use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use wgpu::util::DeviceExt;
use wgpu::{
BindGroup, BindGroupLayout, Buffer, Operations, RenderPassColorAttachment, RenderPipeline,
Sampler,
};
const VERTEX_SHADER: &str = "
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
struct UvTransform {
scale: vec2<f32>,
offset: vec2<f32>,
}
@group(0) @binding(2)
var<uniform> uv_transform: UvTransform;
@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);
let raw_uv = vec2<f32>(x, 1.0 - y);
out.uv = (raw_uv - vec2<f32>(0.5, 0.5)) * uv_transform.scale + vec2<f32>(0.5, 0.5) + uv_transform.offset;
return out;
}
";
const 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);
}
";
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct UvTransform {
scale: [f32; 2],
offset: [f32; 2],
}
pub struct ViewportComposePass {
pipeline: RenderPipeline,
bind_group_layout: BindGroupLayout,
sampler: Sampler,
uniform_buffer: Buffer,
cached_bind_group: Option<BindGroup>,
}
impl ViewportComposePass {
pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
let shader_source = format!("{VERTEX_SHADER}\n{FRAGMENT_SHADER}");
let shader_module = crate::render::wgpu::shader_compose::compile_wgsl(
device,
"Viewport Compose Shader",
&shader_source,
);
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Viewport Compose 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::VERTEX,
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("Viewport Compose Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Viewport Compose 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 sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Viewport Compose 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_init(&wgpu::util::BufferInitDescriptor {
label: Some("Viewport Compose Uniform"),
contents: bytemuck::cast_slice(&[UvTransform {
scale: [1.0, 1.0],
offset: [0.0, 0.0],
}]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
Self {
pipeline,
bind_group_layout,
sampler,
uniform_buffer,
cached_bind_group: None,
}
}
}
impl PassNode<crate::ecs::world::World> for ViewportComposePass {
fn name(&self) -> &str {
"viewport_compose_pass"
}
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 runs_in_compose_only_phase(&self) -> bool {
true
}
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("Viewport Compose 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(),
},
],
},
));
}
let (output_view, _load_op, store_op) = context.get_color_attachment("output")?;
let (output_width, output_height) = context.get_texture_size("output")?;
let (input_width, input_height) = context.get_texture_size("input")?;
let world = context.configs;
let active_camera = world.resources.active_camera;
let render_iteration = world.resources.window.camera_tile_render_iteration;
let viewport_rect = active_camera
.and_then(|camera| {
world
.resources
.window
.camera_tile_rects
.get(&camera)
.copied()
})
.or(world.resources.window.active_viewport_rect);
let clear_color = world
.resources
.retained_ui
.background_color
.map(|color| wgpu::Color {
r: color.x as f64,
g: color.y as f64,
b: color.z as f64,
a: color.w as f64,
})
.unwrap_or(wgpu::Color {
r: 0.04,
g: 0.04,
b: 0.06,
a: 1.0,
});
let load_op = if render_iteration == 0 {
wgpu::LoadOp::Clear(clear_color)
} else {
wgpu::LoadOp::Load
};
let constrained_aspect = active_camera
.and_then(|camera| world.core.get_constrained_aspect(camera))
.map(|c| c.0);
let inner_rect = viewport_rect.map(|rect| {
if let Some(aspect) = constrained_aspect {
let aspect = aspect.max(0.0001);
let rect_aspect = rect.width.max(1.0) / rect.height.max(1.0);
if rect_aspect > aspect {
let inner_width = rect.height * aspect;
let pad = (rect.width - inner_width) * 0.5;
crate::ecs::window::resources::ViewportRect {
x: rect.x + pad,
y: rect.y,
width: inner_width,
height: rect.height,
}
} else {
let inner_height = rect.width / aspect;
let pad = (rect.height - inner_height) * 0.5;
crate::ecs::window::resources::ViewportRect {
x: rect.x,
y: rect.y + pad,
width: rect.width,
height: inner_height,
}
}
} else {
rect
}
});
let dest_width = inner_rect
.map(|rect| rect.width)
.unwrap_or(output_width as f32);
let dest_height = inner_rect
.map(|rect| rect.height)
.unwrap_or(output_height as f32);
let input_aspect = (input_width as f32) / (input_height.max(1) as f32);
let dest_aspect = dest_width / dest_height.max(1.0);
let (uv_scale_x, uv_scale_y) = if input_aspect > dest_aspect {
(dest_aspect / input_aspect, 1.0)
} else if input_aspect < dest_aspect {
(1.0, input_aspect / dest_aspect)
} else {
(1.0, 1.0)
};
let uv_transform = UvTransform {
scale: [uv_scale_x, uv_scale_y],
offset: [0.0, 0.0],
};
context.queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[uv_transform]),
);
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Viewport Compose Render Pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: output_view,
resolve_target: None,
ops: Operations {
load: load_op,
store: store_op,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
if let Some(rect) = inner_rect {
let max_x = (output_width as f32).max(1.0);
let max_y = (output_height as f32).max(1.0);
let x = rect.x.clamp(0.0, max_x);
let y = rect.y.clamp(0.0, max_y);
let width = rect.width.min(max_x - x).max(0.0);
let height = rect.height.min(max_y - y).max(0.0);
if width > 0.5 && height > 0.5 {
render_pass.set_viewport(x, y, width, height, 0.0, 1.0);
}
}
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())
}
}