nightshade 0.13.1

A cross-platform data-oriented game engine.
Documentation
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use wgpu::{
    BindGroup, BindGroupLayout, Operations, RenderPassColorAttachment, RenderPipeline, Sampler,
};

const FULLSCREEN_VERTEX_SHADER: &str = "
struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
};

@vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
    var out: VertexOutput;
    let x = f32((vertex_index & 1u) << 1u);
    let y = f32((vertex_index & 2u));
    out.position = vec4<f32>(x * 2.0 - 1.0, y * 2.0 - 1.0, 0.0, 1.0);
    out.uv = vec2<f32>(x, 1.0 - y);
    return out;
}
";

const BLIT_FRAGMENT_SHADER: &str = "
@group(0) @binding(0)
var input_texture: texture_2d<f32>;

@group(0) @binding(1)
var input_sampler: sampler;

@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
    return textureSample(input_texture, input_sampler, in.uv);
}
";

pub struct BlitPass {
    pub pipeline: RenderPipeline,
    bind_group_layout: BindGroupLayout,
    sampler: Sampler,
    cached_bind_group: Option<BindGroup>,
    name: String,
}

impl BlitPass {
    pub fn create_pipeline(
        device: &wgpu::Device,
        surface_format: wgpu::TextureFormat,
    ) -> RenderPipeline {
        let shader_source = format!("{}\n{}", FULLSCREEN_VERTEX_SHADER, BLIT_FRAGMENT_SHADER);

        let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Blit Shader"),
            source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Owned(shader_source)),
        });

        let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Blit Bind Group Layout"),
            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,
                },
            ],
        });

        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("Blit Pipeline Layout"),
            bind_group_layouts: &[Some(&bind_group_layout)],
            immediate_size: 0,
        });

        device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Blit Pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader_module,
                entry_point: Some("vertex_main"),
                buffers: &[],
                compilation_options: Default::default(),
            },
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                strip_index_format: None,
                front_face: wgpu::FrontFace::Ccw,
                cull_mode: None,
                unclipped_depth: false,
                polygon_mode: wgpu::PolygonMode::Fill,
                conservative: false,
            },
            depth_stencil: None,
            multisample: wgpu::MultisampleState {
                count: 1,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader_module,
                entry_point: Some("fragment_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format: surface_format,
                    blend: None,
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                compilation_options: Default::default(),
            }),
            multiview_mask: None,
            cache: None,
        })
    }

    pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
        let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Blit Bind Group Layout"),
            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,
                },
            ],
        });

        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("Blit Sampler"),
            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::Linear,
            mipmap_filter: wgpu::MipmapFilterMode::Nearest,
            ..Default::default()
        });

        Self {
            pipeline: Self::create_pipeline(device, surface_format),
            bind_group_layout,
            sampler,
            cached_bind_group: None,
            name: "blit_pass".to_string(),
        }
    }

    pub fn with_name(mut self, name: &str) -> Self {
        self.name = name.to_string();
        self
    }
}

impl PassNode<crate::ecs::world::World> for BlitPass {
    fn name(&self) -> &str {
        &self.name
    }

    fn reads(&self) -> Vec<&str> {
        vec!["input"]
    }

    fn writes(&self) -> Vec<&str> {
        vec!["output"]
    }

    fn invalidate_bind_groups(&mut self) {
        self.cached_bind_group = None;
    }

    fn execute<'r, 'e>(
        &mut self,
        context: PassExecutionContext<'r, 'e, crate::ecs::world::World>,
    ) -> crate::render::wgpu::rendergraph::Result<
        Vec<crate::render::wgpu::rendergraph::SubGraphRunCommand<'r>>,
    > {
        if !context.is_pass_enabled() {
            return Ok(context.into_sub_graph_commands());
        }

        if self.cached_bind_group.is_none() {
            let input_view = context.get_texture_view("input")?;

            self.cached_bind_group = Some(context.device.create_bind_group(
                &wgpu::BindGroupDescriptor {
                    label: Some("Blit Bind Group"),
                    layout: &self.bind_group_layout,
                    entries: &[
                        wgpu::BindGroupEntry {
                            binding: 0,
                            resource: wgpu::BindingResource::TextureView(input_view),
                        },
                        wgpu::BindGroupEntry {
                            binding: 1,
                            resource: wgpu::BindingResource::Sampler(&self.sampler),
                        },
                    ],
                },
            ));
        }

        let (color_view, color_load_op, color_store_op) = context.get_color_attachment("output")?;

        let mut render_pass = context
            .encoder
            .begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Blit Render Pass"),
                color_attachments: &[Some(RenderPassColorAttachment {
                    view: color_view,
                    resolve_target: None,
                    ops: Operations {
                        load: color_load_op,
                        store: color_store_op,
                    },
                    depth_slice: None,
                })],
                depth_stencil_attachment: None,
                timestamp_writes: None,
                occlusion_query_set: None,
                multiview_mask: None,
            });

        render_pass.set_pipeline(&self.pipeline);
        render_pass.set_bind_group(0, self.cached_bind_group.as_ref().unwrap(), &[]);
        render_pass.draw(0..3, 0..1);

        drop(render_pass);

        Ok(context.into_sub_graph_commands())
    }
}