rustraight 0.3.1

A simple 2D game library for Rust, inspired by DXLib
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
use std::collections::HashMap;
use std::sync::Arc;

use crate::draw::{
    draw_circle, draw_fill, draw_line, draw_pixel, draw_rectangle, draw_triangle, Color,
    ColorVert, verts_circle, verts_fill, verts_line, verts_pixel, verts_rectangle, verts_triangle,
};
use crate::graphics::{
    blit_sprite, blit_sprite_masked, register_blank_sprite, update_sprite,
    BlendMode, DrawSpriteParams,
};
use crate::window::{SpriteVertex, build_sprite_quad_ex};

fn slice_as_bytes<T>(data: &[T]) -> &[u8] {
    unsafe { std::slice::from_raw_parts(data.as_ptr() as *const u8, std::mem::size_of_val(data)) }
}

// ── Local GPU sprite cache ────────────────────────────────────────────────────

struct ScreenSpriteData {
    _texture: wgpu::Texture,
    view:     wgpu::TextureView,
    width:    u32,
    height:   u32,
}

fn ensure_screen_sprite(
    handle: u32,
    device: &wgpu::Device,
    queue:  &wgpu::Queue,
    cache:  &mut HashMap<u32, ScreenSpriteData>,
) {
    if cache.contains_key(&handle) { return; }
    crate::graphics::with_sprite(handle, |w, h, rgba| {
        let tex = device.create_texture(&wgpu::TextureDescriptor {
            label:           None,
            size:            wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 },
            mip_level_count: 1,
            sample_count:    1,
            dimension:       wgpu::TextureDimension::D2,
            format:          wgpu::TextureFormat::Rgba8UnormSrgb,
            usage:           wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
            view_formats:    &[],
        });
        queue.write_texture(
            wgpu::TexelCopyTextureInfo {
                texture: &tex, mip_level: 0,
                origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All,
            },
            rgba,
            wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(w * 4), rows_per_image: Some(h) },
            wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 },
        );
        let view = tex.create_view(&Default::default());
        cache.insert(handle, ScreenSpriteData { _texture: tex, view, width: w, height: h });
    });
}

// ── Draw command queue ────────────────────────────────────────────────────────

#[derive(Clone)]
enum ScreenCmd {
    Polys(Vec<ColorVert>),
    Sprite {
        x: i32, y: i32, handle: u32,
        mask_handle: Option<u32>, mask_ox: i32, mask_oy: i32,
        params: DrawSpriteParams, blend: BlendMode,
    },
}

// ── GPU state ─────────────────────────────────────────────────────────────────

struct ScreenGpu {
    device:              wgpu::Device,
    queue:               wgpu::Queue,
    _texture:            wgpu::Texture,
    render_view:         wgpu::TextureView,
    color_pipeline:      Arc<wgpu::RenderPipeline>,
    sprite_pipeline:     Arc<wgpu::RenderPipeline>,
    sprite_pipeline_add: Arc<wgpu::RenderPipeline>,
    sprite_pipeline_mul: Arc<wgpu::RenderPipeline>,
    sprite_bgl:          Arc<wgpu::BindGroupLayout>,
    sampler:             wgpu::Sampler,
    _dummy_texture:      wgpu::Texture,
    dummy_view:          wgpu::TextureView,
    cmds:                Vec<ScreenCmd>,
    sprite_cache:        HashMap<u32, ScreenSpriteData>,
    cleared:             bool,
    blend:               BlendMode,
}

// ── Public API ────────────────────────────────────────────────────────────────

pub struct Screen {
    width:     u32,
    height:    u32,
    buffer:    Vec<u8>,
    sprite_id: u32,
    mask:      Option<(i32, i32, u32)>,
    gpu:       Option<Box<ScreenGpu>>,
}

impl Screen {
    pub fn new(width: u16, height: u16) -> Self {
        let w = width as u32;
        let h = height as u32;
        Self {
            width:     w,
            height:    h,
            buffer:    vec![0u8; w as usize * h as usize * 4],
            sprite_id: register_blank_sprite(w, h),
            mask:      None,
            gpu:       None,
        }
    }

    pub(crate) fn with_gpu(
        width: u16, height: u16, sprite_id: u32,
        device: wgpu::Device, queue: wgpu::Queue,
        texture: wgpu::Texture,
        color_pipeline:      Arc<wgpu::RenderPipeline>,
        sprite_pipeline:     Arc<wgpu::RenderPipeline>,
        sprite_pipeline_add: Arc<wgpu::RenderPipeline>,
        sprite_pipeline_mul: Arc<wgpu::RenderPipeline>,
        sprite_bgl:          Arc<wgpu::BindGroupLayout>,
    ) -> Self {
        let w = width as u32;
        let h = height as u32;
        let render_view = texture.create_view(&Default::default());

        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            mag_filter:     wgpu::FilterMode::Nearest,
            min_filter:     wgpu::FilterMode::Nearest,
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            ..Default::default()
        });
        let dummy_texture = device.create_texture(&wgpu::TextureDescriptor {
            label:           Some("screen_dummy"),
            size:            wgpu::Extent3d { width: 1, height: 1, depth_or_array_layers: 1 },
            mip_level_count: 1, sample_count: 1,
            dimension:       wgpu::TextureDimension::D2,
            format:          wgpu::TextureFormat::Rgba8Unorm,
            usage:           wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
            view_formats:    &[],
        });
        queue.write_texture(
            wgpu::TexelCopyTextureInfo {
                texture: &dummy_texture, mip_level: 0,
                origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All,
            },
            &[255u8, 255, 255, 255],
            wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(4), rows_per_image: Some(1) },
            wgpu::Extent3d { width: 1, height: 1, depth_or_array_layers: 1 },
        );
        let dummy_view = dummy_texture.create_view(&Default::default());

        Self {
            width: w, height: h,
            buffer:    vec![0u8; w as usize * h as usize * 4],
            sprite_id,
            mask:  None,
            gpu:   Some(Box::new(ScreenGpu {
                device, queue, _texture: texture, render_view,
                color_pipeline, sprite_pipeline, sprite_pipeline_add, sprite_pipeline_mul,
                sprite_bgl, sampler, _dummy_texture: dummy_texture, dummy_view,
                cmds:         Vec::new(),
                sprite_cache: HashMap::new(),
                cleared:      true,
                blend:        BlendMode::Normal,
            })),
        }
    }

    pub fn clear(&mut self) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.clear();
            gpu.cleared = true;
        } else {
            self.buffer.fill(0);
        }
    }

    // ── Color primitives ──────────────────────────────────────────────────────

    pub fn draw_fill(&mut self, color: Color) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.push(ScreenCmd::Polys(verts_fill(self.width, self.height, color)));
        } else {
            draw_fill(&mut self.buffer, color);
        }
    }

    pub fn draw_pixel(&mut self, x: i32, y: i32, color: Color) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.push(ScreenCmd::Polys(verts_pixel(x, y, self.width, self.height, color)));
        } else {
            draw_pixel(&mut self.buffer, self.width, self.height, x, y, color);
        }
    }

    pub fn draw_line(&mut self, x1: i32, y1: i32, x2: i32, y2: i32, color: Color) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.push(ScreenCmd::Polys(verts_line(x1, y1, x2, y2, self.width, self.height, color)));
        } else {
            draw_line(&mut self.buffer, self.width, self.height, x1, y1, x2, y2, color);
        }
    }

    pub fn draw_rectangle(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color, filled: bool) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.push(ScreenCmd::Polys(verts_rectangle(x, y, w, h, self.width, self.height, color, filled)));
        } else {
            draw_rectangle(&mut self.buffer, self.width, self.height, x, y, w, h, color, filled);
        }
    }

    pub fn draw_circle(&mut self, cx: i32, cy: i32, radius: i32, color: Color, filled: bool) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.push(ScreenCmd::Polys(verts_circle(cx, cy, radius, self.width, self.height, color, filled)));
        } else {
            draw_circle(&mut self.buffer, self.width, self.height, cx, cy, radius, color, filled);
        }
    }

    pub fn draw_triangle(&mut self, x1: i32, y1: i32, x2: i32, y2: i32, x3: i32, y3: i32, color: Color, filled: bool) {
        if let Some(gpu) = &mut self.gpu {
            gpu.cmds.push(ScreenCmd::Polys(verts_triangle(x1, y1, x2, y2, x3, y3, self.width, self.height, color, filled)));
        } else {
            draw_triangle(&mut self.buffer, self.width, self.height, x1, y1, x2, y2, x3, y3, color, filled);
        }
    }

    // ── Sprite drawing ────────────────────────────────────────────────────────

    pub fn mask_set(&mut self, x: i32, y: i32, handle: u32) {
        self.mask = Some((x, y, handle));
    }

    pub fn mask_reset(&mut self) {
        self.mask = None;
    }

    pub fn draw_sprite(&mut self, x: i32, y: i32, handle: u32) {
        let mask = self.mask;
        if let Some(gpu) = &mut self.gpu {
            let blend = gpu.blend;
            gpu.cmds.push(ScreenCmd::Sprite {
                x, y, handle,
                mask_handle: mask.map(|(_, _, mh)| mh),
                mask_ox:     mask.map(|(mx, _, _)| mx).unwrap_or(0),
                mask_oy:     mask.map(|(_, my, _)| my).unwrap_or(0),
                params:      DrawSpriteParams::default(),
                blend,
            });
        } else if let Some((mx, my, mh)) = mask {
            blit_sprite_masked(&mut self.buffer, self.width, self.height, x, y, handle, mx, my, mh);
        } else {
            blit_sprite(&mut self.buffer, self.width, self.height, x, y, handle);
        }
    }

    pub fn draw_sprite_ex(&mut self, x: i32, y: i32, handle: u32, params: DrawSpriteParams) {
        let mask = self.mask;
        if let Some(gpu) = &mut self.gpu {
            let blend = gpu.blend;
            gpu.cmds.push(ScreenCmd::Sprite {
                x, y, handle,
                mask_handle: mask.map(|(_, _, mh)| mh),
                mask_ox:     mask.map(|(mx, _, _)| mx).unwrap_or(0),
                mask_oy:     mask.map(|(_, my, _)| my).unwrap_or(0),
                params,
                blend,
            });
        } else {
            // CPU fallback: ignore rotation/scale/flip, apply alpha via blit
            if let Some((mx, my, mh)) = mask {
                blit_sprite_masked(&mut self.buffer, self.width, self.height, x, y, handle, mx, my, mh);
            } else {
                blit_sprite(&mut self.buffer, self.width, self.height, x, y, handle);
            }
        }
    }

    pub fn blend_set(&mut self, blend: BlendMode) {
        if let Some(gpu) = &mut self.gpu { gpu.blend = blend; }
    }

    // ── Flush / sprite handle ─────────────────────────────────────────────────

    pub fn sprite(&mut self) -> u32 {
        let sw = self.width;
        let sh = self.height;
        if let Some(gpu) = &mut self.gpu {
            let has_work = gpu.cleared || !gpu.cmds.is_empty();
            if has_work {
                // Drain command queue before any other borrows
                let cmds = std::mem::take(&mut gpu.cmds);

                // Upload any new CPU sprites to Screen's local GPU cache
                for cmd in &cmds {
                    if let ScreenCmd::Sprite { handle, mask_handle, .. } = cmd {
                        ensure_screen_sprite(*handle, &gpu.device, &gpu.queue, &mut gpu.sprite_cache);
                        if let Some(mh) = mask_handle {
                            ensure_screen_sprite(*mh, &gpu.device, &gpu.queue, &mut gpu.sprite_cache);
                        }
                    }
                }

                // Build vertex data maintaining draw order
                let mut color_verts:  Vec<ColorVert>   = Vec::new();
                let mut sprite_verts: Vec<SpriteVertex> = Vec::new();

                enum RItem {
                    Polys  { base: u32, count: u32 },
                    Sprite { base: u32, handle: u32, mask_handle: Option<u32>, blend: BlendMode },
                }
                let mut items: Vec<RItem> = Vec::new();

                for cmd in &cmds {
                    match cmd {
                        ScreenCmd::Polys(verts) => {
                            let base  = color_verts.len() as u32;
                            let count = verts.len() as u32;
                            color_verts.extend_from_slice(verts);
                            items.push(RItem::Polys { base, count });
                        }
                        ScreenCmd::Sprite { x, y, handle, mask_handle, mask_ox, mask_oy, params, blend } => {
                            if let Some(sd) = gpu.sprite_cache.get(handle) {
                                let base = sprite_verts.len() as u32;
                                let (mox, moy, mw, mh, mon) = if let Some(mh) = mask_handle {
                                    if let Some(md) = gpu.sprite_cache.get(mh) {
                                        (*mask_ox as f32, *mask_oy as f32, md.width as f32, md.height as f32, 1.0f32)
                                    } else { (0., 0., 1., 1., 0.) }
                                } else { (0., 0., 1., 1., 0.) };
                                sprite_verts.extend_from_slice(&build_sprite_quad_ex(
                                    *x, *y, sd.width, sd.height, sw, sh,
                                    mox, moy, mw, mh, mon, params,
                                ));
                                items.push(RItem::Sprite { base, handle: *handle, mask_handle: *mask_handle, blend: *blend });
                            }
                        }
                    }
                }

                // Create vertex buffers
                let color_buf = if !color_verts.is_empty() {
                    use wgpu::util::DeviceExt;
                    Some(gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
                        label:    Some("screen_color_vbuf"),
                        contents: slice_as_bytes(&color_verts),
                        usage:    wgpu::BufferUsages::VERTEX,
                    }))
                } else { None };

                let sprite_buf = if !sprite_verts.is_empty() {
                    use wgpu::util::DeviceExt;
                    Some(gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
                        label:    Some("screen_sprite_vbuf"),
                        contents: slice_as_bytes(&sprite_verts),
                        usage:    wgpu::BufferUsages::VERTEX,
                    }))
                } else { None };

                // Build sprite bind groups
                let mut sprite_bgs: Vec<wgpu::BindGroup> = Vec::new();
                for item in &items {
                    if let RItem::Sprite { handle, mask_handle, .. } = item {
                        if let Some(sd) = gpu.sprite_cache.get(handle) {
                            let mask_view = mask_handle
                                .and_then(|mh| gpu.sprite_cache.get(&mh))
                                .map(|md| &md.view)
                                .unwrap_or(&gpu.dummy_view);
                            sprite_bgs.push(gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
                                label:   None,
                                layout:  &gpu.sprite_bgl,
                                entries: &[
                                    wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&sd.view) },
                                    wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(mask_view) },
                                    wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&gpu.sampler) },
                                ],
                            }));
                        }
                    }
                }

                // Render pass
                let load = if gpu.cleared {
                    wgpu::LoadOp::Clear(wgpu::Color { r: 0., g: 0., b: 0., a: 0. })
                } else {
                    wgpu::LoadOp::Load
                };
                let mut encoder = gpu.device.create_command_encoder(&Default::default());
                {
                    let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                        label: Some("screen_draw"),
                        color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                            view:           &gpu.render_view,
                            resolve_target: None,
                            depth_slice:    None,
                            ops:            wgpu::Operations { load, store: wgpu::StoreOp::Store },
                        })],
                        depth_stencil_attachment: None,
                        timestamp_writes:         None,
                        occlusion_query_set:      None,
                    });

                    let mut sprite_bg_idx = 0usize;
                    for item in &items {
                        match item {
                            RItem::Polys { base, count } => {
                                if let Some(buf) = &color_buf {
                                    rpass.set_pipeline(&gpu.color_pipeline);
                                    rpass.set_vertex_buffer(0, buf.slice(..));
                                    rpass.draw(*base..*base + count, 0..1);
                                }
                            }
                            RItem::Sprite { base, blend, .. } => {
                                if sprite_bg_idx < sprite_bgs.len() {
                                    if let Some(buf) = &sprite_buf {
                                        let pipeline = match blend {
                                            BlendMode::Normal => &gpu.sprite_pipeline,
                                            BlendMode::Add    => &gpu.sprite_pipeline_add,
                                            BlendMode::Mul    => &gpu.sprite_pipeline_mul,
                                        };
                                        rpass.set_pipeline(pipeline);
                                        rpass.set_bind_group(0, &sprite_bgs[sprite_bg_idx], &[]);
                                        rpass.set_vertex_buffer(0, buf.slice(..));
                                        rpass.draw(*base..*base + 6, 0..1);
                                    }
                                    sprite_bg_idx += 1;
                                }
                            }
                        }
                    }
                }
                gpu.queue.submit(std::iter::once(encoder.finish()));
                gpu.cleared = false;
            }
        } else {
            update_sprite(self.sprite_id, &self.buffer);
        }
        self.sprite_id
    }
}