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//! Background (custom) shader initialisation and runtime management.
//!
//! Covers the `CustomShaderRenderer` lifecycle: creation at startup via
//! [`init_custom_shader`] and runtime enable/disable/reload operations
//! exposed as `impl Renderer` methods.
use super::super::Renderer;
use super::{CustomShaderEnableParams, CustomShaderInitParams};
use crate::cell_renderer::CellRenderer;
use crate::custom_shader_renderer::CustomShaderRenderer;
/// Initialize the custom shader renderer if configured.
///
/// Returns `(renderer, shader_path)` where both are `Some` if initialization succeeded.
pub(super) fn init_custom_shader(
cell_renderer: &CellRenderer,
params: CustomShaderInitParams<'_>,
) -> (Option<CustomShaderRenderer>, Option<String>) {
let CustomShaderInitParams {
size_width,
size_height,
window_padding,
path: custom_shader_path,
enabled: custom_shader_enabled,
animation: custom_shader_animation,
animation_speed: custom_shader_animation_speed,
window_opacity,
full_content: custom_shader_full_content,
brightness: custom_shader_brightness,
channel_paths: custom_shader_channel_paths,
cubemap_path: custom_shader_cubemap_path,
use_background_as_channel0,
} = params;
log::info!(
"[shader-init] init_custom_shader: enabled={}, path={:?}",
custom_shader_enabled,
custom_shader_path
);
if !custom_shader_enabled {
log::info!("[shader-init] Skipping: custom_shader_enabled=false");
return (None, None);
}
let Some(shader_path) = custom_shader_path else {
log::info!("[shader-init] Skipping: custom_shader_path is None");
return (None, None);
};
let path = par_term_config::Config::shader_path(shader_path);
match CustomShaderRenderer::new(
cell_renderer.device(),
cell_renderer.queue(),
crate::custom_shader_renderer::CustomShaderRendererConfig {
surface_format: cell_renderer.surface_format(),
shader_path: &path,
width: size_width,
height: size_height,
animation_enabled: custom_shader_animation,
animation_speed: custom_shader_animation_speed,
window_opacity,
full_content_mode: custom_shader_full_content,
channel_paths: custom_shader_channel_paths,
cubemap_path: custom_shader_cubemap_path,
},
) {
Ok(mut renderer) => {
renderer.update_cell_dimensions(
cell_renderer.cell_width(),
cell_renderer.cell_height(),
window_padding,
);
renderer.set_scale_factor(cell_renderer.scale_factor);
renderer.set_brightness(custom_shader_brightness);
// Apply use_background_as_channel0 setting
if use_background_as_channel0 {
// Sync background texture and set flag
let bg_texture = cell_renderer.get_background_as_channel_texture();
renderer.set_background_texture(cell_renderer.device(), bg_texture);
renderer.update_use_background_as_channel0(
cell_renderer.device(),
use_background_as_channel0,
);
}
log::info!(
"[SHADER] Custom shader renderer initialized from: {} (use_bg_as_ch0={})",
path.display(),
use_background_as_channel0
);
(Some(renderer), Some(shader_path.to_string()))
}
Err(e) => {
log::info!(
"[SHADER] ERROR: Failed to load custom shader '{}': {}",
path.display(),
e
);
(None, None)
}
}
}
// ============================================================================
// Background shader impl Renderer methods
// ============================================================================
impl Renderer {
/// Enable or disable animation for the custom shader at runtime
pub fn set_custom_shader_animation(&mut self, enabled: bool) {
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
custom_shader.set_animation_enabled(enabled);
self.dirty = true;
}
}
/// Reload the custom shader from source code.
///
/// Compiles the new shader source and replaces the current pipeline.
/// If compilation fails, returns an error and the old shader remains active.
pub fn reload_shader_from_source(
&mut self,
source: &str,
) -> Result<(), crate::error::RenderError> {
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
custom_shader
.reload_from_source(self.cell_renderer.device(), source, "editor")
.map_err(|e| crate::error::RenderError::NoActiveShader(format!("{:#}", e)))?;
self.dirty = true;
Ok(())
} else {
Err(crate::error::RenderError::NoActiveShader(
"No custom shader is currently loaded. Enable a custom shader first.".to_string(),
))
}
}
/// Enable/disable custom shader at runtime.
///
/// When enabling, tries to (re)load the shader from the given path; when disabling,
/// drops the renderer instance.
pub fn set_custom_shader_enabled(
&mut self,
params: CustomShaderEnableParams<'_>,
) -> Result<(), String> {
let CustomShaderEnableParams {
enabled,
shader_path,
window_opacity,
animation_enabled,
animation_speed,
full_content,
brightness,
channel_paths,
cubemap_path,
} = params;
match (enabled, shader_path) {
(true, Some(path)) => {
// Check if the shader path has changed
let path_changed = self.custom_shader_path.as_deref() != Some(path);
// If we already have a shader renderer and path hasn't changed, just update flags and textures
if let Some(renderer) = &mut self.custom_shader_renderer
&& !path_changed
{
renderer.set_animation_enabled(animation_enabled);
renderer.set_animation_speed(animation_speed);
renderer.set_opacity(window_opacity);
renderer.set_full_content_mode(full_content);
renderer.set_brightness(brightness);
// Update channel textures (they may have changed even if shader path didn't)
for (i, path) in channel_paths.iter().enumerate() {
if let Err(e) = renderer.update_channel_texture(
self.cell_renderer.device(),
self.cell_renderer.queue(),
(i + 1) as u8, // channel indices are 1-4
path.as_deref(),
) {
log::warn!("Failed to update channel {} texture: {}", i, e);
}
}
// Update cubemap if provided
if let Some(cubemap) = cubemap_path
&& let Err(e) = renderer.update_cubemap(
self.cell_renderer.device(),
self.cell_renderer.queue(),
Some(cubemap),
)
{
log::warn!("Failed to update cubemap: {}", e);
}
return Ok(());
}
let shader_path_full = par_term_config::Config::shader_path(path);
match CustomShaderRenderer::new(
self.cell_renderer.device(),
self.cell_renderer.queue(),
crate::custom_shader_renderer::CustomShaderRendererConfig {
surface_format: self.cell_renderer.surface_format(),
shader_path: &shader_path_full,
width: self.size.width,
height: self.size.height,
animation_enabled,
animation_speed,
window_opacity,
full_content_mode: full_content,
channel_paths,
cubemap_path,
},
) {
Ok(mut renderer) => {
// Sync cell dimensions for cursor position calculation
renderer.update_cell_dimensions(
self.cell_renderer.cell_width(),
self.cell_renderer.cell_height(),
self.cell_renderer.window_padding(),
);
// Sync DPI scale factor for cursor sizing
renderer.set_scale_factor(self.cell_renderer.scale_factor);
// Apply brightness setting
renderer.set_brightness(brightness);
// Sync keep_text_opaque from cell renderer
renderer.set_keep_text_opaque(self.cell_renderer.keep_text_opaque());
// Pass background color but don't activate solid color mode
// Custom shaders handle their own background
renderer.set_background_color(
self.cell_renderer.solid_background_color(),
false,
);
log::info!(
"[SHADER] Custom shader enabled at runtime: {}",
shader_path_full.display()
);
self.custom_shader_renderer = Some(renderer);
self.custom_shader_path = Some(path.to_string());
// When background shader is enabled, cursor shader should not have its own background
self.sync_cursor_shader_background_state();
self.dirty = true;
Ok(())
}
Err(e) => {
let error_msg = format!(
"Failed to load shader '{}': {}",
shader_path_full.display(),
e
);
log::info!("[SHADER] ERROR: {}", error_msg);
Err(error_msg)
}
}
}
_ => {
if self.custom_shader_renderer.is_some() {
log::info!("[SHADER] Custom shader disabled at runtime");
}
self.custom_shader_renderer = None;
self.custom_shader_path = None;
// When background shader is disabled, cursor shader should get its own background back
self.sync_cursor_shader_background_state();
self.dirty = true;
Ok(())
}
}
}
/// Set whether to use the background image as iChannel0 for the custom shader.
pub fn set_use_background_as_channel0(&mut self, use_background: bool) {
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
custom_shader
.update_use_background_as_channel0(self.cell_renderer.device(), use_background);
self.dirty = true;
}
}
/// Update the background texture for use as iChannel0 in shaders.
///
/// Call this whenever the background image changes to sync the shader's
/// channel0 texture. Only has effect if use_background_as_channel0 is enabled.
pub fn sync_background_texture_to_shader(&mut self) {
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
let bg_texture = self.cell_renderer.get_background_as_channel_texture();
custom_shader.set_background_texture(self.cell_renderer.device(), bg_texture);
self.dirty = true;
}
}
/// Update both the use_background_as_channel0 flag and sync the texture.
pub fn update_background_as_channel0(&mut self, use_background: bool) {
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
// Always sync the background texture first - it may have changed
let bg_texture = self.cell_renderer.get_background_as_channel_texture();
custom_shader.set_background_texture(self.cell_renderer.device(), bg_texture);
// Then update the flag - this will recreate bind group if flag actually changed
custom_shader
.update_use_background_as_channel0(self.cell_renderer.device(), use_background);
self.dirty = true;
}
}
/// Update background as channel0 with solid color support.
///
/// Handles the case where background_mode is Color and we need to
/// create a solid color texture to pass as iChannel0 instead of an image.
pub fn update_background_as_channel0_with_mode(
&mut self,
use_background: bool,
background_mode: par_term_config::BackgroundMode,
color: [u8; 3],
) {
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
let bg_texture = match background_mode {
par_term_config::BackgroundMode::Default => {
log::info!("update_background_as_channel0_with_mode: Default mode, no texture");
None
}
par_term_config::BackgroundMode::Color => {
log::info!(
"update_background_as_channel0_with_mode: Color mode, creating solid color texture RGB({},{},{})",
color[0],
color[1],
color[2]
);
Some(self.cell_renderer.get_solid_color_as_channel_texture(color))
}
par_term_config::BackgroundMode::Image => {
let tex = self.cell_renderer.get_background_as_channel_texture();
log::info!(
"update_background_as_channel0_with_mode: Image mode, texture={}",
if tex.is_some() { "Some" } else { "None" }
);
tex
}
};
let has_texture = bg_texture.is_some();
custom_shader.set_background_texture(self.cell_renderer.device(), bg_texture);
custom_shader
.update_use_background_as_channel0(self.cell_renderer.device(), use_background);
log::info!(
"update_background_as_channel0_with_mode: use_background={}, has_texture={}",
use_background,
has_texture
);
self.dirty = true;
}
}
}