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

@ -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(),
);
}
}
}