nightshade 0.14.0

A cross-platform data-oriented game engine.
Documentation
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())
    }
}