Adds linear gradient support to 2D meshes in the canvas widget.
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97f385e093
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40 changed files with 2041 additions and 655 deletions
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@ -1,66 +1,41 @@
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//! Draw meshes of triangles.
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//! Draw meshes of triangle.
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mod gradient;
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mod solid;
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use crate::program::{self, Shader};
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use crate::Transformation;
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use glow::HasContext;
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use iced_graphics::layer;
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use iced_graphics::layer::{Mesh, Meshes};
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use iced_graphics::shader;
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use std::marker::PhantomData;
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use crate::triangle::gradient::GradientProgram;
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use crate::triangle::solid::SolidProgram;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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const VERTEX_BUFFER_SIZE: usize = 10_000;
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const INDEX_BUFFER_SIZE: usize = 10_000;
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#[derive(Debug)]
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pub(crate) struct Pipeline {
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program: <glow::Context as HasContext>::Program,
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vertex_array: <glow::Context as HasContext>::VertexArray,
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vertices: Buffer<Vertex2D>,
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indices: Buffer<u32>,
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transform_location: <glow::Context as HasContext>::UniformLocation,
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current_transform: Transformation,
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programs: TrianglePrograms,
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}
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#[derive(Debug)]
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struct TrianglePrograms {
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solid: TriangleProgram,
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gradient: TriangleProgram,
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}
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#[derive(Debug)]
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enum TriangleProgram {
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Solid(SolidProgram),
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Gradient(GradientProgram),
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}
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impl Pipeline {
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pub fn new(
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gl: &glow::Context,
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shader_version: &program::Version,
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) -> Pipeline {
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let program = unsafe {
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let vertex_shader = Shader::vertex(
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gl,
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shader_version,
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include_str!("shader/common/triangle.vert"),
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);
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let fragment_shader = Shader::fragment(
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gl,
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shader_version,
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include_str!("shader/common/triangle.frag"),
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);
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program::create(
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gl,
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&[vertex_shader, fragment_shader],
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&[(0, "i_Position"), (1, "i_Color")],
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)
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};
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let transform_location =
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unsafe { gl.get_uniform_location(program, "u_Transform") }
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.expect("Get transform location");
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unsafe {
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gl.use_program(Some(program));
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let transform: [f32; 16] = Transformation::identity().into();
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gl.uniform_matrix_4_f32_slice(
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Some(&transform_location),
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false,
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&transform,
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);
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gl.use_program(None);
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}
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pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self {
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let vertex_array =
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unsafe { gl.create_vertex_array().expect("Create vertex array") };
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@ -73,7 +48,7 @@ impl Pipeline {
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gl,
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glow::ARRAY_BUFFER,
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glow::DYNAMIC_DRAW,
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VERTEX_BUFFER_SIZE,
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std::mem::size_of::<Vertex2D>() as usize,
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)
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};
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@ -82,7 +57,7 @@ impl Pipeline {
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gl,
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glow::ELEMENT_ARRAY_BUFFER,
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glow::DYNAMIC_DRAW,
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INDEX_BUFFER_SIZE,
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std::mem::size_of::<u32>() as usize,
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)
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};
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@ -92,58 +67,45 @@ impl Pipeline {
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gl.enable_vertex_attrib_array(0);
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gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
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gl.enable_vertex_attrib_array(1);
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gl.vertex_attrib_pointer_f32(
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1,
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4,
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glow::FLOAT,
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false,
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stride,
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4 * 2,
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);
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gl.bind_vertex_array(None);
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}
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};
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Pipeline {
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program,
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Self {
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vertex_array,
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vertices,
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indices,
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transform_location,
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current_transform: Transformation::identity(),
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programs: TrianglePrograms {
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solid: TriangleProgram::Solid(SolidProgram::new(
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gl,
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shader_version,
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)),
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gradient: TriangleProgram::Gradient(GradientProgram::new(
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gl,
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shader_version,
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)),
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},
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}
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}
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pub fn draw(
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&mut self,
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meshes: &Meshes<'_>,
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gl: &glow::Context,
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target_height: u32,
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transformation: Transformation,
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scale_factor: f32,
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meshes: &[layer::Mesh<'_>],
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) {
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unsafe {
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gl.enable(glow::MULTISAMPLE);
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gl.enable(glow::SCISSOR_TEST);
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gl.use_program(Some(self.program));
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.bind_vertex_array(Some(self.vertex_array))
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}
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// This looks a bit crazy, but we are just counting how many vertices
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// and indices we will need to handle.
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// TODO: Improve readability
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let (total_vertices, total_indices) = meshes
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.iter()
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.map(|layer::Mesh { buffers, .. }| {
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(buffers.vertices.len(), buffers.indices.len())
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})
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.fold((0, 0), |(total_v, total_i), (v, i)| {
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(total_v + v, total_i + i)
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});
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//count the total number of vertices & indices we need to handle for all meshes
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let (total_vertices, total_indices) = meshes.attribute_count();
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// Then we ensure the current buffers are big enough, resizing if
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// necessary
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// Then we ensure the current attribute buffers are big enough, resizing if necessary
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unsafe {
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self.vertices.bind(gl, total_vertices);
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self.indices.bind(gl, total_indices);
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@ -153,7 +115,7 @@ impl Pipeline {
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let mut last_vertex = 0;
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let mut last_index = 0;
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for layer::Mesh { buffers, .. } in meshes {
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for Mesh { buffers, .. } in meshes.0.iter() {
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unsafe {
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gl.buffer_sub_data_u8_slice(
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glow::ARRAY_BUFFER,
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@ -176,11 +138,12 @@ impl Pipeline {
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let mut last_vertex = 0;
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let mut last_index = 0;
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for layer::Mesh {
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for Mesh {
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buffers,
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origin,
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clip_bounds,
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} in meshes
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shader,
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} in meshes.0.iter()
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{
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let transform =
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transformation * Transformation::translate(origin.x, origin.y);
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@ -188,17 +151,6 @@ impl Pipeline {
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let clip_bounds = (*clip_bounds * scale_factor).snap();
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unsafe {
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if self.current_transform != transform {
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let matrix: [f32; 16] = transform.into();
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gl.uniform_matrix_4_f32_slice(
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Some(&self.transform_location),
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false,
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&matrix,
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);
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self.current_transform = transform;
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}
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gl.scissor(
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clip_bounds.x as i32,
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(target_height - (clip_bounds.y + clip_bounds.height))
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@ -207,6 +159,15 @@ impl Pipeline {
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clip_bounds.height as i32,
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);
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let t = if self.current_transform != transform {
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self.current_transform = transform;
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Some(transform)
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} else {
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None
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};
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self.use_with_shader(gl, shader, t);
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gl.draw_elements_base_vertex(
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glow::TRIANGLES,
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buffers.indices.len() as i32,
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@ -222,34 +183,79 @@ impl Pipeline {
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unsafe {
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gl.bind_vertex_array(None);
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gl.use_program(None);
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gl.disable(glow::SCISSOR_TEST);
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gl.disable(glow::MULTISAMPLE);
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Clone, Copy)]
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struct Uniforms {
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transform: [f32; 16],
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}
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unsafe impl bytemuck::Zeroable for Uniforms {}
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unsafe impl bytemuck::Pod for Uniforms {}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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transform: *Transformation::identity().as_ref(),
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fn use_with_shader(
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&mut self,
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gl: &glow::Context,
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shader: &shader::Shader,
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transform: Option<Transformation>,
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) {
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match shader {
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shader::Shader::Solid(color) => {
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if let TriangleProgram::Solid(solid_program) =
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&mut self.programs.solid
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{
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unsafe { gl.use_program(Some(solid_program.program)) }
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solid_program.set_uniforms(gl, color, transform);
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}
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}
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shader::Shader::Gradient(gradient) => {
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if let TriangleProgram::Gradient(gradient_program) =
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&mut self.programs.gradient
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{
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unsafe { gl.use_program(Some(gradient_program.program)) }
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gradient_program.set_uniforms(gl, gradient, transform);
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}
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}
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}
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}
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}
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impl From<Transformation> for Uniforms {
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fn from(transformation: Transformation) -> Uniforms {
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Self {
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transform: transformation.into(),
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/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
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/// attribute location.
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pub(super) fn simple_triangle_program(
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gl: &glow::Context,
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shader_version: &program::Version,
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fragment_shader: &'static str,
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) -> <glow::Context as HasContext>::Program {
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unsafe {
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let vertex_shader = Shader::vertex(
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gl,
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shader_version,
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include_str!("shader/common/triangle.vert"),
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);
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let fragment_shader =
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Shader::fragment(gl, shader_version, fragment_shader);
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program::create(
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gl,
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&[vertex_shader, fragment_shader],
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&[(0, "i_Position")],
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)
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}
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}
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pub(super) fn update_transform(
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gl: &glow::Context,
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program: <glow::Context as HasContext>::Program,
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transform: Option<Transformation>
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) {
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if let Some(t) = transform {
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let transform_location =
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unsafe { gl.get_uniform_location(program, "u_Transform") }
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.expect("Get transform location.");
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unsafe {
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gl.uniform_matrix_4_f32_slice(
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Some(&transform_location),
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false,
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t.as_ref(),
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);
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}
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}
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}
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