nightshade 0.14.0

A cross-platform data-oriented game engine.
Documentation
use crate::ecs::graphics::resources::EffectsUniforms;
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};

pub struct EffectsPass {
    pipeline: wgpu::RenderPipeline,
    blit_pipeline: wgpu::RenderPipeline,
    bind_group_layout: wgpu::BindGroupLayout,
    blit_bind_group_layout: wgpu::BindGroupLayout,
    sampler: wgpu::Sampler,
    uniform_buffer: wgpu::Buffer,
    cached_bind_group: Option<wgpu::BindGroup>,
    cached_blit_bind_group: Option<wgpu::BindGroup>,
    enabled: bool,
    input_slot: String,
    output_slot: String,
}

impl EffectsPass {
    pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
        Self::with_slots(device, surface_format, "input", "output")
    }

    pub fn with_slots(
        device: &wgpu::Device,
        surface_format: wgpu::TextureFormat,
        input_slot: &str,
        output_slot: &str,
    ) -> Self {
        let shader_module = crate::render::wgpu::shader_compose::compile_wgsl(
            device,
            "Effects Shader",
            include_str!("../../shaders/effects.wgsl"),
        );

        let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Effects 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("Effects Pipeline Layout"),
            bind_group_layouts: &[Some(&bind_group_layout)],
            immediate_size: 0,
        });

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Effects 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,
        });

        let blit_shader = crate::render::wgpu::shader_compose::compile_wgsl(
            device,
            "Blit Shader",
            r#"
                struct VertexOutput {
                    @builtin(position) position: vec4<f32>,
                    @location(0) uv: vec2<f32>,
                };

                @group(0) @binding(0)
                var input_texture: texture_2d<f32>;
                @group(0) @binding(1)
                var input_sampler: sampler;

                @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;
                }

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

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

        let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Blit Pipeline"),
            layout: Some(&blit_pipeline_layout),
            vertex: wgpu::VertexState {
                module: &blit_shader,
                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::default(),
            fragment: Some(wgpu::FragmentState {
                module: &blit_shader,
                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,
        });

        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("Effects 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()
        });

        let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Effects Uniform Buffer"),
            size: std::mem::size_of::<EffectsUniforms>() as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        Self {
            pipeline,
            blit_pipeline,
            bind_group_layout,
            blit_bind_group_layout,
            sampler,
            uniform_buffer,
            cached_bind_group: None,
            cached_blit_bind_group: None,
            enabled: true,
            input_slot: input_slot.to_string(),
            output_slot: output_slot.to_string(),
        }
    }
}

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

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

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

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

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

        let time = world.resources.window.timing.uptime_milliseconds as f32 * 0.001;
        let mut uniforms = effects.uniforms;
        uniforms.time = time;
        if effects.animate_hue {
            uniforms.hue_rotation = (time * 0.1) % 1.0;
        }
        queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniforms));
    }

    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>>,
    > {
        let input_view = context.get_texture_view(&self.input_slot)?;

        if self.cached_bind_group.is_none() {
            self.cached_bind_group = Some(context.device.create_bind_group(
                &wgpu::BindGroupDescriptor {
                    label: Some("Effects 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),
                        },
                        wgpu::BindGroupEntry {
                            binding: 2,
                            resource: self.uniform_buffer.as_entire_binding(),
                        },
                    ],
                },
            ));
        }

        if self.cached_blit_bind_group.is_none() {
            self.cached_blit_bind_group = Some(context.device.create_bind_group(
                &wgpu::BindGroupDescriptor {
                    label: Some("Effects Blit Bind Group"),
                    layout: &self.blit_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 (pipeline, bind_group) = if self.enabled {
            (&self.pipeline, self.cached_bind_group.as_ref().unwrap())
        } else {
            (
                &self.blit_pipeline,
                self.cached_blit_bind_group.as_ref().unwrap(),
            )
        };

        let (color_view, color_load_op, color_store_op) =
            context.get_color_attachment(&self.output_slot)?;

        let mut render_pass = context
            .encoder
            .begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Effects Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: color_view,
                    resolve_target: None,
                    ops: wgpu::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(pipeline);
        render_pass.set_bind_group(0, bind_group, &[]);
        render_pass.draw(0..3, 0..1);
        drop(render_pass);

        Ok(context.into_sub_graph_commands())
    }
}