use crate::kvasir::node::{ExecutionContext, KvasirNode};
use crate::kvasir::nodes::{PassId, RES_SCENE};
use crate::kvasir::resource::ResourceId;
pub struct UINode {
pub inputs: Vec<ResourceId>,
pub outputs: Vec<ResourceId>,
}
impl UINode {
pub fn new() -> Self {
Self {
inputs: vec![RES_SCENE],
outputs: vec![RES_SCENE],
}
}
}
impl Default for UINode {
fn default() -> Self {
Self::new()
}
}
impl KvasirNode for UINode {
fn label(&self) -> &'static str {
"UI"
}
fn inputs(&self) -> &[ResourceId] {
&self.inputs
}
fn outputs(&self) -> &[ResourceId] {
&self.outputs
}
fn pass_id(&self) -> PassId {
PassId::UI
}
fn execute(&self, ctx: &mut ExecutionContext) {
let rt_w = ctx.renderer.current_width() as i32;
let rt_h = ctx.renderer.current_height() as i32;
let scale = ctx.renderer.current_scale_factor();
let scene_view = match ctx.registry.get_texture_view(RES_SCENE) {
Some(v) => v,
None => {
tracing::error!("Missing texture view for {}", stringify!(RES_SCENE));
return;
}
};
let mut p = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Surtr P4 UI Layer"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &scene_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
..Default::default()
});
p.set_pipeline(&ctx.renderer.ui_pipeline);
p.set_vertex_buffer(0, ctx.renderer.geometry_buffers.vertex_buffer.slice(..));
p.set_vertex_buffer(1, ctx.renderer.geometry_buffers.instance_buffer.slice(..));
p.set_index_buffer(
ctx.renderer.geometry_buffers.index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
p.set_bind_group(1, &ctx.renderer.dummy_env_bind_group, &[]);
p.set_bind_group(2, &ctx.renderer.berserker_bind_group, &[]);
p.set_bind_group(3, &ctx.renderer.gradient_bind_group, &[]);
for call in ctx
.renderer
.draw_calls
.iter()
.filter(|c| matches!(c.material, cvkg_core::DrawMaterial::TopUI))
{
let bg = if let Some(id) = call.texture_id {
if id == 0 {
&ctx.renderer.mega_heim_bind_group
} else {
ctx.renderer
.texture_bind_groups
.get(id as usize)
.unwrap_or(&ctx.renderer.dummy_texture_bind_group)
}
} else {
&ctx.renderer.dummy_texture_bind_group
};
p.set_bind_group(0, bg, &[]);
if let Some(rect) = call.scissor_rect
&& rt_w > 0
&& rt_h > 0
{
let x1 = (rect.x * scale).round() as i32;
let y1 = (rect.y * scale).round() as i32;
let x2 = ((rect.x + rect.width) * scale).round() as i32;
let y2 = ((rect.y + rect.height) * scale).round() as i32;
let w = (x2 - x1).clamp(0, rt_w);
let h = (y2 - y1).clamp(0, rt_h);
if w > 0 && h > 0 {
p.set_scissor_rect(x1 as u32, y1 as u32, w as u32, h as u32);
} else {
p.set_scissor_rect(0, 0, 0, 0);
}
} else {
p.set_scissor_rect(0, 0, rt_w as u32, rt_h as u32);
}
p.draw_indexed(
call.index_start..call.index_start + call.index_count,
0,
call.instance_start..call.instance_start + call.instance_count,
);
}
}
}