Readjusted namespaces, removed Geometry example as it's no longer relevant.

This commit is contained in:
shan 2022-10-05 10:49:58 -07:00
parent 6e7b3ced0b
commit 30432cbade
27 changed files with 394 additions and 625 deletions

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@ -69,7 +69,6 @@ members = [
"examples/events", "examples/events",
"examples/exit", "examples/exit",
"examples/game_of_life", "examples/game_of_life",
"examples/geometry",
"examples/integration_opengl", "examples/integration_opengl",
"examples/integration_wgpu", "examples/integration_wgpu",
"examples/modern_art", "examples/modern_art",

View file

@ -2,7 +2,7 @@ use std::{f32::consts::PI, time::Instant};
use iced::executor; use iced::executor;
use iced::widget::canvas::{ use iced::widget::canvas::{
self, Cache, Canvas, Cursor, Geometry, Path, Stroke, Style, self, stroke, Cache, Canvas, Cursor, Geometry, Path, Stroke,
}; };
use iced::{ use iced::{
Application, Command, Element, Length, Point, Rectangle, Settings, Application, Command, Element, Length, Point, Rectangle, Settings,
@ -114,7 +114,7 @@ impl<Message> canvas::Program<Message> for Arc {
frame.stroke( frame.stroke(
&path, &path,
Stroke { Stroke {
style: Style::Solid(palette.text), style: stroke::Style::Solid(palette.text),
width: 10.0, width: 10.0,
..Stroke::default() ..Stroke::default()
}, },

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@ -1,11 +0,0 @@
[package]
name = "geometry"
version = "0.1.0"
authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
edition = "2021"
publish = false
[dependencies]
iced = { path = "../.." }
iced_native = { path = "../../native" }
iced_graphics = { path = "../../graphics" }

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@ -1,18 +0,0 @@
## Geometry
A custom widget showcasing how to draw geometry with the `Mesh2D` primitive in [`iced_wgpu`](../../wgpu).
The __[`main`]__ file contains all the code of the example.
<div align="center">
<a href="https://gfycat.com/activeunfitkangaroo">
<img src="https://thumbs.gfycat.com/ActiveUnfitKangaroo-small.gif">
</a>
</div>
You can run it with `cargo run`:
```
cargo run --package geometry
```
[`main`]: src/main.rs

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@ -1,222 +0,0 @@
//! This example showcases a simple native custom widget that renders using
//! arbitrary low-level geometry.
//!
//TODO need to update this now that vertex data doesn't contain color data
mod rainbow {
use iced::Color;
// For now, to implement a custom native widget you will need to add
// `iced_native` and `iced_wgpu` to your dependencies.
//
// Then, you simply need to define your widget type and implement the
// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
//
// Of course, you can choose to make the implementation renderer-agnostic,
// if you wish to, by creating your own `Renderer` trait, which could be
// implemented by `iced_wgpu` and other renderers.
use iced_graphics::renderer::{self, Renderer};
use iced_graphics::{Backend, Primitive};
use iced_graphics::shader::Shader;
use iced_native::widget::{self, Widget};
use iced_native::{
layout, Element, Layout, Length, Point, Rectangle, Size, Vector,
};
#[derive(Default)]
pub struct Rainbow;
impl Rainbow {
pub fn new() -> Self {
Self
}
}
pub fn rainbow() -> Rainbow {
Rainbow
}
impl<Message, B, T> Widget<Message, Renderer<B, T>> for Rainbow
where
B: Backend,
{
fn width(&self) -> Length {
Length::Fill
}
fn height(&self) -> Length {
Length::Shrink
}
fn layout(
&self,
_renderer: &Renderer<B, T>,
limits: &layout::Limits,
) -> layout::Node {
let size = limits.width(Length::Fill).resolve(Size::ZERO);
layout::Node::new(Size::new(size.width, size.width))
}
fn draw(
&self,
_tree: &widget::Tree,
renderer: &mut Renderer<B, T>,
_theme: &T,
_style: &renderer::Style,
layout: Layout<'_>,
cursor_position: Point,
_viewport: &Rectangle,
) {
use iced_graphics::triangle::{Mesh2D, Shader, Vertex2D};
use iced_native::Renderer as _;
let b = layout.bounds();
// R O Y G B I V
// let color_r = [1.0, 0.0, 0.0, 1.0];
// let color_o = [1.0, 0.5, 0.0, 1.0];
// let color_y = [1.0, 1.0, 0.0, 1.0];
// let color_g = [0.0, 1.0, 0.0, 1.0];
// let color_gb = [0.0, 1.0, 0.5, 1.0];
// let color_b = [0.0, 0.2, 1.0, 1.0];
// let color_i = [0.5, 0.0, 1.0, 1.0];
// let color_v = [0.75, 0.0, 0.5, 1.0];
let posn_center = {
if b.contains(cursor_position) {
[cursor_position.x - b.x, cursor_position.y - b.y]
} else {
[b.width / 2.0, b.height / 2.0]
}
};
let posn_tl = [0.0, 0.0];
let posn_t = [b.width / 2.0, 0.0];
let posn_tr = [b.width, 0.0];
let posn_r = [b.width, b.height / 2.0];
let posn_br = [b.width, b.height];
let posn_b = [(b.width / 2.0), b.height];
let posn_bl = [0.0, b.height];
let posn_l = [0.0, b.height / 2.0];
let mesh = Primitive::Mesh2D {
size: b.size(),
buffers: Mesh2D {
vertices: vec![
Vertex2D {
position: posn_center,
// color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
// color: color_r,
},
Vertex2D {
position: posn_t,
// color: color_o,
},
Vertex2D {
position: posn_tr,
// color: color_y,
},
Vertex2D {
position: posn_r,
// color: color_g,
},
Vertex2D {
position: posn_br,
// color: color_gb,
},
Vertex2D {
position: posn_b,
// color: color_b,
},
Vertex2D {
position: posn_bl,
// color: color_i,
},
Vertex2D {
position: posn_l,
// color: color_v,
},
],
indices: vec![
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
0, 4, 5, // R
0, 5, 6, // BR
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
},
shader: Shader::Solid(Color::BLACK),
};
renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
renderer.draw_primitive(mesh);
});
}
}
impl<'a, Message, B, T> From<Rainbow> for Element<'a, Message, Renderer<B, T>>
where
B: Backend,
{
fn from(rainbow: Rainbow) -> Self {
Self::new(rainbow)
}
}
}
use iced::widget::{column, container, scrollable};
use iced::{Alignment, Element, Length, Sandbox, Settings};
use rainbow::rainbow;
pub fn main() -> iced::Result {
Example::run(Settings::default())
}
struct Example;
impl Sandbox for Example {
type Message = ();
fn new() -> Self {
Example
}
fn title(&self) -> String {
String::from("Custom 2D geometry - Iced")
}
fn update(&mut self, _: ()) {}
fn view(&self) -> Element<()> {
let content = column![
rainbow(),
"In this example we draw a custom widget Rainbow, using \
the Mesh2D primitive. This primitive supplies a list of \
triangles, expressed as vertices and indices.",
"Move your cursor over it, and see the center vertex \
follow you!",
"Every Vertex2D defines its own color. You could use the \
Mesh2D primitive to render virtually any two-dimensional \
geometry for your widget.",
]
.padding(20)
.spacing(20)
.max_width(500)
.align_items(Alignment::Start);
let scrollable =
scrollable(container(content).width(Length::Fill).center_x());
container(scrollable)
.width(Length::Fill)
.height(Length::Fill)
.center_y()
.into()
}
}

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@ -1,14 +1,13 @@
use rand::{Rng, thread_rng}; use rand::{Rng, thread_rng};
use crate::canvas::{Cursor, Geometry}; use crate::canvas::{Cursor, Geometry};
use iced::widget::canvas::{Cache, Fill, Frame}; use iced::widget::canvas::{Cache, Fill, Frame, Gradient};
use iced::widget::{canvas, Canvas}; use iced::widget::{canvas, Canvas};
use iced::Settings; use iced::Settings;
use iced::{ use iced::{
executor, Application, Color, Command, Element, Length, Point, Rectangle, executor, Application, Color, Command, Element, Length, Point, Rectangle,
Renderer, Size, Theme, Renderer, Size, Theme,
}; };
use iced_graphics::gradient::Gradient; use iced_graphics::widget::canvas::fill;
use iced_graphics::widget::canvas::Style;
fn main() -> iced::Result { fn main() -> iced::Result {
ModernArt::run(Settings { ModernArt::run(Settings {
@ -121,7 +120,7 @@ fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
top_left, top_left,
size, size,
Fill { Fill {
style: Style::Solid(random_color()), style: fill::Style::Solid(random_color()),
.. Default::default() .. Default::default()
} }
); );
@ -130,7 +129,7 @@ fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
top_left, top_left,
size, size,
Fill { Fill {
style: Style::Gradient(&gradient( style: fill::Style::Gradient(&gradient(
top_left, top_left,
Point::new(top_left.x + size.width, top_left.y + size.height) Point::new(top_left.x + size.width, top_left.y + size.height)
)), )),

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@ -5,13 +5,13 @@ mod solid;
use crate::{program, Transformation}; use crate::{program, Transformation};
use glow::HasContext; use glow::HasContext;
use iced_graphics::layer::{attribute_count_of, Mesh}; use iced_graphics::layer::{attribute_count_of, Mesh};
use iced_graphics::shader;
use std::marker::PhantomData; use std::marker::PhantomData;
use iced_graphics::layer;
use crate::triangle::gradient::GradientProgram; use crate::triangle::gradient::GradientProgram;
use crate::triangle::solid::SolidProgram; use crate::triangle::solid::SolidProgram;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
use shader::Shader; use layer::mesh;
#[derive(Debug)] #[derive(Debug)]
pub(crate) struct Pipeline { pub(crate) struct Pipeline {
@ -139,11 +139,11 @@ impl Pipeline {
clip_bounds.height as i32, clip_bounds.height as i32,
); );
match mesh.shader { match mesh.style {
Shader::Solid(color) => { mesh::Style::Solid(color) => {
self.programs.solid.use_program(gl, &color, &transform); self.programs.solid.use_program(gl, &color, &transform);
} }
Shader::Gradient(gradient) => { mesh::Style::Gradient(gradient) => {
self.programs.gradient.use_program(gl, &gradient, &transform); self.programs.gradient.use_program(gl, &gradient, &transform);
} }
} }

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@ -1,4 +1,6 @@
//! For creating a Gradient. //! For creating a Gradient.
mod linear;
use iced_native::Color; use iced_native::Color;
pub use crate::gradient::linear::Linear; pub use crate::gradient::linear::Linear;
use crate::Point; use crate::Point;
@ -28,76 +30,3 @@ impl Gradient {
} }
} }
/// Linear gradient builder & definition.
pub mod linear {
use crate::gradient::{ColorStop, Gradient};
use crate::{Color, Point};
/// 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;
}
let mut stops: Vec<ColorStop> = self.stops.clone().into_iter().map(|f| ColorStop {
offset: f.0,
color: f.1
}).collect();
stops.sort_by(|a, b| a.offset.partial_cmp(&b.offset).unwrap());
Some(Gradient::Linear(Linear {
start: self.start,
end: self.end,
color_stops: stops
}))
}
}
}

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@ -0,0 +1,71 @@
//! Linear gradient builder & definition.
use crate::gradient::{ColorStop, Gradient};
use crate::{Color, Point};
/// 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;
}
let mut stops: Vec<ColorStop> = self.stops.clone().into_iter().map(|f| ColorStop {
offset: f.0,
color: f.1
}).collect();
stops.sort_by(|a, b| a.offset.partial_cmp(&b.offset).unwrap());
Some(Gradient::Linear(Linear {
start: self.start,
end: self.end,
color_stops: stops
}))
}
}

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@ -1,13 +1,17 @@
//! Organize rendering primitives into a flattened list of layers. //! Organize rendering primitives into a flattened list of layers.
pub mod mesh;
mod quad;
mod text;
mod image;
use crate::alignment; use crate::alignment;
use crate::triangle;
use crate::{ use crate::{
Background, Font, Point, Primitive, Rectangle, Size, Vector, Viewport, Background, Font, Point, Primitive, Rectangle, Size, Vector, Viewport,
}; };
pub use crate::layer::image::Image;
use iced_native::image; pub use crate::layer::mesh::Mesh;
use iced_native::svg; pub use crate::layer::quad::Quad;
use crate::shader::Shader; pub use crate::layer::text::Text;
/// A group of primitives that should be clipped together. /// A group of primitives that should be clipped together.
#[derive(Debug)] #[derive(Debug)]
@ -163,7 +167,7 @@ impl<'a> Layer<'a> {
Primitive::Mesh2D { Primitive::Mesh2D {
buffers, buffers,
size, size,
shader, style,
} => { } => {
let layer = &mut layers[current_layer]; let layer = &mut layers[current_layer];
@ -179,7 +183,7 @@ impl<'a> Layer<'a> {
origin: Point::new(translation.x, translation.y), origin: Point::new(translation.x, translation.y),
buffers, buffers,
clip_bounds, clip_bounds,
shader, style,
} }
); );
} }
@ -242,99 +246,6 @@ impl<'a> Layer<'a> {
} }
} }
/// A colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct Quad {
/// The position of the [`Quad`].
pub position: [f32; 2],
/// The size of the [`Quad`].
pub size: [f32; 2],
/// The color of the [`Quad`], in __linear RGB__.
pub color: [f32; 4],
/// The border color of the [`Quad`], in __linear RGB__.
pub border_color: [f32; 4],
/// The border radius of the [`Quad`].
pub border_radius: f32,
/// The border width of the [`Quad`].
pub border_width: f32,
}
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
pub origin: Point,
/// The vertex and index buffers of the [`Mesh`].
pub buffers: &'a triangle::Mesh2D,
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
/// The shader of the [`Mesh`].
pub shader: &'a Shader,
}
/// A paragraph of text.
#[derive(Debug, Clone, Copy)]
pub struct Text<'a> {
/// The content of the [`Text`].
pub content: &'a str,
/// The layout bounds of the [`Text`].
pub bounds: Rectangle,
/// The color of the [`Text`], in __linear RGB_.
pub color: [f32; 4],
/// The size of the [`Text`].
pub size: f32,
/// The font of the [`Text`].
pub font: Font,
/// The horizontal alignment of the [`Text`].
pub horizontal_alignment: alignment::Horizontal,
/// The vertical alignment of the [`Text`].
pub vertical_alignment: alignment::Vertical,
}
/// A raster or vector image.
#[derive(Debug, Clone)]
pub enum Image {
/// A raster image.
Raster {
/// The handle of a raster image.
handle: image::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
/// A vector image.
Vector {
/// The handle of a vector image.
handle: svg::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}
/// Returns the number of total vertices & total indices of all [`Mesh`]es. /// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) { pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) {
meshes meshes

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@ -0,0 +1,23 @@
use iced_native::{image, svg};
use crate::Rectangle;
/// A raster or vector image.
#[derive(Debug, Clone)]
pub enum Image {
/// A raster image.
Raster {
/// The handle of a raster image.
handle: image::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
/// A vector image.
Vector {
/// The handle of a vector image.
handle: svg::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
}

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@ -0,0 +1,39 @@
//! A collection of triangle primitives.
use crate::{Color, Point, Rectangle, triangle};
use crate::gradient::Gradient;
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
pub origin: Point,
/// The vertex and index buffers of the [`Mesh`].
pub buffers: &'a triangle::Mesh2D,
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
/// The shader of the [`Mesh`].
pub style: &'a Style,
}
#[derive(Debug, Clone)]
/// Supported shaders for primitives.
pub enum Style {
/// Fill a primitive with a solid color.
Solid(Color),
/// Fill a primitive with an interpolated color.
Gradient(Gradient)
}
impl <'a> Into<Style> for Gradient {
fn into(self) -> Style {
match self {
Gradient::Linear(linear) => {
Style::Gradient(Gradient::Linear(linear))
}
}
}
}

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@ -0,0 +1,30 @@
/// A colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct Quad {
/// The position of the [`Quad`].
pub position: [f32; 2],
/// The size of the [`Quad`].
pub size: [f32; 2],
/// The color of the [`Quad`], in __linear RGB__.
pub color: [f32; 4],
/// The border color of the [`Quad`], in __linear RGB__.
pub border_color: [f32; 4],
/// The border radius of the [`Quad`].
pub border_radius: f32,
/// The border width of the [`Quad`].
pub border_width: f32,
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}

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@ -0,0 +1,26 @@
use crate::{alignment, Font, Rectangle};
/// A paragraph of text.
#[derive(Debug, Clone, Copy)]
pub struct Text<'a> {
/// The content of the [`Text`].
pub content: &'a str,
/// The layout bounds of the [`Text`].
pub bounds: Rectangle,
/// The color of the [`Text`], in __linear RGB_.
pub color: [f32; 4],
/// The size of the [`Text`].
pub size: f32,
/// The font of the [`Text`].
pub font: Font,
/// The horizontal alignment of the [`Text`].
pub horizontal_alignment: alignment::Horizontal,
/// The vertical alignment of the [`Text`].
pub vertical_alignment: alignment::Vertical,
}

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@ -35,7 +35,6 @@ pub mod renderer;
pub mod triangle; pub mod triangle;
pub mod widget; pub mod widget;
pub mod window; pub mod window;
pub mod shader;
pub mod gradient; pub mod gradient;
pub use antialiasing::Antialiasing; pub use antialiasing::Antialiasing;

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@ -2,10 +2,11 @@ use iced_native::image;
use iced_native::svg; use iced_native::svg;
use iced_native::{Background, Color, Font, Rectangle, Size, Vector}; use iced_native::{Background, Color, Font, Rectangle, Size, Vector};
use crate::{alignment, shader}; use crate::{alignment, layer};
use crate::triangle; use crate::triangle;
use std::sync::Arc; use std::sync::Arc;
use layer::mesh;
/// A rendering primitive. /// A rendering primitive.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
@ -90,7 +91,7 @@ pub enum Primitive {
size: Size, size: Size,
/// The shader of the mesh /// The shader of the mesh
shader: shader::Shader, style: mesh::Style,
}, },
/// A cached primitive. /// A cached primitive.
/// ///

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@ -1,23 +0,0 @@
//! Supported shaders;
use crate::Color;
use crate::gradient::Gradient;
#[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 Gradient {
fn into(self) -> Shader {
match self {
Gradient::Linear(linear) => {
Shader::Gradient(Gradient::Linear(linear))
}
}
}
}

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@ -9,17 +9,17 @@ pub mod path;
mod cache; mod cache;
mod cursor; mod cursor;
mod fill;
mod frame; mod frame;
mod geometry; mod geometry;
mod program; mod program;
mod stroke;
mod text; mod text;
pub mod fill;
pub mod stroke;
pub use cache::Cache; pub use cache::Cache;
pub use cursor::Cursor; pub use cursor::Cursor;
pub use event::Event; pub use event::Event;
pub use fill::{Fill, FillRule, Style}; pub use fill::{Fill, FillRule};
pub use frame::Frame; pub use frame::Frame;
pub use geometry::Geometry; pub use geometry::Geometry;
pub use path::Path; pub use path::Path;
@ -37,6 +37,8 @@ use iced_native::{
Clipboard, Element, Length, Point, Rectangle, Shell, Size, Vector, Widget, Clipboard, Element, Length, Point, Rectangle, Shell, Size, Vector, Widget,
}; };
pub use crate::gradient::Gradient;
use std::marker::PhantomData; use std::marker::PhantomData;
/// A widget capable of drawing 2D graphics. /// A widget capable of drawing 2D graphics.

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@ -1,6 +1,8 @@
use iced_native::Color; //! Fill [crate::widget::canvas::Geometry] with a certain style.
use crate::gradient::Gradient; use crate::gradient::Gradient;
use crate::shader::Shader; use crate::layer::mesh;
use iced_native::Color;
/// The style used to fill geometry. /// The style used to fill geometry.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
@ -21,7 +23,7 @@ pub struct Fill<'a> {
pub rule: FillRule, pub rule: FillRule,
} }
impl <'a> Default for Fill<'a> { impl<'a> Default for Fill<'a> {
fn default() -> Fill<'a> { fn default() -> Fill<'a> {
Fill { Fill {
style: Style::Solid(Color::BLACK), style: Style::Solid(Color::BLACK),
@ -48,11 +50,11 @@ pub enum Style<'a> {
Gradient(&'a Gradient), Gradient(&'a Gradient),
} }
impl <'a> Into<Shader> for Style<'a> { impl<'a> Into<mesh::Style> for Style<'a> {
fn into(self) -> Shader { fn into(self) -> mesh::Style {
match self { match self {
Style::Solid(color) => Shader::Solid(color), Style::Solid(color) => mesh::Style::Solid(color),
Style::Gradient(gradient) => gradient.clone().into() Style::Gradient(gradient) => gradient.clone().into(),
} }
} }
} }

View file

@ -6,7 +6,7 @@ use crate::triangle;
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text}; use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text};
use crate::Primitive; use crate::Primitive;
use crate::shader::Shader; use crate::layer::mesh;
use crate::triangle::Vertex2D; use crate::triangle::Vertex2D;
use lyon::tessellation; use lyon::tessellation;
use lyon::tessellation::geometry_builder::Positions; use lyon::tessellation::geometry_builder::Positions;
@ -17,7 +17,10 @@ use lyon::tessellation::geometry_builder::Positions;
#[allow(missing_debug_implementations)] #[allow(missing_debug_implementations)]
pub struct Frame { pub struct Frame {
size: Size, size: Size,
buffers: Vec<(tessellation::VertexBuffers<lyon::math::Point, u32>, Shader)>, buffers: Vec<(
tessellation::VertexBuffers<lyon::math::Point, u32>,
mesh::Style,
)>,
primitives: Vec<Primitive>, primitives: Vec<Primitive>,
transforms: Transforms, transforms: Transforms,
fill_tessellator: tessellation::FillTessellator, fill_tessellator: tessellation::FillTessellator,
@ -109,7 +112,8 @@ impl Frame {
&options, &options,
&mut buffers, &mut buffers,
) )
}.expect("Tessellate path."); }
.expect("Tessellate path.");
self.buffers.push((buf, style.into())) self.buffers.push((buf, style.into()))
} }
@ -126,7 +130,8 @@ impl Frame {
let mut buf = tessellation::VertexBuffers::new(); let mut buf = tessellation::VertexBuffers::new();
let mut buffers = tessellation::BuffersBuilder::new(&mut buf, Positions); let mut buffers =
tessellation::BuffersBuilder::new(&mut buf, Positions);
let top_left = let top_left =
self.transforms.current.raw.transform_point( self.transforms.current.raw.transform_point(
@ -159,7 +164,8 @@ impl Frame {
let mut buf = tessellation::VertexBuffers::new(); let mut buf = tessellation::VertexBuffers::new();
let mut buffers = tessellation::BuffersBuilder::new(&mut buf, Positions); let mut buffers =
tessellation::BuffersBuilder::new(&mut buf, Positions);
let mut options = tessellation::StrokeOptions::default(); let mut options = tessellation::StrokeOptions::default();
options.line_width = stroke.width; options.line_width = stroke.width;
@ -187,7 +193,8 @@ impl Frame {
&options, &options,
&mut buffers, &mut buffers,
) )
}.expect("Stroke path"); }
.expect("Stroke path");
self.buffers.push((buf, stroke.style.into())) self.buffers.push((buf, stroke.style.into()))
} }
@ -331,7 +338,7 @@ impl Frame {
} }
fn into_primitives(mut self) -> Vec<Primitive> { fn into_primitives(mut self) -> Vec<Primitive> {
for (buffer, shader) in self.buffers { for (buffer, style) in self.buffers {
if !buffer.indices.is_empty() { if !buffer.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D { self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D { buffers: triangle::Mesh2D {
@ -339,7 +346,7 @@ impl Frame {
indices: buffer.indices, indices: buffer.indices,
}, },
size: self.size, size: self.size,
shader, style,
}) })
} }
} }
@ -350,5 +357,10 @@ impl Frame {
/// Converts from [`lyon::math::Point`] to [`Vertex2D`]. Used for generating primitives. /// Converts from [`lyon::math::Point`] to [`Vertex2D`]. Used for generating primitives.
fn vertices_from(points: Vec<lyon::math::Point>) -> Vec<Vertex2D> { fn vertices_from(points: Vec<lyon::math::Point>) -> Vec<Vertex2D> {
points.iter().map(|p| Vertex2D { position: [p.x, p.y]}).collect() points
} .iter()
.map(|p| Vertex2D {
position: [p.x, p.y],
})
.collect()
}

View file

@ -1,6 +1,8 @@
//! Create lines from a [crate::widget::canvas::Path] and render with various attributes/styles.
use iced_native::Color; use iced_native::Color;
use crate::gradient::Gradient; use crate::gradient::Gradient;
use crate::shader::Shader; use crate::layer::mesh;
/// The style of a stroke. /// The style of a stroke.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
@ -66,10 +68,10 @@ pub enum Style<'a> {
Gradient(&'a Gradient), Gradient(&'a Gradient),
} }
impl <'a> Into<Shader> for Style<'a> { impl <'a> Into<mesh::Style> for Style<'a> {
fn into(self) -> Shader { fn into(self) -> mesh::Style {
match self { match self {
Style::Solid(color) => Shader::Solid(color), Style::Solid(color) => mesh::Style::Solid(color),
Style::Gradient(gradient) => gradient.clone().into() Style::Gradient(gradient) => gradient.clone().into()
} }
} }

View file

@ -1,3 +1,123 @@
//! Utilities for buffer operations. //! Utilities for buffer operations.
pub mod buffer; pub mod dynamic;
pub mod dynamic_buffers;
use bytemuck::{Pod, Zeroable};
use std::marker::PhantomData;
use std::mem;
//128 triangles/indices
const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// 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.
#[derive(Debug)]
pub(crate) struct StaticBuffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
label: &'static str,
usages: wgpu::BufferUsages,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
_data: PhantomData<T>,
}
impl<T: Pod + Zeroable> StaticBuffer<T> {
/// Initialize a new static buffer.
pub fn new(
device: &wgpu::Device,
label: &'static str,
usages: wgpu::BufferUsages,
) -> Self {
let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT;
Self {
offsets: Vec::new(),
label,
usages,
gpu: Self::gpu_buffer(device, label, size, usages),
size,
_data: Default::default(),
}
}
fn gpu_buffer(
device: &wgpu::Device,
label: &'static str,
size: wgpu::BufferAddress,
usage: wgpu::BufferUsages,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
/// changes & a redraw is requested.
pub fn recreate_if_needed(
&mut self,
device: &wgpu::Device,
new_count: usize,
) -> bool {
let size =
wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
if self.size <= size {
self.offsets.clear();
self.size = size;
self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
true
} else {
false
}
}
/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
/// stores its offset.
///
/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
/// currently writable.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
offset: u64,
content: &[T],
) -> u64 {
let bytes = bytemuck::cast_slice(content);
let bytes_size = bytes.len() as u64;
if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size as u64) {
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
offset,
buffer_size,
device,
);
buffer.copy_from_slice(bytes);
self.offsets.push(offset);
}
bytes_size
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
.expect("Offset at index does not exist.")
}
/// 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(&self, index: usize) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
}

View file

@ -1,124 +0,0 @@
//! Utilities for static buffer operations.
use bytemuck::{Pod, Zeroable};
use std::marker::PhantomData;
use std::mem;
//128 triangles/indices
const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// 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.
#[derive(Debug)]
pub(crate) struct StaticBuffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
label: &'static str,
usages: wgpu::BufferUsages,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
_data: PhantomData<T>,
}
impl<T: Pod + Zeroable> StaticBuffer<T> {
/// Initialize a new static buffer.
pub fn new(
device: &wgpu::Device,
label: &'static str,
usages: wgpu::BufferUsages,
) -> Self {
let size = (mem::size_of::<T>() as u64) * DEFAULT_STATIC_BUFFER_COUNT;
Self {
offsets: Vec::new(),
label,
usages,
gpu: Self::gpu_buffer(device, label, size, usages),
size,
_data: Default::default(),
}
}
fn gpu_buffer(
device: &wgpu::Device,
label: &'static str,
size: wgpu::BufferAddress,
usage: wgpu::BufferUsages,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
/// changes & a redraw is requested.
pub fn recreate_if_needed(
&mut self,
device: &wgpu::Device,
new_count: usize,
) -> bool {
let size =
wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
if self.size <= size {
self.offsets.clear();
self.size = size;
self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
true
} else {
false
}
}
/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
/// stores its offset.
///
/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
/// currently writable.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
offset: u64,
content: &[T],
) -> u64 {
let bytes = bytemuck::cast_slice(content);
let bytes_size = bytes.len() as u64;
if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size as u64) {
//offset has to be divisible by 8 for alignment reasons
let actual_offset = if offset % 8 != 0 { offset + 4 } else { offset };
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
actual_offset,
buffer_size,
device,
);
buffer.copy_from_slice(bytes);
self.offsets.push(actual_offset);
}
bytes_size
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
.expect("Offset at index does not exist.")
}
/// 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(&self, index: usize) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
}

View file

@ -4,13 +4,13 @@ use core::fmt;
use std::fmt::Formatter; use std::fmt::Formatter;
use iced_graphics::layer::{attribute_count_of, Mesh}; use iced_graphics::layer::{attribute_count_of, Mesh};
use iced_graphics::shader::Shader; use iced_graphics::{layer, Size};
use iced_graphics::Size;
use crate::buffers::buffer::StaticBuffer; use crate::buffers::StaticBuffer;
use crate::triangle::gradient::GradientPipeline; use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline; use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
use layer::mesh;
mod gradient; mod gradient;
mod msaa; mod msaa;
@ -107,7 +107,9 @@ impl Pipeline {
//We are not currently using the return value of these functions as we have no system in //We are not currently using the return value of these functions as we have no system in
//place to calculate mesh diff, or to know whether or not that would be more performant for //place to calculate mesh diff, or to know whether or not that would be more performant for
//the majority of use cases. Therefore we will write GPU data every frame (for now). //the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self.vertex_buffer.recreate_if_needed(device, total_vertices); let _ = self
.vertex_buffer
.recreate_if_needed(device, total_vertices);
let _ = self.index_buffer.recreate_if_needed(device, total_indices); let _ = self.index_buffer.recreate_if_needed(device, total_indices);
//prepare dynamic buffers & data store for writing //prepare dynamic buffers & data store for writing
@ -144,11 +146,11 @@ impl Pipeline {
self.index_strides.push(mesh.buffers.indices.len() as u32); self.index_strides.push(mesh.buffers.indices.len() as u32);
//push uniform data to CPU buffers //push uniform data to CPU buffers
match mesh.shader { match mesh.style {
Shader::Solid(color) => { mesh::Style::Solid(color) => {
self.pipelines.solid.push(transform, color); self.pipelines.solid.push(transform, color);
} }
Shader::Gradient(gradient) => { mesh::Style::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient); self.pipelines.gradient.push(transform, gradient);
} }
} }
@ -204,15 +206,15 @@ impl Pipeline {
clip_bounds.height, clip_bounds.height,
); );
match mesh.shader { match mesh.style {
Shader::Solid(_) => { mesh::Style::Solid(_) => {
self.pipelines.solid.configure_render_pass( self.pipelines.solid.configure_render_pass(
&mut render_pass, &mut render_pass,
num_solids, num_solids,
); );
num_solids += 1; num_solids += 1;
} }
Shader::Gradient(_) => { mesh::Style::Gradient(_) => {
self.pipelines.gradient.configure_render_pass( self.pipelines.gradient.configure_render_pass(
&mut render_pass, &mut render_pass,
num_gradients, num_gradients,

View file

@ -1,4 +1,4 @@
use crate::buffers::dynamic_buffers::DynamicBuffer; use crate::buffers::dynamic::DynamicBuffer;
use crate::settings; use crate::settings;
use crate::triangle::{ use crate::triangle::{
default_fragment_target, default_multisample_state, default_fragment_target, default_multisample_state,

View file

@ -1,4 +1,4 @@
use crate::buffers::dynamic_buffers::DynamicBuffer; use crate::buffers::dynamic::DynamicBuffer;
use crate::triangle::{ use crate::triangle::{
default_fragment_target, default_multisample_state, default_fragment_target, default_multisample_state,
default_triangle_primitive_state, vertex_buffer_layout, default_triangle_primitive_state, vertex_buffer_layout,