Merge branch 'master' into non-uniform-border-radius-for-quads

This commit is contained in:
Héctor Ramón Jiménez 2022-12-02 18:53:21 +01:00
commit 4029a1cdaa
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GPG key ID: 140CC052C94F138E
147 changed files with 4828 additions and 2184 deletions

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@ -1,6 +1,6 @@
[package]
name = "iced_glow"
version = "0.3.0"
version = "0.4.1"
authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
edition = "2021"
description = "A glow renderer for iced"
@ -8,12 +8,22 @@ license = "MIT AND OFL-1.1"
repository = "https://github.com/iced-rs/iced"
[features]
svg = ["iced_graphics/svg"]
image = ["iced_graphics/image"]
png = ["iced_graphics/png"]
jpeg = ["iced_graphics/jpeg"]
jpeg_rayon = ["iced_graphics/jpeg_rayon"]
gif = ["iced_graphics/gif"]
webp = ["iced_graphics/webp"]
pnm = ["iced_graphics/pnm"]
ico = ["iced_graphics/ico"]
bmp = ["iced_graphics/bmp"]
hdr = ["iced_graphics/hdr"]
dds = ["iced_graphics/dds"]
farbfeld = ["iced_graphics/farbfeld"]
canvas = ["iced_graphics/canvas"]
qr_code = ["iced_graphics/qr_code"]
default_system_font = ["iced_graphics/font-source"]
# Not supported yet!
image = []
svg = []
[dependencies]
glow = "0.11.1"
@ -24,11 +34,11 @@ bytemuck = "1.4"
log = "0.4"
[dependencies.iced_native]
version = "0.5"
version = "0.6"
path = "../native"
[dependencies.iced_graphics]
version = "0.3"
version = "0.4"
path = "../graphics"
features = ["font-fallback", "font-icons", "opengl"]

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@ -1,3 +1,5 @@
#[cfg(any(feature = "image", feature = "svg"))]
use crate::image;
use crate::quad;
use crate::text;
use crate::{program, triangle};
@ -15,6 +17,8 @@ use iced_native::{Font, Size};
/// [`iced`]: https://github.com/iced-rs/iced
#[derive(Debug)]
pub struct Backend {
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline: image::Pipeline,
quad_pipeline: quad::Pipeline,
text_pipeline: text::Pipeline,
triangle_pipeline: triangle::Pipeline,
@ -32,10 +36,14 @@ impl Backend {
let shader_version = program::Version::new(gl);
#[cfg(any(feature = "image", feature = "svg"))]
let image_pipeline = image::Pipeline::new(gl, &shader_version);
let quad_pipeline = quad::Pipeline::new(gl, &shader_version);
let triangle_pipeline = triangle::Pipeline::new(gl, &shader_version);
Self {
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline,
quad_pipeline,
text_pipeline,
triangle_pipeline,
@ -70,6 +78,9 @@ impl Backend {
viewport_size.height,
);
}
#[cfg(any(feature = "image", feature = "svg"))]
self.image_pipeline.trim_cache(gl);
}
fn flush(
@ -112,6 +123,21 @@ impl Backend {
);
}
#[cfg(any(feature = "image", feature = "svg"))]
if !layer.images.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.image_pipeline.draw(
gl,
target_height,
scaled,
scale_factor,
&layer.images,
bounds,
);
}
if !layer.text.is_empty() {
for text in layer.text.iter() {
// Target physical coordinates directly to avoid blurry text
@ -238,8 +264,8 @@ impl backend::Text for Backend {
#[cfg(feature = "image")]
impl backend::Image for Backend {
fn dimensions(&self, _handle: &iced_native::image::Handle) -> (u32, u32) {
(50, 50)
fn dimensions(&self, handle: &iced_native::image::Handle) -> Size<u32> {
self.image_pipeline.dimensions(handle)
}
}
@ -247,8 +273,8 @@ impl backend::Image for Backend {
impl backend::Svg for Backend {
fn viewport_dimensions(
&self,
_handle: &iced_native::svg::Handle,
) -> (u32, u32) {
(50, 50)
handle: &iced_native::svg::Handle,
) -> Size<u32> {
self.image_pipeline.viewport_dimensions(handle)
}
}

243
glow/src/image.rs Normal file
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@ -0,0 +1,243 @@
mod storage;
use storage::Storage;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
use crate::program::{self, Shader};
use crate::Transformation;
#[cfg(feature = "image")]
use iced_graphics::image::raster;
#[cfg(feature = "svg")]
use iced_graphics::image::vector;
use iced_graphics::layer;
use iced_graphics::Rectangle;
use iced_graphics::Size;
use glow::HasContext;
use std::cell::RefCell;
#[derive(Debug)]
pub(crate) struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
vertex_buffer: <glow::Context as HasContext>::Buffer,
transform_location: <glow::Context as HasContext>::UniformLocation,
storage: Storage,
#[cfg(feature = "image")]
raster_cache: RefCell<raster::Cache<Storage>>,
#[cfg(feature = "svg")]
vector_cache: RefCell<vector::Cache<Storage>>,
}
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/image.vert"),
);
let fragment_shader = Shader::fragment(
gl,
shader_version,
include_str!("shader/common/image.frag"),
);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position")],
)
};
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);
}
let vertex_buffer =
unsafe { gl.create_buffer().expect("Create vertex buffer") };
let vertex_array =
unsafe { gl.create_vertex_array().expect("Create vertex array") };
unsafe {
gl.bind_vertex_array(Some(vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
let vertices = &[0u8, 0, 1, 0, 0, 1, 1, 1];
gl.buffer_data_size(
glow::ARRAY_BUFFER,
vertices.len() as i32,
glow::STATIC_DRAW,
);
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
0,
bytemuck::cast_slice(vertices),
);
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(
0,
2,
glow::UNSIGNED_BYTE,
false,
0,
0,
);
gl.bind_buffer(glow::ARRAY_BUFFER, None);
gl.bind_vertex_array(None);
}
Pipeline {
program,
vertex_array,
vertex_buffer,
transform_location,
storage: Storage::default(),
#[cfg(feature = "image")]
raster_cache: RefCell::new(raster::Cache::default()),
#[cfg(feature = "svg")]
vector_cache: RefCell::new(vector::Cache::default()),
}
}
#[cfg(feature = "image")]
pub fn dimensions(&self, handle: &iced_native::image::Handle) -> Size<u32> {
self.raster_cache.borrow_mut().load(handle).dimensions()
}
#[cfg(feature = "svg")]
pub fn viewport_dimensions(
&self,
handle: &iced_native::svg::Handle,
) -> Size<u32> {
let mut cache = self.vector_cache.borrow_mut();
let svg = cache.load(handle);
svg.viewport_dimensions()
}
pub fn draw(
&mut self,
mut gl: &glow::Context,
target_height: u32,
transformation: Transformation,
_scale_factor: f32,
images: &[layer::Image],
layer_bounds: Rectangle<u32>,
) {
unsafe {
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer));
gl.enable(glow::SCISSOR_TEST);
}
#[cfg(feature = "image")]
let mut raster_cache = self.raster_cache.borrow_mut();
#[cfg(feature = "svg")]
let mut vector_cache = self.vector_cache.borrow_mut();
for image in images {
let (entry, bounds) = match &image {
#[cfg(feature = "image")]
layer::Image::Raster { handle, bounds } => (
raster_cache.upload(handle, &mut gl, &mut self.storage),
bounds,
),
#[cfg(not(feature = "image"))]
layer::Image::Raster { handle: _, bounds } => (None, bounds),
#[cfg(feature = "svg")]
layer::Image::Vector { handle, bounds } => {
let size = [bounds.width, bounds.height];
(
vector_cache.upload(
handle,
size,
_scale_factor,
&mut gl,
&mut self.storage,
),
bounds,
)
}
#[cfg(not(feature = "svg"))]
layer::Image::Vector { handle: _, bounds } => (None, bounds),
};
unsafe {
gl.scissor(
layer_bounds.x as i32,
(target_height - (layer_bounds.y + layer_bounds.height))
as i32,
layer_bounds.width as i32,
layer_bounds.height as i32,
);
if let Some(storage::Entry { texture, .. }) = entry {
gl.bind_texture(glow::TEXTURE_2D, Some(*texture))
} else {
continue;
}
let translate = Transformation::translate(bounds.x, bounds.y);
let scale = Transformation::scale(bounds.width, bounds.height);
let transformation = transformation * translate * scale;
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
);
gl.draw_arrays(glow::TRIANGLE_STRIP, 0, 4);
gl.bind_texture(glow::TEXTURE_2D, None);
}
}
unsafe {
gl.bind_buffer(glow::ARRAY_BUFFER, None);
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
}
}
pub fn trim_cache(&mut self, mut gl: &glow::Context) {
#[cfg(feature = "image")]
self.raster_cache
.borrow_mut()
.trim(&mut self.storage, &mut gl);
#[cfg(feature = "svg")]
self.vector_cache
.borrow_mut()
.trim(&mut self.storage, &mut gl);
}
}

78
glow/src/image/storage.rs Normal file
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@ -0,0 +1,78 @@
use iced_graphics::image;
use iced_graphics::Size;
use glow::HasContext;
#[derive(Debug, Default)]
pub struct Storage;
impl image::Storage for Storage {
type Entry = Entry;
type State<'a> = &'a glow::Context;
fn upload(
&mut self,
width: u32,
height: u32,
data: &[u8],
gl: &mut &glow::Context,
) -> Option<Self::Entry> {
unsafe {
let texture = gl.create_texture().expect("create texture");
gl.bind_texture(glow::TEXTURE_2D, Some(texture));
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::SRGB8_ALPHA8 as i32,
width as i32,
height as i32,
0,
glow::RGBA,
glow::UNSIGNED_BYTE,
Some(data),
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_S,
glow::CLAMP_TO_EDGE as _,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_T,
glow::CLAMP_TO_EDGE as _,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
glow::LINEAR as _,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
glow::LINEAR as _,
);
gl.bind_texture(glow::TEXTURE_2D, None);
Some(Entry {
size: Size::new(width, height),
texture,
})
}
}
fn remove(&mut self, entry: &Entry, gl: &mut &glow::Context) {
unsafe { gl.delete_texture(entry.texture) }
}
}
#[derive(Debug)]
pub struct Entry {
size: Size<u32>,
pub(super) texture: glow::NativeTexture,
}
impl image::storage::Entry for Entry {
fn size(&self) -> Size<u32> {
self.size
}
}

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@ -3,7 +3,7 @@
//! ![The native path of the Iced ecosystem](https://github.com/iced-rs/iced/blob/0525d76ff94e828b7b21634fa94a747022001c83/docs/graphs/native.png?raw=true)
//!
//! [`glow`]: https://github.com/grovesNL/glow
//! [`iced_native`]: https://github.com/iced-rs/iced/tree/0.4/native
//! [`iced_native`]: https://github.com/iced-rs/iced/tree/0.5/native
#![doc(
html_logo_url = "https://raw.githubusercontent.com/iced-rs/iced/9ab6923e943f784985e9ef9ca28b10278297225d/docs/logo.svg"
)]
@ -24,6 +24,8 @@
pub use glow;
mod backend;
#[cfg(any(feature = "image", feature = "svg"))]
mod image;
mod program;
mod quad;
mod text;

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@ -1,20 +1,20 @@
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#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
layout (location = 0) out vec4 fragColor;
#define gl_FragColor fragColor
#endif
in vec2 raw_position;
uniform vec4 gradient_direction;
uniform uint color_stops_size;
uniform int color_stops_size;
// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops
//stored as color(vec4) -> offset(vec4) sequentially;
uniform vec4 color_stops[32];
@ -28,23 +28,23 @@ void main() {
vec2 unit = normalize(gradient_vec);
float coord_offset = dot(unit, current_vec) / length(gradient_vec);
//if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
float min_offset = color_stops[1].x;
float max_offset = color_stops[color_stops_size - 1u].x;
float max_offset = color_stops[color_stops_size - 1].x;
for (uint i = 0u; i < color_stops_size - 2u; i += 2u) {
float curr_offset = color_stops[i+1u].x;
float next_offset = color_stops[i+3u].x;
for (int i = 0; i < color_stops_size - 2; i += 2) {
float curr_offset = color_stops[i+1].x;
float next_offset = color_stops[i+3].x;
if (coord_offset <= min_offset) {
//current coordinate is before the first defined offset, set it to the start color
fragColor = color_stops[0];
gl_FragColor = color_stops[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
//current fragment is between the current offset processing & the next one, interpolate colors
fragColor = mix(color_stops[i], color_stops[i+2u], smoothstep(
gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep(
curr_offset,
next_offset,
coord_offset
@ -53,7 +53,7 @@ void main() {
if (coord_offset >= max_offset) {
//current coordinate is before the last defined offset, set it to the last color
fragColor = color_stops[color_stops_size - 2u];
gl_FragColor = color_stops[color_stops_size - 2];
}
}
}

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@ -0,0 +1,22 @@
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
uniform sampler2D tex;
in vec2 tex_pos;
#ifdef HIGHER_THAN_300
out vec4 fragColor;
#define gl_FragColor fragColor
#endif
#ifdef GL_ES
#define texture texture2D
#endif
void main() {
gl_FragColor = texture(tex, tex_pos);
}

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@ -0,0 +1,9 @@
uniform mat4 u_Transform;
in vec2 i_Position;
out vec2 tex_pos;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
tex_pos = i_Position;
}

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@ -11,8 +11,8 @@ out vec4 fragColor;
#define gl_FragColor fragColor
#endif
uniform vec4 color;
in vec4 v_Color;
void main() {
fragColor = color;
gl_FragColor = v_Color;
}

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@ -0,0 +1,11 @@
uniform mat4 u_Transform;
in vec2 i_Position;
in vec4 i_Color;
out vec4 v_Color;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
v_Color = i_Color;
}

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@ -1,74 +1,52 @@
//! Draw meshes of triangles.
mod gradient;
mod solid;
use crate::program;
use crate::Transformation;
use iced_graphics::gradient::Gradient;
use iced_graphics::layer::mesh::{self, Mesh};
use iced_graphics::triangle::{self, Vertex2D};
use iced_graphics::triangle::{ColoredVertex2D, Vertex2D};
use glow::HasContext;
use std::marker::PhantomData;
#[derive(Debug)]
pub(crate) struct Pipeline {
vertex_array: <glow::Context as HasContext>::VertexArray,
vertices: Buffer<Vertex2D>,
indices: Buffer<u32>,
programs: ProgramList,
}
const DEFAULT_VERTICES: usize = 1_000;
const DEFAULT_INDICES: usize = 1_000;
#[derive(Debug)]
struct ProgramList {
pub(crate) struct Pipeline {
indices: Buffer<u32>,
solid: solid::Program,
gradient: gradient::Program,
}
impl Pipeline {
pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self {
let vertex_array =
unsafe { gl.create_vertex_array().expect("Create vertex array") };
unsafe {
gl.bind_vertex_array(Some(vertex_array));
}
let vertices = unsafe {
Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
std::mem::size_of::<Vertex2D>() as usize,
)
};
let indices = unsafe {
let mut indices = unsafe {
Buffer::new(
gl,
glow::ELEMENT_ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
std::mem::size_of::<u32>() as usize,
DEFAULT_INDICES,
)
};
unsafe {
let stride = std::mem::size_of::<Vertex2D>() as i32;
let solid = solid::Program::new(gl, shader_version);
let gradient = gradient::Program::new(gl, shader_version);
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
unsafe {
gl.bind_vertex_array(Some(solid.vertex_array));
indices.bind(gl, 0);
gl.bind_vertex_array(Some(gradient.vertex_array));
indices.bind(gl, 0);
gl.bind_vertex_array(None);
};
}
Self {
vertex_array,
vertices,
indices,
programs: ProgramList {
solid: solid::Program::new(gl, shader_version),
gradient: gradient::Program::new(gl, shader_version),
},
solid,
gradient,
}
}
@ -83,50 +61,83 @@ impl Pipeline {
unsafe {
gl.enable(glow::MULTISAMPLE);
gl.enable(glow::SCISSOR_TEST);
gl.bind_vertex_array(Some(self.vertex_array))
}
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
// Count the total amount of vertices & indices we need to handle
let count = mesh::attribute_count_of(meshes);
// 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);
self.indices.bind(gl, count.indices);
}
// We upload all the vertices and indices upfront
let mut vertex_offset = 0;
let mut solid_vertex_offset = 0;
let mut gradient_vertex_offset = 0;
let mut index_offset = 0;
for mesh in meshes {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(vertex_offset * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&mesh.buffers.vertices),
);
let indices = mesh.indices();
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
(index_offset * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&mesh.buffers.indices),
bytemuck::cast_slice(indices),
);
vertex_offset += mesh.buffers.vertices.len();
index_offset += mesh.buffers.indices.len();
index_offset += indices.len();
}
match mesh {
Mesh::Solid { buffers, .. } => {
unsafe {
self.solid.vertices.bind(gl, count.solid_vertices);
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(solid_vertex_offset
* std::mem::size_of::<ColoredVertex2D>())
as i32,
bytemuck::cast_slice(&buffers.vertices),
);
}
solid_vertex_offset += buffers.vertices.len();
}
Mesh::Gradient { buffers, .. } => {
unsafe {
self.gradient
.vertices
.bind(gl, count.gradient_vertices);
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(gradient_vertex_offset
* std::mem::size_of::<Vertex2D>())
as i32,
bytemuck::cast_slice(&buffers.vertices),
);
}
gradient_vertex_offset += buffers.vertices.len();
}
}
}
// Then we draw each mesh using offsets
let mut last_vertex = 0;
let mut last_solid_vertex = 0;
let mut last_gradient_vertex = 0;
let mut last_index = 0;
for mesh in meshes {
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
let indices = mesh.indices();
let origin = mesh.origin();
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
let transform =
transformation * Transformation::translate(origin.x, origin.y);
let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
unsafe {
gl.scissor(
@ -136,29 +147,126 @@ impl Pipeline {
clip_bounds.width as i32,
clip_bounds.height as i32,
);
match mesh.style {
triangle::Style::Solid(color) => {
self.programs.solid.use_program(gl, color, &transform);
}
triangle::Style::Gradient(gradient) => {
self.programs
.gradient
.use_program(gl, gradient, &transform);
}
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
mesh.buffers.indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_vertex as i32,
);
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
match mesh {
Mesh::Solid { buffers, .. } => unsafe {
gl.use_program(Some(self.solid.program));
gl.bind_vertex_array(Some(self.solid.vertex_array));
if transform != self.solid.uniforms.transform {
gl.uniform_matrix_4_f32_slice(
Some(&self.solid.uniforms.transform_location),
false,
transform.as_ref(),
);
self.solid.uniforms.transform = transform;
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_solid_vertex as i32,
);
last_solid_vertex += buffers.vertices.len();
},
Mesh::Gradient {
buffers, gradient, ..
} => unsafe {
gl.use_program(Some(self.gradient.program));
gl.bind_vertex_array(Some(self.gradient.vertex_array));
if transform != self.gradient.uniforms.transform {
gl.uniform_matrix_4_f32_slice(
Some(&self.gradient.uniforms.locations.transform),
false,
transform.as_ref(),
);
self.gradient.uniforms.transform = transform;
}
if &self.gradient.uniforms.gradient != *gradient {
match gradient {
Gradient::Linear(linear) => {
gl.uniform_4_f32(
Some(
&self
.gradient
.uniforms
.locations
.gradient_direction,
),
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
);
gl.uniform_1_i32(
Some(
&self
.gradient
.uniforms
.locations
.color_stops_size,
),
(linear.color_stops.len() * 2) as i32,
);
let mut stops = [0.0; 128];
for (index, stop) in linear
.color_stops
.iter()
.enumerate()
.take(16)
{
let [r, g, b, a] = stop.color.into_linear();
stops[index * 8] = r;
stops[(index * 8) + 1] = g;
stops[(index * 8) + 2] = b;
stops[(index * 8) + 3] = a;
stops[(index * 8) + 4] = stop.offset;
stops[(index * 8) + 5] = 0.;
stops[(index * 8) + 6] = 0.;
stops[(index * 8) + 7] = 0.;
}
gl.uniform_4_f32_slice(
Some(
&self
.gradient
.uniforms
.locations
.color_stops,
),
&stops,
);
}
}
self.gradient.uniforms.gradient = (*gradient).clone();
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_gradient_vertex as i32,
);
last_gradient_vertex += buffers.vertices.len();
},
}
last_index += indices.len();
}
unsafe {
@ -169,47 +277,8 @@ impl Pipeline {
}
}
/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
/// attribute location.
pub(super) fn program(
gl: &glow::Context,
shader_version: &program::Version,
fragment_shader: &'static str,
) -> <glow::Context as HasContext>::Program {
unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/triangle.vert"),
);
let fragment_shader =
program::Shader::fragment(gl, shader_version, fragment_shader);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position")],
)
}
}
pub fn set_transform(
gl: &glow::Context,
location: <glow::Context as HasContext>::UniformLocation,
transform: Transformation,
) {
unsafe {
gl.uniform_matrix_4_f32_slice(
Some(&location),
false,
transform.as_ref(),
);
}
}
#[derive(Debug)]
struct Buffer<T> {
pub struct Buffer<T> {
raw: <glow::Context as HasContext>::Buffer,
target: u32,
usage: u32,
@ -253,3 +322,268 @@ impl<T> Buffer<T> {
}
}
}
mod solid {
use crate::program;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::triangle::ColoredVertex2D;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub vertex_array: <glow::Context as HasContext>::VertexArray,
pub vertices: triangle::Buffer<ColoredVertex2D>,
pub uniforms: Uniforms,
}
impl Program {
pub fn new(gl: &Context, shader_version: &program::Version) -> Self {
let program = unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/solid.vert"),
);
let fragment_shader = program::Shader::fragment(
gl,
shader_version,
include_str!("shader/common/solid.frag"),
);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position"), (1, "i_Color")],
)
};
let vertex_array = unsafe {
gl.create_vertex_array().expect("Create vertex array")
};
let vertices = unsafe {
triangle::Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
super::DEFAULT_VERTICES,
)
};
unsafe {
gl.bind_vertex_array(Some(vertex_array));
let stride = std::mem::size_of::<ColoredVertex2D>() as i32;
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);
};
Self {
program,
vertex_array,
vertices,
uniforms: Uniforms::new(gl, program),
}
}
}
#[derive(Debug)]
pub struct Uniforms {
pub transform: Transformation,
pub transform_location: <Context as HasContext>::UniformLocation,
}
impl Uniforms {
fn new(gl: &Context, program: NativeProgram) -> Self {
let transform = Transformation::identity();
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Solid - Get u_Transform.");
unsafe {
gl.use_program(Some(program));
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
transform.as_ref(),
);
gl.use_program(None);
}
Self {
transform,
transform_location,
}
}
}
}
mod gradient {
use crate::program;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::gradient::{self, Gradient};
use iced_graphics::triangle::Vertex2D;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub vertex_array: <glow::Context as HasContext>::VertexArray,
pub vertices: triangle::Buffer<Vertex2D>,
pub uniforms: Uniforms,
}
impl Program {
pub fn new(gl: &Context, shader_version: &program::Version) -> Self {
let program = unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/gradient.vert"),
);
let fragment_shader = program::Shader::fragment(
gl,
shader_version,
include_str!("shader/common/gradient.frag"),
);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position")],
)
};
let vertex_array = unsafe {
gl.create_vertex_array().expect("Create vertex array")
};
let vertices = unsafe {
triangle::Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
super::DEFAULT_VERTICES,
)
};
unsafe {
gl.bind_vertex_array(Some(vertex_array));
let stride = std::mem::size_of::<Vertex2D>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(
0,
2,
glow::FLOAT,
false,
stride,
0,
);
gl.bind_vertex_array(None);
};
Self {
program,
vertex_array,
vertices,
uniforms: Uniforms::new(gl, program),
}
}
}
#[derive(Debug)]
pub struct Uniforms {
pub gradient: Gradient,
pub transform: Transformation,
pub locations: Locations,
}
#[derive(Debug)]
pub struct Locations {
pub gradient_direction: <Context as HasContext>::UniformLocation,
pub color_stops_size: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
pub color_stops: <Context as HasContext>::UniformLocation,
pub transform: <Context as HasContext>::UniformLocation,
}
impl Uniforms {
fn new(gl: &Context, program: NativeProgram) -> Self {
let gradient_direction = unsafe {
gl.get_uniform_location(program, "gradient_direction")
}
.expect("Gradient - Get gradient_direction.");
let color_stops_size =
unsafe { gl.get_uniform_location(program, "color_stops_size") }
.expect("Gradient - Get color_stops_size.");
let color_stops = unsafe {
gl.get_uniform_location(program, "color_stops")
.expect("Gradient - Get color_stops.")
};
let transform = Transformation::identity();
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Solid - Get u_Transform.");
unsafe {
gl.use_program(Some(program));
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
transform.as_ref(),
);
gl.use_program(None);
}
Self {
gradient: Gradient::Linear(gradient::Linear {
start: Default::default(),
end: Default::default(),
color_stops: vec![],
}),
transform: Transformation::identity(),
locations: Locations {
gradient_direction,
color_stops_size,
color_stops,
transform: transform_location,
},
}
}
}
}

View file

@ -1,162 +0,0 @@
use crate::program::Version;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::gradient::Gradient;
use iced_graphics::gradient::Linear;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub uniform_data: UniformData,
}
#[derive(Debug)]
pub struct UniformData {
gradient: Gradient,
transform: Transformation,
uniform_locations: UniformLocations,
}
#[derive(Debug)]
struct UniformLocations {
gradient_direction_location: <Context as HasContext>::UniformLocation,
color_stops_size_location: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
color_stops_location: <Context as HasContext>::UniformLocation,
transform_location: <Context as HasContext>::UniformLocation,
}
impl Program {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = triangle::program(
gl,
shader_version,
include_str!("../shader/common/gradient.frag"),
);
Self {
program,
uniform_data: UniformData::new(gl, program),
}
}
pub fn write_uniforms(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: &Transformation,
) {
if transform != &self.uniform_data.transform {
triangle::set_transform(
gl,
self.uniform_data.uniform_locations.transform_location,
*transform,
);
}
if &self.uniform_data.gradient != gradient {
match gradient {
Gradient::Linear(linear) => unsafe {
gl.uniform_4_f32(
Some(
&self
.uniform_data
.uniform_locations
.gradient_direction_location,
),
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
);
gl.uniform_1_u32(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_size_location,
),
(linear.color_stops.len() * 2) as u32,
);
let mut stops = [0.0; 128];
for (index, stop) in
linear.color_stops.iter().enumerate().take(16)
{
let [r, g, b, a] = stop.color.into_linear();
stops[index * 8] = r;
stops[(index * 8) + 1] = g;
stops[(index * 8) + 2] = b;
stops[(index * 8) + 3] = a;
stops[(index * 8) + 4] = stop.offset;
stops[(index * 8) + 5] = 0.;
stops[(index * 8) + 6] = 0.;
stops[(index * 8) + 7] = 0.;
}
gl.uniform_4_f32_slice(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_location,
),
&stops,
);
},
}
self.uniform_data.gradient = gradient.clone();
}
}
pub fn use_program(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: &Transformation,
) {
unsafe { gl.use_program(Some(self.program)) }
self.write_uniforms(gl, gradient, transform);
}
}
impl UniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
let gradient_direction_location =
unsafe { gl.get_uniform_location(program, "gradient_direction") }
.expect("Gradient - Get gradient_direction.");
let color_stops_size_location =
unsafe { gl.get_uniform_location(program, "color_stops_size") }
.expect("Gradient - Get color_stops_size.");
let color_stops_location = unsafe {
gl.get_uniform_location(program, "color_stops")
.expect("Gradient - Get color_stops.")
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Gradient - Get u_Transform.");
Self {
gradient: Gradient::Linear(Linear {
start: Default::default(),
end: Default::default(),
color_stops: vec![],
}),
transform: Transformation::identity(),
uniform_locations: UniformLocations {
gradient_direction_location,
color_stops_size_location,
color_stops_location,
transform_location,
},
}
}
}

View file

@ -1,91 +0,0 @@
use crate::program::Version;
use crate::{triangle, Color};
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
program: <Context as HasContext>::Program,
uniform_data: UniformData,
}
#[derive(Debug)]
struct UniformData {
pub color: Color,
pub color_location: <Context as HasContext>::UniformLocation,
pub transform: Transformation,
pub transform_location: <Context as HasContext>::UniformLocation,
}
impl UniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
Self {
color: Color::TRANSPARENT,
color_location: unsafe {
gl.get_uniform_location(program, "color")
}
.expect("Solid - Get color."),
transform: Transformation::identity(),
transform_location: unsafe {
gl.get_uniform_location(program, "u_Transform")
}
.expect("Solid - Get u_Transform."),
}
}
}
impl Program {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = triangle::program(
gl,
shader_version,
include_str!("../shader/common/triangle.frag"),
);
Self {
program,
uniform_data: UniformData::new(gl, program),
}
}
pub fn write_uniforms(
&mut self,
gl: &Context,
color: &Color,
transform: &Transformation,
) {
if transform != &self.uniform_data.transform {
triangle::set_transform(
gl,
self.uniform_data.transform_location,
*transform,
)
}
if color != &self.uniform_data.color {
let [r, g, b, a] = color.into_linear();
unsafe {
gl.uniform_4_f32(
Some(&self.uniform_data.color_location),
r,
g,
b,
a,
);
}
self.uniform_data.color = *color;
}
}
pub fn use_program(
&mut self,
gl: &Context,
color: &Color,
transform: &Transformation,
) {
unsafe { gl.use_program(Some(self.program)) }
self.write_uniforms(gl, color, transform)
}
}