Merge pull request #1846 from bungoboingo/feat/background-gradients

[Feature] Gradients for Backgrounds
This commit is contained in:
Héctor Ramón 2023-05-19 04:37:58 +02:00 committed by GitHub
commit cc5d11f1a6
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42 changed files with 1580 additions and 1465 deletions

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@ -10,6 +10,7 @@ repository = "https://github.com/iced-rs/iced"
[dependencies]
bitflags = "1.2"
thiserror = "1"
log = "0.4.17"
twox-hash = { version = "1.5", default-features = false }
[dependencies.palette]

33
core/src/angle.rs Normal file
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@ -0,0 +1,33 @@
use crate::{Point, Rectangle, Vector};
use std::f32::consts::PI;
#[derive(Debug, Copy, Clone, PartialEq)]
/// Degrees
pub struct Degrees(pub f32);
#[derive(Debug, Copy, Clone, PartialEq)]
/// Radians
pub struct Radians(pub f32);
impl From<Degrees> for Radians {
fn from(degrees: Degrees) -> Self {
Radians(degrees.0 * PI / 180.0)
}
}
impl Radians {
/// Calculates the line in which the [`Angle`] intercepts the `bounds`.
pub fn to_distance(&self, bounds: &Rectangle) -> (Point, Point) {
let v1 = Vector::new(f32::cos(self.0), f32::sin(self.0));
let distance_to_rect = f32::min(
f32::abs((bounds.y - bounds.center().y) / v1.y),
f32::abs(((bounds.x + bounds.width) - bounds.center().x) / v1.x),
);
let start = bounds.center() + v1 * distance_to_rect;
let end = bounds.center() - v1 * distance_to_rect;
(start, end)
}
}

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@ -1,11 +1,14 @@
use crate::gradient::{self, Gradient};
use crate::Color;
/// The background of some element.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum Background {
/// A solid color
/// A solid color.
Color(Color),
// TODO: Add gradient and image variants
/// Linearly interpolate between several colors.
Gradient(Gradient),
// TODO: Add image variant
}
impl From<Color> for Background {
@ -14,8 +17,14 @@ impl From<Color> for Background {
}
}
impl From<Color> for Option<Background> {
fn from(color: Color) -> Self {
Some(Background::from(color))
impl From<Gradient> for Background {
fn from(gradient: Gradient) -> Self {
Background::Gradient(gradient)
}
}
impl From<gradient::Linear> for Background {
fn from(gradient: gradient::Linear) -> Self {
Background::Gradient(Gradient::Linear(gradient))
}
}

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@ -1,27 +1,40 @@
//! For creating a Gradient.
pub mod linear;
//! Colors that transition progressively.
use crate::{Color, Radians};
pub use linear::Linear;
use std::cmp::Ordering;
use crate::{Color, Point, Size};
#[derive(Debug, Clone, PartialEq)]
#[derive(Debug, Clone, Copy, PartialEq)]
/// A fill which transitions colors progressively along a direction, either linearly, radially (TBD),
/// or conically (TBD).
///
/// For a gradient which can be used as a fill on a canvas, see [`iced_graphics::Gradient`].
pub enum Gradient {
/// A linear gradient interpolates colors along a direction from its `start` to its `end`
/// point.
/// A linear gradient interpolates colors along a direction at a specific [`Angle`].
Linear(Linear),
}
impl Gradient {
/// Creates a new linear [`linear::Builder`].
pub fn linear(position: impl Into<Position>) -> linear::Builder {
linear::Builder::new(position.into())
/// Adjust the opacity of the gradient by a multiplier applied to each color stop.
pub fn mul_alpha(mut self, alpha_multiplier: f32) -> Self {
match &mut self {
Gradient::Linear(linear) => {
for stop in linear.stops.iter_mut().flatten() {
stop.color.a *= alpha_multiplier;
}
}
}
self
}
}
#[derive(Debug, Clone, Copy, PartialEq)]
impl From<Linear> for Gradient {
fn from(gradient: Linear) -> Self {
Self::Linear(gradient)
}
}
#[derive(Debug, Default, Clone, Copy, PartialEq)]
/// A point along the gradient vector where the specified [`color`] is unmixed.
///
/// [`color`]: Self::color
@ -35,83 +48,58 @@ pub struct ColorStop {
pub color: Color,
}
#[derive(Debug)]
/// The position of the gradient within its bounds.
pub enum Position {
/// The gradient will be positioned with respect to two points.
Absolute {
/// The starting point of the gradient.
start: Point,
/// The ending point of the gradient.
end: Point,
},
/// The gradient will be positioned relative to the provided bounds.
Relative {
/// The top left position of the bounds.
top_left: Point,
/// The width & height of the bounds.
size: Size,
/// The start [Location] of the gradient.
start: Location,
/// The end [Location] of the gradient.
end: Location,
},
/// A linear gradient.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Linear {
/// How the [`Gradient`] is angled within its bounds.
pub angle: Radians,
/// [`ColorStop`]s along the linear gradient path.
pub stops: [Option<ColorStop>; 8],
}
impl From<(Point, Point)> for Position {
fn from((start, end): (Point, Point)) -> Self {
Self::Absolute { start, end }
impl Linear {
/// Creates a new [`Linear`] gradient with the given angle in [`Radians`].
pub fn new(angle: impl Into<Radians>) -> Self {
Self {
angle: angle.into(),
stops: [None; 8],
}
}
}
#[derive(Debug, Clone, Copy)]
/// The location of a relatively-positioned gradient.
pub enum Location {
/// Top left.
TopLeft,
/// Top.
Top,
/// Top right.
TopRight,
/// Right.
Right,
/// Bottom right.
BottomRight,
/// Bottom.
Bottom,
/// Bottom left.
BottomLeft,
/// Left.
Left,
}
/// Adds a new [`ColorStop`], defined by an offset and a color, to the gradient.
///
/// Any `offset` that is not within `0.0..=1.0` will be silently ignored.
///
/// Any stop added after the 8th will be silently ignored.
pub fn add_stop(mut self, offset: f32, color: Color) -> Self {
if offset.is_finite() && (0.0..=1.0).contains(&offset) {
let (Ok(index) | Err(index)) =
self.stops.binary_search_by(|stop| match stop {
None => Ordering::Greater,
Some(stop) => stop.offset.partial_cmp(&offset).unwrap(),
});
impl Location {
fn to_absolute(self, top_left: Point, size: Size) -> Point {
match self {
Location::TopLeft => top_left,
Location::Top => {
Point::new(top_left.x + size.width / 2.0, top_left.y)
if index < 8 {
self.stops[index] = Some(ColorStop { offset, color });
}
Location::TopRight => {
Point::new(top_left.x + size.width, top_left.y)
}
Location::Right => Point::new(
top_left.x + size.width,
top_left.y + size.height / 2.0,
),
Location::BottomRight => {
Point::new(top_left.x + size.width, top_left.y + size.height)
}
Location::Bottom => Point::new(
top_left.x + size.width / 2.0,
top_left.y + size.height,
),
Location::BottomLeft => {
Point::new(top_left.x, top_left.y + size.height)
}
Location::Left => {
Point::new(top_left.x, top_left.y + size.height / 2.0)
} else {
log::warn!("Gradient color stop must be within 0.0..=1.0 range.");
};
self
}
/// Adds multiple [`ColorStop`]s to the gradient.
///
/// Any stop added after the 8th will be silently ignored.
pub fn add_stops(
mut self,
stops: impl IntoIterator<Item = ColorStop>,
) -> Self {
for stop in stops.into_iter() {
self = self.add_stop(stop.offset, stop.color)
}
self
}
}

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@ -1,112 +0,0 @@
//! Linear gradient builder & definition.
use crate::gradient::{ColorStop, Gradient, Position};
use crate::{Color, Point};
/// A linear gradient that can be used in the style of [`Fill`] or [`Stroke`].
///
/// [`Fill`]: crate::widget::canvas::Fill
/// [`Stroke`]: crate::widget::canvas::Stroke
#[derive(Debug, Clone, PartialEq)]
pub struct Linear {
/// The point where the linear gradient begins.
pub start: Point,
/// The point where the linear gradient ends.
pub end: Point,
/// [`ColorStop`]s along the linear gradient path.
pub color_stops: Vec<ColorStop>,
}
/// A [`Linear`] builder.
#[derive(Debug)]
pub struct Builder {
start: Point,
end: Point,
stops: Vec<ColorStop>,
error: Option<BuilderError>,
}
impl Builder {
/// Creates a new [`Builder`].
pub fn new(position: Position) -> Self {
let (start, end) = match position {
Position::Absolute { start, end } => (start, end),
Position::Relative {
top_left,
size,
start,
end,
} => (
start.to_absolute(top_left, size),
end.to_absolute(top_left, size),
),
};
Self {
start,
end,
stops: vec![],
error: None,
}
}
/// Adds a new stop, defined by an offset and a color, to the gradient.
///
/// `offset` must be between `0.0` and `1.0` or the gradient cannot be built.
///
/// Note: when using the [`glow`] backend, any color stop added after the 16th
/// will not be displayed.
///
/// On the [`wgpu`] backend this limitation does not exist (technical limit is 524,288 stops).
///
/// [`glow`]: https://docs.rs/iced_glow
/// [`wgpu`]: https://docs.rs/iced_wgpu
pub fn add_stop(mut self, offset: f32, color: Color) -> Self {
if offset.is_finite() && (0.0..=1.0).contains(&offset) {
match self.stops.binary_search_by(|stop| {
stop.offset.partial_cmp(&offset).unwrap()
}) {
Ok(_) => {
self.error = Some(BuilderError::DuplicateOffset(offset))
}
Err(index) => {
self.stops.insert(index, ColorStop { offset, color });
}
}
} else {
self.error = Some(BuilderError::InvalidOffset(offset))
};
self
}
/// Builds the linear [`Gradient`] of this [`Builder`].
///
/// Returns `BuilderError` if gradient in invalid.
pub fn build(self) -> Result<Gradient, BuilderError> {
if self.stops.is_empty() {
Err(BuilderError::MissingColorStop)
} else if let Some(error) = self.error {
Err(error)
} else {
Ok(Gradient::Linear(Linear {
start: self.start,
end: self.end,
color_stops: self.stops,
}))
}
}
}
/// An error that happened when building a [`Linear`] gradient.
#[derive(Debug, thiserror::Error)]
pub enum BuilderError {
#[error("Gradients must contain at least one color stop.")]
/// Gradients must contain at least one color stop.
MissingColorStop,
#[error("Offset {0} must be a unique, finite number.")]
/// Offsets in a gradient must all be unique & finite.
DuplicateOffset(f32),
#[error("Offset {0} must be between 0.0..=1.0.")]
/// Offsets in a gradient must be between 0.0..=1.0.
InvalidOffset(f32),
}

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@ -42,6 +42,7 @@ pub mod touch;
pub mod widget;
pub mod window;
mod angle;
mod background;
mod color;
mod content_fit;
@ -57,6 +58,7 @@ mod size;
mod vector;
pub use alignment::Alignment;
pub use angle::{Degrees, Radians};
pub use background::Background;
pub use clipboard::Clipboard;
pub use color::Color;

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@ -60,7 +60,7 @@ pub struct Quad {
pub border_color: Color,
}
/// The border radi for the corners of a graphics primitive in the order:
/// The border radii for the corners of a graphics primitive in the order:
/// top-left, top-right, bottom-right, bottom-left.
#[derive(Debug, Clone, Copy, PartialEq, Default)]
pub struct BorderRadius([f32; 4]);

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@ -1,11 +0,0 @@
[package]
name = "modern_art"
version = "0.1.0"
authors = ["Bingus <shankern@protonmail.com>"]
edition = "2021"
publish = false
[dependencies]
iced = { path = "../..", features = ["canvas", "tokio", "debug"] }
rand = "0.8.5"
env_logger = "0.9"

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@ -1,143 +0,0 @@
use iced::widget::canvas::{
self, gradient::Location, gradient::Position, Cache, Canvas, Cursor, Frame,
Geometry, Gradient,
};
use iced::{
executor, Application, Color, Command, Element, Length, Point, Rectangle,
Renderer, Settings, Size, Theme,
};
use rand::{thread_rng, Rng};
fn main() -> iced::Result {
env_logger::builder().format_timestamp(None).init();
ModernArt::run(Settings {
antialiasing: true,
..Settings::default()
})
}
#[derive(Debug, Clone, Copy)]
enum Message {}
struct ModernArt {
cache: Cache,
}
impl Application for ModernArt {
type Executor = executor::Default;
type Message = Message;
type Theme = Theme;
type Flags = ();
fn new(_flags: Self::Flags) -> (Self, Command<Self::Message>) {
(
ModernArt {
cache: Default::default(),
},
Command::none(),
)
}
fn title(&self) -> String {
String::from("Modern Art")
}
fn update(&mut self, _message: Message) -> Command<Message> {
Command::none()
}
fn view(&self) -> Element<'_, Self::Message, Renderer<Self::Theme>> {
Canvas::new(self)
.width(Length::Fill)
.height(Length::Fill)
.into()
}
}
impl<Message> canvas::Program<Message, Renderer> for ModernArt {
type State = ();
fn draw(
&self,
_state: &Self::State,
renderer: &Renderer,
_theme: &Theme,
bounds: Rectangle,
_cursor: Cursor,
) -> Vec<Geometry> {
let geometry = self.cache.draw(renderer, bounds.size(), |frame| {
let num_squares = thread_rng().gen_range(0..1200);
let mut i = 0;
while i <= num_squares {
generate_box(frame, bounds.size());
i += 1;
}
});
vec![geometry]
}
}
fn random_direction() -> Location {
match thread_rng().gen_range(0..8) {
0 => Location::TopLeft,
1 => Location::Top,
2 => Location::TopRight,
3 => Location::Right,
4 => Location::BottomRight,
5 => Location::Bottom,
6 => Location::BottomLeft,
7 => Location::Left,
_ => Location::TopLeft,
}
}
fn generate_box(frame: &mut Frame, bounds: Size) -> bool {
let solid = rand::random::<bool>();
let random_color = || -> Color {
Color::from_rgb(
thread_rng().gen_range(0.0..1.0),
thread_rng().gen_range(0.0..1.0),
thread_rng().gen_range(0.0..1.0),
)
};
let gradient = |top_left: Point, size: Size| -> Gradient {
let mut builder = Gradient::linear(Position::Relative {
top_left,
size,
start: random_direction(),
end: random_direction(),
});
let stops = thread_rng().gen_range(1..15u32);
let mut i = 0;
while i <= stops {
builder = builder.add_stop(i as f32 / stops as f32, random_color());
i += 1;
}
builder.build().unwrap()
};
let top_left = Point::new(
thread_rng().gen_range(0.0..bounds.width),
thread_rng().gen_range(0.0..bounds.height),
);
let size = Size::new(
thread_rng().gen_range(50.0..200.0),
thread_rng().gen_range(50.0..200.0),
);
if solid {
frame.fill_rectangle(top_left, size, random_color());
} else {
frame.fill_rectangle(top_left, size, gradient(top_left, size));
};
solid
}

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@ -7,4 +7,5 @@ publish = false
[dependencies]
iced = { path = "../..", features = ["canvas", "tokio", "debug"] }
env_logger = "0.10.0"
rand = "0.8.3"

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@ -10,7 +10,7 @@ use iced::application;
use iced::executor;
use iced::theme::{self, Theme};
use iced::widget::canvas;
use iced::widget::canvas::gradient::{self, Gradient};
use iced::widget::canvas::gradient;
use iced::widget::canvas::stroke::{self, Stroke};
use iced::widget::canvas::{Cursor, Path};
use iced::window;
@ -22,6 +22,8 @@ use iced::{
use std::time::Instant;
pub fn main() -> iced::Result {
env_logger::builder().format_timestamp(None).init();
SolarSystem::run(Settings {
antialiasing: true,
..Settings::default()
@ -208,15 +210,12 @@ impl<Message> canvas::Program<Message> for State {
let earth = Path::circle(Point::ORIGIN, Self::EARTH_RADIUS);
let earth_fill =
Gradient::linear(gradient::Position::Absolute {
start: Point::new(-Self::EARTH_RADIUS, 0.0),
end: Point::new(Self::EARTH_RADIUS, 0.0),
})
let earth_fill = gradient::Linear::new(
Point::new(-Self::EARTH_RADIUS, 0.0),
Point::new(Self::EARTH_RADIUS, 0.0),
)
.add_stop(0.2, Color::from_rgb(0.15, 0.50, 1.0))
.add_stop(0.8, Color::from_rgb(0.0, 0.20, 0.47))
.build()
.expect("Build Earth fill gradient");
.add_stop(0.8, Color::from_rgb(0.0, 0.20, 0.47));
frame.fill(&earth, earth_fill);

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@ -226,7 +226,7 @@ mod toast {
};
container::Appearance {
background: pair.color.into(),
background: Some(pair.color.into()),
text_color: pair.text.into(),
..Default::default()
}

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@ -7,4 +7,4 @@ publish = false
[dependencies]
iced = { path = "../..", features = ["image", "debug"] }
env_logger = "0.8"
env_logger = "0.10.0"

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@ -62,11 +62,8 @@ impl Sandbox for Tour {
controls = controls.push(horizontal_space(Length::Fill));
if steps.can_continue() {
controls = controls.push(
button("Next")
.on_press(Message::NextPressed)
.style(theme::Button::Primary),
);
controls =
controls.push(button("Next").on_press(Message::NextPressed));
}
let content: Element<_> = column![

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@ -12,7 +12,7 @@ pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
pub use style::Style;
pub use text::Text;
pub use crate::core::gradient::{self, Gradient};
pub use crate::gradient::{self, Gradient};
use crate::Primitive;

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@ -1,8 +1,9 @@
//! Fill [crate::widget::canvas::Geometry] with a certain style.
use iced_core::{Color, Gradient};
pub use crate::geometry::Style;
use crate::core::Color;
use crate::gradient::{self, Gradient};
/// The style used to fill geometry.
#[derive(Debug, Clone)]
pub struct Fill {
@ -49,6 +50,15 @@ impl From<Gradient> for Fill {
}
}
impl From<gradient::Linear> for Fill {
fn from(gradient: gradient::Linear) -> Self {
Fill {
style: Style::Gradient(Gradient::Linear(gradient)),
..Default::default()
}
}
}
/// The fill rule defines how to determine what is inside and what is outside of
/// a shape.
///

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@ -1,4 +1,5 @@
use iced_core::{Color, Gradient};
use crate::core::Color;
use crate::geometry::Gradient;
/// The coloring style of some drawing.
#[derive(Debug, Clone, PartialEq)]

88
graphics/src/gradient.rs Normal file
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@ -0,0 +1,88 @@
//! A gradient that can be used as a [`Fill`] for some geometry.
//!
//! For a gradient that you can use as a background variant for a widget, see [`Gradient`].
//!
//! [`Gradient`]: crate::core::Gradient;
use crate::core::gradient::ColorStop;
use crate::core::{Color, Point};
use std::cmp::Ordering;
#[derive(Debug, Clone, PartialEq)]
/// A fill which linearly interpolates colors along a direction.
///
/// For a gradient which can be used as a fill for a background of a widget, see [`crate::core::Gradient`].
pub enum Gradient {
/// A linear gradient interpolates colors along a direction from its `start` to its `end`
/// point.
Linear(Linear),
}
impl From<Linear> for Gradient {
fn from(gradient: Linear) -> Self {
Self::Linear(gradient)
}
}
/// A linear gradient that can be used in the style of [`Fill`] or [`Stroke`].
///
/// [`Fill`]: crate::geometry::Fill;
/// [`Stroke`]: crate::geometry::Stroke;
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Linear {
/// The absolute starting position of the gradient.
pub start: Point,
/// The absolute ending position of the gradient.
pub end: Point,
/// [`ColorStop`]s along the linear gradient direction.
pub stops: [Option<ColorStop>; 8],
}
impl Linear {
/// Creates a new [`Builder`].
pub fn new(start: Point, end: Point) -> Self {
Self {
start,
end,
stops: [None; 8],
}
}
/// Adds a new [`ColorStop`], defined by an offset and a color, to the gradient.
///
/// Any `offset` that is not within `0.0..=1.0` will be silently ignored.
///
/// Any stop added after the 8th will be silently ignored.
pub fn add_stop(mut self, offset: f32, color: Color) -> Self {
if offset.is_finite() && (0.0..=1.0).contains(&offset) {
let (Ok(index) | Err(index)) =
self.stops.binary_search_by(|stop| match stop {
None => Ordering::Greater,
Some(stop) => stop.offset.partial_cmp(&offset).unwrap(),
});
if index < 8 {
self.stops[index] = Some(ColorStop { offset, color });
}
} else {
log::warn!("Gradient: ColorStop must be within 0.0..=1.0 range.");
};
self
}
/// Adds multiple [`ColorStop`]s to the gradient.
///
/// Any stop added after the 8th will be silently ignored.
pub fn add_stops(
mut self,
stops: impl IntoIterator<Item = ColorStop>,
) -> Self {
for stop in stops.into_iter() {
self = self.add_stop(stop.offset, stop.color)
}
self
}
}

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@ -29,6 +29,7 @@ mod viewport;
pub mod backend;
pub mod compositor;
pub mod damage;
pub mod gradient;
pub mod primitive;
pub mod renderer;
@ -42,6 +43,7 @@ pub use antialiasing::Antialiasing;
pub use backend::Backend;
pub use compositor::Compositor;
pub use error::Error;
pub use gradient::Gradient;
pub use primitive::Primitive;
pub use renderer::Renderer;
pub use transformation::Transformation;

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@ -3,7 +3,7 @@ use crate::core::alignment;
use crate::core::image;
use crate::core::svg;
use crate::core::text;
use crate::core::{Background, Color, Font, Gradient, Rectangle, Size, Vector};
use crate::core::{Background, Color, Font, Rectangle, Size, Vector};
use bytemuck::{Pod, Zeroable};
use std::sync::Arc;
@ -39,7 +39,7 @@ pub enum Primitive {
bounds: Rectangle,
/// The background of the quad
background: Background,
/// The border radius of the quad
/// The border radii of the quad
border_radius: [f32; 4],
/// The border width of the quad
border_width: f32,
@ -81,15 +81,12 @@ pub enum Primitive {
/// It can be used to render many kinds of geometry freely.
GradientMesh {
/// The vertices and indices of the mesh.
buffers: Mesh2D<Vertex2D>,
buffers: Mesh2D<GradientVertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
/// The [`Gradient`] to apply to the mesh.
gradient: Gradient,
},
/// A [`tiny_skia`] path filled with some paint.
#[cfg(feature = "tiny-skia")]
@ -242,14 +239,6 @@ pub struct Mesh2D<T> {
pub indices: Vec<u32>,
}
/// A two-dimensional vertex.
#[derive(Copy, Clone, Debug, PartialEq, Zeroable, Pod)]
#[repr(C)]
pub struct Vertex2D {
/// The vertex position in 2D space.
pub position: [f32; 2],
}
/// A two-dimensional vertex with a color.
#[derive(Copy, Clone, Debug, PartialEq, Zeroable, Pod)]
#[repr(C)]
@ -261,6 +250,23 @@ pub struct ColoredVertex2D {
pub color: [f32; 4],
}
/// A vertex which contains 2D position & packed gradient data.
#[derive(Copy, Clone, Debug, PartialEq)]
#[repr(C)]
pub struct GradientVertex2D {
/// The vertex position in 2D space.
pub position: [f32; 2],
/// The packed vertex data of the gradient.
pub gradient: [f32; 44],
}
#[allow(unsafe_code)]
unsafe impl Zeroable for GradientVertex2D {}
#[allow(unsafe_code)]
unsafe impl Pod for GradientVertex2D {}
impl From<()> for Primitive {
fn from(_: ()) -> Self {
Self::Group { primitives: vec![] }

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@ -1 +0,0 @@
//! Draw geometry using meshes of triangles.

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@ -188,9 +188,10 @@ pub use style::theme;
pub use crate::core::alignment;
pub use crate::core::event;
pub use crate::core::gradient;
pub use crate::core::{
color, Alignment, Background, Color, ContentFit, Length, Padding, Pixels,
Point, Rectangle, Size, Vector,
color, Alignment, Background, Color, ContentFit, Degrees, Gradient, Length,
Padding, Pixels, Point, Radians, Rectangle, Size, Vector,
};
pub use crate::runtime::Command;

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@ -68,6 +68,9 @@ pub trait StyleSheet {
a: color.a * 0.5,
..color
}),
Background::Gradient(gradient) => {
Background::Gradient(gradient.mul_alpha(0.5))
}
}),
text_color: Color {
a: active.text_color.a * 0.5,

View file

@ -139,6 +139,15 @@ pub enum Button {
Custom(Box<dyn button::StyleSheet<Style = Theme>>),
}
impl Button {
/// Creates a custom [`Button`] style variant.
pub fn custom(
style_sheet: impl button::StyleSheet<Style = Theme> + 'static,
) -> Self {
Self::Custom(Box::new(style_sheet))
}
}
impl button::StyleSheet for Theme {
type Style = Button;
@ -217,6 +226,9 @@ impl button::StyleSheet for Theme {
a: color.a * 0.5,
..color
}),
Background::Gradient(gradient) => {
Background::Gradient(gradient.mul_alpha(0.5))
}
}),
text_color: Color {
a: active.text_color.a * 0.5,
@ -368,7 +380,7 @@ impl container::StyleSheet for Theme {
container::Appearance {
text_color: None,
background: palette.background.weak.color.into(),
background: Some(palette.background.weak.color.into()),
border_radius: 2.0,
border_width: 0.0,
border_color: Color::TRANSPARENT,
@ -893,7 +905,7 @@ impl scrollable::StyleSheet for Theme {
let palette = self.extended_palette();
scrollable::Scrollbar {
background: palette.background.weak.color.into(),
background: Some(palette.background.weak.color.into()),
border_radius: 2.0,
border_width: 0.0,
border_color: Color::TRANSPARENT,
@ -920,7 +932,7 @@ impl scrollable::StyleSheet for Theme {
let palette = self.extended_palette();
scrollable::Scrollbar {
background: palette.background.weak.color.into(),
background: Some(palette.background.weak.color.into()),
border_radius: 2.0,
border_width: 0.0,
border_color: Color::TRANSPARENT,

View file

@ -1,4 +1,5 @@
use crate::core::text;
use crate::core::Gradient;
use crate::core::{Background, Color, Font, Point, Rectangle, Size, Vector};
use crate::graphics::backend;
use crate::graphics::{Primitive, Viewport};
@ -184,6 +185,48 @@ impl Backend {
*color,
))
}
Background::Gradient(Gradient::Linear(linear)) => {
let (start, end) =
linear.angle.to_distance(bounds);
let stops: Vec<tiny_skia::GradientStop> =
linear
.stops
.into_iter()
.flatten()
.map(|stop| {
tiny_skia::GradientStop::new(
stop.offset,
tiny_skia::Color::from_rgba(
stop.color.b,
stop.color.g,
stop.color.r,
stop.color.a,
)
.expect("Create color"),
)
})
.collect();
tiny_skia::LinearGradient::new(
tiny_skia::Point {
x: start.x,
y: start.y,
},
tiny_skia::Point { x: end.x, y: end.y },
if stops.is_empty() {
vec![tiny_skia::GradientStop::new(
0.0,
tiny_skia::Color::BLACK,
)]
} else {
stops
},
tiny_skia::SpreadMode::Pad,
tiny_skia::Transform::identity(),
)
.expect("Create linear gradient")
}
},
anti_alias: true,
..tiny_skia::Paint::default()

View file

@ -1,8 +1,8 @@
use crate::core::Gradient;
use crate::core::{Point, Rectangle, Size, Vector};
use crate::graphics::geometry::fill::{self, Fill};
use crate::graphics::geometry::stroke::{self, Stroke};
use crate::graphics::geometry::{Path, Style, Text};
use crate::graphics::Gradient;
use crate::graphics::Primitive;
pub struct Frame {
@ -231,18 +231,11 @@ pub fn into_paint(style: Style) -> tiny_skia::Paint<'static> {
.expect("Create color"),
),
Style::Gradient(gradient) => match gradient {
Gradient::Linear(linear) => tiny_skia::LinearGradient::new(
tiny_skia::Point {
x: linear.start.x,
y: linear.start.y,
},
tiny_skia::Point {
x: linear.end.x,
y: linear.end.y,
},
linear
.color_stops
Gradient::Linear(linear) => {
let stops: Vec<tiny_skia::GradientStop> = linear
.stops
.into_iter()
.flatten()
.map(|stop| {
tiny_skia::GradientStop::new(
stop.offset,
@ -255,11 +248,30 @@ pub fn into_paint(style: Style) -> tiny_skia::Paint<'static> {
.expect("Create color"),
)
})
.collect(),
.collect();
tiny_skia::LinearGradient::new(
tiny_skia::Point {
x: linear.start.x,
y: linear.start.y,
},
tiny_skia::Point {
x: linear.end.x,
y: linear.end.y,
},
if stops.is_empty() {
vec![tiny_skia::GradientStop::new(
0.0,
tiny_skia::Color::BLACK,
)]
} else {
stops
},
tiny_skia::SpreadMode::Pad,
tiny_skia::Transform::identity(),
)
.expect("Create linear gradient"),
.expect("Create linear gradient")
}
},
},
anti_alias: true,

View file

@ -46,10 +46,6 @@ version = "0.2"
git = "https://github.com/hecrj/glyphon.git"
rev = "f145067d292082abdd1f2b2481812d4a52c394ec"
[dependencies.encase]
version = "0.3.0"
features = ["glam"]
[dependencies.glam]
version = "0.21.3"

View file

@ -1,7 +1,3 @@
//! Utilities for buffer operations.
pub mod dynamic;
pub mod r#static;
use std::marker::PhantomData;
use std::ops::RangeBounds;
@ -10,7 +6,8 @@ pub struct Buffer<T> {
label: &'static str,
size: u64,
usage: wgpu::BufferUsages,
raw: wgpu::Buffer,
pub(crate) raw: wgpu::Buffer,
offsets: Vec<wgpu::BufferAddress>,
type_: PhantomData<T>,
}
@ -35,6 +32,7 @@ impl<T: bytemuck::Pod> Buffer<T> {
size,
usage,
raw,
offsets: Vec::new(),
type_: PhantomData,
}
}
@ -43,6 +41,8 @@ impl<T: bytemuck::Pod> Buffer<T> {
let new_size = (std::mem::size_of::<T>() * new_count) as u64;
if self.size < new_size {
self.offsets.clear();
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(self.label),
size: new_size,
@ -58,17 +58,19 @@ impl<T: bytemuck::Pod> Buffer<T> {
}
}
/// Returns the size of the written bytes.
pub fn write(
&self,
&mut self,
queue: &wgpu::Queue,
offset_count: usize,
offset: usize,
contents: &[T],
) {
queue.write_buffer(
&self.raw,
(std::mem::size_of::<T>() * offset_count) as u64,
bytemuck::cast_slice(contents),
);
) -> usize {
let bytes: &[u8] = bytemuck::cast_slice(contents);
queue.write_buffer(&self.raw, offset as u64, bytes);
self.offsets.push(offset as u64);
bytes.len()
}
pub fn slice(
@ -77,6 +79,21 @@ impl<T: bytemuck::Pod> Buffer<T> {
) -> wgpu::BufferSlice<'_> {
self.raw.slice(bounds)
}
/// Returns the slice calculated from the offset stored at the given index.
pub fn slice_from_index(&self, index: usize) -> wgpu::BufferSlice<'_> {
self.raw.slice(self.offset_at(index)..)
}
/// Clears any temporary data (i.e. offsets) from the buffer.
pub fn clear(&mut self) {
self.offsets.clear()
}
/// Returns the offset at `index`, if it exists.
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets.get(index).expect("No offset at index.")
}
}
fn next_copy_size<T>(amount: usize) -> u64 {

View file

@ -1,202 +0,0 @@
//! Utilities for uniform buffer operations.
use encase::private::WriteInto;
use encase::ShaderType;
use std::fmt;
use std::marker::PhantomData;
/// A dynamic buffer is any type of buffer which does not have a static offset.
#[derive(Debug)]
pub struct Buffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: Internal,
gpu: wgpu::Buffer,
label: &'static str,
size: u64,
_data: PhantomData<T>,
}
impl<T: ShaderType + WriteInto> Buffer<T> {
/// Creates a new dynamic uniform buffer.
pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
Buffer::new(
device,
Internal::Uniform(encase::DynamicUniformBuffer::new(Vec::new())),
label,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
)
}
#[cfg(not(target_arch = "wasm32"))]
/// Creates a new dynamic storage buffer.
pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
Buffer::new(
device,
Internal::Storage(encase::DynamicStorageBuffer::new(Vec::new())),
label,
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
)
}
fn new(
device: &wgpu::Device,
dynamic_buffer_type: Internal,
label: &'static str,
usage: wgpu::BufferUsages,
) -> Self {
let initial_size = u64::from(T::min_size());
Self {
offsets: Vec::new(),
cpu: dynamic_buffer_type,
gpu: Buffer::<T>::create_gpu_buffer(
device,
label,
usage,
initial_size,
),
label,
size: initial_size,
_data: Default::default(),
}
}
fn create_gpu_buffer(
device: &wgpu::Device,
label: &'static str,
usage: wgpu::BufferUsages,
size: u64,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Write a new value to the CPU buffer with proper alignment. Stores the returned offset value
/// in the buffer for future use.
pub fn push(&mut self, value: &T) {
//this write operation on the cpu buffer will adjust for uniform alignment requirements
let offset = self.cpu.write(value);
self.offsets.push(offset);
}
/// Resize buffer contents if necessary. This will re-create the GPU buffer if current size is
/// less than the newly computed size from the CPU buffer.
///
/// If the gpu buffer is resized, its bind group will need to be recreated!
pub fn resize(&mut self, device: &wgpu::Device) -> bool {
let new_size = self.cpu.get_ref().len() as u64;
if self.size < new_size {
let usages = match self.cpu {
Internal::Uniform(_) => {
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST
}
#[cfg(not(target_arch = "wasm32"))]
Internal::Storage(_) => {
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST
}
};
self.gpu = Buffer::<T>::create_gpu_buffer(
device, self.label, usages, new_size,
);
self.size = new_size;
true
} else {
false
}
}
/// Write the contents of this dynamic buffer to the GPU via staging belt command.
pub fn write(&mut self, queue: &wgpu::Queue) {
queue.write_buffer(&self.gpu, 0, self.cpu.get_ref());
}
// Gets the aligned offset at the given index from the CPU buffer.
pub fn offset_at_index(&self, index: usize) -> wgpu::DynamicOffset {
let offset = self
.offsets
.get(index)
.copied()
.expect("Index not found in offsets.");
offset
}
/// Returns a reference to the GPU buffer.
pub fn raw(&self) -> &wgpu::Buffer {
&self.gpu
}
/// Reset the buffer.
pub fn clear(&mut self) {
self.offsets.clear();
self.cpu.clear();
}
}
// Currently supported dynamic buffers.
enum Internal {
Uniform(encase::DynamicUniformBuffer<Vec<u8>>),
#[cfg(not(target_arch = "wasm32"))]
//storage buffers are not supported on wgpu wasm target (yet)
Storage(encase::DynamicStorageBuffer<Vec<u8>>),
}
impl Internal {
/// Writes the current value to its CPU buffer with proper alignment.
pub(super) fn write<T: ShaderType + WriteInto>(
&mut self,
value: &T,
) -> wgpu::DynamicOffset {
match self {
Internal::Uniform(buf) => buf
.write(value)
.expect("Error when writing to dynamic uniform buffer.")
as u32,
#[cfg(not(target_arch = "wasm32"))]
Internal::Storage(buf) => buf
.write(value)
.expect("Error when writing to dynamic storage buffer.")
as u32,
}
}
/// Returns bytearray of aligned CPU buffer.
pub(super) fn get_ref(&self) -> &[u8] {
match self {
Internal::Uniform(buf) => buf.as_ref(),
#[cfg(not(target_arch = "wasm32"))]
Internal::Storage(buf) => buf.as_ref(),
}
}
/// Resets the CPU buffer.
pub(super) fn clear(&mut self) {
match self {
Internal::Uniform(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
#[cfg(not(target_arch = "wasm32"))]
Internal::Storage(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
}
}
}
impl fmt::Debug for Internal {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::Uniform(_) => write!(f, "Internal::Uniform(_)"),
#[cfg(not(target_arch = "wasm32"))]
Self::Storage(_) => write!(f, "Internal::Storage(_)"),
}
}
}

View file

@ -1,107 +0,0 @@
use bytemuck::{Pod, Zeroable};
use std::marker::PhantomData;
use std::mem;
const DEFAULT_COUNT: wgpu::BufferAddress = 128;
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) & no dynamic offsets.
#[derive(Debug)]
pub struct Buffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
label: &'static str,
usages: wgpu::BufferUsages,
gpu: wgpu::Buffer,
size: wgpu::BufferAddress,
_data: PhantomData<T>,
}
impl<T: Pod + Zeroable> Buffer<T> {
/// Initialize a new static buffer.
pub fn new(
device: &wgpu::Device,
label: &'static str,
usages: wgpu::BufferUsages,
) -> Self {
let size = (mem::size_of::<T>() as u64) * DEFAULT_COUNT;
Self {
offsets: Vec::new(),
label,
usages,
gpu: Self::gpu_buffer(device, label, size, usages),
size,
_data: PhantomData,
}
}
fn gpu_buffer(
device: &wgpu::Device,
label: &'static str,
size: wgpu::BufferAddress,
usage: wgpu::BufferUsages,
) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
}
/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
/// changes & a redraw is requested.
pub fn resize(&mut self, device: &wgpu::Device, new_count: usize) -> bool {
let size = (mem::size_of::<T>() * new_count) as u64;
if self.size < size {
self.size =
(mem::size_of::<T>() * (new_count + new_count / 2)) as u64;
self.gpu =
Self::gpu_buffer(device, self.label, self.size, self.usages);
self.offsets.clear();
true
} else {
false
}
}
/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
///
/// Returns the size of the written bytes.
pub fn write(
&mut self,
queue: &wgpu::Queue,
offset: u64,
content: &[T],
) -> u64 {
let bytes = bytemuck::cast_slice(content);
let bytes_size = bytes.len() as u64;
queue.write_buffer(&self.gpu, offset, bytes);
self.offsets.push(offset);
bytes_size
}
fn offset_at(&self, index: usize) -> &wgpu::BufferAddress {
self.offsets
.get(index)
.expect("Offset at index does not exist.")
}
/// Returns the slice calculated from the offset stored at the given index.
/// e.g. to calculate the slice for the 2nd mesh in the layer, this would be the offset at index
/// 1 that we stored earlier when writing.
pub fn slice_from_index(&self, index: usize) -> wgpu::BufferSlice<'_> {
self.gpu.slice(self.offset_at(index)..)
}
/// Clears any temporary data from the buffer.
pub fn clear(&mut self) {
self.offsets.clear()
}
}

View file

@ -1,10 +1,11 @@
//! Build and draw geometry.
use crate::core::{Gradient, Point, Rectangle, Size, Vector};
use crate::core::{Point, Rectangle, Size, Vector};
use crate::graphics::geometry::fill::{self, Fill};
use crate::graphics::geometry::{
LineCap, LineDash, LineJoin, Path, Stroke, Style, Text,
};
use crate::graphics::primitive::{self, Primitive};
use crate::graphics::Gradient;
use lyon::geom::euclid;
use lyon::tessellation;
@ -23,10 +24,7 @@ pub struct Frame {
enum Buffer {
Solid(tessellation::VertexBuffers<primitive::ColoredVertex2D, u32>),
Gradient(
tessellation::VertexBuffers<primitive::Vertex2D, u32>,
Gradient,
),
Gradient(tessellation::VertexBuffers<primitive::GradientVertex2D, u32>),
}
struct BufferStack {
@ -48,12 +46,11 @@ impl BufferStack {
));
}
},
Style::Gradient(gradient) => match self.stack.last() {
Some(Buffer::Gradient(_, last)) if gradient == last => {}
Style::Gradient(_) => match self.stack.last() {
Some(Buffer::Gradient(_)) => {}
_ => {
self.stack.push(Buffer::Gradient(
tessellation::VertexBuffers::new(),
gradient.clone(),
));
}
},
@ -73,9 +70,14 @@ impl BufferStack {
TriangleVertex2DBuilder(color.into_linear()),
))
}
(Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
),
(Style::Gradient(gradient), Buffer::Gradient(buffer)) => {
Box::new(tessellation::BuffersBuilder::new(
buffer,
GradientVertex2DBuilder {
gradient: pack_gradient(gradient),
},
))
}
_ => unreachable!(),
}
}
@ -91,9 +93,14 @@ impl BufferStack {
TriangleVertex2DBuilder(color.into_linear()),
))
}
(Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
),
(Style::Gradient(gradient), Buffer::Gradient(buffer)) => {
Box::new(tessellation::BuffersBuilder::new(
buffer,
GradientVertex2DBuilder {
gradient: pack_gradient(gradient),
},
))
}
_ => unreachable!(),
}
}
@ -131,11 +138,13 @@ impl Transform {
}
fn transform_gradient(&self, mut gradient: Gradient) -> Gradient {
let (start, end) = match &mut gradient {
Gradient::Linear(linear) => (&mut linear.start, &mut linear.end),
};
self.transform_point(start);
self.transform_point(end);
match &mut gradient {
Gradient::Linear(linear) => {
self.transform_point(&mut linear.start);
self.transform_point(&mut linear.end);
}
}
gradient
}
}
@ -462,7 +471,7 @@ impl Frame {
})
}
}
Buffer::Gradient(buffer, gradient) => {
Buffer::Gradient(buffer) => {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::GradientMesh {
buffers: primitive::Mesh2D {
@ -470,7 +479,6 @@ impl Frame {
indices: buffer.indices,
},
size: self.size,
gradient,
})
}
}
@ -481,34 +489,38 @@ impl Frame {
}
}
struct Vertex2DBuilder;
struct GradientVertex2DBuilder {
gradient: [f32; 44],
}
impl tessellation::FillVertexConstructor<primitive::Vertex2D>
for Vertex2DBuilder
impl tessellation::FillVertexConstructor<primitive::GradientVertex2D>
for GradientVertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::FillVertex<'_>,
) -> primitive::Vertex2D {
) -> primitive::GradientVertex2D {
let position = vertex.position();
primitive::Vertex2D {
primitive::GradientVertex2D {
position: [position.x, position.y],
gradient: self.gradient,
}
}
}
impl tessellation::StrokeVertexConstructor<primitive::Vertex2D>
for Vertex2DBuilder
impl tessellation::StrokeVertexConstructor<primitive::GradientVertex2D>
for GradientVertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::StrokeVertex<'_, '_>,
) -> primitive::Vertex2D {
) -> primitive::GradientVertex2D {
let position = vertex.position();
primitive::Vertex2D {
primitive::GradientVertex2D {
position: [position.x, position.y],
gradient: self.gradient,
}
}
}
@ -611,3 +623,42 @@ pub(super) fn dashed(path: &Path, line_dash: LineDash<'_>) -> Path {
);
})
}
/// Packs the [`Gradient`] for use in shader code.
fn pack_gradient(gradient: &Gradient) -> [f32; 44] {
match gradient {
Gradient::Linear(linear) => {
let mut pack: [f32; 44] = [0.0; 44];
let mut offsets: [f32; 8] = [2.0; 8];
for (index, stop) in linear.stops.iter().enumerate() {
let [r, g, b, a] = stop
.map_or(crate::core::Color::default(), |s| s.color)
.into_linear();
pack[index * 4] = r;
pack[(index * 4) + 1] = g;
pack[(index * 4) + 2] = b;
pack[(index * 4) + 3] = a;
offsets[index] = stop.map_or(2.0, |s| s.offset);
}
pack[32] = offsets[0];
pack[33] = offsets[1];
pack[34] = offsets[2];
pack[35] = offsets[3];
pack[36] = offsets[4];
pack[37] = offsets[5];
pack[38] = offsets[6];
pack[39] = offsets[7];
pack[40] = linear.start.x;
pack[41] = linear.start.y;
pack[42] = linear.end.x;
pack[43] = linear.end.y;
pack
}
}
}

View file

@ -121,7 +121,7 @@ impl Layer {
);
let _ = self.instances.resize(device, instances.len());
self.instances.write(queue, 0, instances);
let _ = self.instances.write(queue, 0, instances);
self.instance_count = instances.len();
}
@ -278,7 +278,7 @@ impl Pipeline {
let vertices =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("iced_wgpu::image vertex buffer"),
contents: bytemuck::cast_slice(&QUAD_VERTS),
contents: bytemuck::cast_slice(&QUAD_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
@ -498,7 +498,7 @@ pub struct Vertex {
const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
const QUAD_VERTS: [Vertex; 4] = [
const QUAD_VERTICES: [Vertex; 4] = [
Vertex {
_position: [0.0, 0.0],
},

View file

@ -1,9 +1,9 @@
//! Organize rendering primitives into a flattened list of layers.
mod image;
mod quad;
mod text;
pub mod mesh;
pub mod quad;
pub use image::Image;
pub use mesh::Mesh;
@ -22,7 +22,7 @@ pub struct Layer<'a> {
pub bounds: Rectangle,
/// The quads of the [`Layer`].
pub quads: Vec<Quad>,
pub quads: Quads,
/// The triangle meshes of the [`Layer`].
pub meshes: Vec<Mesh<'a>>,
@ -34,12 +34,29 @@ pub struct Layer<'a> {
pub images: Vec<Image>,
}
/// The quads of the [`Layer`].
#[derive(Default, Debug)]
pub struct Quads {
/// The solid quads of the [`Layer`].
pub solids: Vec<quad::Solid>,
/// The gradient quads of the [`Layer`].
pub gradients: Vec<quad::Gradient>,
}
impl Quads {
/// Returns true if there are no quads of any type in [`Quads`].
pub fn is_empty(&self) -> bool {
self.solids.is_empty() && self.gradients.is_empty()
}
}
impl<'a> Layer<'a> {
/// Creates a new [`Layer`] with the given clipping bounds.
pub fn new(bounds: Rectangle) -> Self {
Self {
bounds,
quads: Vec::new(),
quads: Quads::default(),
meshes: Vec::new(),
text: Vec::new(),
images: Vec::new(),
@ -145,21 +162,40 @@ impl<'a> Layer<'a> {
} => {
let layer = &mut layers[current_layer];
// TODO: Move some of these computations to the GPU (?)
layer.quads.push(Quad {
let quad = Quad {
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
color: match background {
Background::Color(color) => color.into_linear(),
},
border_color: border_color.into_linear(),
border_radius: *border_radius,
border_width: *border_width,
border_color: border_color.into_linear(),
};
match background {
Background::Color(color) => {
layer.quads.solids.push(quad::Solid {
color: color.into_linear(),
quad,
});
}
Background::Gradient(gradient) => {
let quad = quad::Gradient {
gradient: pack_gradient(
gradient,
Rectangle::new(
quad.position.into(),
quad.size.into(),
),
),
quad,
};
layer.quads.gradients.push(quad);
}
};
}
Primitive::Image { handle, bounds } => {
let layer = &mut layers[current_layer];
@ -198,11 +234,7 @@ impl<'a> Layer<'a> {
});
}
}
Primitive::GradientMesh {
buffers,
size,
gradient,
} => {
Primitive::GradientMesh { buffers, size } => {
let layer = &mut layers[current_layer];
let bounds = Rectangle::new(
@ -216,7 +248,6 @@ impl<'a> Layer<'a> {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
gradient,
});
}
}
@ -279,3 +310,32 @@ impl<'a> Layer<'a> {
}
}
}
/// Packs the [`Gradient`] for use in shader code.
fn pack_gradient(gradient: &core::Gradient, bounds: Rectangle) -> [f32; 44] {
match gradient {
core::Gradient::Linear(linear) => {
let mut pack: [f32; 44] = [0.0; 44];
for (index, stop) in linear.stops.iter().enumerate() {
let [r, g, b, a] =
stop.map_or(Color::default(), |s| s.color).into_linear();
pack[index * 4] = r;
pack[(index * 4) + 1] = g;
pack[(index * 4) + 2] = b;
pack[(index * 4) + 3] = a;
pack[32 + index] = stop.map_or(2.0, |s| s.offset);
}
let (start, end) = linear.angle.to_distance(&bounds);
pack[40] = start.x;
pack[41] = start.y;
pack[42] = end.x;
pack[43] = end.y;
pack
}
}
}

View file

@ -1,5 +1,5 @@
//! A collection of triangle primitives.
use crate::core::{Gradient, Point, Rectangle};
use crate::core::{Point, Rectangle};
use crate::graphics::primitive;
/// A mesh of triangles.
@ -22,13 +22,10 @@ pub enum Mesh<'a> {
origin: Point,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a primitive::Mesh2D<primitive::Vertex2D>,
buffers: &'a primitive::Mesh2D<primitive::GradientVertex2D>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
/// The gradient to apply to the [`Mesh`].
gradient: &'a Gradient,
},
}
@ -65,9 +62,15 @@ pub struct AttributeCount {
/// The total amount of solid vertices.
pub solid_vertices: usize,
/// The total amount of solid meshes.
pub solids: usize,
/// The total amount of gradient vertices.
pub gradient_vertices: usize,
/// The total amount of gradient meshes.
pub gradients: usize,
/// The total amount of indices.
pub indices: usize,
}
@ -79,10 +82,12 @@ pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> AttributeCount {
.fold(AttributeCount::default(), |mut count, mesh| {
match mesh {
Mesh::Solid { buffers, .. } => {
count.solids += 1;
count.solid_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
Mesh::Gradient { buffers, .. } => {
count.gradients += 1;
count.gradient_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}

View file

@ -1,7 +1,9 @@
/// A colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy)]
//! A rectangle with certain styled properties.
use bytemuck::{Pod, Zeroable};
/// The properties of a quad.
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C)]
pub struct Quad {
/// The position of the [`Quad`].
@ -10,21 +12,40 @@ pub struct Quad {
/// The size of the [`Quad`].
pub size: [f32; 2],
/// The color of the [`Quad`], in __linear RGB__.
pub color: [f32; 4],
/// The border color of the [`Quad`], in __linear RGB__.
pub border_color: [f32; 4],
/// The border radius of the [`Quad`].
/// The border radii of the [`Quad`].
pub border_radius: [f32; 4],
/// The border width of the [`Quad`].
pub border_width: f32,
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Zeroable for Quad {}
/// A quad filled with a solid color.
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C)]
pub struct Solid {
/// The background color data of the quad.
pub color: [f32; 4],
/// The [`Quad`] data of the [`Solid`].
pub quad: Quad,
}
/// A quad filled with interpolated colors.
#[derive(Clone, Copy, Debug)]
#[repr(C)]
pub struct Gradient {
/// The background gradient data of the quad.
pub gradient: [f32; 44],
/// The [`Quad`] data of the [`Gradient`].
pub quad: Quad,
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}
unsafe impl Pod for Gradient {}
#[allow(unsafe_code)]
unsafe impl Zeroable for Gradient {}

View file

@ -50,6 +50,8 @@ mod quad;
mod text;
mod triangle;
use buffer::Buffer;
pub use iced_graphics as graphics;
pub use iced_graphics::core;
@ -59,8 +61,6 @@ pub use backend::Backend;
pub use layer::Layer;
pub use settings::Settings;
use buffer::Buffer;
#[cfg(any(feature = "image", feature = "svg"))]
mod image;

View file

@ -1,18 +1,19 @@
use crate::core::Rectangle;
use crate::graphics::Transformation;
use crate::layer;
use crate::Buffer;
use bytemuck::{Pod, Zeroable};
use std::mem;
use wgpu::util::DeviceExt;
#[cfg(feature = "tracing")]
use tracing::info_span;
const INITIAL_INSTANCES: usize = 2_000;
#[derive(Debug)]
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
solid: solid::Pipeline,
gradient: gradient::Pipeline,
constant_layout: wgpu::BindGroupLayout,
vertices: wgpu::Buffer,
indices: wgpu::Buffer,
@ -39,107 +40,28 @@ impl Pipeline {
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::quad pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constant_layout],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu quad shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/quad.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::quad pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
offset: 0,
}],
},
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<layer::Quad>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array!(
1 => Float32x2,
2 => Float32x2,
3 => Float32x4,
4 => Float32x4,
5 => Float32x4,
6 => Float32,
),
},
],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
let vertices =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("iced_wgpu::quad vertex buffer"),
contents: bytemuck::cast_slice(&QUAD_VERTS),
contents: bytemuck::cast_slice(&VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let indices =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("iced_wgpu::quad index buffer"),
contents: bytemuck::cast_slice(&QUAD_INDICES),
contents: bytemuck::cast_slice(&INDICES),
usage: wgpu::BufferUsages::INDEX,
});
Pipeline {
pipeline,
constant_layout,
Self {
vertices,
indices,
solid: solid::Pipeline::new(device, format, &constant_layout),
gradient: gradient::Pipeline::new(device, format, &constant_layout),
layers: Vec::new(),
prepare_layer: 0,
constant_layout,
}
}
@ -147,7 +69,7 @@ impl Pipeline {
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
instances: &[layer::Quad],
instances: &layer::Quads,
transformation: Transformation,
scale: f32,
) {
@ -168,22 +90,27 @@ impl Pipeline {
render_pass: &mut wgpu::RenderPass<'a>,
) {
if let Some(layer) = self.layers.get(layer) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.set_index_buffer(
self.indices.slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.set_vertex_buffer(0, self.vertices.slice(..));
layer.draw(render_pass);
if layer.solid.instance_count > 0 {
render_pass.set_pipeline(&self.solid.pipeline);
layer.solid.draw(&layer.constants, render_pass);
}
if layer.gradient.instance_count > 0 {
render_pass.set_pipeline(&self.gradient.pipeline);
layer.gradient.draw(&layer.constants, render_pass);
}
}
}
@ -196,8 +123,8 @@ impl Pipeline {
struct Layer {
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
instances: Buffer<layer::Quad>,
instance_count: usize,
solid: solid::Layer,
gradient: gradient::Layer,
}
impl Layer {
@ -221,18 +148,11 @@ impl Layer {
}],
});
let instances = Buffer::new(
device,
"iced_wgpu::quad instance buffer",
INITIAL_INSTANCES,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
Self {
constants,
constants_buffer,
instances,
instance_count: 0,
solid: solid::Layer::new(device),
gradient: gradient::Layer::new(device),
}
}
@ -240,7 +160,7 @@ impl Layer {
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
instances: &[layer::Quad],
instances: &layer::Quads,
transformation: Transformation,
scale: f32,
) {
@ -255,35 +175,350 @@ impl Layer {
bytemuck::bytes_of(&uniforms),
);
let _ = self.instances.resize(device, instances.len());
self.instances.write(queue, 0, instances);
self.instance_count = instances.len();
let _ = self.solid.instances.resize(device, instances.solids.len());
let _ = self
.gradient
.instances
.resize(device, instances.gradients.len());
let _ =
self.solid
.instances
.write(queue, 0, instances.solids.as_slice());
self.solid.instance_count = instances.solids.len();
let _ = self.gradient.instances.write(
queue,
0,
instances.gradients.as_slice(),
);
self.gradient.instance_count = instances.gradients.len();
}
}
mod solid {
use crate::layer::quad;
use crate::quad::{color_target_state, Vertex, INDICES, INITIAL_INSTANCES};
use crate::Buffer;
#[derive(Debug)]
pub struct Pipeline {
pub pipeline: wgpu::RenderPipeline,
}
pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
#[cfg(feature = "tracing")]
let _ = info_span!("Wgpu::Quad", "DRAW").entered();
#[derive(Debug)]
pub struct Layer {
pub instances: Buffer<quad::Solid>,
pub instance_count: usize,
}
render_pass.set_bind_group(0, &self.constants, &[]);
impl Layer {
pub fn new(device: &wgpu::Device) -> Self {
let instances = Buffer::new(
device,
"iced_wgpu.quad.solid.buffer",
INITIAL_INSTANCES,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
Self {
instances,
instance_count: 0,
}
}
pub fn draw<'a>(
&'a self,
constants: &'a wgpu::BindGroup,
render_pass: &mut wgpu::RenderPass<'a>,
) {
#[cfg(feature = "tracing")]
let _ = tracing::info_span!("Wgpu::Quad::Solid", "DRAW").entered();
render_pass.set_bind_group(0, constants, &[]);
render_pass.set_vertex_buffer(1, self.instances.slice(..));
render_pass.draw_indexed(
0..QUAD_INDICES.len() as u32,
0..INDICES.len() as u32,
0,
0..self.instance_count as u32,
);
}
}
impl Pipeline {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
constants_layout: &wgpu::BindGroupLayout,
) -> Self {
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu.quad.solid.pipeline"),
push_constant_ranges: &[],
bind_group_layouts: &[constants_layout],
},
);
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.quad.solid.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
"shader/quad.wgsl"
)),
),
});
let pipeline = device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu.quad.solid.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "solid_vs_main",
buffers: &[
Vertex::buffer_layout(),
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<quad::Solid>()
as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array!(
// Color
1 => Float32x4,
// Position
2 => Float32x2,
// Size
3 => Float32x2,
// Border color
4 => Float32x4,
// Border radius
5 => Float32x4,
// Border width
6 => Float32,
),
},
],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "solid_fs_main",
targets: &color_target_state(format),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
},
);
Self { pipeline }
}
}
}
mod gradient {
use crate::layer::quad;
use crate::quad::{color_target_state, Vertex, INDICES, INITIAL_INSTANCES};
use crate::Buffer;
#[derive(Debug)]
pub struct Pipeline {
pub pipeline: wgpu::RenderPipeline,
}
#[derive(Debug)]
pub struct Layer {
pub instances: Buffer<quad::Gradient>,
pub instance_count: usize,
}
impl Layer {
pub fn new(device: &wgpu::Device) -> Self {
let instances = Buffer::new(
device,
"iced_wgpu.quad.gradient.buffer",
INITIAL_INSTANCES,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
Self {
instances,
instance_count: 0,
}
}
pub fn draw<'a>(
&'a self,
constants: &'a wgpu::BindGroup,
render_pass: &mut wgpu::RenderPass<'a>,
) {
#[cfg(feature = "tracing")]
let _ =
tracing::info_span!("Wgpu::Quad::Gradient", "DRAW").entered();
render_pass.set_bind_group(0, constants, &[]);
render_pass.set_vertex_buffer(1, self.instances.slice(..));
render_pass.draw_indexed(
0..INDICES.len() as u32,
0,
0..self.instance_count as u32,
);
}
}
impl Pipeline {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
constants_layout: &wgpu::BindGroupLayout,
) -> Self {
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu.quad.gradient.pipeline"),
push_constant_ranges: &[],
bind_group_layouts: &[constants_layout],
},
);
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.quad.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
"shader/quad.wgsl"
)),
),
});
let pipeline =
device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu.quad.gradient.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "gradient_vs_main",
buffers: &[
Vertex::buffer_layout(),
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<
quad::Gradient,
>(
)
as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array!(
// Color 1
1 => Float32x4,
// Color 2
2 => Float32x4,
// Color 3
3 => Float32x4,
// Color 4
4 => Float32x4,
// Color 5
5 => Float32x4,
// Color 6
6 => Float32x4,
// Color 7
7 => Float32x4,
// Color 8
8 => Float32x4,
// Offsets 1-4
9 => Float32x4,
// Offsets 5-8
10 => Float32x4,
// Direction
11 => Float32x4,
// Position & Scale
12 => Float32x4,
// Border color
13 => Float32x4,
// Border radius
14 => Float32x4,
// Border width
15 => Float32
),
},
],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "gradient_fs_main",
targets: &color_target_state(format),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
},
);
Self { pipeline }
}
}
}
fn color_target_state(
format: wgpu::TextureFormat,
) -> [Option<wgpu::ColorTargetState>; 1] {
[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})]
}
#[repr(C)]
#[derive(Clone, Copy, Zeroable, Pod)]
#[derive(Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
pub struct Vertex {
_position: [f32; 2],
}
const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
impl Vertex {
fn buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
offset: 0,
}],
}
}
}
const QUAD_VERTS: [Vertex; 4] = [
const INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
const VERTICES: [Vertex; 4] = [
Vertex {
_position: [0.0, 0.0],
},
@ -298,10 +533,8 @@ const QUAD_VERTS: [Vertex; 4] = [
},
];
const INITIAL_INSTANCES: usize = 10_000;
#[repr(C)]
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
#[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
struct Uniforms {
transform: [f32; 16],
scale: f32,

View file

@ -1,88 +0,0 @@
struct Uniforms {
transform: mat4x4<f32>,
//xy = start, wz = end
position: vec4<f32>,
//x = start stop, y = end stop, zw = padding
stop_range: vec4<i32>,
}
struct Stop {
color: vec4<f32>,
offset: f32,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var<storage, read> color_stops: array<Stop>;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>
}
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
var output: VertexOutput;
output.position = uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
output.raw_position = input;
return output;
}
//TODO: rewrite without branching
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let start = uniforms.position.xy;
let end = uniforms.position.zw;
let start_stop = uniforms.stop_range.x;
let end_stop = uniforms.stop_range.y;
let v1 = end - start;
let v2 = input.raw_position.xy - start;
let unit = normalize(v1);
let offset = dot(unit, v2) / length(v1);
let min_stop = color_stops[start_stop];
let max_stop = color_stops[end_stop];
var color: vec4<f32>;
if (offset <= min_stop.offset) {
color = min_stop.color;
} else if (offset >= max_stop.offset) {
color = max_stop.color;
} else {
var min = min_stop;
var max = max_stop;
var min_index = start_stop;
var max_index = end_stop;
loop {
if (min_index >= max_index - 1) {
break;
}
let index = min_index + (max_index - min_index) / 2;
let stop = color_stops[index];
if (offset <= stop.offset) {
max = stop;
max_index = index;
} else {
min = stop;
min_index = index;
}
}
color = mix(min.color, max.color, smoothstep(
min.offset,
max.offset,
offset
));
}
return color;
}

View file

@ -5,59 +5,6 @@ struct Globals {
@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) pos: vec2<f32>,
@location(2) scale: vec2<f32>,
@location(3) color: vec4<f32>,
@location(4) border_color: vec4<f32>,
@location(5) border_radius: vec4<f32>,
@location(6) border_width: f32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) border_color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
var pos: vec2<f32> = input.pos * globals.scale;
var scale: vec2<f32> = input.scale * globals.scale;
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;
out.scale = scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
return out;
}
fn distance_alg(
frag_coord: vec2<f32>,
position: vec2<f32>,
@ -91,10 +38,62 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
return rx;
}
struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_color: vec4<f32>,
@location(5) border_radius: vec4<f32>,
@location(6) border_width: f32,
}
struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) border_color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
var pos: vec2<f32> = input.pos * globals.scale;
var scale: vec2<f32> = input.scale * globals.scale;
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;
out.scale = scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
return out;
}
@fragment
fn fs_main(
input: VertexOutput
fn solid_fs_main(
input: SolidVertexOutput
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
@ -138,3 +137,214 @@ fn fs_main(
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}
struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color_1: vec4<f32>,
@location(2) color_2: vec4<f32>,
@location(3) color_3: vec4<f32>,
@location(4) color_4: vec4<f32>,
@location(5) color_5: vec4<f32>,
@location(6) color_6: vec4<f32>,
@location(7) color_7: vec4<f32>,
@location(8) color_8: vec4<f32>,
@location(9) offsets_1: vec4<f32>,
@location(10) offsets_2: vec4<f32>,
@location(11) direction: vec4<f32>,
@location(12) position_and_scale: vec4<f32>,
@location(13) border_color: vec4<f32>,
@location(14) border_radius: vec4<f32>,
@location(15) border_width: f32
}
struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(1) color_1: vec4<f32>,
@location(2) color_2: vec4<f32>,
@location(3) color_3: vec4<f32>,
@location(4) color_4: vec4<f32>,
@location(5) color_5: vec4<f32>,
@location(6) color_6: vec4<f32>,
@location(7) color_7: vec4<f32>,
@location(8) color_8: vec4<f32>,
@location(9) offsets_1: vec4<f32>,
@location(10) offsets_2: vec4<f32>,
@location(11) direction: vec4<f32>,
@location(12) position_and_scale: vec4<f32>,
@location(13) border_color: vec4<f32>,
@location(14) border_radius: vec4<f32>,
@location(15) border_width: f32
}
@vertex
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
var out: GradientVertexOutput;
var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.color_1 = input.color_1;
out.color_2 = input.color_2;
out.color_3 = input.color_3;
out.color_4 = input.color_4;
out.color_5 = input.color_5;
out.color_6 = input.color_6;
out.color_7 = input.color_7;
out.color_8 = input.color_8;
out.offsets_1 = input.offsets_1;
out.offsets_2 = input.offsets_2;
out.direction = input.direction * globals.scale;
out.position_and_scale = vec4<f32>(pos, scale);
out.border_color = input.border_color;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
return out;
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}
/// Returns the current interpolated color with a max 8-stop gradient
fn gradient(
raw_position: vec2<f32>,
direction: vec4<f32>,
colors: array<vec4<f32>, 8>,
offsets: array<f32, 8>,
last_index: i32
) -> vec4<f32> {
let start = direction.xy;
let end = direction.zw;
let v1 = end - start;
let v2 = raw_position - start;
let unit = normalize(v1);
let coord_offset = dot(unit, v2) / length(v1);
//need to store these as a var to use dynamic indexing in a loop
//this is already added to wgsl spec but not in wgpu yet
var colors_arr = colors;
var offsets_arr = offsets;
var color: vec4<f32>;
let noise_granularity: f32 = 0.3/255.0;
for (var i: i32 = 0; i < last_index; i++) {
let curr_offset = offsets_arr[i];
let next_offset = offsets_arr[i+1];
if (coord_offset <= offsets_arr[0]) {
color = colors_arr[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
curr_offset,
next_offset,
coord_offset,
));
}
if (coord_offset >= offsets_arr[last_index]) {
color = colors_arr[last_index];
}
}
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
}
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
input.color_1,
input.color_2,
input.color_3,
input.color_4,
input.color_5,
input.color_6,
input.color_7,
input.color_8,
);
var offsets = array<f32, 8>(
input.offsets_1.x,
input.offsets_1.y,
input.offsets_1.z,
input.offsets_1.w,
input.offsets_2.x,
input.offsets_2.y,
input.offsets_2.z,
input.offsets_2.w,
);
//TODO could just pass this in to the shader but is probably more performant to just check it here
var last_index = 7;
for (var i: i32 = 0; i <= 7; i++) {
if (offsets[i] > 1.0) {
last_index = i - 1;
break;
}
}
var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
let pos = input.position_and_scale.xy;
let scale = input.position_and_scale.zw;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(pos + scale * 0.5).xy
);
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
pos + vec2<f32>(input.border_width, input.border_width),
scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
}
var dist: f32 = distance_alg(
input.position.xy,
pos,
scale,
border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist);
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}

View file

@ -1,30 +0,0 @@
struct Globals {
transform: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return input.color;
}

View file

@ -0,0 +1,168 @@
struct Globals {
transform: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
struct SolidVertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
@fragment
fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
return input.color;
}
struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>,
@location(1) color_1: vec4<f32>,
@location(2) color_2: vec4<f32>,
@location(3) color_3: vec4<f32>,
@location(4) color_4: vec4<f32>,
@location(5) color_5: vec4<f32>,
@location(6) color_6: vec4<f32>,
@location(7) color_7: vec4<f32>,
@location(8) color_8: vec4<f32>,
@location(9) offsets_1: vec4<f32>,
@location(10) offsets_2: vec4<f32>,
@location(11) direction: vec4<f32>,
}
@vertex
fn gradient_vs_main(
@location(0) input: vec2<f32>,
@location(1) color_1: vec4<f32>,
@location(2) color_2: vec4<f32>,
@location(3) color_3: vec4<f32>,
@location(4) color_4: vec4<f32>,
@location(5) color_5: vec4<f32>,
@location(6) color_6: vec4<f32>,
@location(7) color_7: vec4<f32>,
@location(8) color_8: vec4<f32>,
@location(9) offsets_1: vec4<f32>,
@location(10) offsets_2: vec4<f32>,
@location(11) direction: vec4<f32>,
) -> GradientVertexOutput {
var output: GradientVertexOutput;
output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
output.raw_position = input;
output.color_1 = color_1;
output.color_2 = color_2;
output.color_3 = color_3;
output.color_4 = color_4;
output.color_5 = color_5;
output.color_6 = color_6;
output.color_7 = color_7;
output.color_8 = color_8;
output.offsets_1 = offsets_1;
output.offsets_2 = offsets_2;
output.direction = direction;
return output;
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}
/// Returns the current interpolated color with a max 8-stop gradient
fn gradient(
raw_position: vec2<f32>,
direction: vec4<f32>,
colors: array<vec4<f32>, 8>,
offsets: array<f32, 8>,
last_index: i32
) -> vec4<f32> {
let start = direction.xy;
let end = direction.zw;
let v1 = end - start;
let v2 = raw_position - start;
let unit = normalize(v1);
let coord_offset = dot(unit, v2) / length(v1);
//need to store these as a var to use dynamic indexing in a loop
//this is already added to wgsl spec but not in wgpu yet
var colors_arr = colors;
var offsets_arr = offsets;
var color: vec4<f32>;
let noise_granularity: f32 = 0.3/255.0;
for (var i: i32 = 0; i < last_index; i++) {
let curr_offset = offsets_arr[i];
let next_offset = offsets_arr[i+1];
if (coord_offset <= offsets_arr[0]) {
color = colors_arr[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
curr_offset,
next_offset,
coord_offset,
));
}
if (coord_offset >= offsets_arr[last_index]) {
color = colors_arr[last_index];
}
}
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
}
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
input.color_1,
input.color_2,
input.color_3,
input.color_4,
input.color_5,
input.color_6,
input.color_7,
input.color_8,
);
var offsets = array<f32, 8>(
input.offsets_1.x,
input.offsets_1.y,
input.offsets_1.z,
input.offsets_1.w,
input.offsets_2.x,
input.offsets_2.y,
input.offsets_2.z,
input.offsets_2.w,
);
var last_index = 7;
for (var i: i32 = 0; i <= 7; i++) {
if (offsets[i] >= 1.0) {
last_index = i;
break;
}
}
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
}

View file

@ -1,26 +1,19 @@
//! Draw meshes of triangles.
mod msaa;
use crate::buffer::r#static::Buffer;
use crate::core::Size;
use crate::graphics::{Antialiasing, Transformation};
use crate::layer::mesh::{self, Mesh};
use crate::Buffer;
#[cfg(not(target_arch = "wasm32"))]
use crate::core::Gradient;
#[cfg(feature = "tracing")]
use tracing::info_span;
const INITIAL_INDEX_COUNT: usize = 1_000;
const INITIAL_VERTEX_COUNT: usize = 1_000;
#[derive(Debug)]
pub struct Pipeline {
blit: Option<msaa::Blit>,
solid: solid::Pipeline,
/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline,
layers: Vec<Layer>,
prepare_layer: usize,
}
@ -30,8 +23,6 @@ struct Layer {
index_buffer: Buffer<u32>,
index_strides: Vec<u32>,
solid: solid::Layer,
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Layer,
}
@ -39,18 +30,17 @@ impl Layer {
fn new(
device: &wgpu::Device,
solid: &solid::Pipeline,
#[cfg(not(target_arch = "wasm32"))] gradient: &gradient::Pipeline,
gradient: &gradient::Pipeline,
) -> Self {
Self {
index_buffer: Buffer::new(
device,
"iced_wgpu::triangle index buffer",
"iced_wgpu.triangle.index_buffer",
INITIAL_INDEX_COUNT,
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
solid: solid::Layer::new(device, &solid.constants_layout),
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Layer::new(device, &gradient.constants_layout),
}
}
@ -60,7 +50,7 @@ impl Layer {
device: &wgpu::Device,
queue: &wgpu::Queue,
solid: &solid::Pipeline,
#[cfg(not(target_arch = "wasm32"))] gradient: &gradient::Pipeline,
gradient: &gradient::Pipeline,
meshes: &[Mesh<'_>],
transformation: Transformation,
) {
@ -73,177 +63,92 @@ impl Layer {
// the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self.index_buffer.resize(device, count.indices);
let _ = self.solid.vertices.resize(device, count.solid_vertices);
#[cfg(not(target_arch = "wasm32"))]
let _ = self
.gradient
.vertices
.resize(device, count.gradient_vertices);
// Prepare dynamic buffers & data store for writing
self.index_buffer.clear();
self.index_strides.clear();
self.solid.vertices.clear();
self.solid.uniforms.clear();
#[cfg(not(target_arch = "wasm32"))]
{
self.gradient.uniforms.clear();
self.gradient.vertices.clear();
self.gradient.storage.clear();
if self.solid.uniforms.resize(device, count.solids) {
self.solid.constants = solid::Layer::bind_group(
device,
&self.solid.uniforms.raw,
&solid.constants_layout,
);
}
let mut solid_vertex_offset = 0;
let mut index_offset = 0;
if self.gradient.uniforms.resize(device, count.gradients) {
self.gradient.constants = gradient::Layer::bind_group(
device,
&self.gradient.uniforms.raw,
&gradient.constants_layout,
);
}
#[cfg(not(target_arch = "wasm32"))]
self.index_strides.clear();
self.index_buffer.clear();
self.solid.vertices.clear();
self.solid.uniforms.clear();
self.gradient.vertices.clear();
self.gradient.uniforms.clear();
let mut solid_vertex_offset = 0;
let mut solid_uniform_offset = 0;
let mut gradient_vertex_offset = 0;
let mut gradient_uniform_offset = 0;
let mut index_offset = 0;
for mesh in meshes {
let origin = mesh.origin();
let indices = mesh.indices();
let transform =
transformation * Transformation::translate(origin.x, origin.y);
let uniforms = Uniforms::new(
transformation * Transformation::translate(origin.x, origin.y),
);
let new_index_offset =
index_offset +=
self.index_buffer.write(queue, index_offset, indices);
index_offset += new_index_offset;
self.index_strides.push(indices.len() as u32);
//push uniform data to CPU buffers
match mesh {
Mesh::Solid { buffers, .. } => {
self.solid.uniforms.push(&solid::Uniforms::new(transform));
let written_bytes = self.solid.vertices.write(
solid_vertex_offset += self.solid.vertices.write(
queue,
solid_vertex_offset,
&buffers.vertices,
);
solid_vertex_offset += written_bytes;
solid_uniform_offset += self.solid.uniforms.write(
queue,
solid_uniform_offset,
&[uniforms],
);
}
#[cfg(not(target_arch = "wasm32"))]
Mesh::Gradient {
buffers, gradient, ..
} => {
let written_bytes = self.gradient.vertices.write(
Mesh::Gradient { buffers, .. } => {
gradient_vertex_offset += self.gradient.vertices.write(
queue,
gradient_vertex_offset,
&buffers.vertices,
);
gradient_vertex_offset += written_bytes;
match gradient {
Gradient::Linear(linear) => {
use glam::{IVec4, Vec4};
let start_offset = self.gradient.color_stop_offset;
let end_offset = (linear.color_stops.len() as i32)
+ start_offset
- 1;
self.gradient.uniforms.push(&gradient::Uniforms {
transform: transform.into(),
direction: Vec4::new(
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
),
stop_range: IVec4::new(
start_offset,
end_offset,
0,
0,
),
});
self.gradient.color_stop_offset = end_offset + 1;
let stops: Vec<gradient::ColorStop> = linear
.color_stops
.iter()
.map(|stop| {
let [r, g, b, a] = stop.color.into_linear();
gradient::ColorStop {
offset: stop.offset,
color: Vec4::new(r, g, b, a),
}
})
.collect();
self.gradient
.color_stops_pending_write
.color_stops
.extend(stops);
}
}
}
#[cfg(target_arch = "wasm32")]
Mesh::Gradient { .. } => {}
}
}
// Write uniform data to GPU
if count.solid_vertices > 0 {
let uniforms_resized = self.solid.uniforms.resize(device);
if uniforms_resized {
self.solid.constants = solid::Layer::bind_group(
device,
self.solid.uniforms.raw(),
&solid.constants_layout,
)
}
self.solid.uniforms.write(queue);
}
#[cfg(not(target_arch = "wasm32"))]
if count.gradient_vertices > 0 {
// First write the pending color stops to the CPU buffer
self.gradient
.storage
.push(&self.gradient.color_stops_pending_write);
// Resize buffers if needed
let uniforms_resized = self.gradient.uniforms.resize(device);
let storage_resized = self.gradient.storage.resize(device);
if uniforms_resized || storage_resized {
self.gradient.constants = gradient::Layer::bind_group(
device,
self.gradient.uniforms.raw(),
self.gradient.storage.raw(),
&gradient.constants_layout,
gradient_uniform_offset += self.gradient.uniforms.write(
queue,
gradient_uniform_offset,
&[uniforms],
);
}
// Write to GPU
self.gradient.uniforms.write(queue);
self.gradient.storage.write(queue);
// Cleanup
self.gradient.color_stop_offset = 0;
self.gradient.color_stops_pending_write.color_stops.clear();
}
}
}
fn render<'a>(
&'a self,
solid: &'a solid::Pipeline,
#[cfg(not(target_arch = "wasm32"))] gradient: &'a gradient::Pipeline,
gradient: &'a gradient::Pipeline,
meshes: &[Mesh<'_>],
scale_factor: f32,
render_pass: &mut wgpu::RenderPass<'a>,
) {
let mut num_solids = 0;
#[cfg(not(target_arch = "wasm32"))]
let mut num_gradients = 0;
let mut last_is_solid = None;
@ -268,7 +173,8 @@ impl Layer {
render_pass.set_bind_group(
0,
&self.solid.constants,
&[self.solid.uniforms.offset_at_index(num_solids)],
&[(num_solids * std::mem::size_of::<Uniforms>())
as u32],
);
render_pass.set_vertex_buffer(
@ -278,7 +184,6 @@ impl Layer {
num_solids += 1;
}
#[cfg(not(target_arch = "wasm32"))]
Mesh::Gradient { .. } => {
if last_is_solid.unwrap_or(true) {
render_pass.set_pipeline(&gradient.pipeline);
@ -289,10 +194,8 @@ impl Layer {
render_pass.set_bind_group(
0,
&self.gradient.constants,
&[self
.gradient
.uniforms
.offset_at_index(num_gradients)],
&[(num_gradients * std::mem::size_of::<Uniforms>())
as u32],
);
render_pass.set_vertex_buffer(
@ -302,8 +205,6 @@ impl Layer {
num_gradients += 1;
}
#[cfg(target_arch = "wasm32")]
Mesh::Gradient { .. } => {}
};
render_pass.set_index_buffer(
@ -325,10 +226,7 @@ impl Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
solid: solid::Pipeline::new(device, format, antialiasing),
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline::new(device, format, antialiasing),
layers: Vec::new(),
prepare_layer: 0,
}
@ -342,15 +240,11 @@ impl Pipeline {
transformation: Transformation,
) {
#[cfg(feature = "tracing")]
let _ = info_span!("Wgpu::Triangle", "PREPARE").entered();
let _ = tracing::info_span!("Wgpu::Triangle", "PREPARE").entered();
if self.layers.len() <= self.prepare_layer {
self.layers.push(Layer::new(
device,
&self.solid,
#[cfg(not(target_arch = "wasm32"))]
&self.gradient,
));
self.layers
.push(Layer::new(device, &self.solid, &self.gradient));
}
let layer = &mut self.layers[self.prepare_layer];
@ -358,7 +252,6 @@ impl Pipeline {
device,
queue,
&self.solid,
#[cfg(not(target_arch = "wasm32"))]
&self.gradient,
meshes,
transformation,
@ -378,9 +271,8 @@ impl Pipeline {
scale_factor: f32,
) {
#[cfg(feature = "tracing")]
let _ = info_span!("Wgpu::Triangle", "DRAW").entered();
let _ = tracing::info_span!("Wgpu::Triangle", "DRAW").entered();
// Configure render pass
{
let (attachment, resolve_target, load) = if let Some(blit) =
&mut self.blit
@ -397,12 +289,9 @@ impl Pipeline {
(target, None, wgpu::LoadOp::Load)
};
#[cfg(feature = "tracing")]
let _ = info_span!("Wgpu::Triangle", "BEGIN_RENDER_PASS").enter();
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::triangle render pass"),
label: Some("iced_wgpu.triangle.render_pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
@ -417,7 +306,6 @@ impl Pipeline {
layer.render(
&self.solid,
#[cfg(not(target_arch = "wasm32"))]
&self.gradient,
meshes,
scale_factor,
@ -463,14 +351,48 @@ fn multisample_state(
}
}
mod solid {
use crate::buffer::dynamic;
use crate::buffer::r#static::Buffer;
use crate::graphics::primitive;
use crate::graphics::{Antialiasing, Transformation};
use crate::triangle;
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
pub struct Uniforms {
transform: [f32; 16],
/// Uniform values must be 256-aligned;
/// see: [`wgpu::Limits`] `min_uniform_buffer_offset_alignment`.
_padding: [f32; 48],
}
use encase::ShaderType;
impl Uniforms {
pub fn new(transform: Transformation) -> Self {
Self {
transform: transform.into(),
_padding: [0.0; 48],
}
}
pub fn entry() -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<Self>() as u64,
),
},
count: None,
}
}
pub fn min_size() -> Option<wgpu::BufferSize> {
wgpu::BufferSize::new(std::mem::size_of::<Self>() as u64)
}
}
mod solid {
use crate::graphics::primitive;
use crate::graphics::Antialiasing;
use crate::triangle;
use crate::Buffer;
#[derive(Debug)]
pub struct Pipeline {
@ -481,7 +403,7 @@ mod solid {
#[derive(Debug)]
pub struct Layer {
pub vertices: Buffer<primitive::ColoredVertex2D>,
pub uniforms: dynamic::Buffer<Uniforms>,
pub uniforms: Buffer<triangle::Uniforms>,
pub constants: wgpu::BindGroup,
}
@ -492,17 +414,20 @@ mod solid {
) -> Self {
let vertices = Buffer::new(
device,
"iced_wgpu::triangle::solid vertex buffer",
"iced_wgpu.triangle.solid.vertex_buffer",
triangle::INITIAL_VERTEX_COUNT,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
let uniforms = dynamic::Buffer::uniform(
let uniforms = Buffer::new(
device,
"iced_wgpu::triangle::solid uniforms",
"iced_wgpu.triangle.solid.uniforms",
1,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let constants =
Self::bind_group(device, uniforms.raw(), constants_layout);
Self::bind_group(device, &uniforms.raw, constants_layout);
Self {
vertices,
@ -517,7 +442,7 @@ mod solid {
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle::solid bind group"),
label: Some("iced_wgpu.triangle.solid.bind_group"),
layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
@ -525,7 +450,7 @@ mod solid {
wgpu::BufferBinding {
buffer,
offset: 0,
size: Some(Uniforms::min_size()),
size: triangle::Uniforms::min_size(),
},
),
}],
@ -533,21 +458,7 @@ mod solid {
}
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub struct Uniforms {
transform: glam::Mat4,
}
impl Uniforms {
pub fn new(transform: Transformation) -> Self {
Self {
transform: transform.into(),
}
}
}
impl Pipeline {
/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
@ -555,23 +466,14 @@ mod solid {
) -> Self {
let constants_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(Uniforms::min_size()),
},
count: None,
}],
label: Some("iced_wgpu.triangle.solid.bind_group_layout"),
entries: &[triangle::Uniforms::entry()],
},
);
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle::solid pipeline layout"),
label: Some("iced_wgpu.triangle.solid.pipeline_layout"),
bind_group_layouts: &[&constants_layout],
push_constant_ranges: &[],
},
@ -579,12 +481,10 @@ mod solid {
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(
"iced_wgpu triangle solid create shader module",
),
label: Some("iced_wgpu.triangle.solid.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
"shader/solid.wgsl"
"shader/triangle.wgsl"
)),
),
});
@ -595,7 +495,7 @@ mod solid {
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
entry_point: "solid_vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<
primitive::ColoredVertex2D,
@ -612,7 +512,7 @@ mod solid {
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
entry_point: "solid_fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
@ -630,16 +530,10 @@ mod solid {
}
}
#[cfg(not(target_arch = "wasm32"))]
mod gradient {
use crate::buffer::dynamic;
use crate::buffer::r#static::Buffer;
use crate::graphics::Antialiasing;
use crate::graphics::{primitive, Antialiasing};
use crate::triangle;
use encase::ShaderType;
use glam::{IVec4, Vec4};
use iced_graphics::primitive;
use crate::Buffer;
#[derive(Debug)]
pub struct Pipeline {
@ -649,14 +543,9 @@ mod gradient {
#[derive(Debug)]
pub struct Layer {
pub vertices: Buffer<primitive::Vertex2D>,
pub uniforms: dynamic::Buffer<Uniforms>,
pub storage: dynamic::Buffer<Storage>,
pub vertices: Buffer<primitive::GradientVertex2D>,
pub uniforms: Buffer<triangle::Uniforms>,
pub constants: wgpu::BindGroup,
pub color_stop_offset: i32,
//Need to store these and then write them all at once
//or else they will be padded to 256 and cause gaps in the storage buffer
pub color_stops_pending_write: Storage,
}
impl Layer {
@ -666,94 +555,52 @@ mod gradient {
) -> Self {
let vertices = Buffer::new(
device,
"iced_wgpu::triangle::gradient vertex buffer",
"iced_wgpu.triangle.gradient.vertex_buffer",
triangle::INITIAL_VERTEX_COUNT,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
);
let uniforms = dynamic::Buffer::uniform(
let uniforms = Buffer::new(
device,
"iced_wgpu::triangle::gradient uniforms",
"iced_wgpu.triangle.gradient.uniforms",
1,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
// Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
let storage = dynamic::Buffer::storage(
device,
"iced_wgpu::triangle::gradient storage",
);
let constants = Self::bind_group(
device,
uniforms.raw(),
storage.raw(),
constants_layout,
);
let constants =
Self::bind_group(device, &uniforms.raw, constants_layout);
Self {
vertices,
uniforms,
storage,
constants,
color_stop_offset: 0,
color_stops_pending_write: Storage {
color_stops: vec![],
},
}
}
pub fn bind_group(
device: &wgpu::Device,
uniform_buffer: &wgpu::Buffer,
storage_buffer: &wgpu::Buffer,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle::gradient bind group"),
label: Some("iced_wgpu.triangle.gradient.bind_group"),
layout,
entries: &[
wgpu::BindGroupEntry {
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: uniform_buffer,
offset: 0,
size: Some(Uniforms::min_size()),
size: triangle::Uniforms::min_size(),
},
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: storage_buffer.as_entire_binding(),
},
],
}],
})
}
}
#[derive(Debug, ShaderType)]
pub struct Uniforms {
pub transform: glam::Mat4,
//xy = start, zw = end
pub direction: Vec4,
//x = start stop, y = end stop, zw = padding
pub stop_range: IVec4,
}
#[derive(Debug, ShaderType)]
pub struct ColorStop {
pub color: Vec4,
pub offset: f32,
}
#[derive(Debug, ShaderType)]
pub struct Storage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl Pipeline {
/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
pub(super) fn new(
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<Antialiasing>,
@ -761,40 +608,15 @@ mod gradient {
let constants_layout = device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
label: Some(
"iced_wgpu::triangle::gradient bind group layout",
"iced_wgpu.triangle.gradient.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(Uniforms::min_size()),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage {
read_only: true,
},
has_dynamic_offset: false,
min_binding_size: Some(Storage::min_size()),
},
count: None,
},
],
entries: &[triangle::Uniforms::entry()],
},
);
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some(
"iced_wgpu::triangle::gradient pipeline layout",
),
label: Some("iced_wgpu.triangle.gradient.pipeline_layout"),
bind_group_layouts: &[&constants_layout],
push_constant_ranges: &[],
},
@ -802,40 +624,58 @@ mod gradient {
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(
"iced_wgpu::triangle::gradient create shader module",
),
label: Some("iced_wgpu.triangle.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
"shader/gradient.wgsl"
"shader/triangle.wgsl"
)),
),
});
let pipeline =
device.create_render_pipeline(
let pipeline = device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle::gradient pipeline"),
label: Some("iced_wgpu.triangle.gradient.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
entry_point: "gradient_vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<
primitive::Vertex2D,
>(
)
primitive::GradientVertex2D,
>()
as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array!(
// Position
0 => Float32x2,
// Color 1
1 => Float32x4,
// Color 2
2 => Float32x4,
// Color 3
3 => Float32x4,
// Color 4
4 => Float32x4,
// Color 5
5 => Float32x4,
// Color 6
6 => Float32x4,
// Color 7
7 => Float32x4,
// Color 8
8 => Float32x4,
// Offsets 1-4
9 => Float32x4,
// Offsets 5-8
10 => Float32x4,
// Direction
11 => Float32x4
),
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
entry_point: "gradient_fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),