1use crate::kvasir::{ExecutionContext, KvasirNode, ResourceId};
2use crate::passes::accessibility::AccessibilityNode;
3use crate::passes::backdrop_region::BackdropRegionNode;
4use crate::passes::bloom::{BloomBlurNode, BloomExtractNode};
5use crate::passes::composite::CompositeNode;
6use crate::passes::geometry::GeometryNode;
7use crate::passes::glass::{BackdropBlurNode, BackdropCopyNode, GlassNode};
8use crate::passes::opaque3d::Opaque3dNode;
9use crate::passes::pre_world_panel::PreWorldPanelNode;
10use crate::passes::shadow::{DirectionalLight, GpuMesh3d, ShadowNode};
11use crate::passes::ui::UINode;
12use crate::passes::volumetric::VolumetricNode;
13
14#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
15pub enum PassId {
16 PreWorldPanel,
17 Geometry,
18 BackdropCopy,
19 BackdropBlur,
20 Volumetric,
21 Glass,
22 UI,
23 Flow,
24 ComputeParticle,
25 BloomExtract,
26 BloomBlur,
27 Composite,
28 Accessibility,
29 Present,
30 PostProcess {
31 pipeline_id: u64,
32 },
33 BackdropRegion,
35 Shadow,
37 Opaque3d,
39}
40
41pub struct PresentNode {
42 pub inputs: Vec<ResourceId>,
43 pub outputs: Vec<ResourceId>,
44}
45
46impl KvasirNode for PresentNode {
47 fn label(&self) -> &'static str {
48 "Present"
49 }
50
51 fn inputs(&self) -> &[ResourceId] {
52 &self.inputs
53 }
54
55 fn outputs(&self) -> &[ResourceId] {
56 &self.outputs
57 }
58
59 fn pass_id(&self) -> PassId {
60 PassId::Present
61 }
62
63 fn execute(&self, _ctx: &mut ExecutionContext) {
64 }
66}
67
68pub const RES_SCENE: ResourceId = ResourceId(1);
70pub const RES_SCENE_MSAA: ResourceId = ResourceId(5);
71pub const RES_BLUR_A: ResourceId = ResourceId(2);
72pub const RES_BLOOM_A: ResourceId = ResourceId(3);
73pub const RES_SWAPCHAIN: ResourceId = ResourceId(4);
74
75pub struct RenderGraphConfig<'a> {
77 pub has_glass: bool,
78 pub has_bloom: bool,
79 pub has_accessibility: bool,
80 pub has_volumetric: bool,
82 pub active_offscreens: &'a [crate::types::OffscreenEffectConfig],
83 pub portal_regions: &'a [cvkg_core::Rect],
84 pub world_space_panels: &'a [(u64, cvkg_vdom::WorldSpacePanel)],
86 pub width: u32,
87 pub height: u32,
88 pub scale: f32,
89 pub directional_light: Option<DirectionalLight>,
91 pub mesh_instances_3d: Vec<GpuMesh3d>,
93 pub scene_radius: f32,
95}
96
97pub fn build_render_graph(config: &RenderGraphConfig<'_>) -> super::graph::KvasirGraph {
99 let mut builder = super::graph::GraphBuilder::new();
100
101 let mut panel_outputs = Vec::new();
104 for (i, panel) in config.world_space_panels.iter().enumerate() {
105 let size = panel.1.texture_resolution();
106 let tex_id = ResourceId(2000 + i as u32);
107 panel_outputs.push(tex_id);
108 }
109
110 if !panel_outputs.is_empty() {
111 let pre_panel = builder.add_node(Box::new(PreWorldPanelNode::new(panel_outputs)));
112 }
115
116 let geometry = builder.add_node(Box::new(GeometryNode::new()));
117 let mut last_scene_node = geometry;
118
119 for offscreen in config.active_offscreens {
120 let tex_id = ResourceId(1000 + (offscreen.target_id as u32));
121 debug_assert!(offscreen.target_id <= u32::MAX as u64, "target_id overflow");
122
123 let off_geom = builder.add_node(Box::new(
124 crate::passes::effects::OffscreenGeometryNode::new(offscreen.target_id, tex_id),
125 ));
126
127 let composite =
128 builder.add_node(Box::new(crate::passes::effects::EffectCompositeNode::new(
129 offscreen.target_id,
130 tex_id,
131 offscreen.effect.clone(),
132 offscreen.blend_mode,
133 offscreen.effect_args,
134 )));
135
136 builder.connect(off_geom, tex_id, composite);
137 builder.connect(last_scene_node, RES_SCENE, composite);
138 last_scene_node = composite;
139 }
140
141 if config.has_glass {
142 let copy = builder.add_node(Box::new(BackdropCopyNode::new()));
143 builder.connect(last_scene_node, RES_SCENE, copy);
144
145 let blur = builder.add_node(Box::new(BackdropBlurNode::new(
146 config.width / 2,
147 config.height / 2,
148 )));
149 builder.connect(copy, RES_BLUR_A, blur);
150
151 for (i, region) in config.portal_regions.iter().enumerate() {
153 let region_id = ResourceId(2000 + i as u32);
154 let region_node =
155 builder.add_node(Box::new(BackdropRegionNode::new(*region, region_id)));
156 builder.connect(last_scene_node, RES_SCENE, region_node);
157 }
158
159 let glass = builder.add_node(Box::new(GlassNode::new(config.scale)));
160 builder.connect(blur, RES_BLUR_A, glass);
161 builder.connect(last_scene_node, RES_SCENE, glass);
162 last_scene_node = glass;
163 }
164
165 let ui = builder.add_node(Box::new(UINode::new()));
166 builder.connect(last_scene_node, RES_SCENE, ui);
167 last_scene_node = ui;
168
169 let has_volumetric = config.has_volumetric;
171 if has_volumetric {
172 let volumetric = builder.add_node(Box::new(VolumetricNode::new()));
173 builder.connect(last_scene_node, RES_SCENE, volumetric);
174 last_scene_node = volumetric;
175 }
176
177 if let Some(light) = &config.directional_light {
179 if !config.mesh_instances_3d.is_empty() {
180 let shadow_rid = ResourceId(10000); let shadow_node = builder.add_node(Box::new(ShadowNode {
182 light: *light,
183 shadow_map: shadow_rid,
184 mesh_instances: config.mesh_instances_3d.clone(),
185 scene_radius: config.scene_radius,
186 }));
187 let opaque_3d_node = builder.add_node(Box::new(Opaque3dNode {
191 mesh_instances: config.mesh_instances_3d.clone(),
192 light: *light,
193 shadow_map: shadow_rid,
194 }));
195 builder.connect(shadow_node, shadow_rid, opaque_3d_node);
196 builder.connect(opaque_3d_node, RES_SCENE, last_scene_node);
197 last_scene_node = opaque_3d_node;
199 }
200 }
201
202 let mut last_bloom_node = None;
204 if config.has_bloom {
205 let extract = builder.add_node(Box::new(BloomExtractNode::new()));
206 builder.connect(last_scene_node, RES_SCENE, extract);
207
208 let blur = builder.add_node(Box::new(BloomBlurNode::new(
209 config.width / 2,
210 config.height / 2,
211 )));
212 builder.connect(extract, RES_BLOOM_A, blur);
213 last_bloom_node = Some(blur);
214 }
215
216 if config.has_accessibility {
218 let a11y = builder.add_node(Box::new(AccessibilityNode::new()));
219 builder.connect(last_scene_node, RES_SCENE, a11y);
220 last_scene_node = a11y;
222 }
223
224 let composite = builder.add_node(Box::new(CompositeNode::new(
228 config.has_bloom,
229 !config.has_accessibility,
230 )));
231 builder.connect(last_scene_node, RES_SCENE, composite);
232 if let Some(bloom_node) = last_bloom_node {
233 builder.connect(bloom_node, RES_BLOOM_A, composite);
234 }
235
236 let present = builder.add_node(Box::new(PresentNode {
238 inputs: vec![RES_SCENE],
239 outputs: vec![],
240 }));
241 builder.connect(last_scene_node, RES_SCENE, present);
242
243 builder.build()
244}