spottedcat 0.5.8

Rusty SpottedCat simple game engine
Documentation
//! Shader registration for custom image effects.

use crate::image_raw::InstanceData;

use super::Graphics;

impl Graphics {
    pub(crate) fn register_image_shader(&mut self, user_functions: &str) -> u32 {
        let shader_id = self.next_image_shader_id;
        self.next_image_shader_id = self.next_image_shader_id.saturating_add(1);

        // Hook-function injection.
        // User provides WGSL code snippets:
        // They will be inserted at markers in vs_main and fs_main.
        let base_template = include_str!("../shaders/image.wgsl");
        let mut combined_shader = base_template.to_string();

        if let Some(vs_start) = user_functions.find("fn user_vs_hook") {
            let vs_body_start = user_functions[vs_start..]
                .find('{')
                .map(|i| vs_start + i + 1)
                .unwrap_or(vs_start);
            let vs_end = user_functions[vs_body_start..]
                .find("fn user_fs_hook")
                .map(|rel| vs_body_start + rel)
                .unwrap_or(user_functions.len());
            let vs_body_end = user_functions[..vs_end].rfind('}').unwrap_or(vs_end);
            let vs_src = user_functions[vs_body_start..vs_body_end].trim();

            if !vs_src.is_empty() {
                let marker = "// USER_VS_HOOK";
                if let Some(pos) = combined_shader.rfind(marker) {
                    combined_shader.insert_str(
                        pos + marker.len(),
                        &format!(
                            "\n{{\nlet engine_globals = 0;\nlet _sp_internal = 0;\n{}\n}}",
                            vs_src
                        ),
                    );
                }
            }
        }

        if let Some(fs_start) = user_functions.find("fn user_fs_hook") {
            let fs_body_start = user_functions[fs_start..]
                .find('{')
                .map(|i| fs_start + i + 1)
                .unwrap_or(fs_start);
            let fs_end = user_functions.len();
            let fs_body_end = user_functions[..fs_end].rfind('}').unwrap_or(fs_end);
            let fs_src = user_functions[fs_body_start..fs_body_end].trim();

            if !fs_src.is_empty() {
                let marker = "// USER_FS_HOOK";
                if let Some(pos) = combined_shader.rfind(marker) {
                    combined_shader.insert_str(
                        pos + marker.len(),
                        &format!(
                            "\n{{\nlet engine_globals = 0;\nlet _sp_internal = 0;\n{}\n}}",
                            fs_src
                        ),
                    );
                }
            }
        }

        if std::env::var("SPOT_DEBUG_SHADER").is_ok() {
            let vs_marker = "// USER_VS_HOOK";
            let fs_marker = "// USER_FS_HOOK";

            let vs_block = if let Some(pos) = combined_shader.find(vs_marker) {
                let end = combined_shader[pos..]
                    .find("return")
                    .map(|i| pos + i)
                    .unwrap_or(combined_shader.len());
                &combined_shader[pos..end]
            } else {
                "<missing vs hook marker>"
            };
            let fs_block = if let Some(pos) = combined_shader.find(fs_marker) {
                let end = combined_shader[pos..]
                    .find("return")
                    .map(|i| pos + i)
                    .unwrap_or(combined_shader.len());
                &combined_shader[pos..end]
            } else {
                "<missing fs hook marker>"
            };

            eprintln!(
                "[spot][debug][shader] register_image_shader id={}\n{}\n{}",
                shader_id, vs_block, fs_block
            );
        }

        let shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("custom_image_shader"),
                source: wgpu::ShaderSource::Wgsl(combined_shader.into()),
            });

        let pipeline_layout = self
            .device
            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("custom_image_pipeline_layout"),
                bind_group_layouts: &[
                    &self.image_renderer.texture_bind_group_layout,
                    &self.image_renderer.user_globals_bind_group_layout,
                    &self.image_renderer.engine_globals_bind_group_layout,
                ],
                immediate_size: 0,
            });

        let pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("custom_image_pipeline"),
                layout: Some(&pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                    buffers: &[InstanceData::layout()],
                },
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleStrip,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: None,
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24Plus,
                    depth_write_enabled: false,
                    depth_compare: wgpu::CompareFunction::Always,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),

                multisample: wgpu::MultisampleState::default(),
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                    targets: &[Some(wgpu::ColorTargetState {
                        format: self.config.format,
                        blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                        write_mask: wgpu::ColorWrites::ALL,
                    })],
                }),
                multiview_mask: None,
                cache: None,
            });

        self.image_pipelines.insert(shader_id, pipeline);
        shader_id
    }

    pub(crate) fn register_model_shader(&mut self, user_functions: &str) -> u32 {
        let shader_id = self.next_model_shader_id;
        self.next_model_shader_id = self.next_model_shader_id.saturating_add(1);

        let base_template = include_str!("../shaders/model.wgsl");
        let mut combined_shader = base_template.to_string();

        if let Some(vs_start) = user_functions.find("fn user_vs_hook") {
            let vs_body_start = user_functions[vs_start..].find('{').map(|i| vs_start + i + 1).unwrap_or(vs_start);
            let vs_end = user_functions[vs_body_start..].find("fn user_fs_hook").map(|rel| vs_body_start + rel).unwrap_or(user_functions.len());
            let vs_body_end = user_functions[..vs_end].rfind('}').unwrap_or(vs_end);
            let vs_src = user_functions[vs_body_start..vs_body_end].trim();
            if !vs_src.is_empty() {
                let marker = "// USER_VS_HOOK";
                if let Some(pos) = combined_shader.rfind(marker) {
                    combined_shader.insert_str(pos + marker.len(), &format!("\n{{\n{}\n}}", vs_src));
                }
            }
        }

        if let Some(fs_start) = user_functions.find("fn user_fs_hook") {
            let fs_body_start = user_functions[fs_start..].find('{').map(|i| fs_start + i + 1).unwrap_or(fs_start);
            let fs_end = user_functions.len();
            let fs_body_end = user_functions[..fs_end].rfind('}').unwrap_or(fs_end);
            let fs_src = user_functions[fs_body_start..fs_body_end].trim();
            if !fs_src.is_empty() {
                let marker = "// USER_FS_HOOK";
                if let Some(pos) = combined_shader.rfind(marker) {
                    combined_shader.insert_str(pos + marker.len(), &format!("\n{{\n{}\n}}", fs_src));
                }
            }
        }

        let shader = self.device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("custom_model_shader"),
            source: wgpu::ShaderSource::Wgsl(combined_shader.into()),
        });

        let pipeline_layout = self.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("custom_model_pipeline_layout"),
            bind_group_layouts: &[
                &self.model_renderer.globals_bind_group_layout,
                &self.model_renderer.texture_bind_group_layout,
                &self.model_renderer.bone_matrices_bind_group_layout,
                &self.model_renderer.environment_bind_group_layout,
            ],
            immediate_size: 0,
        });

        let pipeline = self.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("custom_model_pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vs_main"),
                compilation_options: wgpu::PipelineCompilationOptions::default(),
                buffers: &[crate::model::Vertex::layout()],
            },
            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: Some(wgpu::DepthStencilState {
                format: wgpu::TextureFormat::Depth24Plus,
                depth_write_enabled: true,
                depth_compare: wgpu::CompareFunction::Less,
                stencil: wgpu::StencilState::default(),
                bias: wgpu::DepthBiasState::default(),
            }),
            multisample: wgpu::MultisampleState::default(),
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fs_main"),
                compilation_options: wgpu::PipelineCompilationOptions::default(),
                targets: &[Some(wgpu::ColorTargetState {
                    format: self.config.format,
                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
            }),
            multiview_mask: None,
            cache: None,
        });

        self.model_pipelines.insert(shader_id, pipeline);
        shader_id
    }
}