Merge pull request #1448 from bungoboingo/fear/linear-gradients
Add linear gradient support to canvas widget
This commit is contained in:
commit
d222b5c8b0
47 changed files with 2234 additions and 971 deletions
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@ -69,10 +69,10 @@ members = [
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"examples/events",
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"examples/exit",
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"examples/game_of_life",
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"examples/geometry",
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"examples/integration_opengl",
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"examples/integration_wgpu",
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"examples/lazy",
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"examples/modern_art",
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"examples/multitouch",
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"examples/pane_grid",
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"examples/pick_list",
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@ -2,7 +2,7 @@ use std::{f32::consts::PI, time::Instant};
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use iced::executor;
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use iced::widget::canvas::{
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self, Cache, Canvas, Cursor, Geometry, Path, Stroke,
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self, stroke, Cache, Canvas, Cursor, Geometry, Path, Stroke,
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};
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use iced::{
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Application, Command, Element, Length, Point, Rectangle, Settings,
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@ -52,11 +52,6 @@ impl Application for Arc {
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Command::none()
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(10))
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.map(|_| Message::Tick)
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}
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fn view(&self) -> Element<Message> {
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Canvas::new(self)
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.width(Length::Fill)
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@ -67,6 +62,11 @@ impl Application for Arc {
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fn theme(&self) -> Theme {
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Theme::Dark
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(10))
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.map(|_| Message::Tick)
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}
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}
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impl<Message> canvas::Program<Message> for Arc {
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@ -114,7 +114,7 @@ impl<Message> canvas::Program<Message> for Arc {
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frame.stroke(
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&path,
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Stroke {
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color: palette.text,
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style: stroke::Style::Solid(palette.text),
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width: 10.0,
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..Stroke::default()
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},
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@ -1,5 +1,7 @@
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use iced::executor;
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use iced::widget::canvas::{Cache, Cursor, Geometry, LineCap, Path, Stroke};
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use iced::widget::canvas::{
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stroke, Cache, Cursor, Geometry, LineCap, Path, Stroke,
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};
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use iced::widget::{canvas, container};
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use iced::{
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Application, Color, Command, Element, Length, Point, Rectangle, Settings,
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@ -24,9 +26,9 @@ enum Message {
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}
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impl Application for Clock {
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type Executor = executor::Default;
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type Message = Message;
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type Theme = Theme;
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type Executor = executor::Default;
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type Flags = ();
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fn new(_flags: ()) -> (Self, Command<Message>) {
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@ -59,15 +61,6 @@ impl Application for Clock {
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Command::none()
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
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Message::Tick(
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time::OffsetDateTime::now_local()
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.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
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)
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})
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}
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fn view(&self) -> Element<Message> {
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let canvas = canvas(self as &Self)
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.width(Length::Fill)
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@ -79,6 +72,15 @@ impl Application for Clock {
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.padding(20)
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.into()
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}
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fn subscription(&self) -> Subscription<Message> {
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iced::time::every(std::time::Duration::from_millis(500)).map(|_| {
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Message::Tick(
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time::OffsetDateTime::now_local()
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.unwrap_or_else(|_| time::OffsetDateTime::now_utc()),
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)
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})
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}
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}
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impl<Message> canvas::Program<Message> for Clock {
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@ -104,33 +106,41 @@ impl<Message> canvas::Program<Message> for Clock {
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let long_hand =
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Path::line(Point::ORIGIN, Point::new(0.0, -0.8 * radius));
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let thin_stroke = Stroke {
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width: radius / 100.0,
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color: Color::WHITE,
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line_cap: LineCap::Round,
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..Stroke::default()
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let width = radius / 100.0;
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let thin_stroke = || -> Stroke {
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Stroke {
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width,
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style: stroke::Style::Solid(Color::WHITE),
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line_cap: LineCap::Round,
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..Stroke::default()
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}
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};
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let wide_stroke = Stroke {
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width: thin_stroke.width * 3.0,
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..thin_stroke
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let wide_stroke = || -> Stroke {
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Stroke {
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width: width * 3.0,
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style: stroke::Style::Solid(Color::WHITE),
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line_cap: LineCap::Round,
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..Stroke::default()
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}
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};
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frame.translate(Vector::new(center.x, center.y));
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frame.with_save(|frame| {
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frame.rotate(hand_rotation(self.now.hour(), 12));
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frame.stroke(&short_hand, wide_stroke);
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frame.stroke(&short_hand, wide_stroke());
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});
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frame.with_save(|frame| {
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frame.rotate(hand_rotation(self.now.minute(), 60));
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frame.stroke(&long_hand, wide_stroke);
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frame.stroke(&long_hand, wide_stroke());
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});
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frame.with_save(|frame| {
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frame.rotate(hand_rotation(self.now.second(), 60));
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frame.stroke(&long_hand, thin_stroke);
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frame.stroke(&long_hand, thin_stroke());
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})
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});
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@ -1,11 +0,0 @@
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[package]
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name = "geometry"
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version = "0.1.0"
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authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
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edition = "2021"
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publish = false
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[dependencies]
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iced = { path = "../.." }
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iced_native = { path = "../../native" }
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iced_graphics = { path = "../../graphics" }
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@ -1,18 +0,0 @@
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## Geometry
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A custom widget showcasing how to draw geometry with the `Mesh2D` primitive in [`iced_wgpu`](../../wgpu).
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The __[`main`]__ file contains all the code of the example.
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<div align="center">
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<a href="https://gfycat.com/activeunfitkangaroo">
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<img src="https://thumbs.gfycat.com/ActiveUnfitKangaroo-small.gif">
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</a>
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</div>
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You can run it with `cargo run`:
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```
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cargo run --package geometry
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```
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[`main`]: src/main.rs
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@ -1,217 +0,0 @@
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//! This example showcases a simple native custom widget that renders using
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//! arbitrary low-level geometry.
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mod rainbow {
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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// Then, you simply need to define your widget type and implement the
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// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
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//
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// Of course, you can choose to make the implementation renderer-agnostic,
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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use iced_graphics::renderer::{self, Renderer};
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use iced_graphics::{Backend, Primitive};
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use iced_native::widget::{self, Widget};
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use iced_native::{
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layout, Element, Layout, Length, Point, Rectangle, Size, Vector,
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};
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#[derive(Default)]
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pub struct Rainbow;
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impl Rainbow {
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pub fn new() -> Self {
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Self
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}
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}
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pub fn rainbow() -> Rainbow {
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Rainbow
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}
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impl<Message, B, T> Widget<Message, Renderer<B, T>> for Rainbow
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where
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B: Backend,
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{
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fn width(&self) -> Length {
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Length::Fill
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}
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fn height(&self) -> Length {
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Length::Shrink
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}
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fn layout(
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&self,
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_renderer: &Renderer<B, T>,
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limits: &layout::Limits,
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) -> layout::Node {
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let size = limits.width(Length::Fill).resolve(Size::ZERO);
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layout::Node::new(Size::new(size.width, size.width))
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}
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fn draw(
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&self,
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_tree: &widget::Tree,
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renderer: &mut Renderer<B, T>,
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_theme: &T,
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_style: &renderer::Style,
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layout: Layout<'_>,
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cursor_position: Point,
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_viewport: &Rectangle,
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) {
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use iced_graphics::triangle::{Mesh2D, Vertex2D};
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use iced_native::Renderer as _;
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let b = layout.bounds();
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// R O Y G B I V
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let color_r = [1.0, 0.0, 0.0, 1.0];
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let color_o = [1.0, 0.5, 0.0, 1.0];
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let color_y = [1.0, 1.0, 0.0, 1.0];
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let color_g = [0.0, 1.0, 0.0, 1.0];
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let color_gb = [0.0, 1.0, 0.5, 1.0];
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let color_b = [0.0, 0.2, 1.0, 1.0];
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let color_i = [0.5, 0.0, 1.0, 1.0];
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let color_v = [0.75, 0.0, 0.5, 1.0];
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let posn_center = {
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if b.contains(cursor_position) {
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[cursor_position.x - b.x, cursor_position.y - b.y]
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} else {
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[b.width / 2.0, b.height / 2.0]
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}
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};
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let posn_tl = [0.0, 0.0];
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let posn_t = [b.width / 2.0, 0.0];
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let posn_tr = [b.width, 0.0];
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let posn_r = [b.width, b.height / 2.0];
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let posn_br = [b.width, b.height];
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let posn_b = [(b.width / 2.0), b.height];
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let posn_bl = [0.0, b.height];
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let posn_l = [0.0, b.height / 2.0];
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let mesh = Primitive::Mesh2D {
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size: b.size(),
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buffers: Mesh2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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},
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};
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renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
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renderer.draw_primitive(mesh);
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});
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}
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}
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impl<'a, Message, B, T> From<Rainbow> for Element<'a, Message, Renderer<B, T>>
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where
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B: Backend,
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{
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fn from(rainbow: Rainbow) -> Self {
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Self::new(rainbow)
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}
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}
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}
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use iced::widget::{column, container, scrollable};
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use iced::{Alignment, Element, Length, Sandbox, Settings};
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use rainbow::rainbow;
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pub fn main() -> iced::Result {
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Example::run(Settings::default())
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}
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struct Example;
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impl Sandbox for Example {
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type Message = ();
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fn new() -> Self {
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Example
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}
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fn title(&self) -> String {
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String::from("Custom 2D geometry - Iced")
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}
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fn update(&mut self, _: ()) {}
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fn view(&self) -> Element<()> {
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let content = column![
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rainbow(),
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"In this example we draw a custom widget Rainbow, using \
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the Mesh2D primitive. This primitive supplies a list of \
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triangles, expressed as vertices and indices.",
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"Move your cursor over it, and see the center vertex \
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follow you!",
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"Every Vertex2D defines its own color. You could use the \
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Mesh2D primitive to render virtually any two-dimensional \
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geometry for your widget.",
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]
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.padding(20)
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.spacing(20)
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.max_width(500)
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.align_items(Alignment::Start);
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let scrollable =
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scrollable(container(content).width(Length::Fill).center_x());
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container(scrollable)
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.width(Length::Fill)
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.height(Length::Fill)
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.center_y()
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.into()
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}
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}
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10
examples/modern_art/Cargo.toml
Normal file
10
examples/modern_art/Cargo.toml
Normal file
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@ -0,0 +1,10 @@
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[package]
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name = "modern_art"
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version = "0.1.0"
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authors = ["Bingus <shankern@protonmail.com>"]
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edition = "2021"
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publish = false
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[dependencies]
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iced = { path = "../..", features = ["canvas", "tokio", "debug"] }
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rand = "0.8.5"
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140
examples/modern_art/src/main.rs
Normal file
140
examples/modern_art/src/main.rs
Normal file
|
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@ -0,0 +1,140 @@
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use iced::widget::canvas::{
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self, gradient::Location, gradient::Position, Cache, Canvas, Cursor, Frame,
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Geometry, Gradient,
|
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};
|
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use iced::{
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executor, Application, Color, Command, Element, Length, Point, Rectangle,
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Renderer, Settings, Size, Theme,
|
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};
|
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use rand::{thread_rng, Rng};
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fn main() -> iced::Result {
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ModernArt::run(Settings {
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antialiasing: true,
|
||||
..Settings::default()
|
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})
|
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}
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#[derive(Debug, Clone, Copy)]
|
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enum Message {}
|
||||
|
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struct ModernArt {
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cache: Cache,
|
||||
}
|
||||
|
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impl Application for ModernArt {
|
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type Executor = executor::Default;
|
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type Message = Message;
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type Theme = Theme;
|
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type Flags = ();
|
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|
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fn new(_flags: Self::Flags) -> (Self, Command<Self::Message>) {
|
||||
(
|
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ModernArt {
|
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cache: Default::default(),
|
||||
},
|
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Command::none(),
|
||||
)
|
||||
}
|
||||
|
||||
fn title(&self) -> String {
|
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String::from("Modern Art")
|
||||
}
|
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|
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fn update(&mut self, _message: Message) -> Command<Message> {
|
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Command::none()
|
||||
}
|
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|
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fn view(&self) -> Element<'_, Self::Message, Renderer<Self::Theme>> {
|
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Canvas::new(self)
|
||||
.width(Length::Fill)
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.height(Length::Fill)
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.into()
|
||||
}
|
||||
}
|
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|
||||
impl<Message> canvas::Program<Message> for ModernArt {
|
||||
type State = ();
|
||||
|
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fn draw(
|
||||
&self,
|
||||
_state: &Self::State,
|
||||
_theme: &Theme,
|
||||
bounds: Rectangle,
|
||||
_cursor: Cursor,
|
||||
) -> Vec<Geometry> {
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||||
let geometry = self.cache.draw(bounds.size(), |frame| {
|
||||
let num_squares = thread_rng().gen_range(0..1200);
|
||||
|
||||
let mut i = 0;
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||||
while i <= num_squares {
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generate_box(frame, bounds.size());
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i += 1;
|
||||
}
|
||||
});
|
||||
|
||||
vec![geometry]
|
||||
}
|
||||
}
|
||||
|
||||
fn random_direction() -> Location {
|
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match thread_rng().gen_range(0..8) {
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||||
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
|
||||
}
|
||||
|
|
@ -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()
|
||||
},
|
||||
|
|
|
|||
|
|
@ -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
|
||||
},
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
59
glow/src/shader/common/gradient.frag
Normal file
59
glow/src/shader/common/gradient.frag
Normal 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];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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(),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
162
glow/src/triangle/gradient.rs
Normal file
162
glow/src/triangle/gradient.rs
Normal 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,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
91
glow/src/triangle/solid.rs
Normal file
91
glow/src/triangle/solid.rs
Normal 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)
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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
112
graphics/src/gradient.rs
Normal 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)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
109
graphics/src/gradient/linear.rs
Normal file
109
graphics/src/gradient/linear.rs
Normal 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),
|
||||
}
|
||||
|
|
@ -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 {}
|
||||
|
|
|
|||
23
graphics/src/layer/image.rs
Normal file
23
graphics/src/layer/image.rs
Normal 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,
|
||||
},
|
||||
}
|
||||
31
graphics/src/layer/mesh.rs
Normal file
31
graphics/src/layer/mesh.rs
Normal 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)
|
||||
})
|
||||
}
|
||||
30
graphics/src/layer/quad.rs
Normal file
30
graphics/src/layer/quad.rs
Normal 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 {}
|
||||
26
graphics/src/layer/text.rs
Normal file
26
graphics/src/layer/text.rs
Normal 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,
|
||||
}
|
||||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
///
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
///
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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(),
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
3
wgpu/src/buffer.rs
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
//! Utilities for buffer operations.
|
||||
pub mod dynamic;
|
||||
pub mod r#static;
|
||||
199
wgpu/src/buffer/dynamic.rs
Normal file
199
wgpu/src/buffer/dynamic.rs
Normal 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
117
wgpu/src/buffer/static.rs
Normal 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()
|
||||
}
|
||||
}
|
||||
|
|
@ -43,6 +43,7 @@ pub mod triangle;
|
|||
pub mod window;
|
||||
|
||||
mod backend;
|
||||
mod buffer;
|
||||
mod quad;
|
||||
mod text;
|
||||
|
||||
|
|
|
|||
88
wgpu/src/shader/gradient.wgsl
Normal file
88
wgpu/src/shader/gradient.wgsl
Normal 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;
|
||||
}
|
||||
17
wgpu/src/shader/solid.wgsl
Normal file
17
wgpu/src/shader/solid.wgsl
Normal 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;
|
||||
}
|
||||
|
|
@ -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,
|
||||
}
|
||||
}
|
||||
|
|
|
|||
268
wgpu/src/triangle/gradient.rs
Normal file
268
wgpu/src/triangle/gradient.rs
Normal 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)],
|
||||
)
|
||||
}
|
||||
}
|
||||
170
wgpu/src/triangle/solid.rs
Normal file
170
wgpu/src/triangle/solid.rs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
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)],
|
||||
)
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue