Adds linear gradient support to 2D meshes in the canvas widget.
This commit is contained in:
parent
97f385e093
commit
40f45d7b7e
40 changed files with 2041 additions and 655 deletions
169
wgpu/src/triangle/solid.rs
Normal file
169
wgpu/src/triangle/solid.rs
Normal file
|
|
@ -0,0 +1,169 @@
|
|||
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)],
|
||||
);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue