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cvkg_render_gpu/passes/
effects.rs

1use crate::kvasir::node::{ExecutionContext, KvasirNode};
2use crate::kvasir::nodes::{PassId, RES_SCENE};
3use crate::kvasir::resource::ResourceId;
4
5pub struct OffscreenGeometryNode {
6    pub target_id: u64,
7    pub output_texture: ResourceId,
8    pub inputs: Vec<ResourceId>,
9    pub outputs: Vec<ResourceId>,
10}
11
12impl OffscreenGeometryNode {
13    pub fn new(target_id: u64, output_texture: ResourceId) -> Self {
14        Self {
15            target_id,
16            output_texture,
17            inputs: vec![],
18            outputs: vec![output_texture],
19        }
20    }
21}
22
23impl KvasirNode for OffscreenGeometryNode {
24    fn label(&self) -> &'static str {
25        "OffscreenGeometry"
26    }
27    fn inputs(&self) -> &[ResourceId] {
28        &self.inputs
29    }
30    fn outputs(&self) -> &[ResourceId] {
31        &self.outputs
32    }
33    fn pass_id(&self) -> PassId {
34        PassId::Geometry
35    }
36
37    fn execute(&self, ctx: &mut ExecutionContext) {
38        let view = match ctx.registry.get_texture_view(self.output_texture) {
39            Some(v) => v,
40            None => {
41                log::error!(
42                    "Missing texture view for {}",
43                    stringify!(self.output_texture)
44                );
45                return;
46            }
47        };
48        // Use a dummy depth view for offscreen passes for now (no depth testing)
49        // or we need a dynamic depth texture in the registry.
50
51        let mut p = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
52            label: Some("Surtr Offscreen Geometry"),
53            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
54                view: &view,
55                resolve_target: None,
56                ops: wgpu::Operations {
57                    load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
58                    store: wgpu::StoreOp::Store,
59                },
60                depth_slice: None,
61            })],
62            depth_stencil_attachment: None, // No depth testing for now
63            timestamp_writes: None,
64            occlusion_query_set: None,
65            multiview_mask: None,
66        });
67
68        if !ctx.renderer.draw_calls.is_empty() {
69            p.set_vertex_buffer(0, ctx.renderer.geometry_buffers.vertex_buffer.slice(..));
70            p.set_vertex_buffer(1, ctx.renderer.geometry_buffers.instance_buffer.slice(..));
71            p.set_index_buffer(
72                ctx.renderer.geometry_buffers.index_buffer.slice(..),
73                wgpu::IndexFormat::Uint32,
74            );
75            p.set_bind_group(1, &ctx.renderer.dummy_env_bind_group, &[]);
76            p.set_bind_group(2, &ctx.renderer.berserker_bind_group, &[]);
77
78            for call in ctx
79                .renderer
80                .draw_calls
81                .iter()
82                .filter(|c| c.target_id == Some(self.target_id))
83            {
84                p.set_pipeline(&ctx.renderer.opaque_pipeline);
85                let bg = if let Some(id) = call.texture_id {
86                    if id == 0 {
87                        &ctx.renderer.mega_heim_bind_group
88                    } else {
89                        ctx.renderer
90                            .texture_bind_groups
91                            .get(id as usize)
92                            .unwrap_or(&ctx.renderer.dummy_texture_bind_group)
93                    }
94                } else {
95                    &ctx.renderer.dummy_texture_bind_group
96                };
97                p.set_bind_group(0, bg, &[]);
98                p.draw_indexed(
99                    call.index_start..call.index_start + call.index_count,
100                    0,
101                    call.instance_start..call.instance_start + call.instance_count,
102                );
103            }
104        }
105    }
106}
107
108pub struct EffectCompositeNode {
109    pub target_id: u64,
110    pub input_texture: ResourceId,
111    pub output_scene: ResourceId,
112    pub effect: String,
113    pub blend_mode: u32,
114    pub effect_args: [f32; 16],
115    pub inputs: Vec<ResourceId>,
116    pub outputs: Vec<ResourceId>,
117}
118
119impl EffectCompositeNode {
120    pub fn new(
121        target_id: u64,
122        input_texture: ResourceId,
123        effect: String,
124        blend_mode: u32,
125        effect_args: [f32; 16],
126    ) -> Self {
127        Self {
128            target_id,
129            input_texture,
130            output_scene: RES_SCENE,
131            effect,
132            blend_mode,
133            effect_args,
134            inputs: vec![input_texture],
135            outputs: vec![RES_SCENE],
136        }
137    }
138}
139
140impl KvasirNode for EffectCompositeNode {
141    fn label(&self) -> &'static str {
142        "EffectComposite"
143    }
144    fn inputs(&self) -> &[ResourceId] {
145        &self.inputs
146    }
147    fn outputs(&self) -> &[ResourceId] {
148        &self.outputs
149    }
150    fn pass_id(&self) -> PassId {
151        PassId::PostProcess {
152            pipeline_id: self.target_id,
153        }
154    }
155
156    fn execute(&self, ctx: &mut ExecutionContext) {
157        let input_view = match ctx.registry.get_texture_view(self.input_texture) {
158            Some(v) => v,
159            None => {
160                log::error!(
161                    "Missing texture view for {}",
162                    stringify!(self.input_texture)
163                );
164                return;
165            }
166        };
167        let scene_view = match ctx.registry.get_texture_view(self.output_scene) {
168            Some(v) => v,
169            None => {
170                log::error!("Missing texture view for {}", stringify!(self.output_scene));
171                return;
172            }
173        };
174
175        // 1. Retrieve or create bind group for the input texture from cache
176        let bind_group = ctx.get_or_create_bind_group(
177            (self.input_texture, 0, false),
178            &ctx.renderer.texture_bind_group_layout,
179            &[
180                wgpu::BindGroupEntry {
181                    binding: 0,
182                    resource: wgpu::BindingResource::TextureViewArray(&vec![&input_view; 32]),
183                },
184                wgpu::BindGroupEntry {
185                    binding: 1,
186                    resource: wgpu::BindingResource::Sampler(&ctx.renderer.linear_sampler),
187                },
188            ],
189            Some("Effect Input Bind Group"),
190        );
191
192        // 2. Map effect name to pipeline
193        // For now, we will use a dummy pipeline, or compile shaders on the fly?
194        // Wait, WGSL is compiled into ctx.renderer.effect_pipelines!
195        // We'll need to look it up from ctx.renderer.effect_pipelines
196        let pipeline = if let Some(p) = ctx.renderer.effect_pipelines.get(&self.effect) {
197            p
198        } else {
199            return;
200        };
201
202        // 3. Write parameters to uniform buffer
203        ctx.renderer.queue.write_buffer(
204            &ctx.renderer.effect_params_buffer,
205            0,
206            bytemuck::cast_slice(&[crate::types::EffectUniforms {
207                time: ctx.renderer.start_time.elapsed().as_secs_f32(),
208                pad0: 0.0,
209                size: [
210                    ctx.renderer.current_width() as f32,
211                    ctx.renderer.current_height() as f32,
212                ],
213                args: self.effect_args,
214            }]),
215        );
216
217        let mut p = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
218            label: Some("Surtr Effect Composite"),
219            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
220                view: &scene_view,
221                resolve_target: None,
222                ops: wgpu::Operations {
223                    load: wgpu::LoadOp::Load,
224                    store: wgpu::StoreOp::Store,
225                },
226                depth_slice: None,
227            })],
228            depth_stencil_attachment: None,
229            timestamp_writes: None,
230            occlusion_query_set: None,
231            multiview_mask: None,
232        });
233
234        p.set_pipeline(pipeline);
235        p.set_bind_group(0, &bind_group, &[]);
236        p.set_bind_group(1, &ctx.renderer.effect_params_bind_group, &[]);
237        p.draw(0..3, 0..1); // Fullscreen triangle
238    }
239}