Files
wds/src/render/sprite.rs
T
2026-06-13 18:18:17 +02:00

208 lines
8.1 KiB
Rust

//! Sprite-Pass: das 2D-Overlay (UI) als getintete Textur-Quads.
//!
//! 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).
use crate::engine::tga::Image;
#[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::<SpriteVertex>() 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<wgpu::BindGroup>, // 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,
depth_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(),
// Der interne Pass hat ein Tiefen-Attachment → die Pipeline muss
// ein kompatibles Format deklarieren. UI testet/schreibt aber
// keine Tiefe (Always, kein Write) → liegt immer obenauf.
depth_stencil: Some(wgpu::DepthStencilState {
format: depth_format,
depth_write_enabled: Some(false),
depth_compare: Some(wgpu::CompareFunction::Always),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
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::<SpriteVertex>() 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::<Uniforms>() 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))
.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);
}
}
}
/// Ein RGBA8-`Image` als GPU-Textur hochladen und die Bind-Group (Textur +
/// Sampler, group 1) bauen.
fn upload_texture(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
sampler: &wgpu::Sampler,
img: &Image,
) -> wgpu::BindGroup {
let size = wgpu::Extent3d { width: img.width, height: img.height, depth_or_array_layers: 1 };
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("sprite texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&img.rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(img.width * 4),
rows_per_image: Some(img.height),
},
size,
);
let view = texture.create_view(&Default::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sprite texture"),
layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(sampler) },
],
})
}