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 40f45d7b7e
40 changed files with 2041 additions and 655 deletions

View file

@ -72,6 +72,7 @@ members = [
"examples/geometry",
"examples/integration_opengl",
"examples/integration_wgpu",
"examples/modern_art",
"examples/pane_grid",
"examples/pick_list",
"examples/pokedex",

View file

@ -2,7 +2,7 @@ use std::{f32::consts::PI, time::Instant};
use iced::executor;
use iced::widget::canvas::{
self, Cache, Canvas, Cursor, Geometry, Path, Stroke,
self, Cache, Canvas, Cursor, Geometry, Path, Stroke, StrokeStyle,
};
use iced::{
Application, Command, Element, Length, Point, Rectangle, Settings,
@ -52,11 +52,6 @@ impl Application for Arc {
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(10))
.map(|_| Message::Tick)
}
fn view(&self) -> Element<Message> {
Canvas::new(self)
.width(Length::Fill)
@ -67,6 +62,11 @@ impl Application for Arc {
fn theme(&self) -> Theme {
Theme::Dark
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(10))
.map(|_| Message::Tick)
}
}
impl<Message> canvas::Program<Message> for Arc {
@ -114,7 +114,7 @@ impl<Message> canvas::Program<Message> for Arc {
frame.stroke(
&path,
Stroke {
color: palette.text,
style: StrokeStyle::Solid(palette.text),
width: 10.0,
..Stroke::default()
},

View file

@ -1,5 +1,7 @@
use iced::executor;
use iced::widget::canvas::{Cache, Cursor, Geometry, LineCap, Path, Stroke};
use iced::widget::canvas::{
Cache, Cursor, Geometry, LineCap, Path, Stroke, StrokeStyle,
};
use iced::widget::{canvas, container};
use iced::{
Application, Color, Command, Element, Length, Point, Rectangle, Settings,
@ -24,9 +26,9 @@ enum Message {
}
impl Application for Clock {
type Executor = executor::Default;
type Message = Message;
type Theme = Theme;
type Executor = executor::Default;
type Flags = ();
fn new(_flags: ()) -> (Self, Command<Message>) {
@ -59,15 +61,6 @@ impl Application for Clock {
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
Message::Tick(
time::OffsetDateTime::now_local()
.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
)
})
}
fn view(&self) -> Element<Message> {
let canvas = canvas(self as &Self)
.width(Length::Fill)
@ -79,6 +72,15 @@ impl Application for Clock {
.padding(20)
.into()
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
Message::Tick(
time::OffsetDateTime::now_local()
.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
)
})
}
}
impl<Message> canvas::Program<Message> for Clock {
@ -104,33 +106,41 @@ impl<Message> canvas::Program<Message> for Clock {
let long_hand =
Path::line(Point::ORIGIN, Point::new(0.0, -0.8 * radius));
let thin_stroke = Stroke {
width: radius / 100.0,
color: Color::WHITE,
line_cap: LineCap::Round,
..Stroke::default()
let width = radius / 100.0;
let thin_stroke = || -> Stroke {
Stroke {
width,
style: StrokeStyle::Solid(Color::WHITE),
line_cap: LineCap::Round,
..Stroke::default()
}
};
let wide_stroke = Stroke {
width: thin_stroke.width * 3.0,
..thin_stroke
let wide_stroke = || -> Stroke {
Stroke {
width: width * 3.0,
style: StrokeStyle::Solid(Color::WHITE),
line_cap: LineCap::Round,
..Stroke::default()
}
};
frame.translate(Vector::new(center.x, center.y));
frame.with_save(|frame| {
frame.rotate(hand_rotation(self.now.hour(), 12));
frame.stroke(&short_hand, wide_stroke);
frame.stroke(&short_hand, wide_stroke());
});
frame.with_save(|frame| {
frame.rotate(hand_rotation(self.now.minute(), 60));
frame.stroke(&long_hand, wide_stroke);
frame.stroke(&long_hand, wide_stroke());
});
frame.with_save(|frame| {
frame.rotate(hand_rotation(self.now.second(), 60));
frame.stroke(&long_hand, thin_stroke);
frame.stroke(&long_hand, thin_stroke());
})
});

View file

@ -1,6 +1,9 @@
//! 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.
//
@ -12,6 +15,7 @@ mod rainbow {
// 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::{
@ -63,20 +67,20 @@ mod rainbow {
cursor_position: Point,
_viewport: &Rectangle,
) {
use iced_graphics::triangle::{Mesh2D, Vertex2D};
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 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) {
@ -101,39 +105,39 @@ mod rainbow {
vertices: vec![
Vertex2D {
position: posn_center,
color: [1.0, 1.0, 1.0, 1.0],
// color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
color: color_r,
// color: color_r,
},
Vertex2D {
position: posn_t,
color: color_o,
// color: color_o,
},
Vertex2D {
position: posn_tr,
color: color_y,
// color: color_y,
},
Vertex2D {
position: posn_r,
color: color_g,
// color: color_g,
},
Vertex2D {
position: posn_br,
color: color_gb,
// color: color_gb,
},
Vertex2D {
position: posn_b,
color: color_b,
// color: color_b,
},
Vertex2D {
position: posn_bl,
color: color_i,
// color: color_i,
},
Vertex2D {
position: posn_l,
color: color_v,
// color: color_v,
},
],
indices: vec![
@ -147,6 +151,7 @@ mod rainbow {
0, 8, 1, // L
],
},
shader: Shader::Solid(Color::BLACK),
};
renderer.with_translation(Vector::new(b.x, b.y), |renderer| {

View file

@ -0,0 +1,10 @@
[package]
name = "modern_art"
version = "0.1.0"
authors = ["Bingus <shankern@protonmail.com>"]
edition = "2021"
publish = false
[dependencies]
iced = { path = "../..", features = ["canvas", "tokio", "debug"] }
rand = "0.8.5"

View file

@ -0,0 +1,141 @@
use rand::{Rng, thread_rng};
use crate::canvas::{Cursor, FillStyle, Geometry, Gradient};
use iced::widget::canvas::{Cache, Fill, Frame};
use iced::widget::{canvas, Canvas};
use iced::Settings;
use iced::{
executor, Application, Color, Command, Element, Length, Point, Rectangle,
Renderer, Size, Theme,
};
fn main() -> iced::Result {
ModernArt::run(Settings {
antialiasing: true,
..Settings::default()
})
}
#[derive(Debug, Clone, Copy)]
enum Message {}
struct ModernArt {
cache: Cache,
}
impl Application for ModernArt {
type Executor = executor::Default;
type Message = Message;
type Theme = Theme;
type Flags = ();
fn new(_flags: Self::Flags) -> (Self, Command<Self::Message>) {
(
ModernArt {
cache: Default::default(),
},
Command::none(),
)
}
fn title(&self) -> String {
String::from("Modern Art")
}
fn update(&mut self, _message: Self::Message) -> Command<Self::Message> {
Command::none()
}
fn view(&self) -> Element<'_, Self::Message, Renderer<Self::Theme>> {
Canvas::new(self)
.width(Length::Fill)
.height(Length::Fill)
.into()
}
}
impl<Message> canvas::Program<Message> for ModernArt {
type State = ();
fn draw(
&self,
_state: &Self::State,
_theme: &Theme,
bounds: Rectangle,
_cursor: Cursor,
) -> Vec<Geometry> {
let geometry = self.cache.draw(bounds.size(), |frame| {
let num_squares = thread_rng().gen_range(0..1200);
let mut i = 0;
while i <= num_squares {
generate_box(frame, bounds.size());
i += 1;
}
});
vec![geometry]
}
}
fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
let solid = rand::random::<bool>();
let random_color = || -> Color {
Color::from_rgb(
thread_rng().gen_range(0.0..1.0),
thread_rng().gen_range(0.0..1.0),
thread_rng().gen_range(0.0..1.0),
)
};
let gradient = |top_left: Point, bottom_right: Point| -> Gradient {
let mut builder = Gradient::linear(top_left, bottom_right);
let stops = thread_rng().gen_range(1..64u32);
let mut i = 0;
while i <= stops {
builder = builder.add_stop(
i as f32 / stops as f32,
random_color()
);
i += 1;
}
builder.build().unwrap()
};
let top_left = Point::new(
thread_rng().gen_range(0.0..bounds.width),
thread_rng().gen_range(0.0..bounds.height)
);
let size = Size::new(
thread_rng().gen_range(50.0..200.0),
thread_rng().gen_range(50.0..200.0),
);
if solid {
frame.fill_rectangle(
top_left,
size,
Fill {
style: FillStyle::Solid(random_color()),
.. Default::default()
}
);
} else {
frame.fill_rectangle(
top_left,
size,
Fill {
style: FillStyle::Gradient(&gradient(
top_left,
Point::new(top_left.x + size.width, top_left.y + size.height)
)),
.. Default::default()
}
);
};
solid
}

View file

@ -19,6 +19,7 @@ use iced::{
};
use std::time::Instant;
use crate::canvas::StrokeStyle;
pub fn main() -> iced::Result {
SolarSystem::run(Settings {
@ -37,9 +38,9 @@ enum Message {
}
impl Application for SolarSystem {
type Executor = executor::Default;
type Message = Message;
type Theme = Theme;
type Executor = executor::Default;
type Flags = ();
fn new(_flags: ()) -> (Self, Command<Message>) {
@ -65,10 +66,6 @@ impl Application for SolarSystem {
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
time::every(std::time::Duration::from_millis(10)).map(Message::Tick)
}
fn view(&self) -> Element<Message> {
canvas(&self.state)
.width(Length::Fill)
@ -86,6 +83,10 @@ impl Application for SolarSystem {
text_color: Color::WHITE,
})
}
fn subscription(&self) -> Subscription<Message> {
time::every(std::time::Duration::from_millis(10)).map(Message::Tick)
}
}
#[derive(Debug)]
@ -178,8 +179,8 @@ impl<Message> canvas::Program<Message> for State {
frame.stroke(
&orbit,
Stroke {
style: StrokeStyle::Solid(Color::from_rgba8(0, 153, 255, 0.1)),
width: 1.0,
color: Color::from_rgba8(0, 153, 255, 0.1),
line_dash: canvas::LineDash {
offset: 0,
segments: &[3.0, 6.0],

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);

View file

@ -19,7 +19,7 @@ font-icons = []
opengl = []
[dependencies]
glam = "0.10"
glam = "0.21.3"
raw-window-handle = "0.4"
thiserror = "1.0"

23
graphics/src/gradient.rs Normal file
View file

@ -0,0 +1,23 @@
//! For creating a Gradient.
use iced_native::Color;
use crate::widget::canvas::gradient::Linear;
#[derive(Debug, Clone, PartialEq)]
/// A fill which transitions colors progressively along a direction, either linearly, radially,
/// or conically.
pub enum Gradient {
/// A linear gradient interpolates colors along a direction from its [`start`] to its [`end`]
/// point.
Linear(Linear),
}
#[derive(Debug, Clone, Copy, PartialEq)]
/// A point along the gradient vector where the specified [`color`] is unmixed.
pub struct ColorStop {
/// Offset along the gradient vector.
pub offset: f32,
/// The color of the gradient at the specified [`offset`].
pub color: Color,
}

View file

@ -7,9 +7,10 @@ use crate::{
use iced_native::image;
use iced_native::svg;
use crate::shader::Shader;
/// A group of primitives that should be clipped together.
#[derive(Debug, Clone)]
#[derive(Debug)]
pub struct Layer<'a> {
/// The clipping bounds of the [`Layer`].
pub bounds: Rectangle,
@ -18,7 +19,7 @@ pub struct Layer<'a> {
pub quads: Vec<Quad>,
/// The triangle meshes of the [`Layer`].
pub meshes: Vec<Mesh<'a>>,
pub meshes: Meshes<'a>,
/// The text of the [`Layer`].
pub text: Vec<Text<'a>>,
@ -33,7 +34,7 @@ impl<'a> Layer<'a> {
Self {
bounds,
quads: Vec::new(),
meshes: Vec::new(),
meshes: Meshes(Vec::new()),
text: Vec::new(),
images: Vec::new(),
}
@ -159,7 +160,11 @@ impl<'a> Layer<'a> {
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D { buffers, size } => {
Primitive::Mesh2D {
buffers,
size,
shader,
} => {
let layer = &mut layers[current_layer];
let bounds = Rectangle::new(
@ -169,11 +174,14 @@ impl<'a> Layer<'a> {
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
layer.meshes.push(Mesh {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
});
layer.meshes.0.push(
Mesh {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
shader,
}
);
}
}
Primitive::Clip { bounds, content } => {
@ -270,6 +278,9 @@ pub struct Mesh<'a> {
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
/// The shader of the [`Mesh`].
pub shader: &'a Shader,
}
/// A paragraph of text.
@ -323,3 +334,21 @@ unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}
#[derive(Debug)]
/// A collection of meshes.
pub struct Meshes<'a>(pub Vec<Mesh<'a>>);
impl<'a> Meshes<'a> {
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count(&self) -> (usize, usize) {
self.0
.iter()
.map(|Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
})
}
}

View file

@ -35,6 +35,8 @@ pub mod renderer;
pub mod triangle;
pub mod widget;
pub mod window;
pub mod shader;
pub mod gradient;
pub use antialiasing::Antialiasing;
pub use backend::Backend;

View file

@ -2,7 +2,7 @@ use iced_native::image;
use iced_native::svg;
use iced_native::{Background, Color, Font, Rectangle, Size, Vector};
use crate::alignment;
use crate::{alignment, shader};
use crate::triangle;
use std::sync::Arc;
@ -88,6 +88,9 @@ pub enum Primitive {
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
/// The shader of the mesh
shader: shader::Shader,
},
/// A cached primitive.
///

42
graphics/src/shader.rs Normal file
View file

@ -0,0 +1,42 @@
//! Supported shaders;
use crate::{Color, widget};
use crate::gradient::Gradient;
use crate::widget::canvas::{FillStyle, StrokeStyle};
#[derive(Debug, Clone)]
/// Supported shaders for primitives.
pub enum Shader {
/// Fill a primitive with a solid color.
Solid(Color),
/// Fill a primitive with an interpolated color.
Gradient(Gradient)
}
impl <'a> Into<Shader> for StrokeStyle<'a> {
fn into(self) -> Shader {
match self {
StrokeStyle::Solid(color) => Shader::Solid(color),
StrokeStyle::Gradient(gradient) => gradient.clone().into()
}
}
}
impl <'a> Into<Shader> for FillStyle<'a> {
fn into(self) -> Shader {
match self {
FillStyle::Solid(color) => Shader::Solid(color),
FillStyle::Gradient(gradient) => gradient.clone().into()
}
}
}
impl <'a> Into<Shader> for widget::canvas::Gradient {
fn into(self) -> Shader {
match self {
widget::canvas::Gradient::Linear(linear) => {
Shader::Gradient(Gradient::Linear(linear))
}
}
}
}

View file

@ -8,7 +8,7 @@ pub struct Transformation(Mat4);
impl Transformation {
/// Get the identity transformation.
pub fn identity() -> Transformation {
Transformation(Mat4::identity())
Transformation(Mat4::IDENTITY)
}
/// Creates an orthographic projection.
@ -51,3 +51,9 @@ impl From<Transformation> for [f32; 16] {
*t.as_ref()
}
}
impl Into<Mat4> for Transformation {
fn into(self) -> Mat4 {
self.0
}
}

View file

@ -6,20 +6,22 @@ use bytemuck::{Pod, Zeroable};
pub struct Mesh2D {
/// The vertices of the mesh
pub vertices: Vec<Vertex2D>,
/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of
/// 3.
pub indices: Vec<u32>,
}
/// A two-dimensional vertex with some color in __linear__ RGBA.
/// A two-dimensional vertex.
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
#[repr(C)]
pub struct Vertex2D {
/// The vertex position
/// The vertex position in 2D space.
pub position: [f32; 2],
/// The vertex color in __linear__ RGBA.
pub color: [f32; 4],
}
/// Convert from lyon's position data to Iced's Vertex2D type.
impl Vertex2D {
/// Converts from [`lyon::math::Point`] to [`Vertex2D`]. Used for generating primitives.
pub fn from(points: Vec<lyon::math::Point>) -> Vec<Vertex2D> {
points.iter().map(|p| Vertex2D { position: [p.x, p.y]}).collect()
}
}

View file

@ -5,6 +5,7 @@
//! and more!
pub mod event;
pub mod gradient;
pub mod path;
mod cache;
@ -19,12 +20,13 @@ mod text;
pub use cache::Cache;
pub use cursor::Cursor;
pub use event::Event;
pub use fill::{Fill, FillRule};
pub use fill::{Fill, FillRule, FillStyle};
pub use frame::Frame;
pub use geometry::Geometry;
pub use gradient::Gradient;
pub use path::Path;
pub use program::Program;
pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
pub use stroke::{LineCap, LineDash, LineJoin, Stroke, StrokeStyle};
pub use text::Text;
use crate::{Backend, Primitive, Renderer};

View file

@ -1,12 +1,14 @@
use iced_native::Color;
use crate::widget::canvas::Gradient;
/// The style used to fill geometry.
#[derive(Debug, Clone, Copy)]
pub struct Fill {
/// The color used to fill geometry.
#[derive(Debug, Clone)]
pub struct Fill<'a> {
/// The color or gradient of the fill.
///
/// By default, it is set to `BLACK`.
pub color: Color,
/// By default, it is set to [`FillStyle::Solid`] `BLACK`.
pub style: FillStyle<'a>,
/// The fill rule defines how to determine what is inside and what is
/// outside of a shape.
@ -19,24 +21,33 @@ pub struct Fill {
pub rule: FillRule,
}
impl Default for Fill {
fn default() -> Fill {
impl <'a> Default for Fill<'a> {
fn default() -> Fill<'a> {
Fill {
color: Color::BLACK,
style: FillStyle::Solid(Color::BLACK),
rule: FillRule::NonZero,
}
}
}
impl From<Color> for Fill {
fn from(color: Color) -> Fill {
impl<'a> From<Color> for Fill<'a> {
fn from(color: Color) -> Fill<'a> {
Fill {
color,
style: FillStyle::Solid(color),
..Fill::default()
}
}
}
/// The color or gradient of a [`Fill`].
#[derive(Debug, Clone)]
pub enum FillStyle<'a> {
/// A solid color
Solid(Color),
/// A color gradient
Gradient(&'a Gradient),
}
/// The fill rule defines how to determine what is inside and what is outside of
/// a shape.
///

View file

@ -3,11 +3,13 @@ use std::borrow::Cow;
use iced_native::{Point, Rectangle, Size, Vector};
use crate::triangle;
use crate::widget::canvas::path;
use crate::widget::canvas::{Fill, Geometry, Path, Stroke, Text};
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text};
use crate::Primitive;
use crate::shader::Shader;
use crate::triangle::Vertex2D;
use lyon::tessellation;
use lyon::tessellation::geometry_builder::Positions;
/// The frame of a [`Canvas`].
///
@ -15,7 +17,7 @@ use lyon::tessellation;
#[allow(missing_debug_implementations)]
pub struct Frame {
size: Size,
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
buffers: Vec<(tessellation::VertexBuffers<lyon::math::Point, u32>, Shader)>,
primitives: Vec<Primitive>,
transforms: Transforms,
fill_tessellator: tessellation::FillTessellator,
@ -42,7 +44,7 @@ impl Frame {
pub fn new(size: Size) -> Frame {
Frame {
size,
buffers: lyon::tessellation::VertexBuffers::new(),
buffers: Vec::new(),
primitives: Vec::new(),
transforms: Transforms {
previous: Vec::new(),
@ -82,18 +84,18 @@ impl Frame {
/// Draws the given [`Path`] on the [`Frame`] by filling it with the
/// provided style.
pub fn fill(&mut self, path: &Path, fill: impl Into<Fill>) {
let Fill { color, rule } = fill.into();
pub fn fill<'a>(&mut self, path: &Path, fill: impl Into<Fill<'a>>) {
let Fill { style, rule } = fill.into();
let mut buffers = tessellation::BuffersBuilder::new(
&mut self.buffers,
FillVertex(color.into_linear()),
);
let mut buf = tessellation::VertexBuffers::new();
let mut buffers =
tessellation::BuffersBuilder::new(&mut buf, Positions);
let options =
tessellation::FillOptions::default().with_fill_rule(rule.into());
let result = if self.transforms.current.is_identity {
if self.transforms.current.is_identity {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
@ -107,25 +109,24 @@ impl Frame {
&options,
&mut buffers,
)
};
}.expect("Tessellate path.");
result.expect("Tessellate path");
self.buffers.push((buf, style.into()))
}
/// Draws an axis-aligned rectangle given its top-left corner coordinate and
/// its `Size` on the [`Frame`] by filling it with the provided style.
pub fn fill_rectangle(
pub fn fill_rectangle<'a>(
&mut self,
top_left: Point,
size: Size,
fill: impl Into<Fill>,
fill: impl Into<Fill<'a>>,
) {
let Fill { color, rule } = fill.into();
let Fill { style, rule } = fill.into();
let mut buffers = tessellation::BuffersBuilder::new(
&mut self.buffers,
FillVertex(color.into_linear()),
);
let mut buf = tessellation::VertexBuffers::new();
let mut buffers = tessellation::BuffersBuilder::new(&mut buf, Positions);
let top_left =
self.transforms.current.raw.transform_point(
@ -147,6 +148,8 @@ impl Frame {
&mut buffers,
)
.expect("Fill rectangle");
self.buffers.push((buf, style.into()))
}
/// Draws the stroke of the given [`Path`] on the [`Frame`] with the
@ -154,10 +157,9 @@ impl Frame {
pub fn stroke<'a>(&mut self, path: &Path, stroke: impl Into<Stroke<'a>>) {
let stroke = stroke.into();
let mut buffers = tessellation::BuffersBuilder::new(
&mut self.buffers,
StrokeVertex(stroke.color.into_linear()),
);
let mut buf = tessellation::VertexBuffers::new();
let mut buffers = tessellation::BuffersBuilder::new(&mut buf, Positions);
let mut options = tessellation::StrokeOptions::default();
options.line_width = stroke.width;
@ -171,7 +173,7 @@ impl Frame {
Cow::Owned(path::dashed(path, stroke.line_dash))
};
let result = if self.transforms.current.is_identity {
if self.transforms.current.is_identity {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
@ -185,9 +187,9 @@ impl Frame {
&options,
&mut buffers,
)
};
}.expect("Stroke path");
result.expect("Stroke path");
self.buffers.push((buf, stroke.style.into()))
}
/// Draws the characters of the given [`Text`] on the [`Frame`], filling
@ -206,8 +208,6 @@ impl Frame {
///
/// [`Canvas`]: crate::widget::Canvas
pub fn fill_text(&mut self, text: impl Into<Text>) {
use std::f32;
let text = text.into();
let position = if self.transforms.current.is_identity {
@ -331,52 +331,19 @@ impl Frame {
}
fn into_primitives(mut self) -> Vec<Primitive> {
if !self.buffers.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
},
size: self.size,
});
for (buffer, shader) in self.buffers {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D {
vertices: Vertex2D::from(buffer.vertices),
indices: buffer.indices,
},
size: self.size,
shader,
})
}
}
self.primitives
}
}
struct FillVertex([f32; 4]);
impl lyon::tessellation::FillVertexConstructor<triangle::Vertex2D>
for FillVertex
{
fn new_vertex(
&mut self,
vertex: lyon::tessellation::FillVertex<'_>,
) -> triangle::Vertex2D {
let position = vertex.position();
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
struct StrokeVertex([f32; 4]);
impl lyon::tessellation::StrokeVertexConstructor<triangle::Vertex2D>
for StrokeVertex
{
fn new_vertex(
&mut self,
vertex: lyon::tessellation::StrokeVertex<'_, '_>,
) -> triangle::Vertex2D {
let position = vertex.position();
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}

View file

@ -0,0 +1,21 @@
//! Define a color gradient.
use iced_native::Point;
pub mod linear;
pub use linear::Linear;
/// A gradient that can be used in the style of [`super::Fill`] or [`super::Stroke`].
#[derive(Debug, Clone)]
pub enum Gradient {
/// A linear gradient
Linear(Linear),
//TODO: radial, conical
}
impl Gradient {
/// Creates a new linear [`linear::Builder`].
pub fn linear(start: Point, end: Point) -> linear::Builder {
linear::Builder::new(start, end)
}
}

View file

@ -0,0 +1,73 @@
//! A linear color gradient.
use iced_native::{Color, Point};
use crate::gradient::ColorStop;
use super::Gradient;
/// A linear gradient that can be used in the style of [`super::Fill`] or [`super::Stroke`].
#[derive(Debug, Clone, PartialEq)]
pub struct Linear {
/// The point where the linear gradient begins.
pub start: Point,
/// The point where the linear gradient ends.
pub end: Point,
/// [`ColorStop`]s along the linear gradient path.
pub color_stops: Vec<ColorStop>,
}
/// A [`Linear`] builder.
#[derive(Debug)]
pub struct Builder {
start: Point,
end: Point,
stops: Vec<(f32, Color)>,
valid: bool,
}
impl Builder {
/// Creates a new [`Builder`].
pub fn new(start: Point, end: Point) -> Self {
Self {
start,
end,
stops: vec![],
valid: true,
}
}
/// Adds a new stop, defined by an offset and a color, to the gradient.
///
/// `offset` must be between `0.0` and `1.0`.
pub fn add_stop(mut self, offset: f32, color: Color) -> Self {
if !(0.0..=1.0).contains(&offset) {
self.valid = false;
}
self.stops.push((offset, color));
self
}
/// Builds the linear [`Gradient`] of this [`Builder`].
///
/// Returns `None` if no stops were added to the builder or
/// if stops not between 0.0 and 1.0 were added.
pub fn build(self) -> Option<Gradient> {
if self.stops.is_empty() || !self.valid {
return None;
}
Some(Gradient::Linear(Linear {
start: self.start,
end: self.end,
color_stops: self
.stops
.into_iter()
.map(|f| ColorStop {
offset: f.0,
color: f.1,
})
.collect(),
}))
}
}

View file

@ -1,10 +1,14 @@
use iced_native::Color;
use crate::widget::canvas::Gradient;
/// The style of a stroke.
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub struct Stroke<'a> {
/// The color of the stroke.
pub color: Color,
/// The color or gradient of the stroke.
///
/// By default, it is set to [`StrokeStyle::Solid`] `BLACK`.
pub style: StrokeStyle<'a>,
/// The distance between the two edges of the stroke.
pub width: f32,
/// The shape to be used at the end of open subpaths when they are stroked.
@ -19,7 +23,10 @@ pub struct Stroke<'a> {
impl<'a> Stroke<'a> {
/// Sets the color of the [`Stroke`].
pub fn with_color(self, color: Color) -> Self {
Stroke { color, ..self }
Stroke {
style: StrokeStyle::Solid(color),
..self
}
}
/// Sets the width of the [`Stroke`].
@ -41,7 +48,7 @@ impl<'a> Stroke<'a> {
impl<'a> Default for Stroke<'a> {
fn default() -> Self {
Stroke {
color: Color::BLACK,
style: StrokeStyle::Solid(Color::BLACK),
width: 1.0,
line_cap: LineCap::default(),
line_join: LineJoin::default(),
@ -50,6 +57,15 @@ impl<'a> Default for Stroke<'a> {
}
}
/// The color or gradient of a [`Stroke`].
#[derive(Debug, Clone, Copy)]
pub enum StrokeStyle<'a> {
/// A solid color
Solid(Color),
/// A color gradient
Gradient(&'a Gradient),
}
/// The shape used at the end of open subpaths when they are stroked.
#[derive(Debug, Clone, Copy)]
pub enum LineCap {

View file

@ -69,6 +69,13 @@ optional = true
version = "0.6"
optional = true
[dependencies.encase]
version = "0.3.0"
features = ["glam"]
[dependencies.glam]
version = "0.21.3"
[package.metadata.docs.rs]
rustdoc-args = ["--cfg", "docsrs"]
all-features = true

View file

@ -94,8 +94,7 @@ impl Backend {
staging_belt,
encoder,
frame,
target_size.width,
target_size.height,
target_size
);
}
@ -112,8 +111,7 @@ impl Backend {
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
target_size: Size<u32>,
) {
let bounds = (layer.bounds * scale_factor).snap();
@ -134,7 +132,7 @@ impl Backend {
);
}
if !layer.meshes.is_empty() {
if !layer.meshes.0.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
@ -143,8 +141,7 @@ impl Backend {
staging_belt,
encoder,
target,
target_width,
target_height,
target_size,
scaled,
scale_factor,
&layer.meshes,

3
wgpu/src/buffers.rs Normal file
View file

@ -0,0 +1,3 @@
//! Utilities for buffer operations.
pub mod buffer;
pub mod dynamic_buffers;

View file

@ -0,0 +1,91 @@
//! Utilities for static buffer operations.
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
///
/// This buffer is mapped to the GPU on creation, so must be initialized with the correct capacity.
#[derive(Debug)]
pub(crate) struct StaticBuffer {
//stored sequentially per mesh iteration
offsets: Vec<wgpu::BufferAddress>,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
}
impl StaticBuffer {
pub fn new(
device: &wgpu::Device,
label: &'static str,
size: u64,
usage: wgpu::BufferUsages,
total_offsets: usize,
) -> Self {
Self {
offsets: Vec::with_capacity(total_offsets),
gpu: device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: true,
}),
size,
}
}
/// Resolves pending write operations & unmaps buffer from host memory.
pub fn flush(&self) {
(&self.gpu).unmap();
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever the mesh
/// data is re-submitted.
pub fn needs_recreate(&self, new_size: usize) -> bool {
self.size != new_size as u64
}
/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
pub fn write(&mut self, offset: u64, content: &[u8]) {
//offset has to be divisible by 8 for alignment reasons
let actual_offset = if offset % 8 != 0 {
offset + 4
} else {
offset
};
let mut buffer = self
.gpu
.slice(actual_offset..(actual_offset + content.len() as u64))
.get_mapped_range_mut();
buffer.copy_from_slice(content);
self.offsets.push(actual_offset);
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
.expect(&format!("Offset index {} is not in range.", index))
}
/// Returns the slice calculated from the offset stored at the given index.
/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
/// 1 that we stored earlier when writing.
pub fn slice_from_index<T>(
&self,
index: usize,
) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
}
/// Returns true if the current buffer doesn't exist & needs to be created, or if it's too small
/// for the new content.
pub(crate) fn needs_recreate(
buffer: &Option<StaticBuffer>,
new_size: usize,
) -> bool {
match buffer {
None => true,
Some(buf) => buf.needs_recreate(new_size),
}
}

View file

@ -0,0 +1,202 @@
//! Utilities for uniform buffer operations.
use encase::private::WriteInto;
use encase::ShaderType;
use std::marker::PhantomData;
// Currently supported dynamic buffers.
enum DynamicBufferType {
Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
Storage(encase::DynamicStorageBuffer<Vec<u8>>),
}
impl DynamicBufferType {
/// Writes the current value to its CPU buffer with proper alignment.
pub(super) fn write<T: ShaderType + WriteInto>(
&mut self,
value: &T,
) -> wgpu::DynamicOffset {
match self {
DynamicBufferType::Uniform(buf) => buf
.write(value)
.expect("Error when writing to dynamic uniform buffer.")
as u32,
DynamicBufferType::Storage(buf) => buf
.write(value)
.expect("Error when writing to dynamic storage buffer.")
as u32,
}
}
/// Returns bytearray of aligned CPU buffer.
pub(super) fn get_ref(&self) -> &Vec<u8> {
match self {
DynamicBufferType::Uniform(buf) => buf.as_ref(),
DynamicBufferType::Storage(buf) => buf.as_ref(),
}
}
/// Resets the CPU buffer.
pub(super) fn clear(&mut self) {
match self {
DynamicBufferType::Uniform(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
DynamicBufferType::Storage(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
}
}
}
//TODO think about making cpu & gpu buffers optional
pub(crate) struct DynamicBuffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: DynamicBufferType,
gpu: wgpu::Buffer,
label: &'static str,
size: u64,
_data: PhantomData<T>,
}
impl<T: ShaderType + WriteInto> DynamicBuffer<T> {
/// Creates a new dynamic uniform buffer.
pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
DynamicBuffer::new(
device,
DynamicBufferType::Uniform(encase::DynamicUniformBuffer::new(
Vec::new(),
)),
label,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
)
}
/// Creates a new dynamic storage buffer.
pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
DynamicBuffer::new(
device,
DynamicBufferType::Storage(encase::DynamicStorageBuffer::new(
Vec::new(),
)),
label,
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
)
}
fn new(
device: &wgpu::Device,
dynamic_buffer_type: DynamicBufferType,
label: &'static str,
usage: wgpu::BufferUsages,
) -> Self {
let initial_size = u64::from(T::min_size());
Self {
offsets: Vec::new(),
cpu: dynamic_buffer_type,
gpu: DynamicBuffer::<T>::create_gpu_buffer(
device,
label,
usage,
initial_size,
),
label,
size: initial_size,
_data: Default::default(),
}
}
fn create_gpu_buffer(
device: &wgpu::Device,
label: &'static str,
usage: wgpu::BufferUsages,
size: u64,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Write a new value to the CPU buffer with proper alignment. Stores the returned offset value
/// in the buffer for future use.
pub fn push(&mut self, value: &T) {
//this write operation on the buffer will adjust for uniform alignment requirements
let offset = self.cpu.write(value);
self.offsets.push(offset as u32);
}
/// Resize buffer contents if necessary. This will re-create the GPU buffer if current size is
/// less than the newly computed size from the CPU buffer.
pub fn resize(&mut self, device: &wgpu::Device) -> bool {
let new_size = self.cpu.get_ref().len() as u64;
if self.size < new_size {
let usages = match self.cpu {
DynamicBufferType::Uniform(_) => {
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
}
DynamicBufferType::Storage(_) => {
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
}
};
//Re-create the GPU buffer since it needs to be resized.
self.gpu = DynamicBuffer::<T>::create_gpu_buffer(
device, self.label, usages, new_size,
);
self.size = new_size;
true
} else {
false
}
}
/// Write the contents of this dynamic buffer to the GPU via staging belt command.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
let size = self.cpu.get_ref().len();
if let Some(buffer_size) = wgpu::BufferSize::new(size as u64) {
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
0,
buffer_size,
device,
);
buffer.copy_from_slice(self.cpu.get_ref());
}
}
// Gets the aligned offset at the given index from the CPU buffer.
pub fn offset_at_index(&self, index: usize) -> wgpu::DynamicOffset {
let offset = self
.offsets
.get(index)
.expect(&format!("Index {} not found in offsets.", index))
.clone();
offset
}
/// Returns a reference to the GPU buffer.
pub fn raw(&self) -> &wgpu::Buffer {
&self.gpu
}
/// Reset the buffer.
pub fn clear(&mut self) {
self.offsets.clear();
self.cpu.clear();
}
}

View file

@ -41,6 +41,7 @@
pub mod settings;
pub mod triangle;
pub mod window;
pub mod buffers;
mod backend;
mod quad;

View file

@ -0,0 +1,83 @@
// uniforms
struct GradientUniforms {
transform: mat4x4<f32>,
@size(16) start: vec2<f32>,
@size(16) end: vec2<f32>,
@size(16) start_stop: i32,
@size(16) end_stop: i32,
}
struct Stop {
color: vec4<f32>,
offset: f32,
};
@group(0) @binding(0)
var<uniform> gradient_uniforms: GradientUniforms;
@group(0) @binding(1)
var<storage, read> color_stops: array<Stop>;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>
}
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
var output: VertexOutput;
output.position = gradient_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
output.raw_position = input;
return output;
}
@fragment
fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
let v1 = gradient_uniforms.end - gradient_uniforms.start;
let v2 = input.raw_position.xy - gradient_uniforms.start;
let unit = normalize(v1);
let offset = dot(unit, v2) / length(v1);
let min_stop = color_stops[gradient_uniforms.start_stop];
let max_stop = color_stops[gradient_uniforms.end_stop];
var color: vec4<f32>;
if (offset <= min_stop.offset) {
color = min_stop.color;
} else if (offset >= max_stop.offset) {
color = max_stop.color;
} else {
var min = min_stop;
var max = max_stop;
var min_index = gradient_uniforms.start_stop;
var max_index = gradient_uniforms.end_stop;
loop {
if (min_index >= max_index - 1) {
break;
}
let index = min_index + (max_index - min_index) / 2;
let stop = color_stops[index];
if (offset <= stop.offset) {
max = stop;
max_index = index;
} else {
min = stop;
min_index = index;
}
}
color = mix(min.color, max.color, smoothstep(
min.offset,
max.offset,
offset
));
}
return color;
}

View file

@ -0,0 +1,18 @@
// uniforms
struct SolidUniforms {
transform: mat4x4<f32>,
color: vec4<f32>
}
@group(0) @binding(0)
var<uniform> solid_uniforms: SolidUniforms;
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
}
@fragment
fn fs_solid() -> @location(0) vec4<f32> {
return solid_uniforms.color;
}

View file

@ -1,429 +1,308 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_graphics::layer;
use core::fmt;
use std::fmt::Formatter;
use bytemuck::{Pod, Zeroable};
use std::mem;
use iced_graphics::layer::Meshes;
use iced_graphics::shader::Shader;
use iced_graphics::Size;
use crate::buffers::buffer::{needs_recreate, StaticBuffer};
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod gradient;
mod msaa;
mod solid;
const UNIFORM_BUFFER_SIZE: usize = 50;
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants_layout: wgpu::BindGroupLayout,
constants: wgpu::BindGroup,
uniforms_buffer: Buffer<Uniforms>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
// these are optional so we don't allocate any memory to the GPU if
// application has no triangle meshes.
vertex_buffer: Option<StaticBuffer>,
index_buffer: Option<StaticBuffer>,
pipelines: TrianglePipelines,
}
#[derive(Debug)]
struct Buffer<T> {
label: &'static str,
raw: wgpu::Buffer,
size: usize,
usage: wgpu::BufferUsages,
_type: std::marker::PhantomData<T>,
/// Supported triangle pipelines for different fills. Both use the same vertex shader.
pub(crate) struct TrianglePipelines {
solid: SolidPipeline,
gradient: GradientPipeline,
}
impl<T> Buffer<T> {
pub fn new(
label: &'static str,
device: &wgpu::Device,
size: usize,
usage: wgpu::BufferUsages,
) -> Self {
let raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size: (std::mem::size_of::<T>() * size) as u64,
usage,
mapped_at_creation: false,
});
impl fmt::Debug for TrianglePipelines {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
f.debug_struct("TrianglePipelines").finish()
}
}
Buffer {
label,
raw,
size,
usage,
_type: std::marker::PhantomData,
}
impl TrianglePipelines {
/// Resets each pipeline's buffers.
fn clear(&mut self) {
self.solid.buffer.clear();
self.gradient.uniform_buffer.clear();
self.gradient.storage_buffer.clear();
}
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
let needs_resize = self.size < size;
if needs_resize {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(self.label),
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
mapped_at_creation: false,
});
self.size = size;
}
needs_resize
/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
/// beforehand if necessary.
fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
self.solid.write(device, staging_belt, encoder);
self.gradient.write(device, staging_belt, encoder);
}
}
impl Pipeline {
/// Creates supported GL programs, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let constants_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle uniforms layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
},
count: None,
}],
});
let constants_buffer = Buffer::new(
"iced_wgpu::triangle uniforms buffer",
device,
UNIFORM_BUFFER_SIZE,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms bind group"),
layout: &constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &constants_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<
Uniforms,
>(
)
as u64),
},
),
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constants_layout],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/triangle.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array!(
// Position
0 => Float32x2,
// Color
1 => Float32x4,
),
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
constants_layout,
constants: constant_bind_group,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
"iced_wgpu::triangle vertex buffer",
device,
VERTEX_BUFFER_SIZE,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
),
index_buffer: Buffer::new(
"iced_wgpu::triangle index buffer",
device,
INDEX_BUFFER_SIZE,
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
vertex_buffer: None,
index_buffer: None,
pipelines: TrianglePipelines {
solid: SolidPipeline::new(device, format, antialiasing),
gradient: GradientPipeline::new(device, format, antialiasing),
},
}
}
/// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
target_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
meshes: &Meshes<'_>,
) {
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
//count the total number of vertices & indices we need to handle
let (total_vertices, total_indices) = meshes.attribute_count();
println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
// Then we ensure the current buffers are big enough, resizing if
// necessary
let _ = self.vertex_buffer.expand(device, total_vertices);
let _ = self.index_buffer.expand(device, total_indices);
// If the uniforms buffer is resized, then we need to recreate its
// bind group.
if self.uniforms_buffer.expand(device, meshes.len()) {
self.constants =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms buffer"),
layout: &self.constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &self.uniforms_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Uniforms>() as u64,
),
},
),
}],
});
}
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
let mut offsets: Vec<(
wgpu::BufferAddress,
wgpu::BufferAddress,
usize,
)> = Vec::with_capacity(meshes.len());
let mut last_vertex = 0;
let mut last_index = 0;
// We upload everything upfront
for mesh in meshes {
let transform = (transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y))
.into();
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
if let (Some(vertices_size), Some(indices_size)) = (
wgpu::BufferSize::new(vertices.len() as u64),
wgpu::BufferSize::new(indices.len() as u64),
) {
{
let mut vertex_buffer = staging_belt.write_buffer(
encoder,
&self.vertex_buffer.raw,
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
vertices_size,
device,
);
vertex_buffer.copy_from_slice(vertices);
}
{
let mut index_buffer = staging_belt.write_buffer(
encoder,
&self.index_buffer.raw,
(std::mem::size_of::<u32>() * last_index) as u64,
indices_size,
device,
);
index_buffer.copy_from_slice(indices);
}
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.buffers.indices.len(),
));
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
}
let uniforms = bytemuck::cast_slice(&uniforms);
if let Some(uniforms_size) =
wgpu::BufferSize::new(uniforms.len() as u64)
{
let mut uniforms_buffer = staging_belt.write_buffer(
encoder,
&self.uniforms_buffer.raw,
0,
uniforms_size,
//Only create buffers if they need to be re-sized or don't exist
if needs_recreate(&self.vertex_buffer, total_vertices) {
//mapped to GPU at creation with total vertices
self.vertex_buffer = Some(StaticBuffer::new(
device,
);
uniforms_buffer.copy_from_slice(uniforms);
"iced_wgpu::triangle vertex buffer",
//TODO: a more reasonable default to prevent frequent resizing calls
// before this was 10_000
(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
wgpu::BufferUsages::VERTEX,
meshes.0.len(),
))
}
{
let (attachment, resolve_target, load) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) =
blit.targets(device, target_width, target_height);
if needs_recreate(&self.index_buffer, total_indices) {
//mapped to GPU at creation with total indices
self.index_buffer = Some(StaticBuffer::new(
device,
"iced_wgpu::triangle index buffer",
//TODO: a more reasonable default to prevent frequent resizing calls
// before this was 10_000
(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
wgpu::BufferUsages::INDEX,
meshes.0.len(),
));
}
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
if let Some(vertex_buffer) = &mut self.vertex_buffer {
if let Some(index_buffer) = &mut self.index_buffer {
let mut offset_v = 0;
let mut offset_i = 0;
//TODO: store this more efficiently
let mut indices_lengths = Vec::with_capacity(meshes.0.len());
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
//iterate through meshes to write all attribute data
for mesh in meshes.0.iter() {
let transform = transformation
* Transformation::translate(
mesh.origin.x,
mesh.origin.y,
);
println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
//TODO: it's (probably) more efficient to reduce this write command and
// iterate first and then upload
println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
vertex_buffer.write(offset_v, vertices);
index_buffer.write(offset_i, indices);
offset_v += vertices.len() as u64;
offset_i += indices.len() as u64;
indices_lengths.push(mesh.buffers.indices.len());
match mesh.shader {
Shader::Solid(color) => {
self.pipelines.solid.push(transform, color);
}
Shader::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient);
}
}
}
//done writing to gpu buffer, unmap from host memory since we don't need it
//anymore
vertex_buffer.flush();
index_buffer.flush();
//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
self.pipelines.write(device, staging_belt, encoder);
//configure the render pass now that the data is uploaded to the GPU
{
//configure antialiasing pass
let (attachment, resolve_target, load) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) = blit.targets(
device,
target_size.width,
target_size.height,
);
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
let mut render_pass = encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
},
)],
depth_stencil_attachment: None,
},
)],
depth_stencil_attachment: None,
});
);
render_pass.set_pipeline(&self.pipeline);
//TODO: do this a better way; store it in the respective pipelines perhaps
// to be more readable
let mut num_solids = 0;
let mut num_gradients = 0;
for (i, (vertex_offset, index_offset, indices)) in
offsets.into_iter().enumerate()
{
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
//TODO: try to avoid this extra iteration if possible
for index in 0..meshes.0.len() {
let clip_bounds =
(meshes.0[index].clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u32],
);
match meshes.0[index].shader {
Shader::Solid(_) => {
self.pipelines.solid.configure_render_pass(
&mut render_pass,
num_solids,
);
num_solids += 1;
}
Shader::Gradient(_) => {
self.pipelines.gradient.configure_render_pass(
&mut render_pass,
num_gradients,
);
num_gradients += 1;
}
}
render_pass.set_index_buffer(
self.index_buffer
.raw
.slice(index_offset * mem::size_of::<u32>() as u64..),
wgpu::IndexFormat::Uint32,
);
render_pass.set_index_buffer(
index_buffer.slice_from_index::<u32>(index),
wgpu::IndexFormat::Uint32,
);
render_pass.set_vertex_buffer(
0,
self.vertex_buffer.raw.slice(
vertex_offset * mem::size_of::<Vertex2D>() as u64..,
),
);
render_pass.set_vertex_buffer(
0,
vertex_buffer.slice_from_index::<Vertex2D>(index),
);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
render_pass.draw_indexed(
0..(indices_lengths[index] as u32),
0,
0..1,
);
}
}
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
//cleanup
self.pipelines.clear();
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
struct Uniforms {
transform: [f32; 16],
// We need to align this to 256 bytes to please `wgpu`...
// TODO: Be smarter and stop wasting memory!
_padding_a: [f32; 32],
_padding_b: [f32; 16],
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
//utility functions for individual pipelines with shared functionality
fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
fn default_fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
Some(wgpu::ColorTargetState {
format: texture_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})
}
fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
}
}
fn default_multisample_state(
antialiasing: Option<settings::Antialiasing>,
) -> wgpu::MultisampleState {
wgpu::MultisampleState {
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
mask: !0,
alpha_to_coverage_enabled: false,
}
}

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@ -0,0 +1,265 @@
use crate::buffers::dynamic_buffers::DynamicBuffer;
use crate::settings;
use crate::triangle::{
default_fragment_target, default_multisample_state,
default_triangle_primitive_state, vertex_buffer_layout,
};
use encase::ShaderType;
use glam::{Vec2, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub(super) struct GradientPipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
color_stop_offset: i32,
//Need to store these and then write them all at once
//or else they will be padded to 256 and cause gaps in the storage buffer
color_stops_pending_write: GradientStorage,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
//TODO I can tightly pack this by rearranging/consolidating some fields
#[derive(Debug, ShaderType)]
pub(super) struct GradientUniforms {
transform: glam::Mat4,
start: Vec2,
#[align(16)]
end: Vec2,
#[align(16)]
start_stop: i32,
#[align(16)]
end_stop: i32,
}
#[derive(Debug, ShaderType)]
pub(super) struct ColorStop {
color: Vec4,
offset: f32,
}
#[derive(ShaderType)]
pub(super) struct GradientStorage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl GradientPipeline {
/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let uniform_buffer = DynamicBuffer::uniform(
device,
"iced_wgpu::triangle [GRADIENT] uniforms",
);
//TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
// sized array (64 on OpenGL side right now) to make gradients work
let storage_buffer = DynamicBuffer::storage(
device,
"iced_wgpu::triangle [GRADIENT] storage",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(GradientUniforms::min_size()),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage {
read_only: true,
},
has_dynamic_offset: false,
min_binding_size: Some(GradientStorage::min_size()),
},
count: None,
},
],
});
let bind_group = GradientPipeline::bind_group(
device,
uniform_buffer.raw(),
storage_buffer.raw(),
&bind_group_layout,
);
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(
"iced_wgpu::triangle [GRADIENT] create shader module",
),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/triangle_gradient.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_gradient",
targets: &[default_fragment_target(format)],
}),
primitive: default_triangle_primitive_state(),
depth_stencil: None,
multisample: default_multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
uniform_buffer,
storage_buffer,
color_stop_offset: 0,
color_stops_pending_write: GradientStorage { color_stops: vec![] },
bind_group_layout,
bind_group,
}
}
/// Pushes a new gradient uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
match gradient {
Gradient::Linear(linear) => {
let start_offset = self.color_stop_offset;
let end_offset =
(linear.color_stops.len() as i32) + start_offset - 1;
self.uniform_buffer.push(&GradientUniforms {
transform: transform.into(),
start: Vec2::new(linear.start.x, linear.start.y),
end: Vec2::new(linear.end.x, linear.end.y),
start_stop: start_offset,
end_stop: end_offset,
});
self.color_stop_offset = end_offset + 1;
let stops: Vec<ColorStop> = linear
.color_stops
.iter()
.map(|stop| ColorStop {
offset: stop.offset,
color: Vec4::new(
stop.color.r,
stop.color.g,
stop.color.b,
stop.color.a,
),
})
.collect();
self.color_stops_pending_write.color_stops.extend(stops);
}
}
}
fn bind_group(
device: &wgpu::Device,
uniform_buffer: &wgpu::Buffer,
storage_buffer: &wgpu::Buffer,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle [GRADIENT] bind group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: uniform_buffer,
offset: 0,
size: Some(GradientUniforms::min_size())
}
)
},
wgpu::BindGroupEntry {
binding: 1,
resource: storage_buffer.as_entire_binding()
},
],
})
}
/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
//first write the pending color stops to the CPU buffer
self.storage_buffer.push(&self.color_stops_pending_write);
//resize buffers if needed
let uniforms_resized = self.uniform_buffer.resize(device);
let storage_resized = self.storage_buffer.resize(device);
if uniforms_resized || storage_resized {
//recreate bind groups if any buffers were resized
self.bind_group = GradientPipeline::bind_group(
device,
self.uniform_buffer.raw(),
self.storage_buffer.raw(),
&self.bind_group_layout,
);
}
//write to GPU
self.uniform_buffer.write(device, staging_belt, encoder);
self.storage_buffer.write(device, staging_belt, encoder);
//cleanup
self.color_stop_offset = 0;
self.color_stops_pending_write.color_stops.clear();
}
/// Configures the current render pass to draw the gradient at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
index: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.uniform_buffer.offset_at_index(index)],
);
}
}

169
wgpu/src/triangle/solid.rs Normal file
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use crate::buffers::dynamic_buffers::DynamicBuffer;
use crate::triangle::{
default_fragment_target, default_multisample_state,
default_triangle_primitive_state, vertex_buffer_layout,
};
use crate::{settings, Color};
use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
pub(super) struct SolidPipeline {
pipeline: wgpu::RenderPipeline,
pub(super) buffer: DynamicBuffer<SolidUniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub(super) struct SolidUniforms {
transform: glam::Mat4,
color: Vec4,
}
impl SolidUniforms {
pub fn new(transform: Transformation, color: Color) -> Self {
Self {
transform: transform.into(),
color: Vec4::new(color.r, color.g, color.b, color.a),
}
}
}
impl SolidPipeline {
/// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let buffer = DynamicBuffer::uniform(
device,
"iced_wgpu::triangle [SOLID] uniforms",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle [SOLID] bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(SolidUniforms::min_size()),
},
count: None,
}],
});
let bind_group = SolidPipeline::bind_group(
device,
&buffer.raw(),
&bind_group_layout,
);
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle [SOLID] pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle [SOLID] create shader module"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/triangle_solid.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle [SOLID] pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_solid",
targets: &[default_fragment_target(format)],
}),
primitive: default_triangle_primitive_state(),
depth_stencil: None,
multisample: default_multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
buffer,
bind_group_layout,
bind_group,
}
}
fn bind_group(
device: &wgpu::Device,
buffer: &wgpu::Buffer,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle [SOLID] bind group"),
layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer,
offset: 0,
size: Some(SolidUniforms::min_size()),
}),
}],
})
}
/// Pushes a new solid uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, color: &Color) {
self.buffer.push(&SolidUniforms::new(transform, *color));
}
/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
let uniforms_resized = self.buffer.resize(device);
if uniforms_resized {
self.bind_group = SolidPipeline::bind_group(
device,
self.buffer.raw(),
&self.bind_group_layout,
)
}
self.buffer.write(device, staging_belt, encoder);
}
/// Configures the current render pass to draw the solid at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
index: usize,
) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.buffer.offset_at_index(index)],
);
}
}