Merge branch 'master' into feature/custom-styling

This commit is contained in:
Héctor Ramón Jiménez 2020-01-05 22:03:32 +01:00
commit bbc8f837d7
20 changed files with 818 additions and 9 deletions

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@ -25,6 +25,7 @@
#![deny(unsafe_code)]
#![deny(rust_2018_idioms)]
pub mod defaults;
pub mod triangle;
pub mod widget;
mod image;

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@ -3,6 +3,9 @@ use iced_native::{
Vector, VerticalAlignment,
};
use crate::triangle;
use std::sync::Arc;
/// A rendering primitive.
#[derive(Debug, Clone)]
pub enum Primitive {
@ -67,6 +70,10 @@ pub enum Primitive {
/// The content of the clip
content: Box<Primitive>,
},
/// A low-level primitive to render a mesh of triangles.
///
/// It can be used to render many kinds of geometry freely.
Mesh2D(Arc<triangle::Mesh2D>),
}
impl Default for Primitive {

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@ -1,12 +1,12 @@
use crate::{
image, quad, text, Defaults, Image, Primitive, Quad, Settings,
image, quad, text, triangle, Defaults, Image, Primitive, Quad, Settings,
Transformation,
};
use iced_native::{
renderer::{Debugger, Windowed},
Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
};
use std::sync::Arc;
use wgpu::{
Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
@ -27,6 +27,7 @@ pub struct Renderer {
quad_pipeline: quad::Pipeline,
image_pipeline: image::Pipeline,
text_pipeline: text::Pipeline,
triangle_pipeline: crate::triangle::Pipeline,
}
struct Layer<'a> {
@ -34,6 +35,7 @@ struct Layer<'a> {
offset: Vector<u32>,
quads: Vec<Quad>,
images: Vec<Image>,
meshes: Vec<Arc<triangle::Mesh2D>>,
text: Vec<wgpu_glyph::Section<'a>>,
}
@ -45,6 +47,7 @@ impl<'a> Layer<'a> {
quads: Vec::new(),
images: Vec::new(),
text: Vec::new(),
meshes: Vec::new(),
}
}
}
@ -67,7 +70,8 @@ impl Renderer {
let text_pipeline =
text::Pipeline::new(&mut device, settings.default_font);
let quad_pipeline = quad::Pipeline::new(&mut device);
let image_pipeline = image::Pipeline::new(&mut device);
let image_pipeline = crate::image::Pipeline::new(&mut device);
let triangle_pipeline = triangle::Pipeline::new(&mut device);
Self {
device,
@ -75,6 +79,7 @@ impl Renderer {
quad_pipeline,
image_pipeline,
text_pipeline,
triangle_pipeline,
}
}
@ -252,6 +257,9 @@ impl Renderer {
scale: [bounds.width, bounds.height],
});
}
Primitive::Mesh2D(mesh) => {
layer.meshes.push(mesh.clone());
}
Primitive::Clip {
bounds,
offset,
@ -330,6 +338,24 @@ impl Renderer {
) {
let bounds = layer.bounds * dpi;
if layer.meshes.len() > 0 {
let translated = transformation
* Transformation::translate(
-(layer.offset.x as f32) * dpi,
-(layer.offset.y as f32) * dpi,
);
self.triangle_pipeline.draw(
&mut self.device,
encoder,
target,
translated,
dpi,
&layer.meshes,
bounds,
);
}
if layer.quads.len() > 0 {
self.quad_pipeline.draw(
&mut self.device,

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@ -3,6 +3,7 @@ mod checkbox;
mod column;
mod container;
mod image;
mod progress_bar;
mod radio;
mod row;
mod scrollable;

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@ -0,0 +1,51 @@
use crate::{Primitive, Renderer};
use iced_native::{progress_bar, Background, Color, MouseCursor, Rectangle};
impl progress_bar::Renderer for Renderer {
const DEFAULT_HEIGHT: u16 = 30;
fn draw(
&self,
bounds: Rectangle,
range: std::ops::RangeInclusive<f32>,
value: f32,
background: Option<Background>,
active_color: Option<Color>,
) -> Self::Output {
let (range_start, range_end) = range.into_inner();
let active_progress_width = bounds.width
* ((value - range_start) / (range_end - range_start).max(1.0));
let background = Primitive::Group {
primitives: vec![Primitive::Quad {
bounds: Rectangle { ..bounds },
background: background
.unwrap_or(Background::Color([0.6, 0.6, 0.6].into()))
.into(),
border_radius: 5,
border_width: 0,
border_color: Color::TRANSPARENT,
}],
};
let active_progress = Primitive::Quad {
bounds: Rectangle {
width: active_progress_width,
..bounds
},
background: Background::Color(
active_color.unwrap_or([0.0, 0.95, 0.0].into()),
),
border_radius: 5,
border_width: 0,
border_color: Color::TRANSPARENT,
};
(
Primitive::Group {
primitives: vec![background, active_progress],
},
MouseCursor::OutOfBounds,
)
}
}

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@ -0,0 +1,8 @@
#version 450
layout(location = 0) in vec4 i_Color;
layout(location = 0) out vec4 o_Color;
void main() {
o_Color = i_Color;
}

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@ -0,0 +1,17 @@
#version 450
layout(location = 0) in vec2 i_Position;
layout(location = 1) in vec4 i_Color;
layout(location = 0) out vec4 o_Color;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
float u_Scale;
};
void main() {
vec2 p_Position = i_Position * u_Scale;
gl_Position = u_Transform * vec4(p_Position, 0.0, 1.0);
o_Color = i_Color;
}

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239
wgpu/src/triangle.rs Normal file
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@ -0,0 +1,239 @@
//! Draw meshes of triangles.
use crate::Transformation;
use iced_native::Rectangle;
use std::{mem, sync::Arc};
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let constants_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[Uniforms::default()]);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constant_layout],
});
let vs = include_bytes!("shader/triangle.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read triangle vertex shader as SPIR-V"),
);
let fs = include_bytes!("shader/triangle.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read triangle fragment shader as SPIR-V"),
);
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
// Position
wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
// Color
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float4,
offset: 4 * 2,
},
],
}],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pipeline {
pipeline,
constants: constant_bind_group,
constants_buffer,
}
}
pub fn draw(
&mut self,
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
transformation: Transformation,
scale: f32,
meshes: &Vec<Arc<Mesh2D>>,
bounds: Rectangle<u32>,
) {
let uniforms = Uniforms {
transform: transformation.into(),
scale,
};
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
encoder.copy_buffer_to_buffer(
&constants_buffer,
0,
&self.constants_buffer,
0,
std::mem::size_of::<Uniforms>() as u64,
);
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
});
for mesh in meshes {
let vertices_buffer = device
.create_buffer_mapped(
mesh.vertices.len(),
wgpu::BufferUsage::VERTEX,
)
.fill_from_slice(&mesh.vertices);
let indices_buffer = device
.create_buffer_mapped(
mesh.indices.len(),
wgpu::BufferUsage::INDEX,
)
.fill_from_slice(&mesh.indices);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(&indices_buffer, 0);
render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
scale: f32,
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
scale: 1.0,
}
}
}
/// A two-dimensional vertex with some color in __linear__ RGBA.
#[repr(C)]
#[derive(Copy, Clone, Debug)]
pub struct Vertex2D {
/// The vertex position
pub position: [f32; 2],
/// The vertex color in __linear__ RGBA.
pub color: [f32; 4],
}
/// A set of [`Vertex2D`] and indices representing a list of triangles.
///
/// [`Vertex2D`]: struct.Vertex2D.html
#[derive(Clone, Debug)]
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<u16>,
}