Merge branch 'master' into beacon

This commit is contained in:
Héctor Ramón Jiménez 2024-05-09 12:32:25 +02:00
commit aaf396256e
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284 changed files with 18747 additions and 15450 deletions

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@ -10,25 +10,8 @@ The __[`main`]__ file contains all the code of the example.
You can run it with `cargo run`:
```
cargo run --package integration_wgpu
cargo run --package integration
```
### How to run this example with WebGL backend
NOTE: Currently, WebGL backend is is still experimental, so expect bugs.
```sh
# 0. Install prerequisites
cargo install wasm-bindgen-cli https
# 1. cd to the current folder
# 2. Compile wasm module
cargo build -p integration_wgpu --target wasm32-unknown-unknown
# 3. Invoke wasm-bindgen
wasm-bindgen ../../target/wasm32-unknown-unknown/debug/integration_wgpu.wasm --out-dir . --target web --no-typescript
# 4. run http server
http
# 5. Open 127.0.0.1:8000 in browser
```
[`main`]: src/main.rs
[`wgpu`]: https://github.com/gfx-rs/wgpu

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@ -1,21 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-type" content="text/html; charset=utf-8"/>
<title>Iced - wgpu + WebGL integration</title>
</head>
<body>
<h1>integration_wgpu</h1>
<canvas id="iced_canvas"></canvas>
<script type="module">
import init from "./integration.js";
init('./integration_bg.wasm');
</script>
<style>
body {
width: 100%;
text-align: center;
}
</style>
</body>
</html>

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@ -1,25 +1,25 @@
use iced_wgpu::Renderer;
use iced_widget::{slider, text_input, Column, Row, Text};
use iced_winit::core::{Alignment, Color, Element, Length};
use iced_widget::{column, container, row, slider, text, text_input};
use iced_winit::core::alignment;
use iced_winit::core::{Color, Element, Length, Theme};
use iced_winit::runtime::{Command, Program};
use iced_winit::style::Theme;
pub struct Controls {
background_color: Color,
text: String,
input: String,
}
#[derive(Debug, Clone)]
pub enum Message {
BackgroundColorChanged(Color),
TextChanged(String),
InputChanged(String),
}
impl Controls {
pub fn new() -> Controls {
Controls {
background_color: Color::BLACK,
text: String::default(),
input: String::default(),
}
}
@ -38,8 +38,8 @@ impl Program for Controls {
Message::BackgroundColorChanged(color) => {
self.background_color = color;
}
Message::TextChanged(text) => {
self.text = text;
Message::InputChanged(input) => {
self.input = input;
}
}
@ -48,60 +48,48 @@ impl Program for Controls {
fn view(&self) -> Element<Message, Theme, Renderer> {
let background_color = self.background_color;
let text = &self.text;
let sliders = Row::new()
.width(500)
.spacing(20)
.push(
slider(0.0..=1.0, background_color.r, move |r| {
Message::BackgroundColorChanged(Color {
r,
..background_color
})
let sliders = row![
slider(0.0..=1.0, background_color.r, move |r| {
Message::BackgroundColorChanged(Color {
r,
..background_color
})
.step(0.01),
)
.push(
slider(0.0..=1.0, background_color.g, move |g| {
Message::BackgroundColorChanged(Color {
g,
..background_color
})
})
.step(0.01),
slider(0.0..=1.0, background_color.g, move |g| {
Message::BackgroundColorChanged(Color {
g,
..background_color
})
.step(0.01),
)
.push(
slider(0.0..=1.0, background_color.b, move |b| {
Message::BackgroundColorChanged(Color {
b,
..background_color
})
})
.step(0.01),
slider(0.0..=1.0, background_color.b, move |b| {
Message::BackgroundColorChanged(Color {
b,
..background_color
})
.step(0.01),
);
})
.step(0.01),
]
.width(500)
.spacing(20);
Row::new()
.height(Length::Fill)
.align_items(Alignment::End)
.push(
Column::new().align_items(Alignment::End).push(
Column::new()
.padding(10)
.spacing(10)
.push(Text::new("Background color").style(Color::WHITE))
.push(sliders)
.push(
Text::new(format!("{background_color:?}"))
.size(14)
.style(Color::WHITE),
)
.push(
text_input("Placeholder", text)
.on_input(Message::TextChanged),
),
),
)
.into()
container(
column![
text("Background color").color(Color::WHITE),
text(format!("{background_color:?}"))
.size(14)
.color(Color::WHITE),
text_input("Placeholder", &self.input)
.on_input(Message::InputChanged),
sliders,
]
.spacing(10),
)
.padding(10)
.height(Length::Fill)
.align_y(alignment::Vertical::Bottom)
.into()
}
}

View file

@ -5,315 +5,347 @@ use controls::Controls;
use scene::Scene;
use iced_wgpu::graphics::Viewport;
use iced_wgpu::{wgpu, Backend, Renderer, Settings};
use iced_wgpu::{wgpu, Engine, Renderer};
use iced_winit::conversion;
use iced_winit::core::mouse;
use iced_winit::core::renderer;
use iced_winit::core::window;
use iced_winit::core::{Color, Font, Pixels, Size};
use iced_winit::core::{Color, Font, Pixels, Size, Theme};
use iced_winit::futures;
use iced_winit::runtime::program;
use iced_winit::style::Theme;
use iced_winit::winit;
use iced_winit::Clipboard;
use winit::{
event::{Event, WindowEvent},
event::WindowEvent,
event_loop::{ControlFlow, EventLoop},
keyboard::ModifiersState,
};
use std::sync::Arc;
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::JsCast;
#[cfg(target_arch = "wasm32")]
use web_sys::HtmlCanvasElement;
#[cfg(target_arch = "wasm32")]
use winit::platform::web::WindowBuilderExtWebSys;
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
#[cfg(target_arch = "wasm32")]
let canvas_element = {
console_log::init().expect("Initialize logger");
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| doc.get_element_by_id("iced_canvas"))
.and_then(|element| element.dyn_into::<HtmlCanvasElement>().ok())
.expect("Get canvas element")
};
#[cfg(not(target_arch = "wasm32"))]
pub fn main() -> Result<(), winit::error::EventLoopError> {
tracing_subscriber::fmt::init();
// Initialize winit
let event_loop = EventLoop::new()?;
#[cfg(target_arch = "wasm32")]
let window = winit::window::WindowBuilder::new()
.with_canvas(Some(canvas_element))
.build(&event_loop)?;
#[allow(clippy::large_enum_variant)]
enum Runner {
Loading,
Ready {
window: Arc<winit::window::Window>,
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
format: wgpu::TextureFormat,
engine: Engine,
renderer: Renderer,
scene: Scene,
state: program::State<Controls>,
cursor_position: Option<winit::dpi::PhysicalPosition<f64>>,
clipboard: Clipboard,
viewport: Viewport,
modifiers: ModifiersState,
resized: bool,
},
}
#[cfg(not(target_arch = "wasm32"))]
let window = winit::window::Window::new(&event_loop)?;
impl winit::application::ApplicationHandler for Runner {
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
if let Self::Loading = self {
let window = Arc::new(
event_loop
.create_window(
winit::window::WindowAttributes::default(),
)
.expect("Create window"),
);
let window = Arc::new(window);
let physical_size = window.inner_size();
let viewport = Viewport::with_physical_size(
Size::new(physical_size.width, physical_size.height),
window.scale_factor(),
);
let clipboard = Clipboard::connect(&window);
let physical_size = window.inner_size();
let mut viewport = Viewport::with_physical_size(
Size::new(physical_size.width, physical_size.height),
window.scale_factor(),
);
let mut cursor_position = None;
let mut modifiers = ModifiersState::default();
let mut clipboard = Clipboard::connect(&window);
let backend =
wgpu::util::backend_bits_from_env().unwrap_or_default();
// Initialize wgpu
#[cfg(target_arch = "wasm32")]
let default_backend = wgpu::Backends::GL;
#[cfg(not(target_arch = "wasm32"))]
let default_backend = wgpu::Backends::PRIMARY;
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: backend,
..Default::default()
});
let surface = instance
.create_surface(window.clone())
.expect("Create window surface");
let backend =
wgpu::util::backend_bits_from_env().unwrap_or(default_backend);
let (format, adapter, device, queue) =
futures::futures::executor::block_on(async {
let adapter =
wgpu::util::initialize_adapter_from_env_or_default(
&instance,
Some(&surface),
)
.await
.expect("Create adapter");
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: backend,
..Default::default()
});
let surface = instance.create_surface(window.clone())?;
let adapter_features = adapter.features();
let (format, adapter, device, queue) =
futures::futures::executor::block_on(async {
let adapter = wgpu::util::initialize_adapter_from_env_or_default(
&instance,
Some(&surface),
)
.await
.expect("Create adapter");
let capabilities = surface.get_capabilities(&adapter);
let adapter_features = adapter.features();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: adapter_features
& wgpu::Features::default(),
required_limits: wgpu::Limits::default(),
},
None,
)
.await
.expect("Request device");
#[cfg(target_arch = "wasm32")]
let needed_limits = wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits());
(
capabilities
.formats
.iter()
.copied()
.find(wgpu::TextureFormat::is_srgb)
.or_else(|| {
capabilities.formats.first().copied()
})
.expect("Get preferred format"),
adapter,
device,
queue,
)
});
#[cfg(not(target_arch = "wasm32"))]
let needed_limits = wgpu::Limits::default();
let capabilities = surface.get_capabilities(&adapter);
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: adapter_features
& wgpu::Features::default(),
required_limits: needed_limits,
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: physical_size.width,
height: physical_size.height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
None,
)
.await
.expect("Request device");
);
(
capabilities
.formats
.iter()
.copied()
.find(wgpu::TextureFormat::is_srgb)
.or_else(|| capabilities.formats.first().copied())
.expect("Get preferred format"),
adapter,
// Initialize scene and GUI controls
let scene = Scene::new(&device, format);
let controls = Controls::new();
// Initialize iced
let engine =
Engine::new(&adapter, &device, &queue, format, None);
let mut renderer = Renderer::new(
&device,
&engine,
Font::default(),
Pixels::from(16),
);
let state = program::State::new(
controls,
viewport.logical_size(),
&mut renderer,
);
// You should change this if you want to render continuously
event_loop.set_control_flow(ControlFlow::Wait);
*self = Self::Ready {
window,
device,
queue,
surface,
format,
engine,
renderer,
scene,
state,
cursor_position: None,
modifiers: ModifiersState::default(),
clipboard,
viewport,
resized: false,
};
}
}
fn window_event(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
_window_id: winit::window::WindowId,
event: WindowEvent,
) {
let Self::Ready {
window,
device,
queue,
)
});
surface,
format,
engine,
renderer,
scene,
state,
viewport,
cursor_position,
modifiers,
clipboard,
resized,
} = self
else {
return;
};
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: physical_size.width,
height: physical_size.height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
match event {
WindowEvent::RedrawRequested => {
if *resized {
let size = window.inner_size();
let mut resized = false;
// Initialize scene and GUI controls
let scene = Scene::new(&device, format);
let controls = Controls::new();
// Initialize iced
let mut renderer = Renderer::new(
Backend::new(&adapter, &device, &queue, Settings::default(), format),
Font::default(),
Pixels(16.0),
);
let mut state =
program::State::new(controls, viewport.logical_size(), &mut renderer);
// Run event loop
event_loop.run(move |event, window_target| {
// You should change this if you want to render continuosly
window_target.set_control_flow(ControlFlow::Wait);
match event {
Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} => {
if resized {
let size = window.inner_size();
viewport = Viewport::with_physical_size(
Size::new(size.width, size.height),
window.scale_factor(),
);
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
resized = false;
}
match surface.get_current_texture() {
Ok(frame) => {
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
*viewport = Viewport::with_physical_size(
Size::new(size.width, size.height),
window.scale_factor(),
);
let program = state.program();
let view = frame.texture.create_view(
&wgpu::TextureViewDescriptor::default(),
surface.configure(
device,
&wgpu::SurfaceConfiguration {
format: *format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
{
// We clear the frame
let mut render_pass = Scene::clear(
&view,
&mut encoder,
program.background_color(),
*resized = false;
}
match surface.get_current_texture() {
Ok(frame) => {
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
);
// Draw the scene
scene.draw(&mut render_pass);
}
let program = state.program();
// And then iced on top
renderer.with_primitives(|backend, primitive| {
backend.present(
&device,
&queue,
let view = frame.texture.create_view(
&wgpu::TextureViewDescriptor::default(),
);
{
// We clear the frame
let mut render_pass = Scene::clear(
&view,
&mut encoder,
program.background_color(),
);
// Draw the scene
scene.draw(&mut render_pass);
}
// And then iced on top
renderer.present(
engine,
device,
queue,
&mut encoder,
None,
frame.texture.format(),
&view,
primitive,
&viewport,
viewport,
);
});
// Then we submit the work
queue.submit(Some(encoder.finish()));
frame.present();
// Then we submit the work
engine.submit(queue, encoder);
frame.present();
// Update the mouse cursor
window.set_cursor_icon(
iced_winit::conversion::mouse_interaction(
state.mouse_interaction(),
),
);
}
Err(error) => match error {
wgpu::SurfaceError::OutOfMemory => {
panic!(
"Swapchain error: {error}. \
// Update the mouse cursor
window.set_cursor(
iced_winit::conversion::mouse_interaction(
state.mouse_interaction(),
),
);
}
Err(error) => match error {
wgpu::SurfaceError::OutOfMemory => {
panic!(
"Swapchain error: {error}. \
Rendering cannot continue."
)
}
_ => {
// Try rendering again next frame.
window.request_redraw();
}
},
}
}
WindowEvent::CursorMoved { position, .. } => {
*cursor_position = Some(position);
}
WindowEvent::ModifiersChanged(new_modifiers) => {
*modifiers = new_modifiers.state();
}
WindowEvent::Resized(_) => {
*resized = true;
}
WindowEvent::CloseRequested => {
event_loop.exit();
}
_ => {}
}
// Map window event to iced event
if let Some(event) = iced_winit::conversion::window_event(
window::Id::MAIN,
event,
window.scale_factor(),
*modifiers,
) {
state.queue_event(event);
}
// If there are events pending
if !state.is_queue_empty() {
// We update iced
let _ = state.update(
viewport.logical_size(),
cursor_position
.map(|p| {
conversion::cursor_position(
p,
viewport.scale_factor(),
)
}
_ => {
// Try rendering again next frame.
window.request_redraw();
}
})
.map(mouse::Cursor::Available)
.unwrap_or(mouse::Cursor::Unavailable),
renderer,
&Theme::Dark,
&renderer::Style {
text_color: Color::WHITE,
},
}
clipboard,
);
// and request a redraw
window.request_redraw();
}
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::CursorMoved { position, .. } => {
cursor_position = Some(position);
}
WindowEvent::ModifiersChanged(new_modifiers) => {
modifiers = new_modifiers.state();
}
WindowEvent::Resized(_) => {
resized = true;
}
WindowEvent::CloseRequested => {
window_target.exit();
}
_ => {}
}
// Map window event to iced event
if let Some(event) = iced_winit::conversion::window_event(
window::Id::MAIN,
event,
window.scale_factor(),
modifiers,
) {
state.queue_event(event);
}
}
_ => {}
}
}
// If there are events pending
if !state.is_queue_empty() {
// We update iced
let _ = state.update(
viewport.logical_size(),
cursor_position
.map(|p| {
conversion::cursor_position(p, viewport.scale_factor())
})
.map(mouse::Cursor::Available)
.unwrap_or(mouse::Cursor::Unavailable),
&mut renderer,
&Theme::Dark,
&renderer::Style {
text_color: Color::WHITE,
},
&mut clipboard,
);
// and request a redraw
window.request_redraw();
}
})?;
Ok(())
let mut runner = Runner::Loading;
event_loop.run_app(&mut runner)
}