Adds linear gradient support to 2D meshes in the canvas widget.

This commit is contained in:
shan 2022-09-29 10:52:58 -07:00
parent 97f385e093
commit 00a8a16712
40 changed files with 2041 additions and 653 deletions

View file

@ -1,7 +1,6 @@
use crate::program;
use crate::{program, triangle};
use crate::quad;
use crate::text;
use crate::triangle;
use crate::{Settings, Transformation, Viewport};
use iced_graphics::backend;
@ -100,16 +99,16 @@ impl Backend {
);
}
if !layer.meshes.is_empty() {
if !layer.meshes.0.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.triangle_pipeline.draw(
&layer.meshes,
gl,
target_height,
scaled,
scale_factor,
&layer.meshes,
);
}

View 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];
}
}
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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(),
);
}
}
}

View 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,
},
}
}
}

View 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."),
}
}
}

View file

@ -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);