Adds linear gradient support to 2D meshes in the canvas widget.
This commit is contained in:
parent
97f385e093
commit
00a8a16712
40 changed files with 2041 additions and 653 deletions
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@ -72,6 +72,7 @@ members = [
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"examples/geometry",
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"examples/integration_opengl",
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"examples/integration_wgpu",
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"examples/modern_art",
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"examples/pane_grid",
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"examples/pick_list",
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"examples/pokedex",
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@ -2,7 +2,7 @@ use std::{f32::consts::PI, time::Instant};
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use iced::executor;
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use iced::widget::canvas::{
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self, Cache, Canvas, Cursor, Geometry, Path, Stroke,
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self, Cache, Canvas, Cursor, Geometry, Path, Stroke, StrokeStyle,
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};
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use iced::{
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Application, Command, Element, Length, Point, Rectangle, Settings,
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@ -52,11 +52,6 @@ impl Application for Arc {
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Command::none()
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(10))
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.map(|_| Message::Tick)
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}
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fn view(&self) -> Element<Message> {
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Canvas::new(self)
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.width(Length::Fill)
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@ -67,6 +62,11 @@ impl Application for Arc {
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fn theme(&self) -> Theme {
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Theme::Dark
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(10))
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.map(|_| Message::Tick)
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}
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}
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impl<Message> canvas::Program<Message> for Arc {
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@ -114,7 +114,7 @@ impl<Message> canvas::Program<Message> for Arc {
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frame.stroke(
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&path,
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Stroke {
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color: palette.text,
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style: StrokeStyle::Solid(palette.text),
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width: 10.0,
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..Stroke::default()
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},
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@ -1,5 +1,7 @@
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use iced::executor;
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use iced::widget::canvas::{Cache, Cursor, Geometry, LineCap, Path, Stroke};
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use iced::widget::canvas::{
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Cache, Cursor, Geometry, LineCap, Path, Stroke, StrokeStyle,
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};
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use iced::widget::{canvas, container};
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use iced::{
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Application, Color, Command, Element, Length, Point, Rectangle, Settings,
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@ -24,9 +26,9 @@ enum Message {
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}
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impl Application for Clock {
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type Executor = executor::Default;
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type Message = Message;
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type Theme = Theme;
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type Executor = executor::Default;
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type Flags = ();
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fn new(_flags: ()) -> (Self, Command<Message>) {
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@ -59,15 +61,6 @@ impl Application for Clock {
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Command::none()
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
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Message::Tick(
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time::OffsetDateTime::now_local()
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.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
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)
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})
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}
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fn view(&self) -> Element<Message> {
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let canvas = canvas(self as &Self)
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.width(Length::Fill)
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@ -79,6 +72,15 @@ impl Application for Clock {
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.padding(20)
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.into()
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
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Message::Tick(
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time::OffsetDateTime::now_local()
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.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
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)
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})
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}
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}
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impl<Message> canvas::Program<Message> for Clock {
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@ -104,33 +106,41 @@ impl<Message> canvas::Program<Message> for Clock {
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let long_hand =
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Path::line(Point::ORIGIN, Point::new(0.0, -0.8 * radius));
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let thin_stroke = Stroke {
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width: radius / 100.0,
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color: Color::WHITE,
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line_cap: LineCap::Round,
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..Stroke::default()
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let width = radius / 100.0;
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let thin_stroke = || -> Stroke {
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Stroke {
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width,
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style: StrokeStyle::Solid(Color::WHITE),
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line_cap: LineCap::Round,
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..Stroke::default()
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}
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};
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let wide_stroke = Stroke {
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width: thin_stroke.width * 3.0,
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..thin_stroke
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let wide_stroke = || -> Stroke {
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Stroke {
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width: width * 3.0,
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style: StrokeStyle::Solid(Color::WHITE),
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line_cap: LineCap::Round,
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..Stroke::default()
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}
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};
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frame.translate(Vector::new(center.x, center.y));
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frame.with_save(|frame| {
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frame.rotate(hand_rotation(self.now.hour(), 12));
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frame.stroke(&short_hand, wide_stroke);
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frame.stroke(&short_hand, wide_stroke());
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});
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frame.with_save(|frame| {
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frame.rotate(hand_rotation(self.now.minute(), 60));
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frame.stroke(&long_hand, wide_stroke);
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frame.stroke(&long_hand, wide_stroke());
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});
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frame.with_save(|frame| {
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frame.rotate(hand_rotation(self.now.second(), 60));
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frame.stroke(&long_hand, thin_stroke);
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frame.stroke(&long_hand, thin_stroke());
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})
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});
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@ -1,6 +1,9 @@
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//! This example showcases a simple native custom widget that renders using
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//! arbitrary low-level geometry.
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//!
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//TODO need to update this now that vertex data doesn't contain color data
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mod rainbow {
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use iced::Color;
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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@ -12,6 +15,7 @@ mod rainbow {
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// implemented by `iced_wgpu` and other renderers.
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use iced_graphics::renderer::{self, Renderer};
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use iced_graphics::{Backend, Primitive};
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use iced_graphics::shader::Shader;
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use iced_native::widget::{self, Widget};
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use iced_native::{
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@ -63,20 +67,20 @@ mod rainbow {
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cursor_position: Point,
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_viewport: &Rectangle,
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) {
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use iced_graphics::triangle::{Mesh2D, Vertex2D};
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use iced_graphics::triangle::{Mesh2D, Shader, Vertex2D};
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use iced_native::Renderer as _;
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let b = layout.bounds();
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// R O Y G B I V
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let color_r = [1.0, 0.0, 0.0, 1.0];
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let color_o = [1.0, 0.5, 0.0, 1.0];
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let color_y = [1.0, 1.0, 0.0, 1.0];
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let color_g = [0.0, 1.0, 0.0, 1.0];
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let color_gb = [0.0, 1.0, 0.5, 1.0];
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let color_b = [0.0, 0.2, 1.0, 1.0];
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let color_i = [0.5, 0.0, 1.0, 1.0];
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let color_v = [0.75, 0.0, 0.5, 1.0];
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// let color_r = [1.0, 0.0, 0.0, 1.0];
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// let color_o = [1.0, 0.5, 0.0, 1.0];
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// let color_y = [1.0, 1.0, 0.0, 1.0];
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// let color_g = [0.0, 1.0, 0.0, 1.0];
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// let color_gb = [0.0, 1.0, 0.5, 1.0];
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// let color_b = [0.0, 0.2, 1.0, 1.0];
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// let color_i = [0.5, 0.0, 1.0, 1.0];
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// let color_v = [0.75, 0.0, 0.5, 1.0];
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let posn_center = {
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if b.contains(cursor_position) {
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@ -101,39 +105,39 @@ mod rainbow {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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// color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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// color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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// color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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// color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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// color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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// color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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// color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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// color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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// color: color_v,
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},
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],
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indices: vec![
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@ -147,6 +151,7 @@ mod rainbow {
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0, 8, 1, // L
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],
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},
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shader: Shader::Solid(Color::BLACK),
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};
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renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
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10
examples/modern_art/Cargo.toml
Normal file
10
examples/modern_art/Cargo.toml
Normal file
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@ -0,0 +1,10 @@
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[package]
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name = "modern_art"
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version = "0.1.0"
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authors = ["Bingus <shankern@protonmail.com>"]
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edition = "2021"
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publish = false
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[dependencies]
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iced = { path = "../..", features = ["canvas", "tokio", "debug"] }
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rand = "0.8.5"
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141
examples/modern_art/src/main.rs
Normal file
141
examples/modern_art/src/main.rs
Normal file
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@ -0,0 +1,141 @@
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use rand::{Rng, thread_rng};
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use crate::canvas::{Cursor, FillStyle, Geometry, Gradient};
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use iced::widget::canvas::{Cache, Fill, Frame};
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use iced::widget::{canvas, Canvas};
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use iced::Settings;
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use iced::{
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executor, Application, Color, Command, Element, Length, Point, Rectangle,
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Renderer, Size, Theme,
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};
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fn main() -> iced::Result {
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ModernArt::run(Settings {
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antialiasing: true,
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..Settings::default()
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})
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}
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#[derive(Debug, Clone, Copy)]
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enum Message {}
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struct ModernArt {
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cache: Cache,
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}
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impl Application for ModernArt {
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type Executor = executor::Default;
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type Message = Message;
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type Theme = Theme;
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type Flags = ();
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fn new(_flags: Self::Flags) -> (Self, Command<Self::Message>) {
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(
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ModernArt {
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cache: Default::default(),
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},
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Command::none(),
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)
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}
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fn title(&self) -> String {
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String::from("Modern Art")
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}
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fn update(&mut self, _message: Self::Message) -> Command<Self::Message> {
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Command::none()
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}
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fn view(&self) -> Element<'_, Self::Message, Renderer<Self::Theme>> {
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Canvas::new(self)
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.width(Length::Fill)
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.height(Length::Fill)
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.into()
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}
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}
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impl<Message> canvas::Program<Message> for ModernArt {
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type State = ();
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fn draw(
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&self,
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_state: &Self::State,
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_theme: &Theme,
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bounds: Rectangle,
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_cursor: Cursor,
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) -> Vec<Geometry> {
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let geometry = self.cache.draw(bounds.size(), |frame| {
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let num_squares = thread_rng().gen_range(0..1200);
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let mut i = 0;
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while i <= num_squares {
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generate_box(frame, bounds.size());
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i += 1;
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}
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});
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vec![geometry]
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}
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}
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fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
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let solid = rand::random::<bool>();
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let random_color = || -> Color {
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Color::from_rgb(
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thread_rng().gen_range(0.0..1.0),
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thread_rng().gen_range(0.0..1.0),
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thread_rng().gen_range(0.0..1.0),
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)
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};
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let gradient = |top_left: Point, bottom_right: Point| -> Gradient {
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let mut builder = Gradient::linear(top_left, bottom_right);
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let stops = thread_rng().gen_range(1..64u32);
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let mut i = 0;
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while i <= stops {
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builder = builder.add_stop(
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i as f32 / stops as f32,
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random_color()
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);
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i += 1;
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}
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builder.build().unwrap()
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};
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let top_left = Point::new(
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thread_rng().gen_range(0.0..bounds.width),
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thread_rng().gen_range(0.0..bounds.height)
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);
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let size = Size::new(
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thread_rng().gen_range(50.0..200.0),
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thread_rng().gen_range(50.0..200.0),
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);
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if solid {
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frame.fill_rectangle(
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top_left,
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size,
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Fill {
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style: FillStyle::Solid(random_color()),
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.. Default::default()
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}
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);
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} else {
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frame.fill_rectangle(
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top_left,
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size,
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Fill {
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style: FillStyle::Gradient(&gradient(
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top_left,
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Point::new(top_left.x + size.width, top_left.y + size.height)
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)),
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.. Default::default()
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}
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);
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};
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solid
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}
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@ -19,6 +19,7 @@ use iced::{
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};
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use std::time::Instant;
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use crate::canvas::StrokeStyle;
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pub fn main() -> iced::Result {
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SolarSystem::run(Settings {
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@ -37,9 +38,9 @@ enum Message {
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}
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impl Application for SolarSystem {
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type Executor = executor::Default;
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type Message = Message;
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type Theme = Theme;
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type Executor = executor::Default;
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type Flags = ();
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fn new(_flags: ()) -> (Self, Command<Message>) {
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@ -65,10 +66,6 @@ impl Application for SolarSystem {
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Command::none()
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}
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fn subscription(&self) -> Subscription<Message> {
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time::every(std::time::Duration::from_millis(10)).map(Message::Tick)
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}
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fn view(&self) -> Element<Message> {
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canvas(&self.state)
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.width(Length::Fill)
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@ -86,6 +83,10 @@ impl Application for SolarSystem {
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text_color: Color::WHITE,
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})
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}
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fn subscription(&self) -> Subscription<Message> {
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time::every(std::time::Duration::from_millis(10)).map(Message::Tick)
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}
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}
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#[derive(Debug)]
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@ -178,8 +179,8 @@ impl<Message> canvas::Program<Message> for State {
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frame.stroke(
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&orbit,
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Stroke {
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style: StrokeStyle::Solid(Color::from_rgba8(0, 153, 255, 0.1)),
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width: 1.0,
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color: Color::from_rgba8(0, 153, 255, 0.1),
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line_dash: canvas::LineDash {
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offset: 0,
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segments: &[3.0, 6.0],
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|
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@ -1,7 +1,6 @@
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use crate::program;
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use crate::{program, triangle};
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use crate::quad;
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use crate::text;
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use crate::triangle;
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use crate::{Settings, Transformation, Viewport};
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use iced_graphics::backend;
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@ -100,16 +99,16 @@ impl Backend {
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);
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}
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if !layer.meshes.is_empty() {
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if !layer.meshes.0.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.triangle_pipeline.draw(
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&layer.meshes,
|
||||
gl,
|
||||
target_height,
|
||||
scaled,
|
||||
scale_factor,
|
||||
&layer.meshes,
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
|||
48
glow/src/shader/common/gradient.frag
Normal file
48
glow/src/shader/common/gradient.frag
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
// GLSL does not support dynamically sized arrays without SSBOs
|
||||
#define MAX_STOPS 64
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef HIGHER_THAN_300
|
||||
layout (location = 0) out vec4 fragColor;
|
||||
#define gl_FragColor fragColor
|
||||
#endif
|
||||
|
||||
in vec2 raw_position;
|
||||
|
||||
uniform vec2 gradient_start;
|
||||
uniform vec2 gradient_end;
|
||||
|
||||
uniform uint color_stops_size;
|
||||
uniform float color_stop_offsets[MAX_STOPS];
|
||||
uniform vec4 color_stop_colors[MAX_STOPS];
|
||||
|
||||
void main() {
|
||||
vec2 gradient_vec = vec2(gradient_end - gradient_start);
|
||||
vec2 current_vec = vec2(raw_position.xy - gradient_start);
|
||||
vec2 unit = normalize(gradient_vec);
|
||||
float coord_offset = dot(unit, current_vec) / length(gradient_vec);
|
||||
|
||||
for (uint i = 0; i < color_stops_size - 1; i++) {
|
||||
float stop_offset = color_stop_offsets[i];
|
||||
float next_stop_offset = color_stop_offsets[i + 1];
|
||||
|
||||
if (stop_offset <= coord_offset && coord_offset <= next_stop_offset) {
|
||||
fragColor = mix(color_stop_colors[i], color_stop_colors[i+1], smoothstep(
|
||||
stop_offset,
|
||||
next_stop_offset,
|
||||
coord_offset
|
||||
));
|
||||
} else if (coord_offset < color_stop_offsets[0]) {
|
||||
fragColor = color_stop_colors[0];
|
||||
} else if (coord_offset > color_stop_offsets[color_stops_size - 1]) {
|
||||
fragColor = color_stop_colors[color_stops_size - 1];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -11,8 +11,8 @@ out vec4 fragColor;
|
|||
#define gl_FragColor fragColor
|
||||
#endif
|
||||
|
||||
in vec4 v_Color;
|
||||
uniform vec4 color;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = v_Color;
|
||||
fragColor = color;
|
||||
}
|
||||
|
|
@ -1,11 +1,9 @@
|
|||
uniform mat4 u_Transform;
|
||||
|
||||
in vec2 i_Position;
|
||||
in vec4 i_Color;
|
||||
|
||||
out vec4 v_Color;
|
||||
out vec2 raw_position;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
|
||||
v_Color = i_Color;
|
||||
raw_position = i_Position;
|
||||
}
|
||||
|
|
@ -1,66 +1,41 @@
|
|||
//! Draw meshes of triangles.
|
||||
//! Draw meshes of triangle.
|
||||
mod gradient;
|
||||
mod solid;
|
||||
|
||||
use crate::program::{self, Shader};
|
||||
use crate::Transformation;
|
||||
use glow::HasContext;
|
||||
use iced_graphics::layer;
|
||||
use iced_graphics::layer::{Mesh, Meshes};
|
||||
use iced_graphics::shader;
|
||||
use std::marker::PhantomData;
|
||||
|
||||
use crate::triangle::gradient::GradientProgram;
|
||||
use crate::triangle::solid::SolidProgram;
|
||||
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
|
||||
|
||||
const VERTEX_BUFFER_SIZE: usize = 10_000;
|
||||
const INDEX_BUFFER_SIZE: usize = 10_000;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct Pipeline {
|
||||
program: <glow::Context as HasContext>::Program,
|
||||
vertex_array: <glow::Context as HasContext>::VertexArray,
|
||||
vertices: Buffer<Vertex2D>,
|
||||
indices: Buffer<u32>,
|
||||
transform_location: <glow::Context as HasContext>::UniformLocation,
|
||||
current_transform: Transformation,
|
||||
programs: TrianglePrograms,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct TrianglePrograms {
|
||||
solid: TriangleProgram,
|
||||
gradient: TriangleProgram,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
enum TriangleProgram {
|
||||
Solid(SolidProgram),
|
||||
Gradient(GradientProgram),
|
||||
}
|
||||
|
||||
impl Pipeline {
|
||||
pub fn new(
|
||||
gl: &glow::Context,
|
||||
shader_version: &program::Version,
|
||||
) -> Pipeline {
|
||||
let program = unsafe {
|
||||
let vertex_shader = Shader::vertex(
|
||||
gl,
|
||||
shader_version,
|
||||
include_str!("shader/common/triangle.vert"),
|
||||
);
|
||||
let fragment_shader = Shader::fragment(
|
||||
gl,
|
||||
shader_version,
|
||||
include_str!("shader/common/triangle.frag"),
|
||||
);
|
||||
|
||||
program::create(
|
||||
gl,
|
||||
&[vertex_shader, fragment_shader],
|
||||
&[(0, "i_Position"), (1, "i_Color")],
|
||||
)
|
||||
};
|
||||
|
||||
let transform_location =
|
||||
unsafe { gl.get_uniform_location(program, "u_Transform") }
|
||||
.expect("Get transform location");
|
||||
|
||||
unsafe {
|
||||
gl.use_program(Some(program));
|
||||
|
||||
let transform: [f32; 16] = Transformation::identity().into();
|
||||
gl.uniform_matrix_4_f32_slice(
|
||||
Some(&transform_location),
|
||||
false,
|
||||
&transform,
|
||||
);
|
||||
|
||||
gl.use_program(None);
|
||||
}
|
||||
|
||||
pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self {
|
||||
let vertex_array =
|
||||
unsafe { gl.create_vertex_array().expect("Create vertex array") };
|
||||
|
||||
|
|
@ -73,7 +48,7 @@ impl Pipeline {
|
|||
gl,
|
||||
glow::ARRAY_BUFFER,
|
||||
glow::DYNAMIC_DRAW,
|
||||
VERTEX_BUFFER_SIZE,
|
||||
std::mem::size_of::<Vertex2D>() as usize,
|
||||
)
|
||||
};
|
||||
|
||||
|
|
@ -82,7 +57,7 @@ impl Pipeline {
|
|||
gl,
|
||||
glow::ELEMENT_ARRAY_BUFFER,
|
||||
glow::DYNAMIC_DRAW,
|
||||
INDEX_BUFFER_SIZE,
|
||||
std::mem::size_of::<u32>() as usize,
|
||||
)
|
||||
};
|
||||
|
||||
|
|
@ -92,58 +67,45 @@ impl Pipeline {
|
|||
gl.enable_vertex_attrib_array(0);
|
||||
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
|
||||
|
||||
gl.enable_vertex_attrib_array(1);
|
||||
gl.vertex_attrib_pointer_f32(
|
||||
1,
|
||||
4,
|
||||
glow::FLOAT,
|
||||
false,
|
||||
stride,
|
||||
4 * 2,
|
||||
);
|
||||
|
||||
gl.bind_vertex_array(None);
|
||||
}
|
||||
};
|
||||
|
||||
Pipeline {
|
||||
program,
|
||||
Self {
|
||||
vertex_array,
|
||||
vertices,
|
||||
indices,
|
||||
transform_location,
|
||||
current_transform: Transformation::identity(),
|
||||
programs: TrianglePrograms {
|
||||
solid: TriangleProgram::Solid(SolidProgram::new(
|
||||
gl,
|
||||
shader_version,
|
||||
)),
|
||||
gradient: TriangleProgram::Gradient(GradientProgram::new(
|
||||
gl,
|
||||
shader_version,
|
||||
)),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(
|
||||
&mut self,
|
||||
meshes: &Meshes<'_>,
|
||||
gl: &glow::Context,
|
||||
target_height: u32,
|
||||
transformation: Transformation,
|
||||
scale_factor: f32,
|
||||
meshes: &[layer::Mesh<'_>],
|
||||
) {
|
||||
unsafe {
|
||||
gl.enable(glow::MULTISAMPLE);
|
||||
gl.enable(glow::SCISSOR_TEST);
|
||||
gl.use_program(Some(self.program));
|
||||
gl.bind_vertex_array(Some(self.vertex_array));
|
||||
gl.bind_vertex_array(Some(self.vertex_array))
|
||||
}
|
||||
|
||||
// This looks a bit crazy, but we are just counting how many vertices
|
||||
// and indices we will need to handle.
|
||||
// TODO: Improve readability
|
||||
let (total_vertices, total_indices) = meshes
|
||||
.iter()
|
||||
.map(|layer::Mesh { buffers, .. }| {
|
||||
(buffers.vertices.len(), buffers.indices.len())
|
||||
})
|
||||
.fold((0, 0), |(total_v, total_i), (v, i)| {
|
||||
(total_v + v, total_i + i)
|
||||
});
|
||||
//count the total number of vertices & indices we need to handle for all meshes
|
||||
let (total_vertices, total_indices) = meshes.attribute_count();
|
||||
|
||||
// Then we ensure the current buffers are big enough, resizing if
|
||||
// necessary
|
||||
// Then we ensure the current attribute buffers are big enough, resizing if necessary
|
||||
unsafe {
|
||||
self.vertices.bind(gl, total_vertices);
|
||||
self.indices.bind(gl, total_indices);
|
||||
|
|
@ -153,7 +115,7 @@ impl Pipeline {
|
|||
let mut last_vertex = 0;
|
||||
let mut last_index = 0;
|
||||
|
||||
for layer::Mesh { buffers, .. } in meshes {
|
||||
for Mesh { buffers, .. } in meshes.0.iter() {
|
||||
unsafe {
|
||||
gl.buffer_sub_data_u8_slice(
|
||||
glow::ARRAY_BUFFER,
|
||||
|
|
@ -176,11 +138,12 @@ impl Pipeline {
|
|||
let mut last_vertex = 0;
|
||||
let mut last_index = 0;
|
||||
|
||||
for layer::Mesh {
|
||||
for Mesh {
|
||||
buffers,
|
||||
origin,
|
||||
clip_bounds,
|
||||
} in meshes
|
||||
shader,
|
||||
} in meshes.0.iter()
|
||||
{
|
||||
let transform =
|
||||
transformation * Transformation::translate(origin.x, origin.y);
|
||||
|
|
@ -188,17 +151,6 @@ impl Pipeline {
|
|||
let clip_bounds = (*clip_bounds * scale_factor).snap();
|
||||
|
||||
unsafe {
|
||||
if self.current_transform != transform {
|
||||
let matrix: [f32; 16] = transform.into();
|
||||
gl.uniform_matrix_4_f32_slice(
|
||||
Some(&self.transform_location),
|
||||
false,
|
||||
&matrix,
|
||||
);
|
||||
|
||||
self.current_transform = transform;
|
||||
}
|
||||
|
||||
gl.scissor(
|
||||
clip_bounds.x as i32,
|
||||
(target_height - (clip_bounds.y + clip_bounds.height))
|
||||
|
|
@ -207,6 +159,15 @@ impl Pipeline {
|
|||
clip_bounds.height as i32,
|
||||
);
|
||||
|
||||
let t = if self.current_transform != transform {
|
||||
self.current_transform = transform;
|
||||
Some(transform)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
self.use_with_shader(gl, shader, t);
|
||||
|
||||
gl.draw_elements_base_vertex(
|
||||
glow::TRIANGLES,
|
||||
buffers.indices.len() as i32,
|
||||
|
|
@ -222,34 +183,79 @@ impl Pipeline {
|
|||
|
||||
unsafe {
|
||||
gl.bind_vertex_array(None);
|
||||
gl.use_program(None);
|
||||
gl.disable(glow::SCISSOR_TEST);
|
||||
gl.disable(glow::MULTISAMPLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
struct Uniforms {
|
||||
transform: [f32; 16],
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Zeroable for Uniforms {}
|
||||
unsafe impl bytemuck::Pod for Uniforms {}
|
||||
|
||||
impl Default for Uniforms {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
transform: *Transformation::identity().as_ref(),
|
||||
fn use_with_shader(
|
||||
&mut self,
|
||||
gl: &glow::Context,
|
||||
shader: &shader::Shader,
|
||||
transform: Option<Transformation>,
|
||||
) {
|
||||
match shader {
|
||||
shader::Shader::Solid(color) => {
|
||||
if let TriangleProgram::Solid(solid_program) =
|
||||
&mut self.programs.solid
|
||||
{
|
||||
unsafe { gl.use_program(Some(solid_program.program)) }
|
||||
solid_program.set_uniforms(gl, color, transform);
|
||||
}
|
||||
}
|
||||
shader::Shader::Gradient(gradient) => {
|
||||
if let TriangleProgram::Gradient(gradient_program) =
|
||||
&mut self.programs.gradient
|
||||
{
|
||||
unsafe { gl.use_program(Some(gradient_program.program)) }
|
||||
gradient_program.set_uniforms(gl, gradient, transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Transformation> for Uniforms {
|
||||
fn from(transformation: Transformation) -> Uniforms {
|
||||
Self {
|
||||
transform: transformation.into(),
|
||||
/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
|
||||
/// attribute location.
|
||||
pub(super) fn simple_triangle_program(
|
||||
gl: &glow::Context,
|
||||
shader_version: &program::Version,
|
||||
fragment_shader: &'static str,
|
||||
) -> <glow::Context as HasContext>::Program {
|
||||
unsafe {
|
||||
let vertex_shader = Shader::vertex(
|
||||
gl,
|
||||
shader_version,
|
||||
include_str!("shader/common/triangle.vert"),
|
||||
);
|
||||
|
||||
let fragment_shader =
|
||||
Shader::fragment(gl, shader_version, fragment_shader);
|
||||
|
||||
program::create(
|
||||
gl,
|
||||
&[vertex_shader, fragment_shader],
|
||||
&[(0, "i_Position")],
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn update_transform(
|
||||
gl: &glow::Context,
|
||||
program: <glow::Context as HasContext>::Program,
|
||||
transform: Option<Transformation>
|
||||
) {
|
||||
if let Some(t) = transform {
|
||||
let transform_location =
|
||||
unsafe { gl.get_uniform_location(program, "u_Transform") }
|
||||
.expect("Get transform location.");
|
||||
|
||||
unsafe {
|
||||
gl.uniform_matrix_4_f32_slice(
|
||||
Some(&transform_location),
|
||||
false,
|
||||
t.as_ref(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
189
glow/src/triangle/gradient.rs
Normal file
189
glow/src/triangle/gradient.rs
Normal file
|
|
@ -0,0 +1,189 @@
|
|||
use crate::program::Version;
|
||||
use crate::triangle::{simple_triangle_program, update_transform};
|
||||
use glow::{Context, HasContext, NativeProgram};
|
||||
use iced_graphics::gradient::Gradient;
|
||||
use iced_graphics::widget::canvas::gradient::Linear;
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(super) struct GradientProgram {
|
||||
pub(super) program: <Context as HasContext>::Program,
|
||||
pub(super) uniform_data: GradientUniformData,
|
||||
}
|
||||
|
||||
impl GradientProgram {
|
||||
pub(super) fn new(gl: &Context, shader_version: &Version) -> Self {
|
||||
let program = simple_triangle_program(
|
||||
gl,
|
||||
shader_version,
|
||||
include_str!("../shader/common/gradient.frag"),
|
||||
);
|
||||
|
||||
Self {
|
||||
program,
|
||||
uniform_data: GradientUniformData::new(gl, program),
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn set_uniforms<'a>(
|
||||
&mut self,
|
||||
gl: &Context,
|
||||
gradient: &Gradient,
|
||||
transform: Option<Transformation>,
|
||||
) {
|
||||
update_transform(gl, self.program, transform);
|
||||
|
||||
if &self.uniform_data.current_gradient != gradient {
|
||||
match gradient {
|
||||
Gradient::Linear(linear) => {
|
||||
let gradient_start: [f32; 2] = (linear.start).into();
|
||||
let gradient_end: [f32; 2] = (linear.end).into();
|
||||
|
||||
unsafe {
|
||||
gl.uniform_2_f32(
|
||||
Some(
|
||||
&self
|
||||
.uniform_data
|
||||
.uniform_locations
|
||||
.gradient_start_location,
|
||||
),
|
||||
gradient_start[0],
|
||||
gradient_start[1],
|
||||
);
|
||||
|
||||
gl.uniform_2_f32(
|
||||
Some(
|
||||
&self
|
||||
.uniform_data
|
||||
.uniform_locations
|
||||
.gradient_end_location,
|
||||
),
|
||||
gradient_end[0],
|
||||
gradient_end[1],
|
||||
);
|
||||
|
||||
gl.uniform_1_u32(
|
||||
Some(
|
||||
&self
|
||||
.uniform_data
|
||||
.uniform_locations
|
||||
.color_stops_size_location,
|
||||
),
|
||||
linear.color_stops.len() as u32,
|
||||
);
|
||||
|
||||
for (index, stop) in
|
||||
linear.color_stops.iter().enumerate()
|
||||
{
|
||||
gl.uniform_1_f32(
|
||||
Some(
|
||||
&self
|
||||
.uniform_data
|
||||
.uniform_locations
|
||||
.color_stops_locations[index]
|
||||
.offset,
|
||||
),
|
||||
stop.offset,
|
||||
);
|
||||
|
||||
gl.uniform_4_f32(
|
||||
Some(
|
||||
&self
|
||||
.uniform_data
|
||||
.uniform_locations
|
||||
.color_stops_locations[index]
|
||||
.color,
|
||||
),
|
||||
stop.color.r,
|
||||
stop.color.g,
|
||||
stop.color.b,
|
||||
stop.color.a,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.uniform_data.current_gradient = gradient.clone();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(super) struct GradientUniformData {
|
||||
current_gradient: Gradient,
|
||||
uniform_locations: GradientUniformLocations,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct GradientUniformLocations {
|
||||
gradient_start_location: <Context as HasContext>::UniformLocation,
|
||||
gradient_end_location: <Context as HasContext>::UniformLocation,
|
||||
color_stops_size_location: <Context as HasContext>::UniformLocation,
|
||||
//currently the maximum number of stops is 64 due to needing to allocate the
|
||||
//memory for the array of stops with a const value in GLSL
|
||||
color_stops_locations: [ColorStopLocation; 64],
|
||||
}
|
||||
|
||||
#[derive(Copy, Debug, Clone)]
|
||||
struct ColorStopLocation {
|
||||
color: <Context as HasContext>::UniformLocation,
|
||||
offset: <Context as HasContext>::UniformLocation,
|
||||
}
|
||||
|
||||
impl GradientUniformData {
|
||||
fn new(gl: &Context, program: NativeProgram) -> Self {
|
||||
let gradient_start_location =
|
||||
unsafe { gl.get_uniform_location(program, "gradient_start") }
|
||||
.expect("Gradient - Get gradient_start.");
|
||||
|
||||
let gradient_end_location =
|
||||
unsafe { gl.get_uniform_location(program, "gradient_end") }
|
||||
.expect("Gradient - Get gradient_end.");
|
||||
|
||||
let color_stops_size_location =
|
||||
unsafe { gl.get_uniform_location(program, "color_stops_size") }
|
||||
.expect("Gradient - Get color_stops_size.");
|
||||
|
||||
let color_stops_locations: [ColorStopLocation; 64] =
|
||||
core::array::from_fn(|index| {
|
||||
let offset = unsafe {
|
||||
gl.get_uniform_location(
|
||||
program,
|
||||
&format!("color_stop_offsets[{}]", index),
|
||||
)
|
||||
}
|
||||
.expect(&format!(
|
||||
"Gradient - Color stop offset with index {}",
|
||||
index
|
||||
));
|
||||
|
||||
let color = unsafe {
|
||||
gl.get_uniform_location(
|
||||
program,
|
||||
&format!("color_stop_colors[{}]", index),
|
||||
)
|
||||
}
|
||||
.expect(&format!(
|
||||
"Gradient - Color stop colors with index {}",
|
||||
index
|
||||
));
|
||||
|
||||
ColorStopLocation { color, offset }
|
||||
});
|
||||
|
||||
GradientUniformData {
|
||||
current_gradient: Gradient::Linear(Linear {
|
||||
start: Default::default(),
|
||||
end: Default::default(),
|
||||
color_stops: vec![],
|
||||
}),
|
||||
uniform_locations: GradientUniformLocations {
|
||||
gradient_start_location,
|
||||
gradient_end_location,
|
||||
color_stops_size_location,
|
||||
color_stops_locations,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
67
glow/src/triangle/solid.rs
Normal file
67
glow/src/triangle/solid.rs
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
use crate::program::Version;
|
||||
use crate::triangle::{simple_triangle_program, update_transform};
|
||||
use crate::Color;
|
||||
use glow::{Context, HasContext, NativeProgram};
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct SolidProgram {
|
||||
pub(crate) program: <Context as HasContext>::Program,
|
||||
pub(crate) uniform_data: SolidUniformData,
|
||||
}
|
||||
|
||||
impl SolidProgram {
|
||||
pub fn new(gl: &Context, shader_version: &Version) -> Self {
|
||||
let program = simple_triangle_program(
|
||||
gl,
|
||||
shader_version,
|
||||
include_str!("../shader/common/triangle.frag"),
|
||||
);
|
||||
|
||||
Self {
|
||||
program,
|
||||
uniform_data: SolidUniformData::new(gl, program),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_uniforms<'a>(
|
||||
&mut self,
|
||||
gl: &Context,
|
||||
color: &Color,
|
||||
transform: Option<Transformation>,
|
||||
) {
|
||||
update_transform(gl, self.program, transform);
|
||||
|
||||
if &self.uniform_data.color != color {
|
||||
unsafe {
|
||||
gl.uniform_4_f32(
|
||||
Some(&self.uniform_data.color_location),
|
||||
color.r,
|
||||
color.g,
|
||||
color.b,
|
||||
color.a,
|
||||
);
|
||||
}
|
||||
|
||||
self.uniform_data.color = *color;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct SolidUniformData {
|
||||
pub color: Color,
|
||||
pub color_location: <Context as HasContext>::UniformLocation,
|
||||
}
|
||||
|
||||
impl SolidUniformData {
|
||||
fn new(gl: &Context, program: NativeProgram) -> Self {
|
||||
Self {
|
||||
color: Color::TRANSPARENT,
|
||||
color_location: unsafe {
|
||||
gl.get_uniform_location(program, "color")
|
||||
}
|
||||
.expect("Solid - Color uniform location."),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -26,8 +26,7 @@ impl<Theme> iced_graphics::window::GLCompositor for Compositor<Theme> {
|
|||
log::info!("{:#?}", settings);
|
||||
|
||||
let version = gl.version();
|
||||
log::info!("Version: {:?}", version);
|
||||
log::info!("Embedded: {}", version.is_embedded);
|
||||
log::info!("OpenGL version: {:?} (Embedded: {}", version, version.is_embedded);
|
||||
|
||||
let renderer = gl.get_parameter_string(glow::RENDERER);
|
||||
log::info!("Renderer: {}", renderer);
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ font-icons = []
|
|||
opengl = []
|
||||
|
||||
[dependencies]
|
||||
glam = "0.10"
|
||||
glam = "0.21.3"
|
||||
raw-window-handle = "0.4"
|
||||
thiserror = "1.0"
|
||||
|
||||
|
|
|
|||
23
graphics/src/gradient.rs
Normal file
23
graphics/src/gradient.rs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
//! For creating a Gradient.
|
||||
|
||||
use iced_native::Color;
|
||||
use crate::widget::canvas::gradient::Linear;
|
||||
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
/// A fill which transitions colors progressively along a direction, either linearly, radially,
|
||||
/// or conically.
|
||||
pub enum Gradient {
|
||||
/// A linear gradient interpolates colors along a direction from its [`start`] to its [`end`]
|
||||
/// point.
|
||||
Linear(Linear),
|
||||
}
|
||||
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
/// A point along the gradient vector where the specified [`color`] is unmixed.
|
||||
pub struct ColorStop {
|
||||
/// Offset along the gradient vector.
|
||||
pub offset: f32,
|
||||
/// The color of the gradient at the specified [`offset`].
|
||||
pub color: Color,
|
||||
}
|
||||
|
|
@ -7,9 +7,10 @@ use crate::{
|
|||
|
||||
use iced_native::image;
|
||||
use iced_native::svg;
|
||||
use crate::shader::Shader;
|
||||
|
||||
/// A group of primitives that should be clipped together.
|
||||
#[derive(Debug, Clone)]
|
||||
#[derive(Debug)]
|
||||
pub struct Layer<'a> {
|
||||
/// The clipping bounds of the [`Layer`].
|
||||
pub bounds: Rectangle,
|
||||
|
|
@ -18,7 +19,7 @@ pub struct Layer<'a> {
|
|||
pub quads: Vec<Quad>,
|
||||
|
||||
/// The triangle meshes of the [`Layer`].
|
||||
pub meshes: Vec<Mesh<'a>>,
|
||||
pub meshes: Meshes<'a>,
|
||||
|
||||
/// The text of the [`Layer`].
|
||||
pub text: Vec<Text<'a>>,
|
||||
|
|
@ -33,7 +34,7 @@ impl<'a> Layer<'a> {
|
|||
Self {
|
||||
bounds,
|
||||
quads: Vec::new(),
|
||||
meshes: Vec::new(),
|
||||
meshes: Meshes(Vec::new()),
|
||||
text: Vec::new(),
|
||||
images: Vec::new(),
|
||||
}
|
||||
|
|
@ -159,7 +160,11 @@ impl<'a> Layer<'a> {
|
|||
border_color: border_color.into_linear(),
|
||||
});
|
||||
}
|
||||
Primitive::Mesh2D { buffers, size } => {
|
||||
Primitive::Mesh2D {
|
||||
buffers,
|
||||
size,
|
||||
shader,
|
||||
} => {
|
||||
let layer = &mut layers[current_layer];
|
||||
|
||||
let bounds = Rectangle::new(
|
||||
|
|
@ -169,11 +174,14 @@ impl<'a> Layer<'a> {
|
|||
|
||||
// Only draw visible content
|
||||
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
|
||||
layer.meshes.push(Mesh {
|
||||
origin: Point::new(translation.x, translation.y),
|
||||
buffers,
|
||||
clip_bounds,
|
||||
});
|
||||
layer.meshes.0.push(
|
||||
Mesh {
|
||||
origin: Point::new(translation.x, translation.y),
|
||||
buffers,
|
||||
clip_bounds,
|
||||
shader,
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
Primitive::Clip { bounds, content } => {
|
||||
|
|
@ -270,6 +278,9 @@ pub struct Mesh<'a> {
|
|||
|
||||
/// The clipping bounds of the [`Mesh`].
|
||||
pub clip_bounds: Rectangle<f32>,
|
||||
|
||||
/// The shader of the [`Mesh`].
|
||||
pub shader: &'a Shader,
|
||||
}
|
||||
|
||||
/// A paragraph of text.
|
||||
|
|
@ -323,3 +334,21 @@ unsafe impl bytemuck::Zeroable for Quad {}
|
|||
|
||||
#[allow(unsafe_code)]
|
||||
unsafe impl bytemuck::Pod for Quad {}
|
||||
|
||||
#[derive(Debug)]
|
||||
/// A collection of meshes.
|
||||
pub struct Meshes<'a>(pub Vec<Mesh<'a>>);
|
||||
|
||||
impl<'a> Meshes<'a> {
|
||||
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
|
||||
pub fn attribute_count(&self) -> (usize, usize) {
|
||||
self.0
|
||||
.iter()
|
||||
.map(|Mesh { buffers, .. }| {
|
||||
(buffers.vertices.len(), buffers.indices.len())
|
||||
})
|
||||
.fold((0, 0), |(total_v, total_i), (v, i)| {
|
||||
(total_v + v, total_i + i)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
|
@ -35,6 +35,8 @@ pub mod renderer;
|
|||
pub mod triangle;
|
||||
pub mod widget;
|
||||
pub mod window;
|
||||
pub mod shader;
|
||||
pub mod gradient;
|
||||
|
||||
pub use antialiasing::Antialiasing;
|
||||
pub use backend::Backend;
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@ use iced_native::image;
|
|||
use iced_native::svg;
|
||||
use iced_native::{Background, Color, Font, Rectangle, Size, Vector};
|
||||
|
||||
use crate::alignment;
|
||||
use crate::{alignment, shader};
|
||||
use crate::triangle;
|
||||
|
||||
use std::sync::Arc;
|
||||
|
|
@ -88,6 +88,9 @@ pub enum Primitive {
|
|||
///
|
||||
/// Any geometry that falls out of this region will be clipped.
|
||||
size: Size,
|
||||
|
||||
/// The shader of the mesh
|
||||
shader: shader::Shader,
|
||||
},
|
||||
/// A cached primitive.
|
||||
///
|
||||
|
|
|
|||
42
graphics/src/shader.rs
Normal file
42
graphics/src/shader.rs
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
//! Supported shaders;
|
||||
|
||||
use crate::{Color, widget};
|
||||
use crate::gradient::Gradient;
|
||||
use crate::widget::canvas::{FillStyle, StrokeStyle};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
/// Supported shaders for primitives.
|
||||
pub enum Shader {
|
||||
/// Fill a primitive with a solid color.
|
||||
Solid(Color),
|
||||
/// Fill a primitive with an interpolated color.
|
||||
Gradient(Gradient)
|
||||
}
|
||||
|
||||
impl <'a> Into<Shader> for StrokeStyle<'a> {
|
||||
fn into(self) -> Shader {
|
||||
match self {
|
||||
StrokeStyle::Solid(color) => Shader::Solid(color),
|
||||
StrokeStyle::Gradient(gradient) => gradient.clone().into()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl <'a> Into<Shader> for FillStyle<'a> {
|
||||
fn into(self) -> Shader {
|
||||
match self {
|
||||
FillStyle::Solid(color) => Shader::Solid(color),
|
||||
FillStyle::Gradient(gradient) => gradient.clone().into()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl <'a> Into<Shader> for widget::canvas::Gradient {
|
||||
fn into(self) -> Shader {
|
||||
match self {
|
||||
widget::canvas::Gradient::Linear(linear) => {
|
||||
Shader::Gradient(Gradient::Linear(linear))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -8,7 +8,7 @@ pub struct Transformation(Mat4);
|
|||
impl Transformation {
|
||||
/// Get the identity transformation.
|
||||
pub fn identity() -> Transformation {
|
||||
Transformation(Mat4::identity())
|
||||
Transformation(Mat4::IDENTITY)
|
||||
}
|
||||
|
||||
/// Creates an orthographic projection.
|
||||
|
|
@ -51,3 +51,9 @@ impl From<Transformation> for [f32; 16] {
|
|||
*t.as_ref()
|
||||
}
|
||||
}
|
||||
|
||||
impl Into<Mat4> for Transformation {
|
||||
fn into(self) -> Mat4 {
|
||||
self.0
|
||||
}
|
||||
}
|
||||
|
|
@ -6,20 +6,22 @@ use bytemuck::{Pod, Zeroable};
|
|||
pub struct Mesh2D {
|
||||
/// The vertices of the mesh
|
||||
pub vertices: Vec<Vertex2D>,
|
||||
|
||||
/// The list of vertex indices that defines the triangles of the mesh.
|
||||
///
|
||||
/// Therefore, this list should always have a length that is a multiple of
|
||||
/// 3.
|
||||
pub indices: Vec<u32>,
|
||||
}
|
||||
|
||||
/// A two-dimensional vertex with some color in __linear__ RGBA.
|
||||
/// A two-dimensional vertex.
|
||||
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
|
||||
#[repr(C)]
|
||||
pub struct Vertex2D {
|
||||
/// The vertex position
|
||||
/// The vertex position in 2D space.
|
||||
pub position: [f32; 2],
|
||||
/// The vertex color in __linear__ RGBA.
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
/// Convert from lyon's position data to Iced's Vertex2D type.
|
||||
impl Vertex2D {
|
||||
/// Converts from [`lyon::math::Point`] to [`Vertex2D`]. Used for generating primitives.
|
||||
pub fn from(points: Vec<lyon::math::Point>) -> Vec<Vertex2D> {
|
||||
points.iter().map(|p| Vertex2D { position: [p.x, p.y]}).collect()
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@
|
|||
//! and more!
|
||||
|
||||
pub mod event;
|
||||
pub mod gradient;
|
||||
pub mod path;
|
||||
|
||||
mod cache;
|
||||
|
|
@ -19,12 +20,13 @@ mod text;
|
|||
pub use cache::Cache;
|
||||
pub use cursor::Cursor;
|
||||
pub use event::Event;
|
||||
pub use fill::{Fill, FillRule};
|
||||
pub use fill::{Fill, FillRule, FillStyle};
|
||||
pub use frame::Frame;
|
||||
pub use geometry::Geometry;
|
||||
pub use gradient::Gradient;
|
||||
pub use path::Path;
|
||||
pub use program::Program;
|
||||
pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
|
||||
pub use stroke::{LineCap, LineDash, LineJoin, Stroke, StrokeStyle};
|
||||
pub use text::Text;
|
||||
|
||||
use crate::{Backend, Primitive, Renderer};
|
||||
|
|
|
|||
|
|
@ -1,12 +1,14 @@
|
|||
use iced_native::Color;
|
||||
|
||||
use crate::widget::canvas::Gradient;
|
||||
|
||||
/// The style used to fill geometry.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct Fill {
|
||||
/// The color used to fill geometry.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Fill<'a> {
|
||||
/// The color or gradient of the fill.
|
||||
///
|
||||
/// By default, it is set to `BLACK`.
|
||||
pub color: Color,
|
||||
/// By default, it is set to [`FillStyle::Solid`] `BLACK`.
|
||||
pub style: FillStyle<'a>,
|
||||
|
||||
/// The fill rule defines how to determine what is inside and what is
|
||||
/// outside of a shape.
|
||||
|
|
@ -19,24 +21,33 @@ pub struct Fill {
|
|||
pub rule: FillRule,
|
||||
}
|
||||
|
||||
impl Default for Fill {
|
||||
fn default() -> Fill {
|
||||
impl <'a> Default for Fill<'a> {
|
||||
fn default() -> Fill<'a> {
|
||||
Fill {
|
||||
color: Color::BLACK,
|
||||
style: FillStyle::Solid(Color::BLACK),
|
||||
rule: FillRule::NonZero,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Color> for Fill {
|
||||
fn from(color: Color) -> Fill {
|
||||
impl<'a> From<Color> for Fill<'a> {
|
||||
fn from(color: Color) -> Fill<'a> {
|
||||
Fill {
|
||||
color,
|
||||
style: FillStyle::Solid(color),
|
||||
..Fill::default()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The color or gradient of a [`Fill`].
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum FillStyle<'a> {
|
||||
/// A solid color
|
||||
Solid(Color),
|
||||
/// A color gradient
|
||||
Gradient(&'a Gradient),
|
||||
}
|
||||
|
||||
/// The fill rule defines how to determine what is inside and what is outside of
|
||||
/// a shape.
|
||||
///
|
||||
|
|
|
|||
|
|
@ -3,11 +3,13 @@ use std::borrow::Cow;
|
|||
use iced_native::{Point, Rectangle, Size, Vector};
|
||||
|
||||
use crate::triangle;
|
||||
use crate::widget::canvas::path;
|
||||
use crate::widget::canvas::{Fill, Geometry, Path, Stroke, Text};
|
||||
use crate::widget::canvas::{Fill, Geometry, Path, Stroke, Text, path};
|
||||
use crate::Primitive;
|
||||
|
||||
use crate::triangle::{Vertex2D};
|
||||
use crate::shader::Shader;
|
||||
use lyon::tessellation;
|
||||
use lyon::tessellation::geometry_builder::Positions;
|
||||
|
||||
/// The frame of a [`Canvas`].
|
||||
///
|
||||
|
|
@ -15,7 +17,7 @@ use lyon::tessellation;
|
|||
#[allow(missing_debug_implementations)]
|
||||
pub struct Frame {
|
||||
size: Size,
|
||||
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
|
||||
buffers: Vec<(tessellation::VertexBuffers<lyon::math::Point, u32>, Shader)>,
|
||||
primitives: Vec<Primitive>,
|
||||
transforms: Transforms,
|
||||
fill_tessellator: tessellation::FillTessellator,
|
||||
|
|
@ -42,7 +44,7 @@ impl Frame {
|
|||
pub fn new(size: Size) -> Frame {
|
||||
Frame {
|
||||
size,
|
||||
buffers: lyon::tessellation::VertexBuffers::new(),
|
||||
buffers: Vec::new(),
|
||||
primitives: Vec::new(),
|
||||
transforms: Transforms {
|
||||
previous: Vec::new(),
|
||||
|
|
@ -82,18 +84,18 @@ impl Frame {
|
|||
|
||||
/// Draws the given [`Path`] on the [`Frame`] by filling it with the
|
||||
/// provided style.
|
||||
pub fn fill(&mut self, path: &Path, fill: impl Into<Fill>) {
|
||||
let Fill { color, rule } = fill.into();
|
||||
pub fn fill<'a>(&mut self, path: &Path, fill: impl Into<Fill<'a>>) {
|
||||
let Fill { style, rule } = fill.into();
|
||||
|
||||
let mut buffers = tessellation::BuffersBuilder::new(
|
||||
&mut self.buffers,
|
||||
FillVertex(color.into_linear()),
|
||||
);
|
||||
let mut buf = tessellation::VertexBuffers::new();
|
||||
|
||||
let mut buffers =
|
||||
tessellation::BuffersBuilder::new(&mut buf, Positions);
|
||||
|
||||
let options =
|
||||
tessellation::FillOptions::default().with_fill_rule(rule.into());
|
||||
|
||||
let result = if self.transforms.current.is_identity {
|
||||
if self.transforms.current.is_identity {
|
||||
self.fill_tessellator.tessellate_path(
|
||||
path.raw(),
|
||||
&options,
|
||||
|
|
@ -107,25 +109,24 @@ impl Frame {
|
|||
&options,
|
||||
&mut buffers,
|
||||
)
|
||||
};
|
||||
}.expect("Tessellate path.");
|
||||
|
||||
result.expect("Tessellate path");
|
||||
self.buffers.push((buf, style.into()))
|
||||
}
|
||||
|
||||
/// Draws an axis-aligned rectangle given its top-left corner coordinate and
|
||||
/// its `Size` on the [`Frame`] by filling it with the provided style.
|
||||
pub fn fill_rectangle(
|
||||
pub fn fill_rectangle<'a>(
|
||||
&mut self,
|
||||
top_left: Point,
|
||||
size: Size,
|
||||
fill: impl Into<Fill>,
|
||||
fill: impl Into<Fill<'a>>,
|
||||
) {
|
||||
let Fill { color, rule } = fill.into();
|
||||
let Fill { style, rule } = fill.into();
|
||||
|
||||
let mut buffers = tessellation::BuffersBuilder::new(
|
||||
&mut self.buffers,
|
||||
FillVertex(color.into_linear()),
|
||||
);
|
||||
let mut buf = tessellation::VertexBuffers::new();
|
||||
|
||||
let mut buffers = tessellation::BuffersBuilder::new(&mut buf, Positions);
|
||||
|
||||
let top_left =
|
||||
self.transforms.current.raw.transform_point(
|
||||
|
|
@ -147,6 +148,8 @@ impl Frame {
|
|||
&mut buffers,
|
||||
)
|
||||
.expect("Fill rectangle");
|
||||
|
||||
self.buffers.push((buf, style.into()))
|
||||
}
|
||||
|
||||
/// Draws the stroke of the given [`Path`] on the [`Frame`] with the
|
||||
|
|
@ -154,10 +157,9 @@ impl Frame {
|
|||
pub fn stroke<'a>(&mut self, path: &Path, stroke: impl Into<Stroke<'a>>) {
|
||||
let stroke = stroke.into();
|
||||
|
||||
let mut buffers = tessellation::BuffersBuilder::new(
|
||||
&mut self.buffers,
|
||||
StrokeVertex(stroke.color.into_linear()),
|
||||
);
|
||||
let mut buf = tessellation::VertexBuffers::new();
|
||||
|
||||
let mut buffers = tessellation::BuffersBuilder::new(&mut buf, Positions);
|
||||
|
||||
let mut options = tessellation::StrokeOptions::default();
|
||||
options.line_width = stroke.width;
|
||||
|
|
@ -171,7 +173,7 @@ impl Frame {
|
|||
Cow::Owned(path::dashed(path, stroke.line_dash))
|
||||
};
|
||||
|
||||
let result = if self.transforms.current.is_identity {
|
||||
if self.transforms.current.is_identity {
|
||||
self.stroke_tessellator.tessellate_path(
|
||||
path.raw(),
|
||||
&options,
|
||||
|
|
@ -185,9 +187,9 @@ impl Frame {
|
|||
&options,
|
||||
&mut buffers,
|
||||
)
|
||||
};
|
||||
}.expect("Stroke path");
|
||||
|
||||
result.expect("Stroke path");
|
||||
self.buffers.push((buf, stroke.style.into()))
|
||||
}
|
||||
|
||||
/// Draws the characters of the given [`Text`] on the [`Frame`], filling
|
||||
|
|
@ -331,52 +333,19 @@ impl Frame {
|
|||
}
|
||||
|
||||
fn into_primitives(mut self) -> Vec<Primitive> {
|
||||
if !self.buffers.indices.is_empty() {
|
||||
self.primitives.push(Primitive::Mesh2D {
|
||||
buffers: triangle::Mesh2D {
|
||||
vertices: self.buffers.vertices,
|
||||
indices: self.buffers.indices,
|
||||
},
|
||||
size: self.size,
|
||||
});
|
||||
if !self.primitives.is_empty() {
|
||||
for (buffer, shader) in self.buffers {
|
||||
self.primitives.push(Primitive::Mesh2D {
|
||||
buffers: triangle::Mesh2D {
|
||||
vertices: Vertex2D::from(buffer.vertices),
|
||||
indices: buffer.indices
|
||||
},
|
||||
size: self.size,
|
||||
shader
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
self.primitives
|
||||
}
|
||||
}
|
||||
|
||||
struct FillVertex([f32; 4]);
|
||||
|
||||
impl lyon::tessellation::FillVertexConstructor<triangle::Vertex2D>
|
||||
for FillVertex
|
||||
{
|
||||
fn new_vertex(
|
||||
&mut self,
|
||||
vertex: lyon::tessellation::FillVertex<'_>,
|
||||
) -> triangle::Vertex2D {
|
||||
let position = vertex.position();
|
||||
|
||||
triangle::Vertex2D {
|
||||
position: [position.x, position.y],
|
||||
color: self.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct StrokeVertex([f32; 4]);
|
||||
|
||||
impl lyon::tessellation::StrokeVertexConstructor<triangle::Vertex2D>
|
||||
for StrokeVertex
|
||||
{
|
||||
fn new_vertex(
|
||||
&mut self,
|
||||
vertex: lyon::tessellation::StrokeVertex<'_, '_>,
|
||||
) -> triangle::Vertex2D {
|
||||
let position = vertex.position();
|
||||
|
||||
triangle::Vertex2D {
|
||||
position: [position.x, position.y],
|
||||
color: self.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
21
graphics/src/widget/canvas/gradient.rs
Normal file
21
graphics/src/widget/canvas/gradient.rs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
//! Define a color gradient.
|
||||
use iced_native::Point;
|
||||
|
||||
pub mod linear;
|
||||
|
||||
pub use linear::Linear;
|
||||
|
||||
/// A gradient that can be used in the style of [`super::Fill`] or [`super::Stroke`].
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum Gradient {
|
||||
/// A linear gradient
|
||||
Linear(Linear),
|
||||
//TODO: radial, conical
|
||||
}
|
||||
|
||||
impl Gradient {
|
||||
/// Creates a new linear [`linear::Builder`].
|
||||
pub fn linear(start: Point, end: Point) -> linear::Builder {
|
||||
linear::Builder::new(start, end)
|
||||
}
|
||||
}
|
||||
73
graphics/src/widget/canvas/gradient/linear.rs
Normal file
73
graphics/src/widget/canvas/gradient/linear.rs
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
//! A linear color gradient.
|
||||
use iced_native::{Color, Point};
|
||||
|
||||
use crate::gradient::ColorStop;
|
||||
|
||||
use super::Gradient;
|
||||
|
||||
/// A linear gradient that can be used in the style of [`super::Fill`] or [`super::Stroke`].
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
pub struct Linear {
|
||||
/// The point where the linear gradient begins.
|
||||
pub start: Point,
|
||||
/// The point where the linear gradient ends.
|
||||
pub end: Point,
|
||||
/// [`ColorStop`]s along the linear gradient path.
|
||||
pub color_stops: Vec<ColorStop>,
|
||||
}
|
||||
|
||||
/// A [`Linear`] builder.
|
||||
#[derive(Debug)]
|
||||
pub struct Builder {
|
||||
start: Point,
|
||||
end: Point,
|
||||
stops: Vec<(f32, Color)>,
|
||||
valid: bool,
|
||||
}
|
||||
|
||||
impl Builder {
|
||||
/// Creates a new [`Builder`].
|
||||
pub fn new(start: Point, end: Point) -> Self {
|
||||
Self {
|
||||
start,
|
||||
end,
|
||||
stops: vec![],
|
||||
valid: true,
|
||||
}
|
||||
}
|
||||
|
||||
/// Adds a new stop, defined by an offset and a color, to the gradient.
|
||||
///
|
||||
/// `offset` must be between `0.0` and `1.0`.
|
||||
pub fn add_stop(mut self, offset: f32, color: Color) -> Self {
|
||||
if !(0.0..=1.0).contains(&offset) {
|
||||
self.valid = false;
|
||||
}
|
||||
|
||||
self.stops.push((offset, color));
|
||||
self
|
||||
}
|
||||
|
||||
/// Builds the linear [`Gradient`] of this [`Builder`].
|
||||
///
|
||||
/// Returns `None` if no stops were added to the builder or
|
||||
/// if stops not between 0.0 and 1.0 were added.
|
||||
pub fn build(self) -> Option<Gradient> {
|
||||
if self.stops.is_empty() || !self.valid {
|
||||
return None;
|
||||
}
|
||||
|
||||
Some(Gradient::Linear(Linear {
|
||||
start: self.start,
|
||||
end: self.end,
|
||||
color_stops: self
|
||||
.stops
|
||||
.into_iter()
|
||||
.map(|f| ColorStop {
|
||||
offset: f.0,
|
||||
color: f.1,
|
||||
})
|
||||
.collect(),
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +1,14 @@
|
|||
use iced_native::Color;
|
||||
|
||||
use crate::widget::canvas::Gradient;
|
||||
|
||||
/// The style of a stroke.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Stroke<'a> {
|
||||
/// The color of the stroke.
|
||||
pub color: Color,
|
||||
/// The color or gradient of the stroke.
|
||||
///
|
||||
/// By default, it is set to [`StrokeStyle::Solid`] `BLACK`.
|
||||
pub style: StrokeStyle<'a>,
|
||||
/// The distance between the two edges of the stroke.
|
||||
pub width: f32,
|
||||
/// The shape to be used at the end of open subpaths when they are stroked.
|
||||
|
|
@ -19,7 +23,10 @@ pub struct Stroke<'a> {
|
|||
impl<'a> Stroke<'a> {
|
||||
/// Sets the color of the [`Stroke`].
|
||||
pub fn with_color(self, color: Color) -> Self {
|
||||
Stroke { color, ..self }
|
||||
Stroke {
|
||||
style: StrokeStyle::Solid(color),
|
||||
..self
|
||||
}
|
||||
}
|
||||
|
||||
/// Sets the width of the [`Stroke`].
|
||||
|
|
@ -41,7 +48,7 @@ impl<'a> Stroke<'a> {
|
|||
impl<'a> Default for Stroke<'a> {
|
||||
fn default() -> Self {
|
||||
Stroke {
|
||||
color: Color::BLACK,
|
||||
style: StrokeStyle::Solid(Color::BLACK),
|
||||
width: 1.0,
|
||||
line_cap: LineCap::default(),
|
||||
line_join: LineJoin::default(),
|
||||
|
|
@ -50,6 +57,15 @@ impl<'a> Default for Stroke<'a> {
|
|||
}
|
||||
}
|
||||
|
||||
/// The color or gradient of a [`Stroke`].
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub enum StrokeStyle<'a> {
|
||||
/// A solid color
|
||||
Solid(Color),
|
||||
/// A color gradient
|
||||
Gradient(&'a Gradient),
|
||||
}
|
||||
|
||||
/// The shape used at the end of open subpaths when they are stroked.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub enum LineCap {
|
||||
|
|
|
|||
|
|
@ -69,6 +69,13 @@ optional = true
|
|||
version = "0.6"
|
||||
optional = true
|
||||
|
||||
[dependencies.encase]
|
||||
version = "0.3.0"
|
||||
features = ["glam"]
|
||||
|
||||
[dependencies.glam]
|
||||
version = "0.21.3"
|
||||
|
||||
[package.metadata.docs.rs]
|
||||
rustdoc-args = ["--cfg", "docsrs"]
|
||||
all-features = true
|
||||
|
|
|
|||
|
|
@ -94,8 +94,7 @@ impl Backend {
|
|||
staging_belt,
|
||||
encoder,
|
||||
frame,
|
||||
target_size.width,
|
||||
target_size.height,
|
||||
target_size
|
||||
);
|
||||
}
|
||||
|
||||
|
|
@ -112,8 +111,7 @@ impl Backend {
|
|||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
target: &wgpu::TextureView,
|
||||
target_width: u32,
|
||||
target_height: u32,
|
||||
target_size: Size<u32>,
|
||||
) {
|
||||
let bounds = (layer.bounds * scale_factor).snap();
|
||||
|
||||
|
|
@ -134,7 +132,7 @@ impl Backend {
|
|||
);
|
||||
}
|
||||
|
||||
if !layer.meshes.is_empty() {
|
||||
if !layer.meshes.0.is_empty() {
|
||||
let scaled = transformation
|
||||
* Transformation::scale(scale_factor, scale_factor);
|
||||
|
||||
|
|
@ -143,8 +141,7 @@ impl Backend {
|
|||
staging_belt,
|
||||
encoder,
|
||||
target,
|
||||
target_width,
|
||||
target_height,
|
||||
target_size,
|
||||
scaled,
|
||||
scale_factor,
|
||||
&layer.meshes,
|
||||
|
|
|
|||
3
wgpu/src/buffers.rs
Normal file
3
wgpu/src/buffers.rs
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
//! Utilities for buffer operations.
|
||||
pub mod buffer;
|
||||
pub mod dynamic_buffers;
|
||||
91
wgpu/src/buffers/buffer.rs
Normal file
91
wgpu/src/buffers/buffer.rs
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
//! Utilities for static buffer operations.
|
||||
|
||||
/// A generic buffer struct useful for items which have no alignment requirements
|
||||
/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
|
||||
///
|
||||
/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct StaticBuffer {
|
||||
//stored sequentially per mesh iteration
|
||||
offsets: Vec<wgpu::BufferAddress>,
|
||||
gpu: wgpu::Buffer,
|
||||
//the static size of the buffer
|
||||
size: wgpu::BufferAddress,
|
||||
}
|
||||
|
||||
impl StaticBuffer {
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
label: &'static str,
|
||||
size: u64,
|
||||
usage: wgpu::BufferUsages,
|
||||
total_offsets: usize,
|
||||
) -> Self {
|
||||
Self {
|
||||
offsets: Vec::with_capacity(total_offsets),
|
||||
gpu: device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
usage,
|
||||
mapped_at_creation: true,
|
||||
}),
|
||||
size,
|
||||
}
|
||||
}
|
||||
|
||||
/// Resolves pending write operations & unmaps buffer from host memory.
|
||||
pub fn flush(&self) {
|
||||
(&self.gpu).unmap();
|
||||
}
|
||||
|
||||
/// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
|
||||
/// data is re-submitted.
|
||||
pub fn needs_recreate(&self, new_size: usize) -> bool {
|
||||
self.size != new_size as u64
|
||||
}
|
||||
|
||||
/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
|
||||
pub fn write(&mut self, offset: u64, content: &[u8]) {
|
||||
//offset has to be divisible by 8 for alignment reasons
|
||||
let actual_offset = if offset % 8 != 0 {
|
||||
offset + 4
|
||||
} else {
|
||||
offset
|
||||
};
|
||||
|
||||
let mut buffer = self
|
||||
.gpu
|
||||
.slice(actual_offset..(actual_offset + content.len() as u64))
|
||||
.get_mapped_range_mut();
|
||||
buffer.copy_from_slice(content);
|
||||
self.offsets.push(actual_offset);
|
||||
}
|
||||
|
||||
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
|
||||
self.offsets
|
||||
.get(index)
|
||||
.expect(&format!("Offset index {} is not in range.", index))
|
||||
}
|
||||
|
||||
/// Returns the slice calculated from the offset stored at the given index.
|
||||
/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
|
||||
/// 1 that we stored earlier when writing.
|
||||
pub fn slice_from_index<T>(
|
||||
&self,
|
||||
index: usize,
|
||||
) -> wgpu::BufferSlice<'_> {
|
||||
self.gpu.slice(self.offset_at(index)..)
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
|
||||
/// for the new content.
|
||||
pub(crate) fn needs_recreate(
|
||||
buffer: &Option<StaticBuffer>,
|
||||
new_size: usize,
|
||||
) -> bool {
|
||||
match buffer {
|
||||
None => true,
|
||||
Some(buf) => buf.needs_recreate(new_size),
|
||||
}
|
||||
}
|
||||
202
wgpu/src/buffers/dynamic_buffers.rs
Normal file
202
wgpu/src/buffers/dynamic_buffers.rs
Normal file
|
|
@ -0,0 +1,202 @@
|
|||
//! Utilities for uniform buffer operations.
|
||||
use encase::private::WriteInto;
|
||||
use encase::ShaderType;
|
||||
use std::marker::PhantomData;
|
||||
|
||||
// Currently supported dynamic buffers.
|
||||
enum DynamicBufferType {
|
||||
Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
|
||||
Storage(encase::DynamicStorageBuffer<Vec<u8>>),
|
||||
}
|
||||
|
||||
impl DynamicBufferType {
|
||||
/// Writes the current value to its CPU buffer with proper alignment.
|
||||
pub(super) fn write<T: ShaderType + WriteInto>(
|
||||
&mut self,
|
||||
value: &T,
|
||||
) -> wgpu::DynamicOffset {
|
||||
match self {
|
||||
DynamicBufferType::Uniform(buf) => buf
|
||||
.write(value)
|
||||
.expect("Error when writing to dynamic uniform buffer.")
|
||||
as u32,
|
||||
DynamicBufferType::Storage(buf) => buf
|
||||
.write(value)
|
||||
.expect("Error when writing to dynamic storage buffer.")
|
||||
as u32,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns bytearray of aligned CPU buffer.
|
||||
pub(super) fn get_ref(&self) -> &Vec<u8> {
|
||||
match self {
|
||||
DynamicBufferType::Uniform(buf) => buf.as_ref(),
|
||||
DynamicBufferType::Storage(buf) => buf.as_ref(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets the CPU buffer.
|
||||
pub(super) fn clear(&mut self) {
|
||||
match self {
|
||||
DynamicBufferType::Uniform(buf) => {
|
||||
buf.as_mut().clear();
|
||||
buf.set_offset(0);
|
||||
}
|
||||
DynamicBufferType::Storage(buf) => {
|
||||
buf.as_mut().clear();
|
||||
buf.set_offset(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO think about making cpu & gpu buffers optional
|
||||
pub(crate) struct DynamicBuffer<T: ShaderType> {
|
||||
offsets: Vec<wgpu::DynamicOffset>,
|
||||
cpu: DynamicBufferType,
|
||||
gpu: wgpu::Buffer,
|
||||
label: &'static str,
|
||||
size: u64,
|
||||
_data: PhantomData<T>,
|
||||
}
|
||||
|
||||
impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
|
||||
/// Creates a new dynamic uniform buffer.
|
||||
pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
|
||||
DynamicBuffer::new(
|
||||
device,
|
||||
DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new(
|
||||
Vec::new(),
|
||||
)),
|
||||
label,
|
||||
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
)
|
||||
}
|
||||
|
||||
/// Creates a new dynamic storage buffer.
|
||||
pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
|
||||
DynamicBuffer::new(
|
||||
device,
|
||||
DynamicBufferType::Storage(encase::DynamicStorageBuffer::new(
|
||||
Vec::new(),
|
||||
)),
|
||||
label,
|
||||
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
)
|
||||
}
|
||||
|
||||
fn new(
|
||||
device: &wgpu::Device,
|
||||
dynamic_buffer_type: DynamicBufferType,
|
||||
label: &'static str,
|
||||
usage: wgpu::BufferUsages,
|
||||
) -> Self {
|
||||
let initial_size = u64::from(T::min_size());
|
||||
|
||||
Self {
|
||||
offsets: Vec::new(),
|
||||
cpu: dynamic_buffer_type,
|
||||
gpu: DynamicBuffer::<T>::create_gpu_buffer(
|
||||
device,
|
||||
label,
|
||||
usage,
|
||||
initial_size,
|
||||
),
|
||||
label,
|
||||
size: initial_size,
|
||||
_data: Default::default(),
|
||||
}
|
||||
}
|
||||
|
||||
fn create_gpu_buffer(
|
||||
device: &wgpu::Device,
|
||||
label: &'static str,
|
||||
usage: wgpu::BufferUsages,
|
||||
size: u64,
|
||||
) -> wgpu::Buffer {
|
||||
device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
usage,
|
||||
mapped_at_creation: false,
|
||||
})
|
||||
}
|
||||
|
||||
/// Write a new value to the CPU buffer with proper alignment. Stores the returned offset value
|
||||
/// in the buffer for future use.
|
||||
pub fn push(&mut self, value: &T) {
|
||||
//this write operation on the buffer will adjust for uniform alignment requirements
|
||||
let offset = self.cpu.write(value);
|
||||
self.offsets.push(offset as u32);
|
||||
}
|
||||
|
||||
/// Resize buffer contents if necessary. This will re-create the GPU buffer if current size is
|
||||
/// less than the newly computed size from the CPU buffer.
|
||||
pub fn resize(&mut self, device: &wgpu::Device) -> bool {
|
||||
let new_size = self.cpu.get_ref().len() as u64;
|
||||
|
||||
if self.size < new_size {
|
||||
let usages = match self.cpu {
|
||||
DynamicBufferType::Uniform(_) => {
|
||||
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
|
||||
}
|
||||
DynamicBufferType::Storage(_) => {
|
||||
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
|
||||
}
|
||||
};
|
||||
|
||||
//Re-create the GPU buffer since it needs to be resized.
|
||||
self.gpu = DynamicBuffer::<T>::create_gpu_buffer(
|
||||
device, self.label, usages, new_size,
|
||||
);
|
||||
self.size = new_size;
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Write the contents of this dynamic buffer to the GPU via staging belt command.
|
||||
pub fn write(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
let size = self.cpu.get_ref().len();
|
||||
|
||||
if let Some(buffer_size) = wgpu::BufferSize::new(size as u64) {
|
||||
let mut buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.gpu,
|
||||
0,
|
||||
buffer_size,
|
||||
device,
|
||||
);
|
||||
|
||||
buffer.copy_from_slice(self.cpu.get_ref());
|
||||
}
|
||||
}
|
||||
|
||||
// Gets the aligned offset at the given index from the CPU buffer.
|
||||
pub fn offset_at_index(&self, index: usize) -> wgpu::DynamicOffset {
|
||||
let offset = self
|
||||
.offsets
|
||||
.get(index)
|
||||
.expect(&format!("Index {} not found in offsets.", index))
|
||||
.clone();
|
||||
|
||||
offset
|
||||
}
|
||||
|
||||
/// Returns a reference to the GPU buffer.
|
||||
pub fn raw(&self) -> &wgpu::Buffer {
|
||||
&self.gpu
|
||||
}
|
||||
|
||||
/// Reset the buffer.
|
||||
pub fn clear(&mut self) {
|
||||
self.offsets.clear();
|
||||
self.cpu.clear();
|
||||
}
|
||||
}
|
||||
|
|
@ -41,6 +41,7 @@
|
|||
pub mod settings;
|
||||
pub mod triangle;
|
||||
pub mod window;
|
||||
pub mod buffers;
|
||||
|
||||
mod backend;
|
||||
mod quad;
|
||||
|
|
|
|||
83
wgpu/src/shader/triangle_gradient.wgsl
Normal file
83
wgpu/src/shader/triangle_gradient.wgsl
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
// uniforms
|
||||
struct GradientUniforms {
|
||||
transform: mat4x4<f32>,
|
||||
@size(16) start: vec2<f32>,
|
||||
@size(16) end: vec2<f32>,
|
||||
@size(16) start_stop: i32,
|
||||
@size(16) end_stop: i32,
|
||||
}
|
||||
|
||||
struct Stop {
|
||||
color: vec4<f32>,
|
||||
offset: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> gradient_uniforms: GradientUniforms;
|
||||
|
||||
@group(0) @binding(1)
|
||||
var<storage, read> color_stops: array<Stop>;
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) raw_position: vec2<f32>
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
|
||||
var output: VertexOutput;
|
||||
output.position = gradient_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
|
||||
output.raw_position = input;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let v1 = gradient_uniforms.end - gradient_uniforms.start;
|
||||
let v2 = input.raw_position.xy - gradient_uniforms.start;
|
||||
let unit = normalize(v1);
|
||||
let offset = dot(unit, v2) / length(v1);
|
||||
|
||||
let min_stop = color_stops[gradient_uniforms.start_stop];
|
||||
let max_stop = color_stops[gradient_uniforms.end_stop];
|
||||
|
||||
var color: vec4<f32>;
|
||||
|
||||
if (offset <= min_stop.offset) {
|
||||
color = min_stop.color;
|
||||
} else if (offset >= max_stop.offset) {
|
||||
color = max_stop.color;
|
||||
} else {
|
||||
var min = min_stop;
|
||||
var max = max_stop;
|
||||
var min_index = gradient_uniforms.start_stop;
|
||||
var max_index = gradient_uniforms.end_stop;
|
||||
|
||||
loop {
|
||||
if (min_index >= max_index - 1) {
|
||||
break;
|
||||
}
|
||||
|
||||
let index = min_index + (max_index - min_index) / 2;
|
||||
|
||||
let stop = color_stops[index];
|
||||
|
||||
if (offset <= stop.offset) {
|
||||
max = stop;
|
||||
max_index = index;
|
||||
} else {
|
||||
min = stop;
|
||||
min_index = index;
|
||||
}
|
||||
}
|
||||
|
||||
color = mix(min.color, max.color, smoothstep(
|
||||
min.offset,
|
||||
max.offset,
|
||||
offset
|
||||
));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
18
wgpu/src/shader/triangle_solid.wgsl
Normal file
18
wgpu/src/shader/triangle_solid.wgsl
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
// uniforms
|
||||
struct SolidUniforms {
|
||||
transform: mat4x4<f32>,
|
||||
color: vec4<f32>
|
||||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> solid_uniforms: SolidUniforms;
|
||||
|
||||
@vertex
|
||||
fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
|
||||
return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_solid() -> @location(0) vec4<f32> {
|
||||
return solid_uniforms.color;
|
||||
}
|
||||
|
|
@ -1,429 +1,308 @@
|
|||
//! Draw meshes of triangles.
|
||||
use crate::{settings, Transformation};
|
||||
use iced_graphics::layer;
|
||||
use core::fmt;
|
||||
use std::fmt::Formatter;
|
||||
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use std::mem;
|
||||
use iced_graphics::layer::Meshes;
|
||||
use iced_graphics::shader::Shader;
|
||||
use iced_graphics::Size;
|
||||
|
||||
use crate::buffers::buffer::{needs_recreate, StaticBuffer};
|
||||
use crate::triangle::gradient::GradientPipeline;
|
||||
use crate::triangle::solid::SolidPipeline;
|
||||
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
|
||||
|
||||
mod gradient;
|
||||
mod msaa;
|
||||
mod solid;
|
||||
|
||||
const UNIFORM_BUFFER_SIZE: usize = 50;
|
||||
const VERTEX_BUFFER_SIZE: usize = 10_000;
|
||||
const INDEX_BUFFER_SIZE: usize = 10_000;
|
||||
|
||||
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct Pipeline {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
blit: Option<msaa::Blit>,
|
||||
constants_layout: wgpu::BindGroupLayout,
|
||||
constants: wgpu::BindGroup,
|
||||
uniforms_buffer: Buffer<Uniforms>,
|
||||
vertex_buffer: Buffer<Vertex2D>,
|
||||
index_buffer: Buffer<u32>,
|
||||
// these are optional so we don't allocate any memory to the GPU if
|
||||
// application has no triangle meshes.
|
||||
vertex_buffer: Option<StaticBuffer>,
|
||||
index_buffer: Option<StaticBuffer>,
|
||||
pipelines: TrianglePipelines,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct Buffer<T> {
|
||||
label: &'static str,
|
||||
raw: wgpu::Buffer,
|
||||
size: usize,
|
||||
usage: wgpu::BufferUsages,
|
||||
_type: std::marker::PhantomData<T>,
|
||||
/// Supported triangle pipelines for different fills. Both use the same vertex shader.
|
||||
pub(crate) struct TrianglePipelines {
|
||||
solid: SolidPipeline,
|
||||
gradient: GradientPipeline,
|
||||
}
|
||||
|
||||
impl<T> Buffer<T> {
|
||||
pub fn new(
|
||||
label: &'static str,
|
||||
device: &wgpu::Device,
|
||||
size: usize,
|
||||
usage: wgpu::BufferUsages,
|
||||
) -> Self {
|
||||
let raw = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(label),
|
||||
size: (std::mem::size_of::<T>() * size) as u64,
|
||||
usage,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
impl fmt::Debug for TrianglePipelines {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
|
||||
f.debug_struct("TrianglePipelines").finish()
|
||||
}
|
||||
}
|
||||
|
||||
Buffer {
|
||||
label,
|
||||
raw,
|
||||
size,
|
||||
usage,
|
||||
_type: std::marker::PhantomData,
|
||||
}
|
||||
impl TrianglePipelines {
|
||||
/// Resets each pipeline's buffers.
|
||||
fn clear(&mut self) {
|
||||
self.solid.buffer.clear();
|
||||
self.gradient.uniform_buffer.clear();
|
||||
self.gradient.storage_buffer.clear();
|
||||
}
|
||||
|
||||
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
|
||||
let needs_resize = self.size < size;
|
||||
|
||||
if needs_resize {
|
||||
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(self.label),
|
||||
size: (std::mem::size_of::<T>() * size) as u64,
|
||||
usage: self.usage,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
self.size = size;
|
||||
}
|
||||
|
||||
needs_resize
|
||||
/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
|
||||
/// beforehand if necessary.
|
||||
fn write(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
self.solid.write(device, staging_belt, encoder);
|
||||
self.gradient.write(device, staging_belt, encoder);
|
||||
}
|
||||
}
|
||||
|
||||
impl Pipeline {
|
||||
/// Creates supported GL programs, listed in [TrianglePipelines].
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Pipeline {
|
||||
let constants_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle uniforms layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: true,
|
||||
min_binding_size: wgpu::BufferSize::new(
|
||||
mem::size_of::<Uniforms>() as u64,
|
||||
),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let constants_buffer = Buffer::new(
|
||||
"iced_wgpu::triangle uniforms buffer",
|
||||
device,
|
||||
UNIFORM_BUFFER_SIZE,
|
||||
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
);
|
||||
|
||||
let constant_bind_group =
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle uniforms bind group"),
|
||||
layout: &constants_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: &constants_buffer.raw,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(std::mem::size_of::<
|
||||
Uniforms,
|
||||
>(
|
||||
)
|
||||
as u64),
|
||||
},
|
||||
),
|
||||
}],
|
||||
});
|
||||
|
||||
let layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle pipeline layout"),
|
||||
push_constant_ranges: &[],
|
||||
bind_group_layouts: &[&constants_layout],
|
||||
});
|
||||
|
||||
let shader =
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("iced_wgpu::triangle::shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||
include_str!("shader/triangle.wgsl"),
|
||||
)),
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex2D>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &wgpu::vertex_attr_array!(
|
||||
// Position
|
||||
0 => Float32x2,
|
||||
// Color
|
||||
1 => Float32x4,
|
||||
),
|
||||
}],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Pipeline {
|
||||
pipeline,
|
||||
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
|
||||
constants_layout,
|
||||
constants: constant_bind_group,
|
||||
uniforms_buffer: constants_buffer,
|
||||
vertex_buffer: Buffer::new(
|
||||
"iced_wgpu::triangle vertex buffer",
|
||||
device,
|
||||
VERTEX_BUFFER_SIZE,
|
||||
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
),
|
||||
index_buffer: Buffer::new(
|
||||
"iced_wgpu::triangle index buffer",
|
||||
device,
|
||||
INDEX_BUFFER_SIZE,
|
||||
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
|
||||
),
|
||||
vertex_buffer: None,
|
||||
index_buffer: None,
|
||||
pipelines: TrianglePipelines {
|
||||
solid: SolidPipeline::new(device, format, antialiasing),
|
||||
gradient: GradientPipeline::new(device, format, antialiasing),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/// Draws the contents of the current layer's meshes to the [target].
|
||||
pub fn draw(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
target: &wgpu::TextureView,
|
||||
target_width: u32,
|
||||
target_height: u32,
|
||||
target_size: Size<u32>,
|
||||
transformation: Transformation,
|
||||
scale_factor: f32,
|
||||
meshes: &[layer::Mesh<'_>],
|
||||
meshes: &Meshes<'_>,
|
||||
) {
|
||||
// This looks a bit crazy, but we are just counting how many vertices
|
||||
// and indices we will need to handle.
|
||||
// TODO: Improve readability
|
||||
let (total_vertices, total_indices) = meshes
|
||||
.iter()
|
||||
.map(|layer::Mesh { buffers, .. }| {
|
||||
(buffers.vertices.len(), buffers.indices.len())
|
||||
})
|
||||
.fold((0, 0), |(total_v, total_i), (v, i)| {
|
||||
(total_v + v, total_i + i)
|
||||
});
|
||||
//count the total number of vertices & indices we need to handle
|
||||
let (total_vertices, total_indices) = meshes.attribute_count();
|
||||
println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
|
||||
|
||||
// Then we ensure the current buffers are big enough, resizing if
|
||||
// necessary
|
||||
let _ = self.vertex_buffer.expand(device, total_vertices);
|
||||
let _ = self.index_buffer.expand(device, total_indices);
|
||||
|
||||
// If the uniforms buffer is resized, then we need to recreate its
|
||||
// bind group.
|
||||
if self.uniforms_buffer.expand(device, meshes.len()) {
|
||||
self.constants =
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle uniforms buffer"),
|
||||
layout: &self.constants_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: &self.uniforms_buffer.raw,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(
|
||||
std::mem::size_of::<Uniforms>() as u64,
|
||||
),
|
||||
},
|
||||
),
|
||||
}],
|
||||
});
|
||||
}
|
||||
|
||||
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
|
||||
let mut offsets: Vec<(
|
||||
wgpu::BufferAddress,
|
||||
wgpu::BufferAddress,
|
||||
usize,
|
||||
)> = Vec::with_capacity(meshes.len());
|
||||
let mut last_vertex = 0;
|
||||
let mut last_index = 0;
|
||||
|
||||
// We upload everything upfront
|
||||
for mesh in meshes {
|
||||
let transform = (transformation
|
||||
* Transformation::translate(mesh.origin.x, mesh.origin.y))
|
||||
.into();
|
||||
|
||||
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
|
||||
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
|
||||
|
||||
if let (Some(vertices_size), Some(indices_size)) = (
|
||||
wgpu::BufferSize::new(vertices.len() as u64),
|
||||
wgpu::BufferSize::new(indices.len() as u64),
|
||||
) {
|
||||
{
|
||||
let mut vertex_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.vertex_buffer.raw,
|
||||
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
|
||||
vertices_size,
|
||||
device,
|
||||
);
|
||||
|
||||
vertex_buffer.copy_from_slice(vertices);
|
||||
}
|
||||
|
||||
{
|
||||
let mut index_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.index_buffer.raw,
|
||||
(std::mem::size_of::<u32>() * last_index) as u64,
|
||||
indices_size,
|
||||
device,
|
||||
);
|
||||
|
||||
index_buffer.copy_from_slice(indices);
|
||||
}
|
||||
|
||||
uniforms.push(transform);
|
||||
offsets.push((
|
||||
last_vertex as u64,
|
||||
last_index as u64,
|
||||
mesh.buffers.indices.len(),
|
||||
));
|
||||
|
||||
last_vertex += mesh.buffers.vertices.len();
|
||||
last_index += mesh.buffers.indices.len();
|
||||
}
|
||||
}
|
||||
|
||||
let uniforms = bytemuck::cast_slice(&uniforms);
|
||||
|
||||
if let Some(uniforms_size) =
|
||||
wgpu::BufferSize::new(uniforms.len() as u64)
|
||||
{
|
||||
let mut uniforms_buffer = staging_belt.write_buffer(
|
||||
encoder,
|
||||
&self.uniforms_buffer.raw,
|
||||
0,
|
||||
uniforms_size,
|
||||
//Only create buffers if they need to be re-sized or don't exist
|
||||
if needs_recreate(&self.vertex_buffer, total_vertices) {
|
||||
//mapped to GPU at creation with total vertices
|
||||
self.vertex_buffer = Some(StaticBuffer::new(
|
||||
device,
|
||||
);
|
||||
|
||||
uniforms_buffer.copy_from_slice(uniforms);
|
||||
"iced_wgpu::triangle vertex buffer",
|
||||
//TODO: a more reasonable default to prevent frequent resizing calls
|
||||
// before this was 10_000
|
||||
(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
|
||||
wgpu::BufferUsages::VERTEX,
|
||||
meshes.0.len(),
|
||||
))
|
||||
}
|
||||
|
||||
{
|
||||
let (attachment, resolve_target, load) =
|
||||
if let Some(blit) = &mut self.blit {
|
||||
let (attachment, resolve_target) =
|
||||
blit.targets(device, target_width, target_height);
|
||||
if needs_recreate(&self.index_buffer, total_indices) {
|
||||
//mapped to GPU at creation with total indices
|
||||
self.index_buffer = Some(StaticBuffer::new(
|
||||
device,
|
||||
"iced_wgpu::triangle index buffer",
|
||||
//TODO: a more reasonable default to prevent frequent resizing calls
|
||||
// before this was 10_000
|
||||
(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
|
||||
wgpu::BufferUsages::INDEX,
|
||||
meshes.0.len(),
|
||||
));
|
||||
}
|
||||
|
||||
(
|
||||
attachment,
|
||||
Some(resolve_target),
|
||||
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
)
|
||||
} else {
|
||||
(target, None, wgpu::LoadOp::Load)
|
||||
};
|
||||
if let Some(vertex_buffer) = &mut self.vertex_buffer {
|
||||
if let Some(index_buffer) = &mut self.index_buffer {
|
||||
let mut offset_v = 0;
|
||||
let mut offset_i = 0;
|
||||
//TODO: store this more efficiently
|
||||
let mut indices_lengths = Vec::with_capacity(meshes.0.len());
|
||||
|
||||
let mut render_pass =
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::triangle render pass"),
|
||||
color_attachments: &[Some(
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: attachment,
|
||||
resolve_target,
|
||||
ops: wgpu::Operations { load, store: true },
|
||||
//iterate through meshes to write all attribute data
|
||||
for mesh in meshes.0.iter() {
|
||||
let transform = transformation
|
||||
* Transformation::translate(
|
||||
mesh.origin.x,
|
||||
mesh.origin.y,
|
||||
);
|
||||
|
||||
println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
|
||||
|
||||
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
|
||||
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
|
||||
|
||||
//TODO: it's (probably) more efficient to reduce this write command and
|
||||
// iterate first and then upload
|
||||
println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
|
||||
vertex_buffer.write(offset_v, vertices);
|
||||
index_buffer.write(offset_i, indices);
|
||||
|
||||
offset_v += vertices.len() as u64;
|
||||
offset_i += indices.len() as u64;
|
||||
indices_lengths.push(mesh.buffers.indices.len());
|
||||
|
||||
match mesh.shader {
|
||||
Shader::Solid(color) => {
|
||||
self.pipelines.solid.push(transform, color);
|
||||
}
|
||||
Shader::Gradient(gradient) => {
|
||||
self.pipelines.gradient.push(transform, gradient);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//done writing to gpu buffer, unmap from host memory since we don't need it
|
||||
//anymore
|
||||
vertex_buffer.flush();
|
||||
index_buffer.flush();
|
||||
|
||||
//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
|
||||
self.pipelines.write(device, staging_belt, encoder);
|
||||
|
||||
//configure the render pass now that the data is uploaded to the GPU
|
||||
{
|
||||
//configure antialiasing pass
|
||||
let (attachment, resolve_target, load) =
|
||||
if let Some(blit) = &mut self.blit {
|
||||
let (attachment, resolve_target) = blit.targets(
|
||||
device,
|
||||
target_size.width,
|
||||
target_size.height,
|
||||
);
|
||||
|
||||
(
|
||||
attachment,
|
||||
Some(resolve_target),
|
||||
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
)
|
||||
} else {
|
||||
(target, None, wgpu::LoadOp::Load)
|
||||
};
|
||||
|
||||
let mut render_pass = encoder.begin_render_pass(
|
||||
&wgpu::RenderPassDescriptor {
|
||||
label: Some("iced_wgpu::triangle render pass"),
|
||||
color_attachments: &[Some(
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: attachment,
|
||||
resolve_target,
|
||||
ops: wgpu::Operations { load, store: true },
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: None,
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
);
|
||||
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
//TODO: do this a better way; store it in the respective pipelines perhaps
|
||||
// to be more readable
|
||||
let mut num_solids = 0;
|
||||
let mut num_gradients = 0;
|
||||
|
||||
for (i, (vertex_offset, index_offset, indices)) in
|
||||
offsets.into_iter().enumerate()
|
||||
{
|
||||
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
|
||||
//TODO: try to avoid this extra iteration if possible
|
||||
for index in 0..meshes.0.len() {
|
||||
let clip_bounds =
|
||||
(meshes.0[index].clip_bounds * scale_factor).snap();
|
||||
|
||||
render_pass.set_scissor_rect(
|
||||
clip_bounds.x,
|
||||
clip_bounds.y,
|
||||
clip_bounds.width,
|
||||
clip_bounds.height,
|
||||
);
|
||||
render_pass.set_scissor_rect(
|
||||
clip_bounds.x,
|
||||
clip_bounds.y,
|
||||
clip_bounds.width,
|
||||
clip_bounds.height,
|
||||
);
|
||||
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.constants,
|
||||
&[(std::mem::size_of::<Uniforms>() * i) as u32],
|
||||
);
|
||||
match meshes.0[index].shader {
|
||||
Shader::Solid(_) => {
|
||||
self.pipelines.solid.configure_render_pass(
|
||||
&mut render_pass,
|
||||
num_solids,
|
||||
);
|
||||
num_solids += 1;
|
||||
}
|
||||
Shader::Gradient(_) => {
|
||||
self.pipelines.gradient.configure_render_pass(
|
||||
&mut render_pass,
|
||||
num_gradients,
|
||||
);
|
||||
num_gradients += 1;
|
||||
}
|
||||
}
|
||||
|
||||
render_pass.set_index_buffer(
|
||||
self.index_buffer
|
||||
.raw
|
||||
.slice(index_offset * mem::size_of::<u32>() as u64..),
|
||||
wgpu::IndexFormat::Uint32,
|
||||
);
|
||||
render_pass.set_index_buffer(
|
||||
index_buffer.slice_from_index::<u32>(index),
|
||||
wgpu::IndexFormat::Uint32,
|
||||
);
|
||||
|
||||
render_pass.set_vertex_buffer(
|
||||
0,
|
||||
self.vertex_buffer.raw.slice(
|
||||
vertex_offset * mem::size_of::<Vertex2D>() as u64..,
|
||||
),
|
||||
);
|
||||
render_pass.set_vertex_buffer(
|
||||
0,
|
||||
vertex_buffer.slice_from_index::<Vertex2D>(index),
|
||||
);
|
||||
|
||||
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
|
||||
render_pass.draw_indexed(
|
||||
0..(indices_lengths[index] as u32),
|
||||
0,
|
||||
0..1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(blit) = &mut self.blit {
|
||||
blit.draw(encoder, target);
|
||||
}
|
||||
|
||||
//cleanup
|
||||
self.pipelines.clear();
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
|
||||
struct Uniforms {
|
||||
transform: [f32; 16],
|
||||
// We need to align this to 256 bytes to please `wgpu`...
|
||||
// TODO: Be smarter and stop wasting memory!
|
||||
_padding_a: [f32; 32],
|
||||
_padding_b: [f32; 16],
|
||||
}
|
||||
|
||||
impl Default for Uniforms {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
transform: *Transformation::identity().as_ref(),
|
||||
_padding_a: [0.0; 32],
|
||||
_padding_b: [0.0; 16],
|
||||
}
|
||||
//utility functions for individual pipelines with shared functionality
|
||||
fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex2D>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
}],
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Transformation> for Uniforms {
|
||||
fn from(transformation: Transformation) -> Uniforms {
|
||||
Self {
|
||||
transform: transformation.into(),
|
||||
_padding_a: [0.0; 32],
|
||||
_padding_b: [0.0; 16],
|
||||
}
|
||||
fn default_fragment_target(
|
||||
texture_format: wgpu::TextureFormat,
|
||||
) -> Option<wgpu::ColorTargetState> {
|
||||
Some(wgpu::ColorTargetState {
|
||||
format: texture_format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})
|
||||
}
|
||||
|
||||
fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
|
||||
wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
fn default_multisample_state(
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> wgpu::MultisampleState {
|
||||
wgpu::MultisampleState {
|
||||
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
}
|
||||
}
|
||||
|
|
|
|||
265
wgpu/src/triangle/gradient.rs
Normal file
265
wgpu/src/triangle/gradient.rs
Normal file
|
|
@ -0,0 +1,265 @@
|
|||
use crate::buffers::dynamic_buffers::DynamicBuffer;
|
||||
use crate::settings;
|
||||
use crate::triangle::{
|
||||
default_fragment_target, default_multisample_state,
|
||||
default_triangle_primitive_state, vertex_buffer_layout,
|
||||
};
|
||||
use encase::ShaderType;
|
||||
use glam::{Vec2, Vec4};
|
||||
use iced_graphics::gradient::Gradient;
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
pub(super) struct GradientPipeline {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
|
||||
pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
|
||||
color_stop_offset: i32,
|
||||
//Need to store these and then write them all at once
|
||||
//or else they will be padded to 256 and cause gaps in the storage buffer
|
||||
color_stops_pending_write: GradientStorage,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
//TODO I can tightly pack this by rearranging/consolidating some fields
|
||||
#[derive(Debug, ShaderType)]
|
||||
pub(super) struct GradientUniforms {
|
||||
transform: glam::Mat4,
|
||||
start: Vec2,
|
||||
#[align(16)]
|
||||
end: Vec2,
|
||||
#[align(16)]
|
||||
start_stop: i32,
|
||||
#[align(16)]
|
||||
end_stop: i32,
|
||||
}
|
||||
|
||||
#[derive(Debug, ShaderType)]
|
||||
pub(super) struct ColorStop {
|
||||
color: Vec4,
|
||||
offset: f32,
|
||||
}
|
||||
|
||||
#[derive(ShaderType)]
|
||||
pub(super) struct GradientStorage {
|
||||
#[size(runtime)]
|
||||
pub color_stops: Vec<ColorStop>,
|
||||
}
|
||||
|
||||
impl GradientPipeline {
|
||||
/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
|
||||
pub(super) fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Self {
|
||||
let uniform_buffer = DynamicBuffer::uniform(
|
||||
device,
|
||||
"iced_wgpu::triangle [GRADIENT] uniforms",
|
||||
);
|
||||
|
||||
//TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
|
||||
// sized array (64 on OpenGL side right now) to make gradients work
|
||||
let storage_buffer = DynamicBuffer::storage(
|
||||
device,
|
||||
"iced_wgpu::triangle [GRADIENT] storage",
|
||||
);
|
||||
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle [GRADIENT] bind group layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: true,
|
||||
min_binding_size: Some(GradientUniforms::min_size()),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage {
|
||||
read_only: true,
|
||||
},
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: Some(GradientStorage::min_size()),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let bind_group = GradientPipeline::bind_group(
|
||||
device,
|
||||
uniform_buffer.raw(),
|
||||
storage_buffer.raw(),
|
||||
&bind_group_layout,
|
||||
);
|
||||
|
||||
let layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let shader =
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some(
|
||||
"iced_wgpu::triangle [GRADIENT] create shader module",
|
||||
),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||
include_str!("../shader/triangle_gradient.wgsl"),
|
||||
)),
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle [GRADIENT] pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[vertex_buffer_layout()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_gradient",
|
||||
targets: &[default_fragment_target(format)],
|
||||
}),
|
||||
primitive: default_triangle_primitive_state(),
|
||||
depth_stencil: None,
|
||||
multisample: default_multisample_state(antialiasing),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
pipeline,
|
||||
uniform_buffer,
|
||||
storage_buffer,
|
||||
color_stop_offset: 0,
|
||||
color_stops_pending_write: GradientStorage { color_stops: vec![] },
|
||||
bind_group_layout,
|
||||
bind_group,
|
||||
}
|
||||
}
|
||||
|
||||
/// Pushes a new gradient uniform to the CPU buffer.
|
||||
pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
|
||||
match gradient {
|
||||
Gradient::Linear(linear) => {
|
||||
let start_offset = self.color_stop_offset;
|
||||
let end_offset =
|
||||
(linear.color_stops.len() as i32) + start_offset - 1;
|
||||
|
||||
self.uniform_buffer.push(&GradientUniforms {
|
||||
transform: transform.into(),
|
||||
start: Vec2::new(linear.start.x, linear.start.y),
|
||||
end: Vec2::new(linear.end.x, linear.end.y),
|
||||
start_stop: start_offset,
|
||||
end_stop: end_offset,
|
||||
});
|
||||
|
||||
self.color_stop_offset = end_offset + 1;
|
||||
|
||||
let stops: Vec<ColorStop> = linear
|
||||
.color_stops
|
||||
.iter()
|
||||
.map(|stop| ColorStop {
|
||||
offset: stop.offset,
|
||||
color: Vec4::new(
|
||||
stop.color.r,
|
||||
stop.color.g,
|
||||
stop.color.b,
|
||||
stop.color.a,
|
||||
),
|
||||
})
|
||||
.collect();
|
||||
|
||||
self.color_stops_pending_write.color_stops.extend(stops);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn bind_group(
|
||||
device: &wgpu::Device,
|
||||
uniform_buffer: &wgpu::Buffer,
|
||||
storage_buffer: &wgpu::Buffer,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle [GRADIENT] bind group"),
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: uniform_buffer,
|
||||
offset: 0,
|
||||
size: Some(GradientUniforms::min_size())
|
||||
}
|
||||
)
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: storage_buffer.as_entire_binding()
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
|
||||
/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
|
||||
/// beforehand if necessary.
|
||||
pub fn write(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
//first write the pending color stops to the CPU buffer
|
||||
self.storage_buffer.push(&self.color_stops_pending_write);
|
||||
|
||||
//resize buffers if needed
|
||||
let uniforms_resized = self.uniform_buffer.resize(device);
|
||||
let storage_resized = self.storage_buffer.resize(device);
|
||||
|
||||
if uniforms_resized || storage_resized {
|
||||
//recreate bind groups if any buffers were resized
|
||||
self.bind_group = GradientPipeline::bind_group(
|
||||
device,
|
||||
self.uniform_buffer.raw(),
|
||||
self.storage_buffer.raw(),
|
||||
&self.bind_group_layout,
|
||||
);
|
||||
}
|
||||
|
||||
//write to GPU
|
||||
self.uniform_buffer.write(device, staging_belt, encoder);
|
||||
self.storage_buffer.write(device, staging_belt, encoder);
|
||||
|
||||
//cleanup
|
||||
self.color_stop_offset = 0;
|
||||
self.color_stops_pending_write.color_stops.clear();
|
||||
}
|
||||
|
||||
/// Configures the current render pass to draw the gradient at its offset stored in the
|
||||
/// [DynamicBuffer] at [index].
|
||||
pub fn configure_render_pass<'a>(
|
||||
&'a self,
|
||||
render_pass: &mut wgpu::RenderPass<'a>,
|
||||
index: usize,
|
||||
) {
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.bind_group,
|
||||
&[self.uniform_buffer.offset_at_index(index)],
|
||||
);
|
||||
}
|
||||
}
|
||||
169
wgpu/src/triangle/solid.rs
Normal file
169
wgpu/src/triangle/solid.rs
Normal file
|
|
@ -0,0 +1,169 @@
|
|||
use crate::buffers::dynamic_buffers::DynamicBuffer;
|
||||
use crate::triangle::{
|
||||
default_fragment_target, default_multisample_state,
|
||||
default_triangle_primitive_state, vertex_buffer_layout,
|
||||
};
|
||||
use crate::{settings, Color};
|
||||
use encase::ShaderType;
|
||||
use glam::Vec4;
|
||||
use iced_graphics::Transformation;
|
||||
|
||||
pub(super) struct SolidPipeline {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
pub(super) buffer: DynamicBuffer<SolidUniforms>,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, ShaderType)]
|
||||
pub(super) struct SolidUniforms {
|
||||
transform: glam::Mat4,
|
||||
color: Vec4,
|
||||
}
|
||||
|
||||
impl SolidUniforms {
|
||||
pub fn new(transform: Transformation, color: Color) -> Self {
|
||||
Self {
|
||||
transform: transform.into(),
|
||||
color: Vec4::new(color.r, color.g, color.b, color.a),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SolidPipeline {
|
||||
/// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
antialiasing: Option<settings::Antialiasing>,
|
||||
) -> Self {
|
||||
let buffer = DynamicBuffer::uniform(
|
||||
device,
|
||||
"iced_wgpu::triangle [SOLID] uniforms",
|
||||
);
|
||||
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] bind group layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: true,
|
||||
min_binding_size: Some(SolidUniforms::min_size()),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let bind_group = SolidPipeline::bind_group(
|
||||
device,
|
||||
&buffer.raw(),
|
||||
&bind_group_layout,
|
||||
);
|
||||
|
||||
let layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] pipeline layout"),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let shader =
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] create shader module"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
|
||||
include_str!("../shader/triangle_solid.wgsl"),
|
||||
)),
|
||||
});
|
||||
|
||||
let pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[vertex_buffer_layout()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_solid",
|
||||
targets: &[default_fragment_target(format)],
|
||||
}),
|
||||
primitive: default_triangle_primitive_state(),
|
||||
depth_stencil: None,
|
||||
multisample: default_multisample_state(antialiasing),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
pipeline,
|
||||
buffer,
|
||||
bind_group_layout,
|
||||
bind_group,
|
||||
}
|
||||
}
|
||||
|
||||
fn bind_group(
|
||||
device: &wgpu::Device,
|
||||
buffer: &wgpu::Buffer,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("iced_wgpu::triangle [SOLID] bind group"),
|
||||
layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
|
||||
buffer,
|
||||
offset: 0,
|
||||
size: Some(SolidUniforms::min_size()),
|
||||
}),
|
||||
}],
|
||||
})
|
||||
}
|
||||
|
||||
/// Pushes a new solid uniform to the CPU buffer.
|
||||
pub fn push(&mut self, transform: Transformation, color: &Color) {
|
||||
self.buffer.push(&SolidUniforms::new(transform, *color));
|
||||
}
|
||||
|
||||
/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
|
||||
/// beforehand if necessary.
|
||||
pub fn write(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
staging_belt: &mut wgpu::util::StagingBelt,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
let uniforms_resized = self.buffer.resize(device);
|
||||
|
||||
if uniforms_resized {
|
||||
self.bind_group = SolidPipeline::bind_group(
|
||||
device,
|
||||
self.buffer.raw(),
|
||||
&self.bind_group_layout,
|
||||
)
|
||||
}
|
||||
|
||||
self.buffer.write(device, staging_belt, encoder);
|
||||
}
|
||||
|
||||
/// Configures the current render pass to draw the solid at its offset stored in the
|
||||
/// [DynamicBuffer] at [index].
|
||||
pub fn configure_render_pass<'a>(
|
||||
&'a self,
|
||||
render_pass: &mut wgpu::RenderPass<'a>,
|
||||
index: usize,
|
||||
) {
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.bind_group,
|
||||
&[self.buffer.offset_at_index(index)],
|
||||
);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue