nightshade 0.13.3

A cross-platform data-oriented game engine.
Documentation
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use wgpu::util::DeviceExt;

#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct OutlineParams {
    outline_color: [f32; 4],
    outline_width: f32,
    texture_width: f32,
    texture_height: f32,
    padding: f32,
}

pub struct OutlinePass {
    pipeline: wgpu::RenderPipeline,
    bind_group_layout: wgpu::BindGroupLayout,
    sampler: wgpu::Sampler,
    params_buffer: wgpu::Buffer,
    cached_bind_group: Option<wgpu::BindGroup>,
    outline_color: [f32; 4],
    outline_width: f32,
    texture_size: (u32, u32),
    enabled: bool,
}

impl OutlinePass {
    pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
        let shader = device.create_shader_module(wgpu::include_wgsl!("../../shaders/outline.wgsl"));

        let params = OutlineParams {
            outline_color: [1.0, 0.45, 0.0, 1.0],
            outline_width: 2.0,
            texture_width: 1920.0,
            texture_height: 1080.0,
            padding: 0.0,
        };

        let params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Outline Params Buffer"),
            contents: bytemuck::cast_slice(&[params]),
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
        });

        let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Outline 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,
                },
                wgpu::BindGroupLayoutEntry {
                    binding: 2,
                    visibility: wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                },
            ],
        });

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

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Outline Pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vertex_main"),
                buffers: &[],
                compilation_options: Default::default(),
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fragment_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format: color_format,
                    blend: Some(wgpu::BlendState {
                        color: wgpu::BlendComponent {
                            src_factor: wgpu::BlendFactor::SrcAlpha,
                            dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
                            operation: wgpu::BlendOperation::Add,
                        },
                        alpha: wgpu::BlendComponent {
                            src_factor: wgpu::BlendFactor::One,
                            dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
                            operation: wgpu::BlendOperation::Add,
                        },
                    }),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                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::default(),
            multiview_mask: None,
            cache: None,
        });

        let 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::Linear,
            mipmap_filter: wgpu::MipmapFilterMode::Linear,
            ..Default::default()
        });

        Self {
            pipeline,
            bind_group_layout,
            sampler,
            params_buffer,
            cached_bind_group: None,
            outline_color: [1.0, 0.45, 0.0, 1.0],
            outline_width: 2.0,
            texture_size: (1920, 1080),
            enabled: false,
        }
    }

    pub fn set_outline_color(&mut self, color: [f32; 4]) {
        self.outline_color = color;
    }

    pub fn set_outline_width(&mut self, width: f32) {
        self.outline_width = width;
    }

    pub fn resize(&mut self, width: u32, height: u32) {
        self.texture_size = (width, height);
    }
}

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

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

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

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

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

    fn prepare(
        &mut self,
        _device: &wgpu::Device,
        queue: &wgpu::Queue,
        world: &crate::ecs::world::World,
    ) {
        self.enabled = world.resources.graphics.selection_outline_enabled
            && world
                .resources
                .graphics
                .bounding_volume_selected_entity
                .is_some();

        if !self.enabled {
            return;
        }

        self.outline_color = world.resources.graphics.selection_outline_color;

        let params = OutlineParams {
            outline_color: self.outline_color,
            outline_width: self.outline_width,
            texture_width: self.texture_size.0 as f32,
            texture_height: self.texture_size.1 as f32,
            padding: 0.0,
        };
        queue.write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));
    }

    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 !self.enabled {
            return Ok(context.into_sub_graph_commands());
        }

        if self.cached_bind_group.is_none() {
            let mask_view = context.get_texture_view("selection_mask")?;

            if let Ok(size) = context.get_texture_size("selection_mask") {
                self.texture_size = size;
            }

            self.cached_bind_group = Some(context.device.create_bind_group(
                &wgpu::BindGroupDescriptor {
                    layout: &self.bind_group_layout,
                    entries: &[
                        wgpu::BindGroupEntry {
                            binding: 0,
                            resource: wgpu::BindingResource::TextureView(mask_view),
                        },
                        wgpu::BindGroupEntry {
                            binding: 1,
                            resource: wgpu::BindingResource::Sampler(&self.sampler),
                        },
                        wgpu::BindGroupEntry {
                            binding: 2,
                            resource: self.params_buffer.as_entire_binding(),
                        },
                    ],
                    label: Some("Outline Bind Group"),
                },
            ));
        }

        let (output_view, _, output_store_op) = context.get_color_attachment("color")?;

        let mut render_pass = context
            .encoder
            .begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Outline Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: output_view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Load,
                        store: output_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())
    }
}