use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use std::sync::{Arc, RwLock};
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct EffectsUniforms {
pub time: f32,
pub chromatic_aberration: f32,
pub wave_distortion: f32,
pub color_shift: f32,
pub kaleidoscope_segments: f32,
pub crt_scanlines: f32,
pub vignette: f32,
pub plasma_intensity: f32,
pub glitch_intensity: f32,
pub mirror_mode: f32,
pub invert: f32,
pub hue_rotation: f32,
pub raymarch_mode: f32,
pub raymarch_blend: f32,
pub film_grain: f32,
pub sharpen: f32,
pub pixelate: f32,
pub color_posterize: f32,
pub radial_blur: f32,
pub tunnel_speed: f32,
pub fractal_iterations: f32,
pub glow_intensity: f32,
pub screen_shake: f32,
pub zoom_pulse: f32,
pub speed_lines: f32,
pub color_grade_mode: f32,
pub vhs_distortion: f32,
pub lens_flare: f32,
pub edge_glow: f32,
pub saturation: f32,
pub warp_speed: f32,
pub pulse_rings: f32,
pub heat_distortion: f32,
pub digital_rain: f32,
pub strobe: f32,
pub color_cycle_speed: f32,
pub feedback_amount: f32,
pub ascii_mode: f32,
}
impl Default for EffectsUniforms {
fn default() -> Self {
Self {
time: 0.0,
chromatic_aberration: 0.0,
wave_distortion: 0.0,
color_shift: 0.0,
kaleidoscope_segments: 0.0,
crt_scanlines: 0.0,
vignette: 0.0,
plasma_intensity: 0.0,
glitch_intensity: 0.0,
mirror_mode: 0.0,
invert: 0.0,
hue_rotation: 0.0,
raymarch_mode: 0.0,
raymarch_blend: 0.0,
film_grain: 0.0,
sharpen: 0.0,
pixelate: 0.0,
color_posterize: 0.0,
radial_blur: 0.0,
tunnel_speed: 1.0,
fractal_iterations: 4.0,
glow_intensity: 0.0,
screen_shake: 0.0,
zoom_pulse: 0.0,
speed_lines: 0.0,
color_grade_mode: 0.0,
vhs_distortion: 0.0,
lens_flare: 0.0,
edge_glow: 0.0,
saturation: 1.0,
warp_speed: 0.0,
pulse_rings: 0.0,
heat_distortion: 0.0,
digital_rain: 0.0,
strobe: 0.0,
color_cycle_speed: 1.0,
feedback_amount: 0.0,
ascii_mode: 0.0,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum RaymarchMode {
Off = 0,
Tunnel = 1,
Fractal = 2,
Mandelbulb = 3,
PlasmaVortex = 4,
Geometric = 5,
}
impl From<u32> for RaymarchMode {
fn from(value: u32) -> Self {
match value {
1 => RaymarchMode::Tunnel,
2 => RaymarchMode::Fractal,
3 => RaymarchMode::Mandelbulb,
4 => RaymarchMode::PlasmaVortex,
5 => RaymarchMode::Geometric,
_ => RaymarchMode::Off,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum ColorGradeMode {
None = 0,
Cyberpunk = 1,
Sunset = 2,
Grayscale = 3,
Sepia = 4,
Matrix = 5,
HotMetal = 6,
}
impl From<u32> for ColorGradeMode {
fn from(value: u32) -> Self {
match value {
1 => ColorGradeMode::Cyberpunk,
2 => ColorGradeMode::Sunset,
3 => ColorGradeMode::Grayscale,
4 => ColorGradeMode::Sepia,
5 => ColorGradeMode::Matrix,
6 => ColorGradeMode::HotMetal,
_ => ColorGradeMode::None,
}
}
}
pub struct EffectsState {
pub uniforms: EffectsUniforms,
pub enabled: bool,
pub animate_hue: bool,
}
impl Default for EffectsState {
fn default() -> Self {
Self {
uniforms: EffectsUniforms::default(),
enabled: true,
animate_hue: false,
}
}
}
pub type EffectsStateHandle = Arc<RwLock<EffectsState>>;
pub fn create_effects_state() -> EffectsStateHandle {
Arc::new(RwLock::new(EffectsState::default()))
}
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>,
state: EffectsStateHandle,
input_slot: String,
output_slot: String,
}
impl EffectsPass {
pub fn new(
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
state: EffectsStateHandle,
) -> Self {
Self::with_slots(device, surface_format, state, "input", "output")
}
pub fn with_slots(
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
state: EffectsStateHandle,
input_slot: &str,
output_slot: &str,
) -> Self {
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Effects Shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(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: &[&bind_group_layout],
push_constant_ranges: &[],
});
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: None,
cache: None,
});
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Blit Shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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: &[&blit_bind_group_layout],
push_constant_ranges: &[],
});
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: 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::FilterMode::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,
state,
input_slot: input_slot.to_string(),
output_slot: output_slot.to_string(),
}
}
pub fn state(&self) -> &EffectsStateHandle {
&self.state
}
}
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 time = world.resources.window.timing.uptime_milliseconds as f32 * 0.001;
if let Ok(mut state) = self.state.write() {
state.uniforms.time = time;
if state.animate_hue {
state.uniforms.hue_rotation = (time * 0.1) % 1.0;
}
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&state.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 enabled = self.state.read().map(|s| s.enabled).unwrap_or(true);
let (pipeline, bind_group) = if 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,
});
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())
}
}