Implement Geometry2D primitive

This commit is contained in:
Artur Sapek 2020-01-01 15:44:32 -07:00
parent 26de688e68
commit 0d620b7701
13 changed files with 528 additions and 4 deletions

215
wgpu/src/geometry.rs Normal file
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@ -0,0 +1,215 @@
use crate::Transformation;
use iced_native::{Geometry2D, Rectangle, Vertex2D};
use std::mem;
#[derive(Debug)]
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let constants_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[Uniforms::default()]);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constant_layout],
});
let vs = include_bytes!("shader/geom2d.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read quad vertex shader as SPIR-V"),
);
let fs = include_bytes!("shader/geom2d.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read quad fragment shader as SPIR-V"),
);
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
// Position
wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
// Color
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float4,
offset: 4 * 2,
},
],
}],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pipeline {
pipeline,
constants: constant_bind_group,
constants_buffer,
}
}
pub fn draw(
&mut self,
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
transformation: Transformation,
scale: f32,
geometries: &Vec<Geometry2D>,
bounds: Rectangle<u32>,
) {
let uniforms = Uniforms {
transform: transformation.into(),
scale,
};
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
encoder.copy_buffer_to_buffer(
&constants_buffer,
0,
&self.constants_buffer,
0,
std::mem::size_of::<Uniforms>() as u64,
);
for geom in geometries {
let vertices_buffer = device
.create_buffer_mapped(
geom.vertices.len(),
wgpu::BufferUsage::VERTEX,
)
.fill_from_slice(&geom.vertices);
let indices_buffer = device
.create_buffer_mapped(
geom.indices.len(),
wgpu::BufferUsage::INDEX,
)
.fill_from_slice(&geom.indices);
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(&indices_buffer, 0);
render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(0..geom.indices.len() as u32, 0, 0..1);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
scale: f32,
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
scale: 1.0,
}
}
}

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@ -30,6 +30,7 @@ mod quad;
mod renderer;
mod text;
mod transformation;
mod geometry;
pub(crate) use crate::image::Image;
pub(crate) use quad::Quad;

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@ -1,6 +1,6 @@
use iced_native::{
image, svg, Background, Color, Font, HorizontalAlignment, Rectangle,
Vector, VerticalAlignment,
Vector, VerticalAlignment, Geometry2D,
};
/// A rendering primitive.
@ -63,6 +63,11 @@ pub enum Primitive {
/// The content of the clip
content: Box<Primitive>,
},
/// A low-level geometry primitive
Geometry2D {
/// The vertices and indices of the geometry
geometry: Geometry2D,
},
}
impl Default for Primitive {

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@ -1,7 +1,10 @@
use crate::{image, quad, text, Image, Primitive, Quad, Transformation};
use crate::{
geometry, image, quad, text, Image, Primitive, Quad, Transformation,
};
use iced_native::{
renderer::{Debugger, Windowed},
Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
Background, Color, Geometry2D, Layout, MouseCursor, Point, Rectangle,
Vector, Widget,
};
use wgpu::{
@ -24,6 +27,7 @@ pub struct Renderer {
quad_pipeline: quad::Pipeline,
image_pipeline: crate::image::Pipeline,
text_pipeline: text::Pipeline,
geometry_pipeline: crate::geometry::Pipeline,
}
struct Layer<'a> {
@ -31,6 +35,7 @@ struct Layer<'a> {
offset: Vector<u32>,
quads: Vec<Quad>,
images: Vec<Image>,
geometries: Vec<Geometry2D>,
text: Vec<wgpu_glyph::Section<'a>>,
}
@ -42,6 +47,7 @@ impl<'a> Layer<'a> {
quads: Vec::new(),
images: Vec::new(),
text: Vec::new(),
geometries: Vec::new(),
}
}
}
@ -64,6 +70,7 @@ impl Renderer {
let text_pipeline = text::Pipeline::new(&mut device);
let quad_pipeline = quad::Pipeline::new(&mut device);
let image_pipeline = crate::image::Pipeline::new(&mut device);
let geometry_pipeline = geometry::Pipeline::new(&mut device);
Self {
device,
@ -71,6 +78,7 @@ impl Renderer {
quad_pipeline,
image_pipeline,
text_pipeline,
geometry_pipeline,
}
}
@ -244,6 +252,9 @@ impl Renderer {
scale: [bounds.width, bounds.height],
});
}
Primitive::Geometry2D { geometry } => {
layer.geometries.push(geometry.clone());
}
Primitive::Clip {
bounds,
offset,
@ -401,6 +412,24 @@ impl Renderer {
},
);
}
if layer.geometries.len() > 0 {
let translated = transformation
* Transformation::translate(
-(layer.offset.x as f32) * dpi,
-(layer.offset.y as f32) * dpi,
);
self.geometry_pipeline.draw(
&mut self.device,
encoder,
target,
translated,
dpi,
&layer.geometries,
bounds,
);
}
}
}

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@ -0,0 +1,8 @@
#version 450
layout(location = 0) in vec4 i_Color;
layout(location = 0) out vec4 o_Color;
void main() {
o_Color = i_Color;
}

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@ -0,0 +1,17 @@
#version 450
layout(location = 0) in vec2 i_Position;
layout(location = 1) in vec4 i_Color;
layout(location = 0) out vec4 o_Color;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
float u_Scale;
};
void main() {
vec2 p_Position = i_Position * u_Scale;
gl_Position = u_Transform * vec4(p_Position, 0.0, 1.0);
o_Color = i_Color;
}

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