//! Sprite-Pass: das 2D-Overlay (UI) als getintete Textur-Quads. //! //! Zeichnet in einem eigenen Pass *hinter* der Post-Kette: Bild-Effekte //! (Farbtiefe, Dither, später Outline) treffen so nur die Welt, nie den Text. //! //! Immediate-Mode: der Vertex-Buffer wird jeden Frame neu befüllt (kleine //! Datenmenge). Geometrie kommt von [`crate::render::ui`] als fertige //! [`SpriteVertex`]-Liste + [`SpriteBatch`]es (ein Batch je Textur). Die //! Texturen (weißer Pixel, Font-Atlas, …) werden einmal beim Bau //! hochgeladen — wie beim Szenen-Pass: Decode (CPU) ≠ Upload (GPU), und über //! dieselbe `scene::upload_texture`, nur ohne Mipchain. use crate::engine::image::Image; use crate::render::scene::upload_texture; #[repr(C)] #[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)] pub(crate) struct SpriteVertex { /// Interne Pixel, Ursprung oben-links. pub(crate) pos: [f32; 2], pub(crate) uv: [f32; 2], /// Tint, mit dem Texel multipliziert (RGBA, 0..1). pub(crate) color: [f32; 4], } /// Ein zusammenhängender Vertex-Bereich, der mit *einer* Textur gezeichnet /// wird (zwei Dreiecke je Quad, also Vielfache von 6). #[derive(Clone, Copy)] pub(crate) struct SpriteBatch { pub(crate) texture: usize, pub(crate) start: u32, pub(crate) count: u32, } #[repr(C)] #[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)] struct Uniforms { inv_res: [f32; 2], _pad: [f32; 2], } /// Obergrenze des dynamischen Vertex-Buffers. 8192 Verts = ~1365 Quads pro /// Frame — reichlich für Dialog-Panels, Text und Cursor. const MAX_VERTS: u64 = 8192; const VERTEX_LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout { array_stride: size_of::() as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Float32x4], }; pub struct SpritePass { pipeline: wgpu::RenderPipeline, vbuf: wgpu::Buffer, uniform_bind: wgpu::BindGroup, // group 0 tex_binds: Vec, // group 1, pro Textur /// Im aktuellen Frame hochgeladene Vertex-Anzahl (für `draw`-Schutz). loaded: u32, } impl SpritePass { pub fn new( device: &wgpu::Device, queue: &wgpu::Queue, color_format: wgpu::TextureFormat, internal: [f32; 2], textures: &[Image], ) -> Self { let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("sprite"), source: wgpu::ShaderSource::Wgsl(include_str!("sprite.wgsl").into()), }); let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("sprite"), layout: None, vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), compilation_options: Default::default(), buffers: &[VERTEX_LAYOUT], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), compilation_options: Default::default(), targets: &[Some(wgpu::ColorTargetState { format: color_format, // Standard-Alpha-Blending fürs Overlay. blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], }), primitive: wgpu::PrimitiveState::default(), // Eigener Pass hinter der Post-Kette, ohne Tiefen-Attachment: // das Overlay liegt per Reihenfolge obenauf. depth_stencil: None, multisample: wgpu::MultisampleState::default(), multiview_mask: None, cache: None, }); let vbuf = device.create_buffer(&wgpu::BufferDescriptor { label: Some("sprite vertices"), size: MAX_VERTS * size_of::() as u64, usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let ubuf = device.create_buffer(&wgpu::BufferDescriptor { label: Some("sprite uniforms"), size: size_of::() as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let u = Uniforms { inv_res: [1.0 / internal[0], 1.0 / internal[1]], _pad: [0.0; 2] }; queue.write_buffer(&ubuf, 0, bytemuck::bytes_of(&u)); let uniform_bind = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("sprite uniforms"), layout: &pipeline.get_bind_group_layout(0), entries: &[wgpu::BindGroupEntry { binding: 0, resource: ubuf.as_entire_binding() }], }); // Nearest + Clamp: harte Pixel, kein Wrap an den Atlas-Rändern. let sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("sprite nearest"), address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, mag_filter: wgpu::FilterMode::Nearest, min_filter: wgpu::FilterMode::Nearest, ..Default::default() }); let tex_layout = pipeline.get_bind_group_layout(1); let tex_binds = textures.iter() .map(|img| upload_texture(device, queue, &tex_layout, &sampler, img, "sprite texture", false)) .collect(); Self { pipeline, vbuf, uniform_bind, tex_binds, loaded: 0 } } /// Vertex-Daten dieses Frames hochladen — vor dem Render-Pass rufen. pub fn prepare(&mut self, queue: &wgpu::Queue, verts: &[SpriteVertex]) { let n = (verts.len() as u64).min(MAX_VERTS) as usize; queue.write_buffer(&self.vbuf, 0, bytemuck::cast_slice(&verts[..n])); self.loaded = n as u32; } pub fn draw(&self, pass: &mut wgpu::RenderPass, batches: &[SpriteBatch]) { if self.loaded == 0 { return; } pass.set_pipeline(&self.pipeline); pass.set_bind_group(0, &self.uniform_bind, &[]); pass.set_vertex_buffer(0, self.vbuf.slice(..)); for b in batches { if b.start + b.count > self.loaded { continue; } pass.set_bind_group(1, &self.tex_binds[b.texture], &[]); pass.draw(b.start..b.start + b.count, 0..1); } } }