nightshade 0.8.0

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 FxaaParams {
    texel_size: [f32; 2],
    enabled: f32,
    subpixel_quality: f32,
}

pub struct FxaaPass {
    pipeline: wgpu::RenderPipeline,
    bind_group_layout: wgpu::BindGroupLayout,
    sampler: wgpu::Sampler,
    params_buffer: wgpu::Buffer,
    cached_bind_group: Option<wgpu::BindGroup>,
    cached_width: u32,
    cached_height: u32,
}

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

        let params = FxaaParams {
            texel_size: [1.0 / 1920.0, 1.0 / 1080.0],
            enabled: 1.0,
            subpixel_quality: 0.75,
        };

        let params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("FXAA 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("FXAA 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("FXAA Pipeline Layout"),
            bind_group_layouts: &[&bind_group_layout],
            push_constant_ranges: &[],
        });

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("FXAA Pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &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 {
                count: 1,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            fragment: Some(wgpu::FragmentState {
                module: &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("FXAA 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()
        });

        Self {
            pipeline,
            bind_group_layout,
            sampler,
            params_buffer,
            cached_bind_group: None,
            cached_width: 0,
            cached_height: 0,
        }
    }
}

impl PassNode<crate::ecs::world::World> for FxaaPass {
    fn name(&self) -> &str {
        "fxaa_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 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 (width, height) = context
            .configs
            .resources
            .window
            .cached_viewport_size
            .unwrap_or((1920, 1080));

        let fxaa_enabled = context.configs.resources.graphics.fxaa_enabled;

        let params = FxaaParams {
            texel_size: [1.0 / width.max(1) as f32, 1.0 / height.max(1) as f32],
            enabled: if fxaa_enabled { 1.0 } else { 0.0 },
            subpixel_quality: 0.75,
        };
        context
            .queue
            .write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));

        if width != self.cached_width || height != self.cached_height {
            self.cached_width = width;
            self.cached_height = height;
            self.cached_bind_group = None;
        }

        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("FXAA 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.params_buffer.as_entire_binding(),
                        },
                    ],
                },
            ));
        }

        let (color_view, color_load_op, color_store_op) = context.get_color_attachment("output")?;

        let mut render_pass = context
            .encoder
            .begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("FXAA 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(&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())
    }
}