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// RustPixel
// copyright zipxing@hotmail.com 2022~2026
//! # WGPU Pixel Renderer Module
//!
//! Main pixel rendering implementation for WGPU pipeline.
//! Handles texture-based character and symbol rendering with
//! instanced drawing for high performance.
use super::render_general2d::WgpuGeneral2dRender;
use super::render_symbols::{
WgpuQuadVertex, WgpuSymbolInstance, WgpuSymbolRenderer, WgpuTransformUniforms,
};
use super::render_transition::WgpuTransitionRender;
use super::shader_source;
use super::texture::WgpuRenderTexture;
use super::*;
use crate::render::graph::{UnifiedColor, UnifiedTransform};
/// Vertex data structure for WGPU rendering
///
/// Represents a single vertex with position, texture coordinates, and color.
/// Uses `#[repr(C)]` to ensure consistent memory layout for GPU upload.
#[repr(C)]
#[derive(Copy, Clone, Debug)]
pub struct WgpuVertex {
/// 2D position in normalized device coordinates
pub position: [f32; 2],
/// Texture coordinates (0.0-1.0 range)
pub tex_coords: [f32; 2],
/// Vertex color as RGBA components (0.0-1.0 range)
pub color: [f32; 4],
}
impl WgpuVertex {
/// Vertex buffer layout descriptor for WGPU
///
/// Defines how vertex data is structured in GPU memory,
/// including attribute locations, formats, and offsets.
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<WgpuVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
// Position attribute (@location(0))
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
// Texture coordinates attribute (@location(1))
wgpu::VertexAttribute {
offset: std::mem::offset_of!(WgpuVertex, tex_coords) as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
// Color attribute (@location(2))
wgpu::VertexAttribute {
offset: std::mem::offset_of!(WgpuVertex, color) as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
// Safe for GPU upload
unsafe impl bytemuck::Pod for WgpuVertex {}
unsafe impl bytemuck::Zeroable for WgpuVertex {}
/// WGPU uniform data structure
///
/// This structure defines the uniform buffer layout that matches the
/// WGSL shader uniform structure.
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct WgpuUniforms {
/// 4x4 transformation matrix (column-major order)
pub transform: [[f32; 4]; 4],
/// Color filter like GL mode (r, g, b, a) - Structure temporarily retained but not used
pub color_filter: [f32; 4],
}
/// Main pixel renderer for WGPU
///
/// Manages the complete pixel rendering pipeline including shaders,
/// textures, buffers, and render state for character-based graphics.
pub struct WgpuPixelRender {
/// Base renderer data (shared resources)
base: WgpuRenderBase,
/// Symbol renderer for vertex generation
symbol_renderer: WgpuSymbolRenderer,
/// General2D renderer for texture-to-texture rendering
general2d_renderer: WgpuGeneral2dRender,
/// Transition renderer for transition effects between textures
transition_renderer: WgpuTransitionRender,
/// Surface format for render target compatibility
surface_format: wgpu::TextureFormat,
/// Current instance count for drawing
instance_count: u32,
/// Base quad vertex buffer (shared for all symbols)
quad_vertex_buffer: Option<wgpu::Buffer>,
/// Instance buffer for per-symbol data
instance_buffer: Option<wgpu::Buffer>,
/// Index buffer for quad triangulation
index_buffer: Option<wgpu::Buffer>,
/// Uniform buffer for transform data
uniform_buffer: Option<wgpu::Buffer>,
/// Texture2DArray for layered symbol atlas
symbol_texture_array: Option<texture::WgpuTextureArray>,
/// Bind group layout for shader resources
bind_group_layout: Option<wgpu::BindGroupLayout>,
/// Bind group for current frame resources
bind_group: Option<wgpu::BindGroup>,
/// Render textures for transition effects (0-3, matching OpenGL mode)
render_textures: Vec<WgpuRenderTexture>,
/// Canvas dimensions for render texture compatibility
pub canvas_width: u32,
pub canvas_height: u32,
/// Current render target (None = screen, Some(idx) = render texture)
current_render_target: Option<usize>,
/// Clear color for render operations
clear_color: UnifiedColor,
}
impl WgpuPixelRender {
/// Create new WgpuPixelRender with specific surface format
pub fn new_with_format(
canvas_width: u32,
canvas_height: u32,
surface_format: wgpu::TextureFormat,
) -> Self {
Self {
base: WgpuRenderBase::new(0, canvas_width, canvas_height),
symbol_renderer: WgpuSymbolRenderer::new(canvas_width, canvas_height),
general2d_renderer: WgpuGeneral2dRender::new(canvas_width, canvas_height),
transition_renderer: WgpuTransitionRender::new(canvas_width, canvas_height),
surface_format,
instance_count: 0,
quad_vertex_buffer: None,
instance_buffer: None,
index_buffer: None,
uniform_buffer: None,
symbol_texture_array: None,
bind_group_layout: None,
bind_group: None,
render_textures: Vec::new(),
canvas_width,
canvas_height,
current_render_target: None,
clear_color: UnifiedColor::new(0.0, 0.0, 0.0, 1.0),
}
}
/// Initialize render textures (similar to OpenGL GlPixel)
///
/// Creates 4 render textures for transition effects:
/// - 0: transition texture 1 (hidden by default)
/// - 1: transition texture 2 (hidden by default)
/// - 2: main buffer (visible by default)
/// - 3: transition buffer (visible by default)
///
/// On Windows, uninitialized GPU memory may contain garbage (white patches),
/// so we explicitly clear all render textures to black after creation.
pub fn init_render_textures(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Result<(), String> {
// Clear existing render textures
self.render_textures.clear();
// Create 4 render textures with appropriate hidden states
// RT0, RT1: hidden (for transition effects)
// RT2: visible (main buffer)
// RT3: hidden (only shown during transitions)
let rt_hidden = [true, true, false, true];
for hidden in &rt_hidden {
let render_texture = WgpuRenderTexture::new_with_format(
device,
self.canvas_width,
self.canvas_height,
self.surface_format, // Use surface format to match pipelines
*hidden,
)?;
self.render_textures.push(render_texture);
}
// Immediately clear all render textures to avoid garbage on Windows Vulkan
// RT0, RT1, RT3: Clear to TRANSPARENT (alpha=0) so they won't cover content if accidentally rendered
// RT2: Clear to BLACK (the main content area)
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("RT Init Clear Encoder"),
});
for (i, rt) in self.render_textures.iter().enumerate() {
// RT2 (main buffer) clears to black, others clear to transparent
let clear_color = if i == 2 {
wgpu::Color::BLACK
} else {
wgpu::Color::TRANSPARENT // alpha=0, won't cover anything if rendered
};
let _clear_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(&format!("RT{} Init Clear Pass", i)),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: rt.get_view(),
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(clear_color),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
// RenderPass drops here, ending the pass
}
queue.submit(std::iter::once(encoder.finish()));
Ok(())
}
/// Initialize General2D renderer for texture-to-texture rendering
///
/// # Parameters
/// - `device`: WGPU device handle
pub fn init_general2d_renderer(&mut self, device: &wgpu::Device) {
// Ensure General2D renderer uses the same format as surface
self.general2d_renderer
.create_shader_with_format(device, self.surface_format);
self.general2d_renderer.create_buffer(device);
}
/// Initialize Transition renderer for transition effects
///
/// # Parameters
/// - `device`: WGPU device handle
pub fn init_transition_renderer(&mut self, device: &wgpu::Device) {
self.transition_renderer.init(device);
}
/// Get render texture hidden state (matches OpenGL GlPixel interface)
///
/// # Parameters
/// - `rtidx`: Render texture index (0-3)
///
/// # Returns
/// True if hidden, false if visible
pub fn get_render_texture_hidden(&self, rtidx: usize) -> bool {
if rtidx < self.render_textures.len() {
self.render_textures[rtidx].is_hidden()
} else {
true // Default to hidden if index is out of bounds
}
}
/// Set render texture hidden state (matches OpenGL GlPixel interface)
///
/// # Parameters
/// - `rtidx`: Render texture index (0-3)
/// - `hidden`: New hidden state
pub fn set_render_texture_hidden(&mut self, rtidx: usize, hidden: bool) {
if rtidx < self.render_textures.len() {
self.render_textures[rtidx].set_hidden(hidden);
}
}
/// Copy one render texture to another
///
/// Uses wgpu's copy_texture_to_texture for efficient GPU-side copy.
/// Much faster than rendering through a shader for static copies.
///
/// # Parameters
/// - `device`: WGPU device handle
/// - `queue`: WGPU queue handle
/// - `src_index`: Source render texture index (0-3)
/// - `dst_index`: Destination render texture index (0-3)
pub fn copy_rt(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
src_index: usize,
dst_index: usize,
) {
if src_index >= self.render_textures.len() || dst_index >= self.render_textures.len() {
return;
}
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Texture Copy Encoder"),
});
let src_texture = &self.render_textures[src_index].texture;
let dst_texture = &self.render_textures[dst_index].texture;
encoder.copy_texture_to_texture(
src_texture.as_image_copy(),
dst_texture.as_image_copy(),
wgpu::Extent3d {
width: self.canvas_width,
height: self.canvas_height,
depth_or_array_layers: 1,
},
);
queue.submit(Some(encoder.finish()));
// Make destination texture visible
self.render_textures[dst_index].set_hidden(false);
}
/// Get canvas size (matches OpenGL GlPixel interface)
///
/// # Returns
/// Tuple of (width, height) in pixels
pub fn get_canvas_size(&self) -> (u32, u32) {
(self.canvas_width, self.canvas_height)
}
/// Get render texture by index (for debugging and general access)
///
/// This method provides access to render textures for debugging purposes,
/// such as saving them to image files, and general render texture access.
///
/// # Parameters
/// - `index`: Render texture index (0-3)
///
/// # Returns
/// Reference to the render texture if it exists
pub fn get_render_texture(&self, index: usize) -> Option<&WgpuRenderTexture> {
self.render_textures.get(index)
}
/// Get a mutable reference to a specific render texture
///
/// # Parameters
/// - `rtidx`: Render texture index (0-3)
///
/// # Returns
/// Optional mutable reference to the render texture
pub fn get_render_texture_mut(&mut self, rtidx: usize) -> Option<&mut WgpuRenderTexture> {
self.render_textures.get_mut(rtidx)
}
/// Render to a specific render texture (similar to OpenGL bind_target)
///
/// This method sets up the render pass to render to a specific render texture
/// instead of the screen, enabling off-screen rendering for transition effects.
/// The returned render pass is fully configured with the instanced rendering pipeline.
///
/// # Parameters
/// - `encoder`: Command encoder for the render pass
/// - `rtidx`: Render texture index (0-3)
///
/// # Returns
/// Result containing the fully configured render pass or error
pub fn begin_render_to_texture<'a>(
&'a self,
encoder: &'a mut wgpu::CommandEncoder,
rtidx: usize,
) -> Result<wgpu::RenderPass<'a>, String> {
if rtidx >= self.render_textures.len() {
return Err(format!("Render texture index {} out of bounds", rtidx));
}
let render_texture = &self.render_textures[rtidx];
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(&format!("Render to Texture {}", rtidx)),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: render_texture.get_view(),
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: self.clear_color.r as f64,
g: self.clear_color.g as f64,
b: self.clear_color.b as f64,
a: self.clear_color.a as f64,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
// Set up the instanced rendering pipeline automatically
if let Some(pipeline) = self.base.render_pipelines.first() {
render_pass.set_pipeline(pipeline);
// Set quad vertex buffer (buffer 0)
if let Some(quad_vertex_buffer) = &self.quad_vertex_buffer {
render_pass.set_vertex_buffer(0, quad_vertex_buffer.slice(..));
}
// Set instance buffer (buffer 1)
if let Some(instance_buffer) = &self.instance_buffer {
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
// Set index buffer
if let Some(index_buffer) = &self.index_buffer {
render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
}
// Set bind group with texture and uniform buffer
if let Some(bind_group) = &self.bind_group {
render_pass.set_bind_group(0, bind_group, &[]);
}
}
Ok(render_pass)
}
/// Render texture to screen or another render target using General2D renderer
///
/// This method provides the same interface as OpenGL GlPixel.render_texture_to_screen_impl(),
/// allowing WGPU mode to render render textures with transformations and color modulation.
///
/// # Parameters
/// - `device`: WGPU device handle
/// - `queue`: WGPU queue handle
/// - `encoder`: Command encoder for render commands
/// - `target_view`: Target render view (screen or render texture)
/// - `rtidx`: Render texture index (0-3)
/// - `area`: Texture area [x, y, width, height] in texture coordinates (0.0-1.0)
/// - `transform`: Transformation matrix
/// - `color`: Color modulation
pub fn render_texture_to_screen_impl(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
target_view: &wgpu::TextureView,
rtidx: usize,
area: [f32; 4],
transform: &UnifiedTransform,
color: &UnifiedColor,
) -> Result<(), String> {
if rtidx >= self.render_textures.len() {
return Err(format!("Render texture index {} out of bounds", rtidx));
}
let render_texture = &self.render_textures[rtidx];
// Configure General2D renderer
self.general2d_renderer
.set_render_texture_index(rtidx)
.set_area(&area)
.set_transform(transform)
.set_color(color);
// Prepare and draw with texture references
if let Some(sampler) = render_texture.get_sampler() {
self.general2d_renderer.prepare_draw_with_texture(
device,
queue,
render_texture.get_view(),
sampler,
);
self.general2d_renderer.draw(encoder, target_view);
} else {
return Err("Render texture missing sampler".to_string());
}
Ok(())
}
/// Render transition frame to a specific render texture
///
/// # Parameters
/// - `device`: WGPU device handle
/// - `queue`: WGPU queue handle
/// - `encoder`: Command encoder for rendering
/// - `src_texture1_idx`: First source render texture index
/// - `src_texture2_idx`: Second source render texture index
/// - `target_texture_idx`: Target render texture index for rendering
/// - `shader_idx`: Transition shader index (0-6)
/// - `progress`: Transition progress (0.0 to 1.0)
pub fn render_trans_frame_to_texture(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
src_texture1_idx: usize,
src_texture2_idx: usize,
target_texture_idx: usize,
shader_idx: usize,
progress: f32,
) -> Result<(), String> {
// Ensure we have enough render textures
if self.render_textures.len() < 2 {
return Err("Not enough render textures for transition effect".to_string());
}
if target_texture_idx >= self.render_textures.len() {
return Err(format!(
"Target texture index {} out of range",
target_texture_idx
));
}
if src_texture1_idx >= self.render_textures.len() || src_texture2_idx >= self.render_textures.len() {
return Err("Source texture index out of range".to_string());
}
// Get texture views for specified source textures
let texture1_view = &self.render_textures[src_texture1_idx].view;
let texture2_view = &self.render_textures[src_texture2_idx].view;
// Get target texture view
let target_view = &self.render_textures[target_texture_idx].view;
// Set textures on transition renderer
self.transition_renderer
.set_textures(device, texture1_view, texture2_view);
// Draw transition effect with the correct target format
self.transition_renderer.draw_transition_with_format(
device,
queue,
encoder,
target_view,
self.surface_format, // Use the same format as render textures
shader_idx,
progress,
);
Ok(())
}
/// Render transition frame (matches OpenGL GlPixel::render_trans_frame interface)
///
/// # Parameters
/// - `device`: WGPU device handle
/// - `queue`: WGPU queue handle
/// - `encoder`: Command encoder for rendering
/// - `target_view`: Target view for rendering
/// - `src_texture1_idx`: First source render texture index
/// - `src_texture2_idx`: Second source render texture index
/// - `shader_idx`: Transition shader index (0-6)
/// - `progress`: Transition progress (0.0 to 1.0)
pub fn render_trans_frame(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
target_view: &wgpu::TextureView,
src_texture1_idx: usize,
src_texture2_idx: usize,
shader_idx: usize,
progress: f32,
) -> Result<(), String> {
// Ensure we have at least 2 render textures for transition
if self.render_textures.len() < 2 {
return Err("Not enough render textures for transition effect".to_string());
}
if src_texture1_idx >= self.render_textures.len() || src_texture2_idx >= self.render_textures.len() {
return Err("Source texture index out of range".to_string());
}
// Get texture views for specified source textures
let texture1_view = &self.render_textures[src_texture1_idx].view;
let texture2_view = &self.render_textures[src_texture2_idx].view;
// Set textures on transition renderer
self.transition_renderer
.set_textures(device, texture1_view, texture2_view);
// Draw transition effect with the correct target format
self.transition_renderer.draw_transition_with_format(
device,
queue,
encoder,
target_view,
self.surface_format, // Use the same format as render textures
shader_idx,
progress,
);
Ok(())
}
/// Load symbol texture array from layer data (Texture2DArray mode)
pub fn load_symbol_texture_array(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
layer_size: u32,
layers: &[&[u8]],
) -> Result<(), String> {
let tex_array = texture::WgpuTextureArray::from_layers(device, queue, layer_size, layers)?;
log::info!(
"Loaded Texture2DArray: {} layers, {}x{} each",
tex_array.layer_count, tex_array.layer_size, tex_array.layer_size
);
self.symbol_texture_array = Some(tex_array);
Ok(())
}
/// Create bind group for texture and uniform buffer (Texture2DArray mode).
pub fn create_bind_group(&mut self, device: &wgpu::Device) {
let bind_group_layout = match &self.bind_group_layout {
Some(l) => l,
None => return,
};
let uniform_buffer = match &self.uniform_buffer {
Some(b) => b,
None => return,
};
// Texture2DArray bind group
if let Some(tex_array) = &self.symbol_texture_array {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&tex_array.view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&tex_array.sampler),
},
],
label: Some("Symbol Bind Group"),
});
self.bind_group = Some(bind_group);
}
}
// Removed unused VERTICES and INDICES constants
/// Prepare drawing with actual game buffer content
pub fn prepare_draw_with_buffer(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
buffer: &crate::render::buffer::Buffer,
) {
// Note: This method exists for compatibility but is simplified
// In practice, prepare_draw_with_render_cells is used directly
// since the adapter already converts buffers to render cells
// For now, create an empty render cells array
// This will be properly implemented when the full adapter pipeline is connected
let render_cells = vec![];
self.prepare_draw_with_render_cells(device, queue, &render_cells);
}
/// Prepare drawing with processed render cells (preferred method)
///
/// This method receives RenderCell data that has already been processed
/// through the complete game rendering pipeline, including sprites,
/// borders, logo, and other game elements.
pub fn prepare_draw_with_render_cells(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
render_cells: &[crate::render::adapter::RenderCell],
) {
// Generate instance data using symbol renderer
self.symbol_renderer.generate_instances_from_render_cells(
render_cells,
self.symbol_renderer.ratio_x,
self.symbol_renderer.ratio_y,
);
// Get instance data from symbol renderer
let instances = self.symbol_renderer.get_instance_buffer();
self.instance_count = self.symbol_renderer.get_instance_count();
// Upload instance data
if let Some(instance_buffer) = &self.instance_buffer {
queue.write_buffer(instance_buffer, 0, bytemuck::cast_slice(instances));
}
// Upload transform uniform data
if let Some(uniform_buffer) = &self.uniform_buffer {
let uniforms = self.symbol_renderer.get_transform_uniforms();
queue.write_buffer(uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
}
/// Get the render pipeline (for internal access)
pub fn get_render_pipeline(&self) -> Option<&wgpu::RenderPipeline> {
self.base.render_pipelines.first()
}
/// Get the quad vertex buffer (for internal access)
pub fn get_vertex_buffer(&self) -> Option<&wgpu::Buffer> {
self.quad_vertex_buffer.as_ref()
}
/// Get the instance buffer (for internal access)
pub fn get_instance_buffer(&self) -> Option<&wgpu::Buffer> {
self.instance_buffer.as_ref()
}
/// Get the index buffer (for internal access)
pub fn get_index_buffer(&self) -> Option<&wgpu::Buffer> {
self.index_buffer.as_ref()
}
/// Get the bind group (for internal access)
pub fn get_bind_group(&self) -> Option<&wgpu::BindGroup> {
self.bind_group.as_ref()
}
/// Get the instance count (for internal access)
pub fn get_vertex_count(&self) -> u32 {
self.instance_count
}
/// Get mutable reference to the General2D renderer (for internal access)
pub fn get_general2d_render_mut(&mut self) -> Option<&mut WgpuGeneral2dRender> {
Some(&mut self.general2d_renderer)
}
/// Get current instance count for drawing operations
pub fn get_instance_count(&self) -> u32 {
self.instance_count
}
/// Set the ratio parameters for coordinate transformation
///
/// This method configures the ratio parameters that are used for coordinate
/// transformation to match the OpenGL version's behavior exactly.
pub fn set_ratio(&mut self, ratio_x: f32, ratio_y: f32) {
self.symbol_renderer.set_ratio(ratio_x, ratio_y);
}
/// Set render scale for HiDPI/Retina displays
/// render_scale = physical_size / logical_size
pub fn set_render_scale(&mut self, scale: f32) {
self.symbol_renderer.set_render_scale(scale);
}
/// Set CAS (Contrast Adaptive Sharpening) intensity for the General2D renderer
///
/// Applied during the final RT-to-screen composition (Stage 4).
/// 0.0 = off, 0.5 = moderate, 1.0 = maximum.
pub fn set_sharpness(&mut self, sharpness: f32) {
self.general2d_renderer.set_sharpness(sharpness);
}
/// Set viewport scale for mipmap selection.
pub fn set_viewport_scale(&mut self, scale: f32) {
self.symbol_renderer.set_viewport_scale(scale);
}
/// Bind screen as render target (matches OpenGL GlPixel interface)
///
/// This method sets the render target to screen, equivalent to OpenGL's
/// glBindFramebuffer(GL_FRAMEBUFFER, 0).
pub fn bind_screen(&mut self) {
self.current_render_target = None;
}
/// Bind render texture as render target (matches OpenGL GlPixel interface)
///
/// This method sets the render target to a specific render texture,
/// equivalent to OpenGL's glBindFramebuffer(GL_FRAMEBUFFER, texture_fbo).
///
/// # Parameters
/// - `render_texture_idx`: Index of render texture to bind (0-3)
pub fn bind_target(&mut self, render_texture_idx: usize) {
self.current_render_target = Some(render_texture_idx);
}
/// Set clear color for render operations (matches OpenGL GlPixel interface)
///
/// # Parameters
/// - `color`: Clear color to use for subsequent clear operations
pub fn set_clear_color(&mut self, color: UnifiedColor) {
self.clear_color = color;
}
/// Clear current render target (matches OpenGL GlPixel interface)
///
/// This method clears the current render target with the configured clear color.
/// Note: In WGPU, clearing happens when beginning a render pass, so this method
/// stores the clear request to be applied during the next render operation.
pub fn clear(&mut self) {
// In WGPU, clearing is handled when beginning render pass
// The clear_color is already stored and will be used automatically
}
/// Render RenderCell buffer to current render target (matches OpenGL GlPixel interface)
///
/// This method provides the same interface as OpenGL GlPixel.render_rbuf(),
/// allowing WGPU mode to render RenderCell data with the same API.
///
/// # Parameters
/// - `device`: WGPU device handle
/// - `queue`: WGPU queue handle
/// - `rbuf`: RenderCell data array
/// - `ratio_x`: X-axis ratio for coordinate transformation
/// - `ratio_y`: Y-axis ratio for coordinate transformation
pub fn render_rbuf(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
rbuf: &[crate::render::adapter::RenderCell],
ratio_x: f32,
ratio_y: f32,
) {
// Set ratios for coordinate transformation
self.symbol_renderer.set_ratio(ratio_x, ratio_y);
// Prepare draw data
self.prepare_draw(device, queue);
self.prepare_draw_with_render_cells(device, queue, rbuf);
}
/// Render to current bound target (used after render_rbuf)
///
/// This method executes the actual rendering to the currently bound target,
/// either screen or render texture, matching the OpenGL workflow.
///
/// # Parameters
/// - `encoder`: Command encoder for render commands
/// - `screen_view`: Optional screen view (required if rendering to screen)
///
/// # Returns
/// Result indicating success or error
pub fn render_to_current_target(
&mut self,
encoder: &mut wgpu::CommandEncoder,
screen_view: Option<&wgpu::TextureView>,
) -> Result<(), String> {
match self.current_render_target {
None => {
// Render to screen
if let Some(view) = screen_view {
self.render_to_screen(encoder, view);
} else {
return Err("Screen view required for screen rendering".to_string());
}
}
Some(rtidx) => {
// Render to render texture
let render_pass_result = self.begin_render_to_texture(encoder, rtidx);
if let Ok(mut render_pass) = render_pass_result {
render_pass.draw_indexed(0..6, 0, 0..self.instance_count);
} else {
return Err(format!("Failed to begin render to texture {}", rtidx));
}
}
}
Ok(())
}
/// Render to screen with current clear color
///
/// # Parameters
/// - `encoder`: Command encoder for render commands
/// - `view`: Target screen view
fn render_to_screen(&mut self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Pixel Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: self.clear_color.r as f64,
g: self.clear_color.g as f64,
b: self.clear_color.b as f64,
a: self.clear_color.a as f64,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// Set pipeline and buffers for instanced rendering
if let Some(pipeline) = self.base.render_pipelines.first() {
render_pass.set_pipeline(pipeline);
// Set quad vertex buffer (buffer 0)
if let Some(quad_vertex_buffer) = &self.quad_vertex_buffer {
render_pass.set_vertex_buffer(0, quad_vertex_buffer.slice(..));
}
// Set instance buffer (buffer 1)
if let Some(instance_buffer) = &self.instance_buffer {
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
// Set index buffer
if let Some(index_buffer) = &self.index_buffer {
render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
}
// Set bind group with texture and uniform buffer
if let Some(bind_group) = &self.bind_group {
render_pass.set_bind_group(0, bind_group, &[]);
}
// Draw using instanced rendering
if self.instance_count > 0 {
render_pass.draw_indexed(0..6, 0, 0..self.instance_count);
}
}
}
}
impl WgpuRender for WgpuPixelRender {
fn new(canvas_width: u32, canvas_height: u32) -> Self {
// Use linear surface format to exactly match GL mode (no gamma correction)
Self::new_with_format(canvas_width, canvas_height, wgpu::TextureFormat::Bgra8Unorm)
}
fn get_base(&mut self) -> &mut WgpuRenderBase {
&mut self.base
}
fn create_shader(&mut self, device: &wgpu::Device) {
// Layered mode shaders (Texture2DArray with v_layer output)
let vertex_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Symbol Instanced Vertex Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source::SYMBOLS_INSTANCED_VERTEX_SHADER_LAYERED.into()),
});
let fragment_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Symbol Instanced Fragment Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source::SYMBOLS_INSTANCED_FRAGMENT_SHADER_LAYERED.into()),
});
// Create bind group layout for instanced rendering (Texture2DArray)
let texture_view_dimension = wgpu::TextureViewDimension::D2Array;
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Symbol Instanced Bind Group Layout"),
entries: &[
// Uniform buffer (transform data)
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Texture (D2Array)
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: texture_view_dimension,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// Sampler
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
// Create render pipeline layout with bind group
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Symbol Instanced Render Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Symbol Instanced Render Pipeline"),
layout: Some(&render_pipeline_layout),
cache: None,
vertex: wgpu::VertexState {
module: &vertex_shader,
entry_point: Some("vs_main"),
buffers: &[WgpuQuadVertex::desc(), WgpuSymbolInstance::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &fragment_shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: self.surface_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None, // Don't cull for 2D sprites
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,
},
multiview: None,
});
// Store resources
self.base.render_pipelines.push(render_pipeline);
self.bind_group_layout = Some(bind_group_layout);
}
fn create_buffer(&mut self, device: &wgpu::Device) {
// Create base quad vertex buffer (shared by all instances)
let quad_vertices = WgpuSymbolRenderer::get_base_quad_vertices();
let quad_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Quad Vertex Buffer"),
size: std::mem::size_of_val(quad_vertices) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Create instance buffer sized by cell count (not pixel count)
let sym_w = crate::render::PIXEL_SYM_WIDTH.get().copied().unwrap_or(16.0);
let sym_h = crate::render::PIXEL_SYM_HEIGHT.get().copied().unwrap_or(16.0);
let cols = (self.base.canvas_width as f32 / sym_w).ceil() as u32;
let rows = (self.base.canvas_height as f32 / sym_h).ceil() as u32;
let max_instances = (cols * rows * 2).max(65536); // *2 margin, min 64K
let instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Symbol Instance Buffer"),
size: (max_instances as usize * std::mem::size_of::<WgpuSymbolInstance>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Create index buffer for triangulated quad
let quad_indices = WgpuSymbolRenderer::get_base_quad_indices();
let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Quad Index Buffer"),
size: std::mem::size_of_val(quad_indices) as u64,
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Create uniform buffer for transform data
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Transform Uniform Buffer"),
size: std::mem::size_of::<WgpuTransformUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Store buffers
self.quad_vertex_buffer = Some(quad_vertex_buffer);
self.instance_buffer = Some(instance_buffer);
self.index_buffer = Some(index_buffer);
self.uniform_buffer = Some(uniform_buffer);
}
fn prepare_draw(&mut self, device: &wgpu::Device, queue: &wgpu::Queue) {
// Upload base quad vertex data
let quad_vertices = WgpuSymbolRenderer::get_base_quad_vertices();
if let Some(quad_vertex_buffer) = &self.quad_vertex_buffer {
queue.write_buffer(quad_vertex_buffer, 0, bytemuck::cast_slice(quad_vertices));
}
// Upload quad index data
let quad_indices = WgpuSymbolRenderer::get_base_quad_indices();
if let Some(index_buffer) = &self.index_buffer {
queue.write_buffer(index_buffer, 0, bytemuck::cast_slice(quad_indices));
}
// Upload transform uniform data
if let Some(uniform_buffer) = &self.uniform_buffer {
let uniforms = self.symbol_renderer.get_transform_uniforms();
queue.write_buffer(uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
// Initialize instance count to 0 (will be set in prepare_draw_with_render_cells)
self.instance_count = 0;
}
fn draw(&mut self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
// Begin render pass with black background for final version
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Pixel Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0, // Black background for game
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// Set pipeline and buffers for instanced rendering
if let Some(pipeline) = self.base.render_pipelines.first() {
render_pass.set_pipeline(pipeline);
// Set quad vertex buffer (buffer 0)
if let Some(quad_vertex_buffer) = &self.quad_vertex_buffer {
render_pass.set_vertex_buffer(0, quad_vertex_buffer.slice(..));
}
// Set instance buffer (buffer 1)
if let Some(instance_buffer) = &self.instance_buffer {
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
// Set index buffer
if let Some(index_buffer) = &self.index_buffer {
render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
}
// Set bind group with texture and uniform buffer
if let Some(bind_group) = &self.bind_group {
render_pass.set_bind_group(0, bind_group, &[]);
}
// Draw using instanced rendering
if self.instance_count > 0 {
let quad_indices = WgpuSymbolRenderer::get_base_quad_indices();
render_pass.draw_indexed(0..quad_indices.len() as u32, 0, 0..self.instance_count);
}
}
}
fn cleanup(&mut self, _device: &wgpu::Device) {
// Cleanup per-frame state if needed
// For now, no cleanup required
}
}