
}
pub fn end_frame(&mut self, mut encoder: wgpu::CommandEncoder) {
self.queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&self.vertices));
self.queue.write_buffer(&self.index_buffer, 0, bytemuck::cast_slice(&self.indices));
let frame = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(t) => t,
wgpu::CurrentSurfaceTexture::Suboptimal(t) => t,
_ => {
self.surface.configure(&self.device, &self.config);
return;
}
};
let screen = frame.texture.create_view(&wgpu::TextureViewDescriptor::default());
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr P1 Opaque Background"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.scene_texture,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
p.set_pipeline(&self.background_pipeline);
p.set_bind_group(0, &self.dummy_bind_group, &[]);
p.set_bind_group(1, &self.blur_bind_group_a, &[]); p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
if !self.draw_calls.is_empty() {
p.set_pipeline(&self.pipeline);
p.set_vertex_buffer(0, self.vertex_buffer.slice(..));
p.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
for call in self.draw_calls.iter().filter(|c| !c.is_glass && !c.is_ui) {
let bg = if let Some(id) = call.texture_id {
self.texture_bind_groups.get(id as usize).unwrap_or(&self.dummy_bind_group)
} else {
&self.dummy_bind_group
};
p.set_bind_group(0, bg, &[]);
p.draw_indexed(call.index_start..call.index_start + call.index_count, 0, 0..1);
}
}
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr Blur Extract"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.blur_texture_a,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.bloom_extract_pipeline); p.set_bind_group(0, &self.scene_texture_bind_group, &[]);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
let blur_iters: u32 = 4;
for _i in 0..blur_iters {
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Blur H"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.blur_texture_b,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.blur_h_pipeline);
p.set_bind_group(0, &self.blur_bind_group_a, &[]);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Blur V"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.blur_texture_a,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.blur_v_pipeline);
p.set_bind_group(0, &self.blur_bind_group_b, &[]);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr P3 Liquid Glass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.scene_texture, resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.pipeline);
p.set_vertex_buffer(0, self.vertex_buffer.slice(..));
p.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
p.set_bind_group(1, &self.blur_bind_group_a, &[]); p.set_bind_group(2, &self.berserker_bind_group, &[]);
for call in self.draw_calls.iter().filter(|c| c.is_glass) {
let bg = if let Some(id) = call.texture_id {
self.texture_bind_groups.get(id as usize).unwrap_or(&self.dummy_bind_group)
} else {
&self.dummy_bind_group
};
p.set_bind_group(0, bg, &[]);
p.draw_indexed(call.index_start..call.index_start + call.index_count, 0, 0..1);
}
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr P4 UI Layer"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.scene_texture,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.pipeline);
p.set_vertex_buffer(0, self.vertex_buffer.slice(..));
p.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
for call in self.draw_calls.iter().filter(|c| c.is_ui) {
let bg = if let Some(id) = call.texture_id {
self.texture_bind_groups.get(id as usize).unwrap_or(&self.dummy_bind_group)
} else {
&self.dummy_bind_group
};
p.set_bind_group(0, bg, &[]);
p.draw_indexed(call.index_start..call.index_start + call.index_count, 0, 0..1);
}
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr Bloom Extract"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.blur_texture_a,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.bloom_extract_pipeline);
p.set_bind_group(0, &self.scene_texture_bind_group, &[]);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
for _ in 0..2 {
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Bloom Blur H"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.blur_texture_b,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.blur_h_pipeline);
p.set_bind_group(0, &self.blur_bind_group_a, &[]);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Bloom Blur V"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.blur_texture_a,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.blur_v_pipeline);
p.set_bind_group(0, &self.blur_bind_group_b, &[]);
p.set_bind_group(1, &self.dummy_bind_group, &[]);
p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
}
{
let mut p = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr P7 Final Composite"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &screen,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
p.set_pipeline(&self.composite_pipeline);
p.set_bind_group(0, &self.scene_bind_group, &[]); p.set_bind_group(1, &self.blur_bind_group_a, &[]); p.set_bind_group(2, &self.berserker_bind_group, &[]);
p.draw(0..6, 0..1);
}
self.queue.submit(Some(encoder.finish()));
frame.present();
}
}
impl cvkg_core::Renderer for SurtrRenderer {
fn fill_rect(&mut self, rect: Rect, color: [f32; 4]) {
self.fill_rect_with_mode(rect, self.apply_opacity(color), 0, None);
}
fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4]) {
self.fill_rect_with_full_params(rect, self.apply_opacity(color), 3, None, radius, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
}
fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4]) {
self.fill_rect_with_full_params(rect, self.apply_opacity(color), 4, None, 0.0, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
}
fn bifrost(&mut self, rect: Rect, blur: f32, _saturation: f32, opacity: f32) {
let screen_uv = Rect {
x: rect.x / self.config.width as f32,
y: rect.y / self.config.height as f32,
width: rect.width / self.config.width as f32,
height: rect.height / self.config.height as f32,
};
self.fill_rect_with_full_params(rect, [1.0, 1.0, 1.0, opacity], 7, None, blur, screen_uv);
}
fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32) {
let c = self.apply_opacity(color);
let hw = stroke_width;
self.fill_rect_with_mode(Rect { x: rect.x, y: rect.y, width: rect.width, height: hw }, c, 1, None);
self.fill_rect_with_mode(Rect { x: rect.x, y: rect.y + rect.height - hw, width: rect.width, height: hw }, c, 1, None);
self.fill_rect_with_mode(Rect { x: rect.x, y: rect.y, width: hw, height: rect.height }, c, 1, None);
self.fill_rect_with_mode(Rect { x: rect.x + rect.width - hw, y: rect.y, width: hw, height: rect.height }, c, 1, None);
}
fn stroke_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32) {
self.fill_rect_with_full_params(rect, self.apply_opacity(color), 17, None, radius, Rect { x: stroke_width, y: 0.0, width: 0.0, height: 0.0 });
}
fn stroke_ellipse(&mut self, _rect: Rect, _color: [f32; 4], _stroke_width: f32) {
}
fn draw_linear_gradient(&mut self, rect: Rect, start_color: [f32; 4], end_color: [f32; 4], angle: f32) {
self.fill_rect_with_full_params_and_slice(rect, self.apply_opacity(start_color), 15, None, 0.0, Rect { x: angle, y: 0.0, width: 1.0, height: 1.0 }, end_color);
}
fn draw_radial_gradient(&mut self, rect: Rect, inner_color: [f32; 4], outer_color: [f32; 4]) {
self.fill_rect_with_full_params_and_slice(rect, self.apply_opacity(inner_color), 16, None, 0.0, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 }, outer_color);
}
fn draw_drop_shadow(&mut self, rect: Rect, radius: f32, color: [f32; 4], blur: f32, spread: f32) {
let margin = blur + spread;
let inflated = Rect {
x: rect.x - margin,
y: rect.y - margin,
width: rect.width + margin * 2.0,
height: rect.height + margin * 2.0,
};
self.fill_rect_with_full_params(inflated, self.apply_opacity(color), 18, None, radius, Rect { x: margin, y: blur, width: 0.0, height: 0.0 });
}
fn stroke_dashed_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4], width: f32, dash: f32, gap: f32) {
self.fill_rect_with_full_params(rect, self.apply_opacity(color), 19, None, radius, Rect { x: width, y: dash, width: gap, height: 0.0 });
}
fn draw_9slice(&mut self, image_name: &str, rect: Rect, left: f32, top: f32, right: f32, bottom: f32) {
let c = self.apply_opacity([1.0, 1.0, 1.0, 1.0]);
let tid = self.get_texture_id(image_name);
self.fill_rect_with_full_params(rect, c, 20, tid, bottom, Rect { x: left, y: top, width: right, height: 0.0 });
}
fn draw_line(&mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32) {
let dx = x2 - x1;
let dy = y2 - y1;
let len = (dx * dx + dy * dy).sqrt();
if len < 0.001 { return; }
let _angle = dy.atan2(dx).to_degrees();
let c = self.apply_opacity(color);
self.fill_rect_with_mode(
Rect { x: (x1 + x2) / 2.0 - len / 2.0, y: (y1 + y2) / 2.0 - stroke_width / 2.0, width: len, height: stroke_width },
c,
1, None
);
}
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4]) {
let mut buffer = cosmic_text::Buffer::new(&mut self.font_system, cosmic_text::Metrics::new(size, size));
buffer.set_text(&mut self.font_system, text, &cosmic_text::Attrs::new(), cosmic_text::Shaping::Basic);
buffer.shape_until_scroll(&mut self.font_system, false);
let c = self.apply_opacity(color);
let mut glyph_idx = 0;
for run in buffer.layout_runs() {
for glyph in run.glyphs {
let tracking = (2.8 - 0.22 * (size - 16.0)).max(0.6);
let x_offset = x + (glyph_idx as f32 * tracking);
let physical_glyph = glyph.physical((x_offset, y), 1.0);
let cache_key = physical_glyph.cache_key;
let (uv_rect, w, h) = if let Some(info) = self.text_cache.get(&cache_key) {
*info
} else {
if let Some(image) = self.swash_cache.get_image(&mut self.font_system, cache_key) {
let (gx, _gy) = self.text_atlas_pos;
let gw = image.placement.width;
let gh = image.placement.height;
if gx + gw > 1024 {
self.text_atlas_pos.0 = 0;
self.text_atlas_pos.1 += 64; }
let (nx, ny) = self.text_atlas_pos;
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &self.text_atlas_tex,
mip_level: 0,
origin: wgpu::Origin3d { x: nx, y: ny, z: 0 },
aspect: wgpu::TextureAspect::All,
},
&image.data,
wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(gw), rows_per_image: Some(gh) },
wgpu::Extent3d { width: gw, height: gh, depth_or_array_layers: 1 },
);
let info = (Rect { x: nx as f32 / 1024.0, y: ny as f32 / 1024.0, width: gw as f32 / 1024.0, height: gh as f32 / 1024.0 }, gw as f32, gh as f32);
self.text_cache.insert(cache_key, info);
self.text_atlas_pos.0 += gw + 2;
info
} else {
(Rect::zero(), 0.0, 0.0)
}
};
if w > 0.0 {
let glyph_rect = Rect {
x: physical_glyph.x as f32,
y: physical_glyph.y as f32,
width: w,
height: h,
};
let tid = self.get_texture_id("__text_atlas");
self.fill_rect_with_full_params(glyph_rect, c, 6, tid, 0.0, uv_rect); }
glyph_idx += 1;
}
}
}
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32) {
let mut buffer = cosmic_text::Buffer::new(&mut self.font_system, cosmic_text::Metrics::new(size, size));
buffer.set_text(&mut self.font_system, text, &cosmic_text::Attrs::new(), cosmic_text::Shaping::Advanced);
buffer.shape_until_scroll(&mut self.font_system, false);
let mut width = 0.0f32;
let mut height = 0.0f32;
for run in buffer.layout_runs() {
width = width.max(run.line_w);
height += size;
}
(width, height)
}
fn draw_texture(&mut self, texture_id: u32, rect: Rect) {
self.fill_rect_with_full_params(rect, [1.0, 1.0, 1.0, 1.0], 2, Some(texture_id), 0.0, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
}
fn draw_image(&mut self, image_name: &str, rect: Rect) {
let tid = self.get_texture_id(image_name);
self.fill_rect_with_full_params(rect, [1.0, 1.0, 1.0, 1.0], 2, tid, 0.0, Rect { x: 0.0, y: 0.0, width: 1.0, height: 1.0 });
}
fn load_image(&mut self, name: &str, data: &[u8]) {
let img = image::load_from_memory(data).expect("Failed to load image").to_rgba8();
let (width, height) = img.dimensions();
let size = wgpu::Extent3d { width, height, depth_or_array_layers: 1 };
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(name),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&img,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4 * width),
rows_per_image: Some(height),
},
size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some(name),
});
self.texture_bind_groups.push(bind_group);
let id = (self.texture_bind_groups.len() - 1) as u32;
self.texture_registry.insert(name.to_string(), id);
}
fn push_clip_rect(&mut self, rect: Rect) {
self.clip_stack.push(rect);
}
fn pop_clip_rect(&mut self) {
self.clip_stack.pop();
}
fn push_opacity(&mut self, opacity: f32) {
let current = self.opacity_stack.last().copied().unwrap_or(1.0);
self.opacity_stack.push(current * opacity);
}
fn pop_opacity(&mut self) {
self.opacity_stack.pop();
}
fn set_theme(&mut self, theme: ColorTheme) {
self.current_theme = theme;
self.queue.write_buffer(&self.theme_buffer, 0, bytemuck::bytes_of(&theme));
}
fn set_rage(&mut self, rage: f32) {
self.current_scene.berzerker_rage = rage;
}
fn trigger_shatter_event(&mut self, origin: [f32; 2], force: f32) {
self.current_scene.shatter_origin = origin;
self.current_scene.shatter_time = self.current_scene.time;
self.current_scene.shatter_force = force;
}
fn push_mjolnir_slice(&mut self, angle: f32, offset: f32) {
self.slice_stack.push((angle, offset));
}
fn pop_mjolnir_slice(&mut self) {
self.slice_stack.pop();
}
fn mjolnir_shatter(&mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4]) {
self.shatter_internal(rect, pieces, force, color, 8);
}
fn mjolnir_fluid_shatter(&mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4]) {
self.shatter_internal(rect, pieces, force, color, 11);
}
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4]) {
self.recursive_bolt(from, to, 4, color);
}
fn upload_data_texture(&mut self, id: &str, data: &[f32], width: u32, height: u32) {
let size = wgpu::Extent3d { width, height, depth_or_array_layers: 1 };
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(id),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
bytemuck::cast_slice(data),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4 * width),
rows_per_image: Some(height),
},
size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) },
],
label: Some(id),
});
self.texture_bind_groups.push(bind_group);
let tid = (self.texture_bind_groups.len() - 1) as u32;
self.texture_registry.insert(id.to_string(), tid);
}
fn draw_heatmap(&mut self, texture_id: &str, rect: Rect, _palette: &str) {
let tid = self.get_texture_id(texture_id);
self.fill_rect_with_mode(rect, [1.0, 1.0, 1.0, 1.0], 12, tid);
}
fn draw_mesh(&mut self, mesh: &Mesh, color: [f32; 4], transform: glam::Mat4) {
let base_idx = self.vertices.len() as u32;
let screen = [self.config.width as f32, self.config.height as f32];
for i in 0..mesh.vertices.len() {
let pos = transform.transform_point3(glam::Vec3::from(mesh.vertices[i]));
let norm = transform.transform_vector3(glam::Vec3::from(mesh.normals[i]));
self.vertices.push(Vertex {
position: pos.to_array(),
normal: norm.to_array(),
uv: [0.0, 0.0],
color,
mode: 13, radius: 0.0,
slice: [0.0, 0.0, 0.0, 1.0],
logical: [0.0, 0.0],
size: [0.0, 0.0],
screen,
clip: [-10000.0, -10000.0, 20000.0, 20000.0],
});
}
for idx in &mesh.indices {
self.indices.push(base_idx + idx);
}
if self.draw_calls.is_empty() || self.current_texture_id.is_some() {
self.current_texture_id = None;
self.draw_calls.push(DrawCall {
texture_id: None,
scissor_rect: self.clip_stack.last().copied(),
index_start: (self.indices.len() as u32) - (mesh.indices.len() as u32),
index_count: mesh.indices.len() as u32,
is_glass: false,
is_ui: false,
});
} else {
self.draw_calls.last_mut().unwrap().index_count += mesh.indices.len() as u32;
}
}
fn register_shared_element(&mut self, id: &str, rect: Rect) {
self.shared_elements.insert(id.to_string(), rect);
}
}
impl Drop for SurtrRenderer {
fn drop(&mut self) {
let _ = self.device.poll(wgpu::PollType::wait_indefinitely());
}
}
impl cvkg_core::FrameRenderer<wgpu::CommandEncoder> for SurtrRenderer {
fn begin_frame(&mut self) -> wgpu::CommandEncoder {
self.begin_frame()
}
fn end_frame(&mut self, encoder: wgpu::CommandEncoder) {
self.end_frame(encoder)
}
}
impl SurtrRenderer {
fn apply_opacity(&self, mut color: [f32; 4]) -> [f32; 4] {
if let Some(&alpha) = self.opacity_stack.last() {
color[3] *= alpha;
}
color
}
}