shadow_engine_2d 2.0.1

A modern, high-performance 2D game engine built in Rust with ECS, physics, particles, audio, and more
Documentation
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use crate::ecs::World;
use crate::math::{Color, Transform, Vec2};
use crate::ui::{UIPanel, UIProgressBar, UITransform};
use std::sync::Arc;
use wgpu::util::DeviceExt;
use winit::window::Window;
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};

pub struct Renderer {
    surface: wgpu::Surface<'static>,
    device: wgpu::Device,
    queue: wgpu::Queue,
    config: wgpu::SurfaceConfiguration,
    size: winit::dpi::PhysicalSize<u32>,
    render_pipeline: wgpu::RenderPipeline,
    #[allow(dead_code)]
    font_system: FontSystem,
    #[allow(dead_code)]
    swash_cache: SwashCache,
    #[allow(dead_code)]
    text_atlas: TextAtlas,
    #[allow(dead_code)]
    text_renderer: TextRenderer,
}

#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
    position: [f32; 2],
    color: [f32; 4],
}

impl Vertex {
    fn desc() -> wgpu::VertexBufferLayout<'static> {
        wgpu::VertexBufferLayout {
            array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
            step_mode: wgpu::VertexStepMode::Vertex,
            attributes: &[
                wgpu::VertexAttribute {
                    offset: 0,
                    shader_location: 0,
                    format: wgpu::VertexFormat::Float32x2,
                },
                wgpu::VertexAttribute {
                    offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
                    shader_location: 1,
                    format: wgpu::VertexFormat::Float32x4,
                },
            ],
        }
    }
}

impl Renderer {
    pub async fn new(window: Arc<Window>) -> Self {
        let size = window.inner_size();

        let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
            backends: wgpu::Backends::all(),
            ..Default::default()
        });

        let surface = instance.create_surface(window).unwrap();

        let adapter = instance
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::default(),
                compatible_surface: Some(&surface),
                force_fallback_adapter: false,
            })
            .await
            .unwrap();

        let (device, queue) = adapter
            .request_device(
                &wgpu::DeviceDescriptor {
                    label: None,
                    required_features: wgpu::Features::empty(),
                    required_limits: wgpu::Limits::default(),
                },
                None,
            )
            .await
            .unwrap();

        let surface_caps = surface.get_capabilities(&adapter);
        let surface_format = surface_caps
            .formats
            .iter()
            .copied()
            .find(|f| f.is_srgb())
            .unwrap_or(surface_caps.formats[0]);

        let config = wgpu::SurfaceConfiguration {
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
            format: surface_format,
            width: size.width,
            height: size.height,
            present_mode: surface_caps.present_modes[0],
            alpha_mode: surface_caps.alpha_modes[0],
            view_formats: vec![],
            desired_maximum_frame_latency: 2,
        };

        surface.configure(&device, &config);

        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("shaders/basic.wgsl").into()),
        });

        let render_pipeline_layout =
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("Render Pipeline Layout"),
                bind_group_layouts: &[],
                push_constant_ranges: &[],
            });

        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Render Pipeline"),
            layout: Some(&render_pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: "vs_main",
                buffers: &[Vertex::desc()],
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: "fs_main",
                targets: &[Some(wgpu::ColorTargetState {
                    format: config.format,
                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
            }),
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                strip_index_format: None,
                front_face: wgpu::FrontFace::Ccw,
                cull_mode: Some(wgpu::Face::Back),
                polygon_mode: wgpu::PolygonMode::Fill,
                unclipped_depth: false,
                conservative: false,
            },
            depth_stencil: None,
            multisample: wgpu::MultisampleState {
                count: 1,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            multiview: None,
        });

        let font_system = FontSystem::new();
        let swash_cache = SwashCache::new();
        let mut cache = TextAtlas::new(&device, &queue, config.format);
        let text_renderer = TextRenderer::new(&mut cache, &device, wgpu::MultisampleState::default(), None);

        Self {
            surface,
            device,
            queue,
            config,
            size,
            render_pipeline,
            font_system,
            swash_cache,
            text_atlas: cache,
            text_renderer,
        }
    }

    pub fn size(&self) -> winit::dpi::PhysicalSize<u32> {
        self.size
    }

    pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
        if new_size.width > 0 && new_size.height > 0 {
            self.size = new_size;
            self.config.width = new_size.width;
            self.config.height = new_size.height;
            self.surface.configure(&self.device, &self.config);
        }
    }

    pub fn render(&mut self, world: &World) -> Result<(), wgpu::SurfaceError> {
        let output = self.surface.get_current_texture()?;
        let view = output
            .texture
            .create_view(&wgpu::TextureViewDescriptor::default());

        let mut encoder = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("Render Encoder"),
            });

        // Collect all buffers before render pass
        let mut buffers = Vec::new();
        
        // Render sprites
        for entity in world.entities() {
            if let (Some(transform), Some(sprite)) =
                (entity.get::<Transform>(), entity.get::<Sprite>())
            {
                let vertices = self.create_sprite_vertices(transform, sprite);
                let vertex_buffer =
                    self.device
                        .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                            label: Some("Vertex Buffer"),
                            contents: bytemuck::cast_slice(&vertices),
                            usage: wgpu::BufferUsages::VERTEX,
                        });

                let indices: &[u16] = &[0, 1, 2, 0, 2, 3];
                let index_buffer =
                    self.device
                        .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                            label: Some("Index Buffer"),
                            contents: bytemuck::cast_slice(indices),
                            usage: wgpu::BufferUsages::INDEX,
                        });

                buffers.push((vertex_buffer, index_buffer));
            }
        }

        // Render UI panels
        for entity in world.entities() {
            if let (Some(ui_transform), Some(panel)) =
                (entity.get::<UITransform>(), entity.get::<UIPanel>())
            {
                let pos = ui_transform.get_screen_position(self.size.width as f32, self.size.height as f32);
                let transform = Transform::new(
                    pos.x + ui_transform.size.x / 2.0 - self.size.width as f32 / 2.0,
                    pos.y + ui_transform.size.y / 2.0 - self.size.height as f32 / 2.0
                );
                let sprite = Sprite {
                    size: ui_transform.size,
                    color: panel.background_color,
                };
                
                let vertices = self.create_sprite_vertices(&transform, &sprite);
                let vertex_buffer =
                    self.device
                        .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                            label: Some("UI Vertex Buffer"),
                            contents: bytemuck::cast_slice(&vertices),
                            usage: wgpu::BufferUsages::VERTEX,
                        });

                let indices: &[u16] = &[0, 1, 2, 0, 2, 3];
                let index_buffer =
                    self.device
                        .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                            label: Some("UI Index Buffer"),
                            contents: bytemuck::cast_slice(indices),
                            usage: wgpu::BufferUsages::INDEX,
                        });

                buffers.push((vertex_buffer, index_buffer));
            }
        }

        // Render UI progress bars
        for entity in world.entities() {
            if let (Some(ui_transform), Some(bar)) =
                (entity.get::<UITransform>(), entity.get::<UIProgressBar>())
            {
                let pos = ui_transform.get_screen_position(self.size.width as f32, self.size.height as f32);
                
                // Background
                let bg_transform = Transform::new(
                    pos.x + ui_transform.size.x / 2.0 - self.size.width as f32 / 2.0,
                    pos.y + ui_transform.size.y / 2.0 - self.size.height as f32 / 2.0
                );
                let bg_sprite = Sprite {
                    size: ui_transform.size,
                    color: bar.background_color,
                };
                
                let vertices = self.create_sprite_vertices(&bg_transform, &bg_sprite);
                let vertex_buffer =
                    self.device
                        .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                            label: Some("UI Bar BG Vertex Buffer"),
                            contents: bytemuck::cast_slice(&vertices),
                            usage: wgpu::BufferUsages::VERTEX,
                        });

                let indices: &[u16] = &[0, 1, 2, 0, 2, 3];
                let index_buffer =
                    self.device
                        .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                            label: Some("UI Bar BG Index Buffer"),
                            contents: bytemuck::cast_slice(indices),
                            usage: wgpu::BufferUsages::INDEX,
                        });

                buffers.push((vertex_buffer, index_buffer));

                // Fill
                let fill_width = ui_transform.size.x * bar.get_fill_percentage();
                if fill_width > 0.0 {
                    let fill_transform = Transform::new(
                        pos.x + fill_width / 2.0 - self.size.width as f32 / 2.0,
                        pos.y + ui_transform.size.y / 2.0 - self.size.height as f32 / 2.0
                    );
                    let fill_sprite = Sprite {
                        size: Vec2::new(fill_width, ui_transform.size.y),
                        color: bar.fill_color,
                    };
                    
                    let vertices = self.create_sprite_vertices(&fill_transform, &fill_sprite);
                    let vertex_buffer =
                        self.device
                            .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                                label: Some("UI Bar Fill Vertex Buffer"),
                                contents: bytemuck::cast_slice(&vertices),
                                usage: wgpu::BufferUsages::VERTEX,
                            });

                    let indices: &[u16] = &[0, 1, 2, 0, 2, 3];
                    let index_buffer =
                        self.device
                            .create_buffer_init(&wgpu::util::BufferInitDescriptor {
                                label: Some("UI Bar Fill Index Buffer"),
                                contents: bytemuck::cast_slice(indices),
                                usage: wgpu::BufferUsages::INDEX,
                            });

                    buffers.push((vertex_buffer, index_buffer));
                }
            }
        }

        {
            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: &view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Clear(wgpu::Color {
                            r: 0.1,
                            g: 0.1,
                            b: 0.1,
                            a: 1.0,
                        }),
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                occlusion_query_set: None,
                timestamp_writes: None,
            });

            render_pass.set_pipeline(&self.render_pipeline);

            // Render all sprites
            for (vertex_buffer, index_buffer) in &buffers {
                render_pass.set_vertex_buffer(0, vertex_buffer.slice(..));
                render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
                render_pass.draw_indexed(0..6, 0, 0..1);
            }
        }

        self.queue.submit(std::iter::once(encoder.finish()));
        output.present();

        Ok(())
    }

    fn create_sprite_vertices(&self, transform: &Transform, sprite: &Sprite) -> Vec<Vertex> {
        let half_width = sprite.size.x / 2.0;
        let half_height = sprite.size.y / 2.0;

        let _aspect = self.size.width as f32 / self.size.height as f32;

        let x = transform.position.x / (self.size.width as f32 / 2.0);
        let y = -transform.position.y / (self.size.height as f32 / 2.0);
        let w = half_width / (self.size.width as f32 / 2.0);
        let h = half_height / (self.size.height as f32 / 2.0);

        let color = [sprite.color.r, sprite.color.g, sprite.color.b, sprite.color.a];

        vec![
            Vertex {
                position: [x - w, y - h],
                color,
            },
            Vertex {
                position: [x + w, y - h],
                color,
            },
            Vertex {
                position: [x + w, y + h],
                color,
            },
            Vertex {
                position: [x - w, y + h],
                color,
            },
        ]
    }
}

#[derive(Clone, Debug)]
pub struct Sprite {
    pub size: Vec2,
    pub color: Color,
}

impl Sprite {
    pub fn new(width: f32, height: f32) -> Self {
        Self {
            size: Vec2::new(width, height),
            color: Color::WHITE,
        }
    }

    pub fn with_color(mut self, color: Color) -> Self {
        self.color = color;
        self
    }
}

impl crate::ecs::Component for Sprite {}