use crate::kvasir::node::{ExecutionContext, KvasirNode};
use crate::kvasir::resource::ResourceId;
use crate::passes::accessibility::AccessibilityNode;
use crate::passes::backdrop_region::BackdropRegionNode;
use crate::passes::bloom::{BloomBlurNode, BloomExtractNode};
use crate::passes::composite::CompositeNode;
use crate::passes::geometry::GeometryNode;
use crate::passes::glass::{BackdropBlurNode, BackdropCopyNode, GlassNode};
use crate::passes::ui::UINode;
use crate::passes::volumetric::VolumetricNode;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum PassId {
Geometry,
BackdropCopy,
BackdropBlur,
Volumetric,
Glass,
UI,
Flow,
ComputeParticle,
BloomExtract,
BloomBlur,
Composite,
Accessibility,
Present,
PostProcess {
pipeline_id: u64,
},
BackdropRegion,
}
pub struct PresentNode {
pub inputs: Vec<ResourceId>,
pub outputs: Vec<ResourceId>,
}
impl KvasirNode for PresentNode {
fn label(&self) -> &'static str {
"Present"
}
fn inputs(&self) -> &[ResourceId] {
&self.inputs
}
fn outputs(&self) -> &[ResourceId] {
&self.outputs
}
fn pass_id(&self) -> PassId {
PassId::Present
}
fn execute(&self, _ctx: &mut ExecutionContext) {
}
}
pub const RES_SCENE: ResourceId = ResourceId(1);
pub const RES_SCENE_MSAA: ResourceId = ResourceId(5);
pub const RES_BLUR_A: ResourceId = ResourceId(2);
pub const RES_BLOOM_A: ResourceId = ResourceId(3);
pub const RES_SWAPCHAIN: ResourceId = ResourceId(4);
pub struct RenderGraphConfig<'a> {
pub has_glass: bool,
pub has_bloom: bool,
pub has_accessibility: bool,
pub has_volumetric: bool,
pub active_offscreens: &'a [crate::types::OffscreenEffectConfig],
pub portal_regions: &'a [cvkg_core::Rect],
pub width: u32,
pub height: u32,
pub scale: f32,
}
pub fn build_render_graph(config: &RenderGraphConfig<'_>) -> super::graph::KvasirGraph {
let mut builder = super::graph::GraphBuilder::new();
let geometry = builder.add_node(Box::new(GeometryNode::new()));
let mut last_scene_node = geometry;
for offscreen in config.active_offscreens {
let tex_id = ResourceId(1000 + offscreen.target_id as u32);
let off_geom = builder.add_node(Box::new(
crate::passes::effects::OffscreenGeometryNode::new(offscreen.target_id, tex_id),
));
let composite =
builder.add_node(Box::new(crate::passes::effects::EffectCompositeNode::new(
offscreen.target_id,
tex_id,
offscreen.effect.clone(),
offscreen.blend_mode,
offscreen.effect_args,
)));
builder.connect(off_geom, tex_id, composite);
builder.connect(last_scene_node, RES_SCENE, composite);
last_scene_node = composite;
}
if config.has_glass {
let copy = builder.add_node(Box::new(BackdropCopyNode::new()));
builder.connect(last_scene_node, RES_SCENE, copy);
let blur = builder.add_node(Box::new(BackdropBlurNode::new(
config.width / 2,
config.height / 2,
)));
builder.connect(copy, RES_BLUR_A, blur);
for (i, region) in config.portal_regions.iter().enumerate() {
let region_id = ResourceId(2000 + i as u32);
let region_node =
builder.add_node(Box::new(BackdropRegionNode::new(*region, region_id)));
builder.connect(last_scene_node, RES_SCENE, region_node);
}
let glass = builder.add_node(Box::new(GlassNode::new(config.scale)));
builder.connect(blur, RES_BLUR_A, glass);
builder.connect(last_scene_node, RES_SCENE, glass);
last_scene_node = glass;
}
let ui = builder.add_node(Box::new(UINode::new()));
builder.connect(last_scene_node, RES_SCENE, ui);
last_scene_node = ui;
let has_volumetric = config.has_volumetric;
if has_volumetric {
let volumetric = builder.add_node(Box::new(VolumetricNode::new()));
builder.connect(last_scene_node, RES_SCENE, volumetric);
last_scene_node = volumetric;
}
let mut last_bloom_node = None;
if config.has_bloom {
let extract = builder.add_node(Box::new(BloomExtractNode::new()));
builder.connect(last_scene_node, RES_SCENE, extract);
let blur = builder.add_node(Box::new(BloomBlurNode::new(
config.width / 2,
config.height / 2,
)));
builder.connect(extract, RES_BLOOM_A, blur);
last_bloom_node = Some(blur);
}
if config.has_accessibility {
let a11y = builder.add_node(Box::new(AccessibilityNode::new()));
builder.connect(last_scene_node, RES_SCENE, a11y);
last_scene_node = a11y;
}
let composite = builder.add_node(Box::new(CompositeNode::new(
config.has_bloom,
!config.has_accessibility,
)));
builder.connect(last_scene_node, RES_SCENE, composite);
if let Some(bloom_node) = last_bloom_node {
builder.connect(bloom_node, RES_BLOOM_A, composite);
}
let present = builder.add_node(Box::new(PresentNode {
inputs: vec![RES_SCENE],
outputs: vec![],
}));
builder.connect(last_scene_node, RES_SCENE, present);
builder.build()
}