Merge pull request #1448 from bungoboingo/fear/linear-gradients

Add linear gradient support to canvas widget
This commit is contained in:
Héctor Ramón 2022-11-03 18:57:09 +01:00 committed by GitHub
commit d222b5c8b0
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GPG key ID: 4AEE18F83AFDEB23
47 changed files with 2234 additions and 971 deletions

View file

@ -69,10 +69,10 @@ members = [
"examples/events",
"examples/exit",
"examples/game_of_life",
"examples/geometry",
"examples/integration_opengl",
"examples/integration_wgpu",
"examples/lazy",
"examples/modern_art",
"examples/multitouch",
"examples/pane_grid",
"examples/pick_list",

View file

@ -2,7 +2,7 @@ use std::{f32::consts::PI, time::Instant};
use iced::executor;
use iced::widget::canvas::{
self, Cache, Canvas, Cursor, Geometry, Path, Stroke,
self, stroke, Cache, Canvas, Cursor, Geometry, Path, Stroke,
};
use iced::{
Application, Command, Element, Length, Point, Rectangle, Settings,
@ -52,11 +52,6 @@ impl Application for Arc {
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(10))
.map(|_| Message::Tick)
}
fn view(&self) -> Element<Message> {
Canvas::new(self)
.width(Length::Fill)
@ -67,6 +62,11 @@ impl Application for Arc {
fn theme(&self) -> Theme {
Theme::Dark
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(10))
.map(|_| Message::Tick)
}
}
impl<Message> canvas::Program<Message> for Arc {
@ -114,7 +114,7 @@ impl<Message> canvas::Program<Message> for Arc {
frame.stroke(
&path,
Stroke {
color: palette.text,
style: stroke::Style::Solid(palette.text),
width: 10.0,
..Stroke::default()
},

View file

@ -1,5 +1,7 @@
use iced::executor;
use iced::widget::canvas::{Cache, Cursor, Geometry, LineCap, Path, Stroke};
use iced::widget::canvas::{
stroke, Cache, Cursor, Geometry, LineCap, Path, Stroke,
};
use iced::widget::{canvas, container};
use iced::{
Application, Color, Command, Element, Length, Point, Rectangle, Settings,
@ -24,9 +26,9 @@ enum Message {
}
impl Application for Clock {
type Executor = executor::Default;
type Message = Message;
type Theme = Theme;
type Executor = executor::Default;
type Flags = ();
fn new(_flags: ()) -> (Self, Command<Message>) {
@ -59,15 +61,6 @@ impl Application for Clock {
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
Message::Tick(
time::OffsetDateTime::now_local()
.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
)
})
}
fn view(&self) -> Element<Message> {
let canvas = canvas(self as &Self)
.width(Length::Fill)
@ -79,6 +72,15 @@ impl Application for Clock {
.padding(20)
.into()
}
fn subscription(&self) -> Subscription<Message> {
iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
Message::Tick(
time::OffsetDateTime::now_local()
.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
)
})
}
}
impl<Message> canvas::Program<Message> for Clock {
@ -104,33 +106,41 @@ impl<Message> canvas::Program<Message> for Clock {
let long_hand =
Path::line(Point::ORIGIN, Point::new(0.0, -0.8 * radius));
let thin_stroke = Stroke {
width: radius / 100.0,
color: Color::WHITE,
line_cap: LineCap::Round,
..Stroke::default()
let width = radius / 100.0;
let thin_stroke = || -> Stroke {
Stroke {
width,
style: stroke::Style::Solid(Color::WHITE),
line_cap: LineCap::Round,
..Stroke::default()
}
};
let wide_stroke = Stroke {
width: thin_stroke.width * 3.0,
..thin_stroke
let wide_stroke = || -> Stroke {
Stroke {
width: width * 3.0,
style: stroke::Style::Solid(Color::WHITE),
line_cap: LineCap::Round,
..Stroke::default()
}
};
frame.translate(Vector::new(center.x, center.y));
frame.with_save(|frame| {
frame.rotate(hand_rotation(self.now.hour(), 12));
frame.stroke(&short_hand, wide_stroke);
frame.stroke(&short_hand, wide_stroke());
});
frame.with_save(|frame| {
frame.rotate(hand_rotation(self.now.minute(), 60));
frame.stroke(&long_hand, wide_stroke);
frame.stroke(&long_hand, wide_stroke());
});
frame.with_save(|frame| {
frame.rotate(hand_rotation(self.now.second(), 60));
frame.stroke(&long_hand, thin_stroke);
frame.stroke(&long_hand, thin_stroke());
})
});

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@ -1,11 +0,0 @@
[package]
name = "geometry"
version = "0.1.0"
authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
edition = "2021"
publish = false
[dependencies]
iced = { path = "../.." }
iced_native = { path = "../../native" }
iced_graphics = { path = "../../graphics" }

View file

@ -1,18 +0,0 @@
## Geometry
A custom widget showcasing how to draw geometry with the `Mesh2D` primitive in [`iced_wgpu`](../../wgpu).
The __[`main`]__ file contains all the code of the example.
<div align="center">
<a href="https://gfycat.com/activeunfitkangaroo">
<img src="https://thumbs.gfycat.com/ActiveUnfitKangaroo-small.gif">
</a>
</div>
You can run it with `cargo run`:
```
cargo run --package geometry
```
[`main`]: src/main.rs

View file

@ -1,217 +0,0 @@
//! This example showcases a simple native custom widget that renders using
//! arbitrary low-level geometry.
mod rainbow {
// For now, to implement a custom native widget you will need to add
// `iced_native` and `iced_wgpu` to your dependencies.
//
// Then, you simply need to define your widget type and implement the
// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
//
// Of course, you can choose to make the implementation renderer-agnostic,
// if you wish to, by creating your own `Renderer` trait, which could be
// implemented by `iced_wgpu` and other renderers.
use iced_graphics::renderer::{self, Renderer};
use iced_graphics::{Backend, Primitive};
use iced_native::widget::{self, Widget};
use iced_native::{
layout, Element, Layout, Length, Point, Rectangle, Size, Vector,
};
#[derive(Default)]
pub struct Rainbow;
impl Rainbow {
pub fn new() -> Self {
Self
}
}
pub fn rainbow() -> Rainbow {
Rainbow
}
impl<Message, B, T> Widget<Message, Renderer<B, T>> for Rainbow
where
B: Backend,
{
fn width(&self) -> Length {
Length::Fill
}
fn height(&self) -> Length {
Length::Shrink
}
fn layout(
&self,
_renderer: &Renderer<B, T>,
limits: &layout::Limits,
) -> layout::Node {
let size = limits.width(Length::Fill).resolve(Size::ZERO);
layout::Node::new(Size::new(size.width, size.width))
}
fn draw(
&self,
_tree: &widget::Tree,
renderer: &mut Renderer<B, T>,
_theme: &T,
_style: &renderer::Style,
layout: Layout<'_>,
cursor_position: Point,
_viewport: &Rectangle,
) {
use iced_graphics::triangle::{Mesh2D, Vertex2D};
use iced_native::Renderer as _;
let b = layout.bounds();
// R O Y G B I V
let color_r = [1.0, 0.0, 0.0, 1.0];
let color_o = [1.0, 0.5, 0.0, 1.0];
let color_y = [1.0, 1.0, 0.0, 1.0];
let color_g = [0.0, 1.0, 0.0, 1.0];
let color_gb = [0.0, 1.0, 0.5, 1.0];
let color_b = [0.0, 0.2, 1.0, 1.0];
let color_i = [0.5, 0.0, 1.0, 1.0];
let color_v = [0.75, 0.0, 0.5, 1.0];
let posn_center = {
if b.contains(cursor_position) {
[cursor_position.x - b.x, cursor_position.y - b.y]
} else {
[b.width / 2.0, b.height / 2.0]
}
};
let posn_tl = [0.0, 0.0];
let posn_t = [b.width / 2.0, 0.0];
let posn_tr = [b.width, 0.0];
let posn_r = [b.width, b.height / 2.0];
let posn_br = [b.width, b.height];
let posn_b = [(b.width / 2.0), b.height];
let posn_bl = [0.0, b.height];
let posn_l = [0.0, b.height / 2.0];
let mesh = Primitive::Mesh2D {
size: b.size(),
buffers: Mesh2D {
vertices: vec![
Vertex2D {
position: posn_center,
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
color: color_r,
},
Vertex2D {
position: posn_t,
color: color_o,
},
Vertex2D {
position: posn_tr,
color: color_y,
},
Vertex2D {
position: posn_r,
color: color_g,
},
Vertex2D {
position: posn_br,
color: color_gb,
},
Vertex2D {
position: posn_b,
color: color_b,
},
Vertex2D {
position: posn_bl,
color: color_i,
},
Vertex2D {
position: posn_l,
color: color_v,
},
],
indices: vec![
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
0, 4, 5, // R
0, 5, 6, // BR
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
},
};
renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
renderer.draw_primitive(mesh);
});
}
}
impl<'a, Message, B, T> From<Rainbow> for Element<'a, Message, Renderer<B, T>>
where
B: Backend,
{
fn from(rainbow: Rainbow) -> Self {
Self::new(rainbow)
}
}
}
use iced::widget::{column, container, scrollable};
use iced::{Alignment, Element, Length, Sandbox, Settings};
use rainbow::rainbow;
pub fn main() -> iced::Result {
Example::run(Settings::default())
}
struct Example;
impl Sandbox for Example {
type Message = ();
fn new() -> Self {
Example
}
fn title(&self) -> String {
String::from("Custom 2D geometry - Iced")
}
fn update(&mut self, _: ()) {}
fn view(&self) -> Element<()> {
let content = column![
rainbow(),
"In this example we draw a custom widget Rainbow, using \
the Mesh2D primitive. This primitive supplies a list of \
triangles, expressed as vertices and indices.",
"Move your cursor over it, and see the center vertex \
follow you!",
"Every Vertex2D defines its own color. You could use the \
Mesh2D primitive to render virtually any two-dimensional \
geometry for your widget.",
]
.padding(20)
.spacing(20)
.max_width(500)
.align_items(Alignment::Start);
let scrollable =
scrollable(container(content).width(Length::Fill).center_x());
container(scrollable)
.width(Length::Fill)
.height(Length::Fill)
.center_y()
.into()
}
}

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@ -0,0 +1,10 @@
[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"

View file

@ -0,0 +1,140 @@
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 {
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> for ModernArt {
type State = ();
fn draw(
&self,
_state: &Self::State,
_theme: &Theme,
bounds: Rectangle,
_cursor: Cursor,
) -> Vec<Geometry> {
let geometry = self.cache.draw(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
}

View file

@ -2,7 +2,8 @@
//! a circle around each fingertip. This only works on touch-enabled
//! computers like Microsoft Surface.
use iced::widget::canvas::event;
use iced::widget::canvas::{self, Canvas, Cursor, Geometry, Stroke};
use iced::widget::canvas::stroke::{self, Stroke};
use iced::widget::canvas::{self, Canvas, Cursor, Geometry};
use iced::{
executor, touch, window, Application, Color, Command, Element, Length,
Point, Rectangle, Settings, Subscription, Theme,
@ -186,7 +187,7 @@ impl canvas::Program<Message> for State {
frame.stroke(
&path,
Stroke {
color: Color::BLACK,
style: stroke::Style::Solid(Color::BLACK),
width: 3.0,
..Stroke::default()
},

View file

@ -11,7 +11,9 @@ use iced::executor;
use iced::theme::{self, Theme};
use iced::time;
use iced::widget::canvas;
use iced::widget::canvas::{Cursor, Path, Stroke};
use iced::widget::canvas::gradient::{self, Gradient};
use iced::widget::canvas::stroke::{self, Stroke};
use iced::widget::canvas::{Cursor, Path};
use iced::window;
use iced::{
Application, Color, Command, Element, Length, Point, Rectangle, Settings,
@ -37,9 +39,9 @@ enum Message {
}
impl Application for SolarSystem {
type Executor = executor::Default;
type Message = Message;
type Theme = Theme;
type Executor = executor::Default;
type Flags = ();
fn new(_flags: ()) -> (Self, Command<Message>) {
@ -65,10 +67,6 @@ impl Application for SolarSystem {
Command::none()
}
fn subscription(&self) -> Subscription<Message> {
time::every(std::time::Duration::from_millis(10)).map(Message::Tick)
}
fn view(&self) -> Element<Message> {
canvas(&self.state)
.width(Length::Fill)
@ -86,6 +84,10 @@ impl Application for SolarSystem {
text_color: Color::WHITE,
})
}
fn subscription(&self) -> Subscription<Message> {
time::every(time::Duration::from_millis(10)).map(Message::Tick)
}
}
#[derive(Debug)]
@ -178,8 +180,10 @@ impl<Message> canvas::Program<Message> for State {
frame.stroke(
&orbit,
Stroke {
style: stroke::Style::Solid(Color::from_rgba8(
0, 153, 255, 0.1,
)),
width: 1.0,
color: Color::from_rgba8(0, 153, 255, 0.1),
line_dash: canvas::LineDash {
offset: 0,
segments: &[3.0, 6.0],
@ -198,15 +202,18 @@ impl<Message> canvas::Program<Message> for State {
frame.translate(Vector::new(Self::ORBIT_RADIUS, 0.0));
let earth = Path::circle(Point::ORIGIN, Self::EARTH_RADIUS);
let shadow = Path::rectangle(
Point::new(0.0, -Self::EARTH_RADIUS),
Size::new(
Self::EARTH_RADIUS * 4.0,
Self::EARTH_RADIUS * 2.0,
),
);
frame.fill(&earth, Color::from_rgb8(0x6B, 0x93, 0xD6));
let earth_fill =
Gradient::linear(gradient::Position::Absolute {
start: Point::new(-Self::EARTH_RADIUS, 0.0),
end: 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");
frame.fill(&earth, earth_fill);
frame.with_save(|frame| {
frame.rotate(rotation * 10.0);
@ -215,14 +222,6 @@ impl<Message> canvas::Program<Message> for State {
let moon = Path::circle(Point::ORIGIN, Self::MOON_RADIUS);
frame.fill(&moon, Color::WHITE);
});
frame.fill(
&shadow,
Color {
a: 0.7,
..Color::BLACK
},
);
});
});

View file

@ -1,7 +1,6 @@
use crate::program;
use crate::quad;
use crate::text;
use crate::triangle;
use crate::{program, triangle};
use crate::{Settings, Transformation, Viewport};
use iced_graphics::backend;
@ -105,11 +104,11 @@ impl Backend {
* Transformation::scale(scale_factor, scale_factor);
self.triangle_pipeline.draw(
&layer.meshes,
gl,
target_height,
scaled,
scale_factor,
&layer.meshes,
);
}

View file

@ -70,11 +70,10 @@ impl Pipeline {
unsafe {
gl.use_program(Some(program));
let matrix: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&matrix,
Transformation::identity().as_ref(),
);
gl.uniform_1_f32(Some(&scale_location), 1.0);
@ -139,11 +138,10 @@ impl Pipeline {
if transformation != self.current_transform {
unsafe {
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
transformation.as_ref(),
);
self.current_transform = transformation;

View file

@ -65,11 +65,10 @@ impl Pipeline {
unsafe {
gl.use_program(Some(program));
let matrix: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&matrix,
Transformation::identity().as_ref(),
);
gl.uniform_1_f32(Some(&scale_location), 1.0);
@ -119,11 +118,10 @@ impl Pipeline {
if transformation != self.current_transform {
unsafe {
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
transformation.as_ref(),
);
self.current_transform = transformation;

View file

@ -0,0 +1,59 @@
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef HIGHER_THAN_300
layout (location = 0) out vec4 fragColor;
#define gl_FragColor fragColor
#endif
in vec2 raw_position;
uniform vec4 gradient_direction;
uniform uint color_stops_size;
// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops
//stored as color(vec4) -> offset(vec4) sequentially;
uniform vec4 color_stops[32];
//TODO: rewrite without branching to make ALUs happy
void main() {
vec2 start = gradient_direction.xy;
vec2 end = gradient_direction.zw;
vec2 gradient_vec = vec2(end - start);
vec2 current_vec = vec2(raw_position.xy - start);
vec2 unit = normalize(gradient_vec);
float coord_offset = dot(unit, current_vec) / length(gradient_vec);
//if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
float min_offset = color_stops[1].x;
float max_offset = color_stops[color_stops_size - 1u].x;
for (uint i = 0u; i < color_stops_size - 2u; i += 2u) {
float curr_offset = color_stops[i+1u].x;
float next_offset = color_stops[i+3u].x;
if (coord_offset <= min_offset) {
//current coordinate is before the first defined offset, set it to the start color
fragColor = color_stops[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
//current fragment is between the current offset processing & the next one, interpolate colors
fragColor = mix(color_stops[i], color_stops[i+2u], smoothstep(
curr_offset,
next_offset,
coord_offset
));
}
if (coord_offset >= max_offset) {
//current coordinate is before the last defined offset, set it to the last color
fragColor = color_stops[color_stops_size - 2u];
}
}
}

View file

@ -11,8 +11,8 @@ out vec4 fragColor;
#define gl_FragColor fragColor
#endif
in vec4 v_Color;
uniform vec4 color;
void main() {
gl_FragColor = v_Color;
}
fragColor = color;
}

View file

@ -1,11 +1,9 @@
uniform mat4 u_Transform;
in vec2 i_Position;
in vec4 i_Color;
out vec4 v_Color;
out vec2 raw_position;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
v_Color = i_Color;
}
raw_position = i_Position;
}

View file

@ -1,66 +1,32 @@
//! Draw meshes of triangles.
use crate::program::{self, Shader};
mod gradient;
mod solid;
use crate::program;
use crate::Transformation;
use iced_graphics::layer::mesh::{self, Mesh};
use iced_graphics::triangle::{self, Vertex2D};
use glow::HasContext;
use iced_graphics::layer;
use std::marker::PhantomData;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
#[derive(Debug)]
pub(crate) struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
vertices: Buffer<Vertex2D>,
indices: Buffer<u32>,
transform_location: <glow::Context as HasContext>::UniformLocation,
current_transform: Transformation,
programs: ProgramList,
}
#[derive(Debug)]
struct ProgramList {
solid: solid::Program,
gradient: gradient::Program,
}
impl Pipeline {
pub fn new(
gl: &glow::Context,
shader_version: &program::Version,
) -> Pipeline {
let program = unsafe {
let vertex_shader = Shader::vertex(
gl,
shader_version,
include_str!("shader/common/triangle.vert"),
);
let fragment_shader = Shader::fragment(
gl,
shader_version,
include_str!("shader/common/triangle.frag"),
);
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position"), (1, "i_Color")],
)
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location");
unsafe {
gl.use_program(Some(program));
let transform: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&transform,
);
gl.use_program(None);
}
pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self {
let vertex_array =
unsafe { gl.create_vertex_array().expect("Create vertex array") };
@ -73,7 +39,7 @@ impl Pipeline {
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
VERTEX_BUFFER_SIZE,
std::mem::size_of::<Vertex2D>() as usize,
)
};
@ -82,7 +48,7 @@ impl Pipeline {
gl,
glow::ELEMENT_ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
INDEX_BUFFER_SIZE,
std::mem::size_of::<u32>() as usize,
)
};
@ -92,83 +58,63 @@ impl Pipeline {
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(
1,
4,
glow::FLOAT,
false,
stride,
4 * 2,
);
gl.bind_vertex_array(None);
}
};
Pipeline {
program,
Self {
vertex_array,
vertices,
indices,
transform_location,
current_transform: Transformation::identity(),
programs: ProgramList {
solid: solid::Program::new(gl, shader_version),
gradient: gradient::Program::new(gl, shader_version),
},
}
}
pub fn draw(
&mut self,
meshes: &[Mesh<'_>],
gl: &glow::Context,
target_height: u32,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
) {
unsafe {
gl.enable(glow::MULTISAMPLE);
gl.enable(glow::SCISSOR_TEST);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.bind_vertex_array(Some(self.vertex_array))
}
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
// Then we ensure the current buffers are big enough, resizing if
// necessary
// Then we ensure the current attribute buffers are big enough, resizing if necessary
unsafe {
self.vertices.bind(gl, total_vertices);
self.indices.bind(gl, total_indices);
}
// We upload all the vertices and indices upfront
let mut last_vertex = 0;
let mut last_index = 0;
let mut vertex_offset = 0;
let mut index_offset = 0;
for layer::Mesh { buffers, .. } in meshes {
for mesh in meshes {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(last_vertex * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&buffers.vertices),
(vertex_offset * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&mesh.buffers.vertices),
);
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
(last_index * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&buffers.indices),
(index_offset * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&mesh.buffers.indices),
);
last_vertex += buffers.vertices.len();
last_index += buffers.indices.len();
vertex_offset += mesh.buffers.vertices.len();
index_offset += mesh.buffers.indices.len();
}
}
@ -176,29 +122,13 @@ impl Pipeline {
let mut last_vertex = 0;
let mut last_index = 0;
for layer::Mesh {
buffers,
origin,
clip_bounds,
} in meshes
{
let transform =
transformation * Transformation::translate(origin.x, origin.y);
for mesh in meshes {
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
let clip_bounds = (*clip_bounds * scale_factor).snap();
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
unsafe {
if self.current_transform != transform {
let matrix: [f32; 16] = transform.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
);
self.current_transform = transform;
}
gl.scissor(
clip_bounds.x as i32,
(target_height - (clip_bounds.y + clip_bounds.height))
@ -207,50 +137,74 @@ impl Pipeline {
clip_bounds.height as i32,
);
match mesh.style {
triangle::Style::Solid(color) => {
self.programs.solid.use_program(gl, color, &transform);
}
triangle::Style::Gradient(gradient) => {
self.programs
.gradient
.use_program(gl, gradient, &transform);
}
}
gl.draw_elements_base_vertex(
glow::TRIANGLES,
buffers.indices.len() as i32,
mesh.buffers.indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_vertex as i32,
);
last_vertex += buffers.vertices.len();
last_index += buffers.indices.len();
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
}
unsafe {
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
gl.disable(glow::MULTISAMPLE);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
}
/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
/// attribute location.
pub(super) fn program(
gl: &glow::Context,
shader_version: &program::Version,
fragment_shader: &'static str,
) -> <glow::Context as HasContext>::Program {
unsafe {
let vertex_shader = program::Shader::vertex(
gl,
shader_version,
include_str!("shader/common/triangle.vert"),
);
unsafe impl bytemuck::Zeroable for Uniforms {}
unsafe impl bytemuck::Pod for Uniforms {}
let fragment_shader =
program::Shader::fragment(gl, shader_version, fragment_shader);
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
}
program::create(
gl,
&[vertex_shader, fragment_shader],
&[(0, "i_Position")],
)
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
}
pub fn set_transform(
gl: &glow::Context,
location: <glow::Context as HasContext>::UniformLocation,
transform: Transformation,
) {
unsafe {
gl.uniform_matrix_4_f32_slice(
Some(&location),
false,
transform.as_ref(),
);
}
}

View file

@ -0,0 +1,162 @@
use crate::program::Version;
use crate::triangle;
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::gradient::Gradient;
use iced_graphics::gradient::Linear;
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
pub program: <Context as HasContext>::Program,
pub uniform_data: UniformData,
}
#[derive(Debug)]
pub struct UniformData {
gradient: Gradient,
transform: Transformation,
uniform_locations: UniformLocations,
}
#[derive(Debug)]
struct UniformLocations {
gradient_direction_location: <Context as HasContext>::UniformLocation,
color_stops_size_location: <Context as HasContext>::UniformLocation,
//currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
color_stops_location: <Context as HasContext>::UniformLocation,
transform_location: <Context as HasContext>::UniformLocation,
}
impl Program {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = triangle::program(
gl,
shader_version,
include_str!("../shader/common/gradient.frag"),
);
Self {
program,
uniform_data: UniformData::new(gl, program),
}
}
pub fn write_uniforms(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: &Transformation,
) {
if transform != &self.uniform_data.transform {
triangle::set_transform(
gl,
self.uniform_data.uniform_locations.transform_location,
*transform,
);
}
if &self.uniform_data.gradient != gradient {
match gradient {
Gradient::Linear(linear) => unsafe {
gl.uniform_4_f32(
Some(
&self
.uniform_data
.uniform_locations
.gradient_direction_location,
),
linear.start.x,
linear.start.y,
linear.end.x,
linear.end.y,
);
gl.uniform_1_u32(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_size_location,
),
(linear.color_stops.len() * 2) as u32,
);
let mut stops = [0.0; 128];
for (index, stop) in
linear.color_stops.iter().enumerate().take(16)
{
let [r, g, b, a] = stop.color.into_linear();
stops[index * 8] = r;
stops[(index * 8) + 1] = g;
stops[(index * 8) + 2] = b;
stops[(index * 8) + 3] = a;
stops[(index * 8) + 4] = stop.offset;
stops[(index * 8) + 5] = 0.;
stops[(index * 8) + 6] = 0.;
stops[(index * 8) + 7] = 0.;
}
gl.uniform_4_f32_slice(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_location,
),
&stops,
);
},
}
self.uniform_data.gradient = gradient.clone();
}
}
pub fn use_program(
&mut self,
gl: &Context,
gradient: &Gradient,
transform: &Transformation,
) {
unsafe { gl.use_program(Some(self.program)) }
self.write_uniforms(gl, gradient, transform);
}
}
impl UniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
let gradient_direction_location =
unsafe { gl.get_uniform_location(program, "gradient_direction") }
.expect("Gradient - Get gradient_direction.");
let color_stops_size_location =
unsafe { gl.get_uniform_location(program, "color_stops_size") }
.expect("Gradient - Get color_stops_size.");
let color_stops_location = unsafe {
gl.get_uniform_location(program, "color_stops")
.expect("Gradient - Get color_stops.")
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Gradient - Get u_Transform.");
Self {
gradient: Gradient::Linear(Linear {
start: Default::default(),
end: Default::default(),
color_stops: vec![],
}),
transform: Transformation::identity(),
uniform_locations: UniformLocations {
gradient_direction_location,
color_stops_size_location,
color_stops_location,
transform_location,
},
}
}
}

View file

@ -0,0 +1,91 @@
use crate::program::Version;
use crate::{triangle, Color};
use glow::{Context, HasContext, NativeProgram};
use iced_graphics::Transformation;
#[derive(Debug)]
pub struct Program {
program: <Context as HasContext>::Program,
uniform_data: UniformData,
}
#[derive(Debug)]
struct UniformData {
pub color: Color,
pub color_location: <Context as HasContext>::UniformLocation,
pub transform: Transformation,
pub transform_location: <Context as HasContext>::UniformLocation,
}
impl UniformData {
fn new(gl: &Context, program: NativeProgram) -> Self {
Self {
color: Color::TRANSPARENT,
color_location: unsafe {
gl.get_uniform_location(program, "color")
}
.expect("Solid - Get color."),
transform: Transformation::identity(),
transform_location: unsafe {
gl.get_uniform_location(program, "u_Transform")
}
.expect("Solid - Get u_Transform."),
}
}
}
impl Program {
pub fn new(gl: &Context, shader_version: &Version) -> Self {
let program = triangle::program(
gl,
shader_version,
include_str!("../shader/common/triangle.frag"),
);
Self {
program,
uniform_data: UniformData::new(gl, program),
}
}
pub fn write_uniforms(
&mut self,
gl: &Context,
color: &Color,
transform: &Transformation,
) {
if transform != &self.uniform_data.transform {
triangle::set_transform(
gl,
self.uniform_data.transform_location,
*transform,
)
}
if color != &self.uniform_data.color {
let [r, g, b, a] = color.into_linear();
unsafe {
gl.uniform_4_f32(
Some(&self.uniform_data.color_location),
r,
g,
b,
a,
);
}
self.uniform_data.color = *color;
}
}
pub fn use_program(
&mut self,
gl: &Context,
color: &Color,
transform: &Transformation,
) {
unsafe { gl.use_program(Some(self.program)) }
self.write_uniforms(gl, color, transform)
}
}

View file

@ -26,8 +26,11 @@ impl<Theme> iced_graphics::window::GLCompositor for Compositor<Theme> {
log::info!("{:#?}", settings);
let version = gl.version();
log::info!("Version: {:?}", version);
log::info!("Embedded: {}", version.is_embedded);
log::info!(
"OpenGL version: {:?} (Embedded: {})",
version,
version.is_embedded
);
let renderer = gl.get_parameter_string(glow::RENDERER);
log::info!("Renderer: {}", renderer);

View file

@ -19,7 +19,7 @@ font-icons = []
opengl = []
[dependencies]
glam = "0.10"
glam = "0.21.3"
raw-window-handle = "0.5"
thiserror = "1.0"

112
graphics/src/gradient.rs Normal file
View file

@ -0,0 +1,112 @@
//! For creating a Gradient.
pub mod linear;
pub use linear::Linear;
use crate::{Color, Point, Size};
#[derive(Debug, Clone, PartialEq)]
/// A fill which transitions colors progressively along a direction, either linearly, radially (TBD),
/// or conically (TBD).
pub enum Gradient {
/// A linear gradient interpolates colors along a direction from its [`start`] to its [`end`]
/// point.
Linear(Linear),
}
impl Gradient {
/// Creates a new linear [`linear::Builder`].
pub fn linear(position: impl Into<Position>) -> linear::Builder {
linear::Builder::new(position.into())
}
}
#[derive(Debug, Clone, Copy, PartialEq)]
/// A point along the gradient vector where the specified [`color`] is unmixed.
pub struct ColorStop {
/// Offset along the gradient vector.
pub offset: f32,
/// The color of the gradient at the specified [`offset`].
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,
},
}
impl From<(Point, Point)> for Position {
fn from((start, end): (Point, Point)) -> Self {
Self::Absolute { start, end }
}
}
#[derive(Debug)]
/// 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,
}
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)
}
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)
}
}
}
}

View file

@ -0,0 +1,109 @@
//! 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 [`super::Fill`] or [`super::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),
}

View file

@ -1,15 +1,22 @@
//! Organize rendering primitives into a flattened list of layers.
mod image;
mod quad;
mod text;
pub mod mesh;
pub use image::Image;
pub use mesh::Mesh;
pub use quad::Quad;
pub use text::Text;
use crate::alignment;
use crate::triangle;
use crate::{
Background, Font, Point, Primitive, Rectangle, Size, Vector, Viewport,
};
use iced_native::image;
use iced_native::svg;
/// A group of primitives that should be clipped together.
#[derive(Debug, Clone)]
#[derive(Debug)]
pub struct Layer<'a> {
/// The clipping bounds of the [`Layer`].
pub bounds: Rectangle,
@ -159,7 +166,11 @@ impl<'a> Layer<'a> {
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D { buffers, size } => {
Primitive::Mesh2D {
buffers,
size,
style,
} => {
let layer = &mut layers[current_layer];
let bounds = Rectangle::new(
@ -173,6 +184,7 @@ impl<'a> Layer<'a> {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
style,
});
}
}
@ -233,93 +245,3 @@ impl<'a> Layer<'a> {
}
}
}
/// A colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct Quad {
/// The position of the [`Quad`].
pub position: [f32; 2],
/// 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`].
pub border_radius: f32,
/// The border width of the [`Quad`].
pub border_width: f32,
}
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
pub origin: Point,
/// The vertex and index buffers of the [`Mesh`].
pub buffers: &'a triangle::Mesh2D,
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
}
/// A paragraph of text.
#[derive(Debug, Clone, Copy)]
pub struct Text<'a> {
/// The content of the [`Text`].
pub content: &'a str,
/// The layout bounds of the [`Text`].
pub bounds: Rectangle,
/// The color of the [`Text`], in __linear RGB_.
pub color: [f32; 4],
/// The size of the [`Text`].
pub size: f32,
/// The font of the [`Text`].
pub font: Font,
/// The horizontal alignment of the [`Text`].
pub horizontal_alignment: alignment::Horizontal,
/// The vertical alignment of the [`Text`].
pub vertical_alignment: alignment::Vertical,
}
/// A raster or vector image.
#[derive(Debug, Clone)]
pub enum Image {
/// A raster image.
Raster {
/// The handle of a raster image.
handle: image::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
/// A vector image.
Vector {
/// The handle of a vector image.
handle: svg::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}

View file

@ -0,0 +1,23 @@
use crate::Rectangle;
use iced_native::{image, svg};
/// A raster or vector image.
#[derive(Debug, Clone)]
pub enum Image {
/// A raster image.
Raster {
/// The handle of a raster image.
handle: image::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
/// A vector image.
Vector {
/// The handle of a vector image.
handle: svg::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
}

View file

@ -0,0 +1,31 @@
//! A collection of triangle primitives.
use crate::triangle;
use crate::{Point, Rectangle};
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
pub origin: Point,
/// The vertex and index buffers of the [`Mesh`].
pub buffers: &'a triangle::Mesh2D,
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
/// The shader of the [`Mesh`].
pub style: &'a triangle::Style,
}
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) {
meshes
.iter()
.map(|Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
})
}

View file

@ -0,0 +1,30 @@
/// A colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct Quad {
/// The position of the [`Quad`].
pub position: [f32; 2],
/// 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`].
pub border_radius: f32,
/// The border width of the [`Quad`].
pub border_width: f32,
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}

View file

@ -0,0 +1,26 @@
use crate::{alignment, Font, Rectangle};
/// A paragraph of text.
#[derive(Debug, Clone, Copy)]
pub struct Text<'a> {
/// The content of the [`Text`].
pub content: &'a str,
/// The layout bounds of the [`Text`].
pub bounds: Rectangle,
/// The color of the [`Text`], in __linear RGB_.
pub color: [f32; 4],
/// The size of the [`Text`].
pub size: f32,
/// The font of the [`Text`].
pub font: Font,
/// The horizontal alignment of the [`Text`].
pub horizontal_alignment: alignment::Horizontal,
/// The vertical alignment of the [`Text`].
pub vertical_alignment: alignment::Vertical,
}

View file

@ -29,6 +29,7 @@ mod viewport;
pub mod backend;
pub mod font;
pub mod gradient;
pub mod layer;
pub mod overlay;
pub mod renderer;
@ -39,6 +40,7 @@ pub mod window;
pub use antialiasing::Antialiasing;
pub use backend::Backend;
pub use error::Error;
pub use gradient::Gradient;
pub use layer::Layer;
pub use primitive::Primitive;
pub use renderer::Renderer;

View file

@ -88,6 +88,9 @@ pub enum Primitive {
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
/// The shader of the mesh
style: triangle::Style,
},
/// A cached primitive.
///

View file

@ -8,7 +8,7 @@ pub struct Transformation(Mat4);
impl Transformation {
/// Get the identity transformation.
pub fn identity() -> Transformation {
Transformation(Mat4::identity())
Transformation(Mat4::IDENTITY)
}
/// Creates an orthographic projection.
@ -51,3 +51,9 @@ impl From<Transformation> for [f32; 16] {
*t.as_ref()
}
}
impl From<Transformation> for Mat4 {
fn from(transformation: Transformation) -> Self {
transformation.0
}
}

View file

@ -1,4 +1,6 @@
//! Draw geometry using meshes of triangles.
use crate::{Color, Gradient};
use bytemuck::{Pod, Zeroable};
/// A set of [`Vertex2D`] and indices representing a list of triangles.
@ -6,20 +8,37 @@ use bytemuck::{Pod, Zeroable};
pub struct Mesh2D {
/// The vertices of the mesh
pub vertices: Vec<Vertex2D>,
/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of
/// 3.
/// Therefore, this list should always have a length that is a multiple of 3.
pub indices: Vec<u32>,
}
/// A two-dimensional vertex with some color in __linear__ RGBA.
/// A two-dimensional vertex.
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
#[repr(C)]
pub struct Vertex2D {
/// The vertex position
/// The vertex position in 2D space.
pub position: [f32; 2],
/// The vertex color in __linear__ RGBA.
pub color: [f32; 4],
}
#[derive(Debug, Clone, PartialEq)]
/// Supported shaders for triangle primitives.
pub enum Style {
/// Fill a primitive with a solid color.
Solid(Color),
/// Fill a primitive with an interpolated color.
Gradient(Gradient),
}
impl From<Color> for Style {
fn from(color: Color) -> Self {
Self::Solid(color)
}
}
impl From<Gradient> for Style {
fn from(gradient: Gradient) -> Self {
Self::Gradient(gradient)
}
}

View file

@ -3,19 +3,19 @@
//! A [`Canvas`] widget can be used to draw different kinds of 2D shapes in a
//! [`Frame`]. It can be used for animation, data visualization, game graphics,
//! and more!
pub mod event;
pub mod fill;
pub mod path;
pub mod stroke;
mod cache;
mod cursor;
mod fill;
mod frame;
mod geometry;
mod program;
mod stroke;
mod text;
pub use crate::gradient::{self, Gradient};
pub use cache::Cache;
pub use cursor::Cursor;
pub use event::Event;

View file

@ -1,12 +1,15 @@
use iced_native::Color;
//! Fill [crate::widget::canvas::Geometry] with a certain style.
use crate::{Color, Gradient};
pub use crate::triangle::Style;
/// The style used to fill geometry.
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub struct Fill {
/// The color used to fill geometry.
/// The color or gradient of the fill.
///
/// By default, it is set to `BLACK`.
pub color: Color,
/// By default, it is set to [`FillStyle::Solid`] `BLACK`.
pub style: Style,
/// The fill rule defines how to determine what is inside and what is
/// outside of a shape.
@ -20,9 +23,9 @@ pub struct Fill {
}
impl Default for Fill {
fn default() -> Fill {
Fill {
color: Color::BLACK,
fn default() -> Self {
Self {
style: Style::Solid(Color::BLACK),
rule: FillRule::NonZero,
}
}
@ -31,12 +34,21 @@ impl Default for Fill {
impl From<Color> for Fill {
fn from(color: Color) -> Fill {
Fill {
color,
style: Style::Solid(color),
..Fill::default()
}
}
}
impl From<Gradient> for Fill {
fn from(gradient: Gradient) -> Self {
Fill {
style: Style::Gradient(gradient),
..Default::default()
}
}
}
/// The fill rule defines how to determine what is inside and what is outside of
/// a shape.
///

View file

@ -1,13 +1,14 @@
use std::borrow::Cow;
use crate::gradient::Gradient;
use crate::triangle;
use crate::triangle::Vertex2D;
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text};
use crate::Primitive;
use iced_native::{Point, Rectangle, Size, Vector};
use crate::triangle;
use crate::widget::canvas::path;
use crate::widget::canvas::{Fill, Geometry, Path, Stroke, Text};
use crate::Primitive;
use lyon::geom::euclid;
use lyon::tessellation;
use std::borrow::Cow;
/// The frame of a [`Canvas`].
///
@ -15,13 +16,41 @@ use lyon::tessellation;
#[allow(missing_debug_implementations)]
pub struct Frame {
size: Size,
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
buffers: BufferStack,
primitives: Vec<Primitive>,
transforms: Transforms,
fill_tessellator: tessellation::FillTessellator,
stroke_tessellator: tessellation::StrokeTessellator,
}
struct BufferStack {
stack: Vec<(tessellation::VertexBuffers<Vertex2D, u32>, triangle::Style)>,
}
impl BufferStack {
fn new() -> Self {
Self { stack: Vec::new() }
}
fn get(
&mut self,
mesh_style: triangle::Style,
) -> tessellation::BuffersBuilder<'_, Vertex2D, u32, Vertex2DBuilder> {
match self.stack.last_mut() {
Some((_, current_style)) if current_style == &mesh_style => {}
_ => {
self.stack
.push((tessellation::VertexBuffers::new(), mesh_style));
}
};
tessellation::BuffersBuilder::new(
&mut self.stack.last_mut().unwrap().0,
Vertex2DBuilder,
)
}
}
#[derive(Debug)]
struct Transforms {
previous: Vec<Transform>,
@ -34,6 +63,35 @@ struct Transform {
is_identity: bool,
}
impl Transform {
/// Transforms the given [Point] by the transformation matrix.
fn transform_point(&self, point: &mut Point) {
let transformed = self
.raw
.transform_point(euclid::Point2D::new(point.x, point.y));
point.x = transformed.x;
point.y = transformed.y;
}
fn transform_style(&self, style: triangle::Style) -> triangle::Style {
match style {
triangle::Style::Solid(color) => triangle::Style::Solid(color),
triangle::Style::Gradient(gradient) => {
triangle::Style::Gradient(self.transform_gradient(gradient))
}
}
}
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);
gradient
}
}
impl Frame {
/// Creates a new empty [`Frame`] with the given dimensions.
///
@ -42,7 +100,7 @@ impl Frame {
pub fn new(size: Size) -> Frame {
Frame {
size,
buffers: lyon::tessellation::VertexBuffers::new(),
buffers: BufferStack::new(),
primitives: Vec::new(),
transforms: Transforms {
previous: Vec::new(),
@ -83,21 +141,20 @@ impl Frame {
/// Draws the given [`Path`] on the [`Frame`] by filling it with the
/// provided style.
pub fn fill(&mut self, path: &Path, fill: impl Into<Fill>) {
let Fill { color, rule } = fill.into();
let Fill { style, rule } = fill.into();
let mut buffers = tessellation::BuffersBuilder::new(
&mut self.buffers,
FillVertex(color.into_linear()),
);
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(style));
let options =
tessellation::FillOptions::default().with_fill_rule(rule.into());
let result = if self.transforms.current.is_identity {
if self.transforms.current.is_identity {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffers,
&mut buffer,
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@ -105,11 +162,10 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffers,
&mut buffer,
)
};
result.expect("Tessellate path");
}
.expect("Tessellate path.");
}
/// Draws an axis-aligned rectangle given its top-left corner coordinate and
@ -120,12 +176,11 @@ impl Frame {
size: Size,
fill: impl Into<Fill>,
) {
let Fill { color, rule } = fill.into();
let Fill { style, rule } = fill.into();
let mut buffers = tessellation::BuffersBuilder::new(
&mut self.buffers,
FillVertex(color.into_linear()),
);
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(style));
let top_left =
self.transforms.current.raw.transform_point(
@ -144,7 +199,7 @@ impl Frame {
.tessellate_rectangle(
&lyon::math::Box2D::new(top_left, top_left + size),
&options,
&mut buffers,
&mut buffer,
)
.expect("Fill rectangle");
}
@ -154,10 +209,9 @@ impl Frame {
pub fn stroke<'a>(&mut self, path: &Path, stroke: impl Into<Stroke<'a>>) {
let stroke = stroke.into();
let mut buffers = tessellation::BuffersBuilder::new(
&mut self.buffers,
StrokeVertex(stroke.color.into_linear()),
);
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(stroke.style));
let mut options = tessellation::StrokeOptions::default();
options.line_width = stroke.width;
@ -171,11 +225,11 @@ impl Frame {
Cow::Owned(path::dashed(path, stroke.line_dash))
};
let result = if self.transforms.current.is_identity {
if self.transforms.current.is_identity {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffers,
&mut buffer,
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@ -183,11 +237,10 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffers,
&mut buffer,
)
};
result.expect("Stroke path");
}
.expect("Stroke path");
}
/// Draws the characters of the given [`Text`] on the [`Frame`], filling
@ -206,8 +259,6 @@ impl Frame {
///
/// [`Canvas`]: crate::widget::Canvas
pub fn fill_text(&mut self, text: impl Into<Text>) {
use std::f32;
let text = text.into();
let position = if self.transforms.current.is_identity {
@ -304,7 +355,7 @@ impl Frame {
self.transforms.current.is_identity = false;
}
/// Applies a rotation to the current transform of the [`Frame`].
/// Applies a rotation in radians to the current transform of the [`Frame`].
#[inline]
pub fn rotate(&mut self, angle: f32) {
self.transforms.current.raw = self
@ -331,52 +382,44 @@ impl Frame {
}
fn into_primitives(mut self) -> Vec<Primitive> {
if !self.buffers.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
},
size: self.size,
});
for (buffer, style) in self.buffers.stack {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
style,
})
}
}
self.primitives
}
}
struct FillVertex([f32; 4]);
struct Vertex2DBuilder;
impl lyon::tessellation::FillVertexConstructor<triangle::Vertex2D>
for FillVertex
{
fn new_vertex(
&mut self,
vertex: lyon::tessellation::FillVertex<'_>,
) -> triangle::Vertex2D {
impl tessellation::FillVertexConstructor<Vertex2D> for Vertex2DBuilder {
fn new_vertex(&mut self, vertex: tessellation::FillVertex<'_>) -> Vertex2D {
let position = vertex.position();
triangle::Vertex2D {
Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
struct StrokeVertex([f32; 4]);
impl lyon::tessellation::StrokeVertexConstructor<triangle::Vertex2D>
for StrokeVertex
{
impl tessellation::StrokeVertexConstructor<Vertex2D> for Vertex2DBuilder {
fn new_vertex(
&mut self,
vertex: lyon::tessellation::StrokeVertex<'_, '_>,
) -> triangle::Vertex2D {
vertex: tessellation::StrokeVertex<'_, '_>,
) -> Vertex2D {
let position = vertex.position();
triangle::Vertex2D {
Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}

View file

@ -1,10 +1,15 @@
//! Create lines from a [crate::widget::canvas::Path] and assigns them various attributes/styles.
pub use crate::triangle::Style;
use iced_native::Color;
/// The style of a stroke.
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub struct Stroke<'a> {
/// The color of the stroke.
pub color: Color,
/// The color or gradient of the stroke.
///
/// By default, it is set to [`StrokeStyle::Solid`] `BLACK`.
pub style: Style,
/// The distance between the two edges of the stroke.
pub width: f32,
/// The shape to be used at the end of open subpaths when they are stroked.
@ -19,7 +24,10 @@ pub struct Stroke<'a> {
impl<'a> Stroke<'a> {
/// Sets the color of the [`Stroke`].
pub fn with_color(self, color: Color) -> Self {
Stroke { color, ..self }
Stroke {
style: Style::Solid(color),
..self
}
}
/// Sets the width of the [`Stroke`].
@ -41,7 +49,7 @@ impl<'a> Stroke<'a> {
impl<'a> Default for Stroke<'a> {
fn default() -> Self {
Stroke {
color: Color::BLACK,
style: Style::Solid(Color::BLACK),
width: 1.0,
line_cap: LineCap::default(),
line_join: LineJoin::default(),

View file

@ -69,6 +69,13 @@ optional = true
version = "0.6"
optional = true
[dependencies.encase]
version = "0.3.0"
features = ["glam"]
[dependencies.glam]
version = "0.21.3"
[package.metadata.docs.rs]
rustdoc-args = ["--cfg", "docsrs"]
all-features = true

View file

@ -94,8 +94,7 @@ impl Backend {
staging_belt,
encoder,
frame,
target_size.width,
target_size.height,
target_size,
);
}
@ -112,8 +111,7 @@ impl Backend {
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
target_size: Size<u32>,
) {
let bounds = (layer.bounds * scale_factor).snap();
@ -143,8 +141,7 @@ impl Backend {
staging_belt,
encoder,
target,
target_width,
target_height,
target_size,
scaled,
scale_factor,
&layer.meshes,

3
wgpu/src/buffer.rs Normal file
View file

@ -0,0 +1,3 @@
//! Utilities for buffer operations.
pub mod dynamic;
pub mod r#static;

199
wgpu/src/buffer/dynamic.rs Normal file
View file

@ -0,0 +1,199 @@
//! Utilities for uniform buffer operations.
use encase::private::WriteInto;
use encase::ShaderType;
use std::marker::PhantomData;
/// A dynamic buffer is any type of buffer which does not have a static offset.
pub(crate) 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,
)
}
/// 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 as u32);
}
/// 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
}
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,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
let size = self.cpu.get_ref().len();
if let Some(buffer_size) = wgpu::BufferSize::new(size as u64) {
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
0,
buffer_size,
device,
);
buffer.copy_from_slice(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>>),
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,
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) -> &Vec<u8> {
match self {
Internal::Uniform(buf) => buf.as_ref(),
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);
}
Internal::Storage(buf) => {
buf.as_mut().clear();
buf.set_offset(0);
}
}
}
}

117
wgpu/src/buffer/static.rs Normal file
View file

@ -0,0 +1,117 @@
use bytemuck::{Pod, Zeroable};
use std::marker::PhantomData;
use std::mem;
//128 triangles/indices
const DEFAULT_STATIC_BUFFER_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(crate) 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_STATIC_BUFFER_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.offsets.clear();
self.size = size;
self.gpu = Self::gpu_buffer(device, self.label, size, self.usages);
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,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
offset: u64,
content: &[T],
) -> u64 {
let bytes = bytemuck::cast_slice(content);
let bytes_size = bytes.len() as u64;
if let Some(buffer_size) = wgpu::BufferSize::new(bytes_size) {
let mut buffer = staging_belt.write_buffer(
encoder,
&self.gpu,
offset,
buffer_size,
device,
);
buffer.copy_from_slice(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

@ -43,6 +43,7 @@ pub mod triangle;
pub mod window;
mod backend;
mod buffer;
mod quad;
mod text;

View file

@ -0,0 +1,88 @@
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

@ -0,0 +1,17 @@
struct Uniforms {
transform: mat4x4<f32>,
color: vec4<f32>
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return uniforms.color;
}

View file

@ -1,345 +1,176 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_graphics::layer;
use bytemuck::{Pod, Zeroable};
use std::mem;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod gradient;
mod msaa;
mod solid;
const UNIFORM_BUFFER_SIZE: usize = 50;
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
use crate::buffer::r#static::Buffer;
use crate::settings;
use crate::Transformation;
use iced_graphics::layer::mesh::{self, Mesh};
use iced_graphics::triangle::{self, Vertex2D};
use iced_graphics::Size;
use core::fmt;
use std::fmt::Formatter;
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
blit: Option<msaa::Blit>,
constants_layout: wgpu::BindGroupLayout,
constants: wgpu::BindGroup,
uniforms_buffer: Buffer<Uniforms>,
vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
index_strides: Vec<u32>,
pipelines: PipelineList,
}
#[derive(Debug)]
struct Buffer<T> {
label: &'static str,
raw: wgpu::Buffer,
size: usize,
usage: wgpu::BufferUsages,
_type: std::marker::PhantomData<T>,
/// Supported triangle pipelines for different fills.
pub(crate) struct PipelineList {
solid: solid::Pipeline,
gradient: gradient::Pipeline,
}
impl<T> Buffer<T> {
pub fn new(
label: &'static str,
device: &wgpu::Device,
size: usize,
usage: wgpu::BufferUsages,
) -> Self {
let raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size: (std::mem::size_of::<T>() * size) as u64,
usage,
mapped_at_creation: false,
});
impl fmt::Debug for PipelineList {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
f.debug_struct("TrianglePipelines").finish()
}
}
Buffer {
label,
raw,
size,
usage,
_type: std::marker::PhantomData,
}
impl PipelineList {
/// Resets each pipeline's buffers.
fn clear(&mut self) {
self.solid.buffer.clear();
self.gradient.uniform_buffer.clear();
self.gradient.storage_buffer.clear();
}
pub fn expand(&mut self, device: &wgpu::Device, size: usize) -> bool {
let needs_resize = self.size < size;
if needs_resize {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(self.label),
size: (std::mem::size_of::<T>() * size) as u64,
usage: self.usage,
mapped_at_creation: false,
});
self.size = size;
}
needs_resize
/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
/// beforehand if necessary.
fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
self.solid.write(device, staging_belt, encoder);
self.gradient.write(device, staging_belt, encoder);
}
}
impl Pipeline {
/// Creates supported pipelines, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let constants_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle uniforms layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<Uniforms>() as u64,
),
},
count: None,
}],
});
let constants_buffer = Buffer::new(
"iced_wgpu::triangle uniforms buffer",
device,
UNIFORM_BUFFER_SIZE,
wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms bind group"),
layout: &constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &constants_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<
Uniforms,
>(
)
as u64),
},
),
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constants_layout],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("shader/triangle.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array!(
// Position
0 => Float32x2,
// Color
1 => Float32x4,
),
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
constants_layout,
constants: constant_bind_group,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
"iced_wgpu::triangle vertex buffer",
device,
VERTEX_BUFFER_SIZE,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
),
index_buffer: Buffer::new(
"iced_wgpu::triangle index buffer",
device,
INDEX_BUFFER_SIZE,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
pipelines: PipelineList {
solid: solid::Pipeline::new(device, format, antialiasing),
gradient: gradient::Pipeline::new(device, format, antialiasing),
},
}
}
/// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
target_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
meshes: &[Mesh<'_>],
) {
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
// Then we ensure the current buffers are big enough, resizing if
// necessary
let _ = self.vertex_buffer.expand(device, total_vertices);
let _ = self.index_buffer.expand(device, total_indices);
// Then we ensure the current attribute buffers are big enough, resizing if necessary.
// If the uniforms buffer is resized, then we need to recreate its
// bind group.
if self.uniforms_buffer.expand(device, meshes.len()) {
self.constants =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle uniforms buffer"),
layout: &self.constants_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &self.uniforms_buffer.raw,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Uniforms>() as u64,
),
},
),
}],
});
}
//We are not currently using the return value of these functions as we have no system in
//place to calculate mesh diff, or to know whether or not that would be more performant for
//the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self.vertex_buffer.resize(device, total_vertices);
let _ = self.index_buffer.resize(device, total_indices);
let mut uniforms: Vec<Uniforms> = Vec::with_capacity(meshes.len());
let mut offsets: Vec<(
wgpu::BufferAddress,
wgpu::BufferAddress,
usize,
)> = Vec::with_capacity(meshes.len());
let mut last_vertex = 0;
let mut last_index = 0;
//prepare dynamic buffers & data store for writing
self.index_strides.clear();
self.pipelines.clear();
let mut vertex_offset = 0;
let mut index_offset = 0;
// We upload everything upfront
for mesh in meshes {
let transform = (transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y))
.into();
let transform = transformation
* Transformation::translate(mesh.origin.x, mesh.origin.y);
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
//write to both buffers
let new_vertex_offset = self.vertex_buffer.write(
device,
staging_belt,
encoder,
vertex_offset,
&mesh.buffers.vertices,
);
if let (Some(vertices_size), Some(indices_size)) = (
wgpu::BufferSize::new(vertices.len() as u64),
wgpu::BufferSize::new(indices.len() as u64),
) {
{
let mut vertex_buffer = staging_belt.write_buffer(
encoder,
&self.vertex_buffer.raw,
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
vertices_size,
device,
);
let new_index_offset = self.index_buffer.write(
device,
staging_belt,
encoder,
index_offset,
&mesh.buffers.indices,
);
vertex_buffer.copy_from_slice(vertices);
vertex_offset += new_vertex_offset;
index_offset += new_index_offset;
self.index_strides.push(mesh.buffers.indices.len() as u32);
//push uniform data to CPU buffers
match mesh.style {
triangle::Style::Solid(color) => {
self.pipelines.solid.push(transform, color);
}
{
let mut index_buffer = staging_belt.write_buffer(
encoder,
&self.index_buffer.raw,
(std::mem::size_of::<u32>() * last_index) as u64,
indices_size,
device,
);
index_buffer.copy_from_slice(indices);
triangle::Style::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient);
}
uniforms.push(transform);
offsets.push((
last_vertex as u64,
last_index as u64,
mesh.buffers.indices.len(),
));
last_vertex += mesh.buffers.vertices.len();
last_index += mesh.buffers.indices.len();
}
}
let uniforms = bytemuck::cast_slice(&uniforms);
//write uniform data to GPU
self.pipelines.write(device, staging_belt, encoder);
if let Some(uniforms_size) =
wgpu::BufferSize::new(uniforms.len() as u64)
//configure the render pass now that the data is uploaded to the GPU
{
let mut uniforms_buffer = staging_belt.write_buffer(
encoder,
&self.uniforms_buffer.raw,
0,
uniforms_size,
device,
);
//configure antialiasing pass
let (attachment, resolve_target, load) = if let Some(blit) =
&mut self.blit
{
let (attachment, resolve_target) =
blit.targets(device, target_size.width, target_size.height);
uniforms_buffer.copy_from_slice(uniforms);
}
{
let (attachment, resolve_target, load) =
if let Some(blit) = &mut self.blit {
let (attachment, resolve_target) =
blit.targets(device, target_width, target_height);
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
(
attachment,
Some(resolve_target),
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
)
} else {
(target, None, wgpu::LoadOp::Load)
};
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
@ -354,12 +185,12 @@ impl Pipeline {
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
let mut num_solids = 0;
let mut num_gradients = 0;
let mut last_is_solid = None;
for (i, (vertex_offset, index_offset, indices)) in
offsets.into_iter().enumerate()
{
let clip_bounds = (meshes[i].clip_bounds * scale_factor).snap();
for (index, mesh) in meshes.iter().enumerate() {
let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
@ -368,62 +199,105 @@ impl Pipeline {
clip_bounds.height,
);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u32],
);
match mesh.style {
triangle::Style::Solid(_) => {
if !last_is_solid.unwrap_or(false) {
self.pipelines
.solid
.set_render_pass_pipeline(&mut render_pass);
render_pass.set_index_buffer(
self.index_buffer
.raw
.slice(index_offset * mem::size_of::<u32>() as u64..),
wgpu::IndexFormat::Uint32,
);
last_is_solid = Some(true);
}
self.pipelines.solid.configure_render_pass(
&mut render_pass,
num_solids,
);
num_solids += 1;
}
triangle::Style::Gradient(_) => {
if last_is_solid.unwrap_or(true) {
self.pipelines
.gradient
.set_render_pass_pipeline(&mut render_pass);
last_is_solid = Some(false);
}
self.pipelines.gradient.configure_render_pass(
&mut render_pass,
num_gradients,
);
num_gradients += 1;
}
};
render_pass.set_vertex_buffer(
0,
self.vertex_buffer.raw.slice(
vertex_offset * mem::size_of::<Vertex2D>() as u64..,
),
self.vertex_buffer.slice_from_index(index),
);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);
render_pass.set_index_buffer(
self.index_buffer.slice_from_index(index),
wgpu::IndexFormat::Uint32,
);
render_pass.draw_indexed(
0..(self.index_strides[index] as u32),
0,
0..1,
);
}
}
self.vertex_buffer.clear();
self.index_buffer.clear();
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
struct Uniforms {
transform: [f32; 16],
// We need to align this to 256 bytes to please `wgpu`...
// TODO: Be smarter and stop wasting memory!
_padding_a: [f32; 32],
_padding_b: [f32; 16],
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
//utility functions for individual pipelines with shared functionality
fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
_padding_a: [0.0; 32],
_padding_b: [0.0; 16],
}
fn fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
Some(wgpu::ColorTargetState {
format: texture_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})
}
fn primitive_state() -> wgpu::PrimitiveState {
wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
}
}
fn multisample_state(
antialiasing: Option<settings::Antialiasing>,
) -> wgpu::MultisampleState {
wgpu::MultisampleState {
count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
mask: !0,
alpha_to_coverage_enabled: false,
}
}

View file

@ -0,0 +1,268 @@
use crate::buffer::dynamic;
use crate::settings;
use crate::triangle;
use encase::ShaderType;
use glam::{IVec4, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
pub(super) storage_buffer: dynamic::Buffer<Storage>,
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
color_stops_pending_write: Storage,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, ShaderType)]
pub(super) struct Uniforms {
transform: glam::Mat4,
//xy = start, zw = end
direction: Vec4,
//x = start stop, y = end stop, zw = padding
stop_range: IVec4,
}
#[derive(Debug, ShaderType)]
pub(super) struct ColorStop {
color: Vec4,
offset: f32,
}
#[derive(ShaderType)]
pub(super) struct Storage {
#[size(runtime)]
pub color_stops: Vec<ColorStop>,
}
impl Pipeline {
/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let uniform_buffer = dynamic::Buffer::uniform(
device,
"iced_wgpu::triangle::gradient uniforms",
);
//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_buffer = dynamic::Buffer::storage(
device,
"iced_wgpu::triangle::gradient storage",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("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,
},
],
});
let bind_group = Pipeline::bind_group(
device,
uniform_buffer.raw(),
storage_buffer.raw(),
&bind_group_layout,
);
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle::gradient pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(
"iced_wgpu::triangle::gradient create shader module",
),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/gradient.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle::gradient pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[triangle::vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
depth_stencil: None,
multisample: triangle::multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
uniform_buffer,
storage_buffer,
color_stop_offset: 0,
color_stops_pending_write: Storage {
color_stops: vec![],
},
bind_group_layout,
bind_group,
}
}
/// Pushes a new gradient uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
match gradient {
Gradient::Linear(linear) => {
let start_offset = self.color_stop_offset;
let end_offset =
(linear.color_stops.len() as i32) + start_offset - 1;
self.uniform_buffer.push(&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.color_stop_offset = end_offset + 1;
let stops: Vec<ColorStop> = linear
.color_stops
.iter()
.map(|stop| {
let [r, g, b, a] = stop.color.into_linear();
ColorStop {
offset: stop.offset,
color: Vec4::new(r, g, b, a),
}
})
.collect();
self.color_stops_pending_write.color_stops.extend(stops);
}
}
}
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"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: uniform_buffer,
offset: 0,
size: Some(Uniforms::min_size()),
},
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: storage_buffer.as_entire_binding(),
},
],
})
}
/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
//first write the pending color stops to the CPU buffer
self.storage_buffer.push(&self.color_stops_pending_write);
//resize buffers if needed
let uniforms_resized = self.uniform_buffer.resize(device);
let storage_resized = self.storage_buffer.resize(device);
if uniforms_resized || storage_resized {
//recreate bind groups if any buffers were resized
self.bind_group = Pipeline::bind_group(
device,
self.uniform_buffer.raw(),
self.storage_buffer.raw(),
&self.bind_group_layout,
);
}
//write to GPU
self.uniform_buffer.write(device, staging_belt, encoder);
self.storage_buffer.write(device, staging_belt, encoder);
//cleanup
self.color_stop_offset = 0;
self.color_stops_pending_write.color_stops.clear();
}
pub fn set_render_pass_pipeline<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
) {
render_pass.set_pipeline(&self.pipeline);
}
/// Configures the current render pass to draw the gradient at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
count: usize,
) {
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.uniform_buffer.offset_at_index(count)],
)
}
}

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use crate::buffer::dynamic;
use crate::triangle;
use crate::{settings, Color};
use encase::ShaderType;
use glam::Vec4;
use iced_graphics::Transformation;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
pub(super) buffer: dynamic::Buffer<Uniforms>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
#[derive(Debug, Clone, Copy, ShaderType)]
pub(super) struct Uniforms {
transform: glam::Mat4,
color: Vec4,
}
impl Uniforms {
pub fn new(transform: Transformation, color: Color) -> Self {
let [r, g, b, a] = color.into_linear();
Self {
transform: transform.into(),
color: Vec4::new(r, g, b, a),
}
}
}
impl Pipeline {
/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Self {
let buffer = dynamic::Buffer::uniform(
device,
"iced_wgpu::triangle::solid uniforms",
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_wgpu::triangle::solid bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(Uniforms::min_size()),
},
count: None,
}],
});
let bind_group =
Pipeline::bind_group(device, buffer.raw(), &bind_group_layout);
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_wgpu::triangle::solid pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let shader =
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu::triangle::solid create shader module"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/solid.wgsl"),
)),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_wgpu::triangle::solid pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[triangle::vertex_buffer_layout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[triangle::fragment_target(format)],
}),
primitive: triangle::primitive_state(),
depth_stencil: None,
multisample: triangle::multisample_state(antialiasing),
multiview: None,
});
Self {
pipeline,
buffer,
bind_group_layout,
bind_group,
}
}
fn bind_group(
device: &wgpu::Device,
buffer: &wgpu::Buffer,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_wgpu::triangle::solid bind group"),
layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer,
offset: 0,
size: Some(Uniforms::min_size()),
}),
}],
})
}
/// Pushes a new solid uniform to the CPU buffer.
pub fn push(&mut self, transform: Transformation, color: &Color) {
self.buffer.push(&Uniforms::new(transform, *color));
}
/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
/// beforehand if necessary.
pub fn write(
&mut self,
device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
) {
let uniforms_resized = self.buffer.resize(device);
if uniforms_resized {
self.bind_group = Pipeline::bind_group(
device,
self.buffer.raw(),
&self.bind_group_layout,
)
}
self.buffer.write(device, staging_belt, encoder);
}
pub fn set_render_pass_pipeline<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
) {
render_pass.set_pipeline(&self.pipeline);
}
/// Configures the current render pass to draw the solid at its offset stored in the
/// [DynamicBuffer] at [index].
pub fn configure_render_pass<'a>(
&'a self,
render_pass: &mut wgpu::RenderPass<'a>,
count: usize,
) {
render_pass.set_bind_group(
0,
&self.bind_group,
&[self.buffer.offset_at_index(count)],
)
}
}