472 lines
15 KiB
Rust
472 lines
15 KiB
Rust
use crate::{image, quad, text, Image, Primitive, Quad, Transformation};
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use iced_native::{
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renderer::{Debugger, Windowed},
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Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
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};
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use wgpu::{
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Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
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Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
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};
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mod target;
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mod widget;
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pub use target::Target;
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/// A [`wgpu`] renderer.
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///
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/// [`wgpu`]: https://github.com/gfx-rs/wgpu-rs
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#[derive(Debug)]
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pub struct Renderer {
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device: Device,
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queue: Queue,
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quad_pipeline: quad::Pipeline,
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image_pipeline: crate::image::Pipeline,
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text_pipeline: text::Pipeline,
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}
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struct Layer<'a> {
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bounds: Rectangle<u32>,
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offset: Vector<u32>,
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quads: Vec<Quad>,
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images: Vec<Image>,
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text: Vec<wgpu_glyph::Section<'a>>,
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}
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impl<'a> Layer<'a> {
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pub fn new(bounds: Rectangle<u32>, offset: Vector<u32>) -> Self {
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Self {
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bounds,
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offset,
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quads: Vec::new(),
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images: Vec::new(),
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text: Vec::new(),
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}
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}
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}
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impl Renderer {
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fn new() -> Self {
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let adapter = Adapter::request(&RequestAdapterOptions {
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power_preference: PowerPreference::Default,
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backends: BackendBit::all(),
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})
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.expect("Request adapter");
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let (mut device, queue) = adapter.request_device(&DeviceDescriptor {
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extensions: Extensions {
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anisotropic_filtering: false,
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},
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limits: Limits { max_bind_groups: 2 },
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});
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let text_pipeline = text::Pipeline::new(&mut device);
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let quad_pipeline = quad::Pipeline::new(&mut device);
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let image_pipeline = crate::image::Pipeline::new(&mut device);
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Self {
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device,
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queue,
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quad_pipeline,
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image_pipeline,
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text_pipeline,
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}
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}
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fn draw<T: AsRef<str>>(
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&mut self,
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(primitive, mouse_cursor): &(Primitive, MouseCursor),
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overlay: &[T],
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target: &mut Target,
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) -> MouseCursor {
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log::debug!("Drawing");
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let (width, height) = target.dimensions();
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let dpi = target.dpi();
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let transformation = target.transformation();
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let frame = target.next_frame();
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let mut encoder = self
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.device
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.create_command_encoder(&CommandEncoderDescriptor { todo: 0 });
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let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 1.0,
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g: 1.0,
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b: 1.0,
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a: 1.0,
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},
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}],
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depth_stencil_attachment: None,
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});
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let mut layers = Vec::new();
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layers.push(Layer::new(
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Rectangle {
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x: 0,
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y: 0,
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width: u32::from(width),
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height: u32::from(height),
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},
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Vector::new(0, 0),
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));
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self.draw_primitive(primitive, &mut layers);
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self.draw_overlay(overlay, &mut layers);
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for layer in layers {
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self.flush(dpi, transformation, &layer, &mut encoder, &frame.view);
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}
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self.queue.submit(&[encoder.finish()]);
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self.image_pipeline.trim_cache();
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*mouse_cursor
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}
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fn draw_primitive<'a>(
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&mut self,
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primitive: &'a Primitive,
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layers: &mut Vec<Layer<'a>>,
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) {
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let layer = layers.last_mut().unwrap();
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match primitive {
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Primitive::None => {}
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Primitive::Group { primitives } => {
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// TODO: Inspect a bit and regroup (?)
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for primitive in primitives {
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self.draw_primitive(primitive, layers)
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}
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}
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Primitive::Text {
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content,
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bounds,
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size,
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color,
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font,
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horizontal_alignment,
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vertical_alignment,
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} => {
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let x = match horizontal_alignment {
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iced_native::HorizontalAlignment::Left => bounds.x,
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iced_native::HorizontalAlignment::Center => {
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bounds.x + bounds.width / 2.0
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}
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iced_native::HorizontalAlignment::Right => {
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bounds.x + bounds.width
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}
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};
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let y = match vertical_alignment {
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iced_native::VerticalAlignment::Top => bounds.y,
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iced_native::VerticalAlignment::Center => {
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bounds.y + bounds.height / 2.0
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}
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iced_native::VerticalAlignment::Bottom => {
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bounds.y + bounds.height
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}
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};
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layer.text.push(wgpu_glyph::Section {
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text: &content,
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screen_position: (
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x - layer.offset.x as f32,
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y - layer.offset.y as f32,
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),
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bounds: (bounds.width, bounds.height),
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scale: wgpu_glyph::Scale { x: *size, y: *size },
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color: color.into_linear(),
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font_id: self.text_pipeline.find_font(*font),
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layout: wgpu_glyph::Layout::default()
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.h_align(match horizontal_alignment {
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iced_native::HorizontalAlignment::Left => {
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wgpu_glyph::HorizontalAlign::Left
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}
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iced_native::HorizontalAlignment::Center => {
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wgpu_glyph::HorizontalAlign::Center
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}
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iced_native::HorizontalAlignment::Right => {
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wgpu_glyph::HorizontalAlign::Right
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}
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})
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.v_align(match vertical_alignment {
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iced_native::VerticalAlignment::Top => {
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wgpu_glyph::VerticalAlign::Top
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}
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iced_native::VerticalAlignment::Center => {
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wgpu_glyph::VerticalAlign::Center
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}
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iced_native::VerticalAlignment::Bottom => {
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wgpu_glyph::VerticalAlign::Bottom
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}
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}),
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..Default::default()
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})
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}
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Primitive::Quad {
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bounds,
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background,
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border_radius,
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} => {
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// TODO: Move some of this computations to the GPU (?)
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layer.quads.push(Quad {
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position: [
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bounds.x - layer.offset.x as f32,
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bounds.y - layer.offset.y as f32,
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],
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scale: [bounds.width, bounds.height],
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color: match background {
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Background::Color(color) => color.into_linear(),
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},
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border_radius: *border_radius as f32,
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});
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}
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Primitive::Image { handle, bounds } => {
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layer.images.push(Image {
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handle: image::Handle::Raster(handle.clone()),
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position: [bounds.x, bounds.y],
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scale: [bounds.width, bounds.height],
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});
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}
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Primitive::Svg { handle, bounds } => {
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layer.images.push(Image {
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handle: image::Handle::Vector(handle.clone()),
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position: [bounds.x, bounds.y],
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scale: [bounds.width, bounds.height],
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});
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}
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Primitive::Clip {
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bounds,
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offset,
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content,
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} => {
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let x = bounds.x - layer.offset.x as f32;
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let y = bounds.y - layer.offset.y as f32;
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let width = (bounds.width + x).min(bounds.width);
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let height = (bounds.height + y).min(bounds.height);
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// Only draw visible content on-screen
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// TODO: Also, check for parent layer bounds to avoid further
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// drawing in some circumstances.
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if width > 0.0 && height > 0.0 {
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let clip_layer = Layer::new(
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Rectangle {
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x: x.max(0.0).floor() as u32,
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y: y.max(0.0).floor() as u32,
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width: width.ceil() as u32,
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height: height.ceil() as u32,
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},
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layer.offset + *offset,
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);
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let new_layer = Layer::new(layer.bounds, layer.offset);
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layers.push(clip_layer);
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self.draw_primitive(content, layers);
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layers.push(new_layer);
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}
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}
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}
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}
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fn draw_overlay<'a, T: AsRef<str>>(
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&mut self,
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lines: &'a [T],
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layers: &mut Vec<Layer<'a>>,
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) {
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let first = layers.first().unwrap();
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let mut overlay = Layer::new(first.bounds, Vector::new(0, 0));
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let font_id = self.text_pipeline.overlay_font();
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let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 };
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for (i, line) in lines.iter().enumerate() {
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overlay.text.push(wgpu_glyph::Section {
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text: line.as_ref(),
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screen_position: (11.0, 11.0 + 25.0 * i as f32),
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color: [0.9, 0.9, 0.9, 1.0],
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scale,
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font_id,
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..wgpu_glyph::Section::default()
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});
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overlay.text.push(wgpu_glyph::Section {
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text: line.as_ref(),
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screen_position: (10.0, 10.0 + 25.0 * i as f32),
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color: [0.0, 0.0, 0.0, 1.0],
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scale,
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font_id,
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..wgpu_glyph::Section::default()
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});
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}
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layers.push(overlay);
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}
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fn flush(
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&mut self,
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dpi: f32,
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transformation: Transformation,
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layer: &Layer<'_>,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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) {
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let bounds = layer.bounds * dpi;
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if layer.quads.len() > 0 {
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self.quad_pipeline.draw(
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&mut self.device,
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encoder,
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&layer.quads,
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transformation,
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dpi,
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bounds,
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target,
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);
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}
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if layer.images.len() > 0 {
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let translated_and_scaled = transformation
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* Transformation::scale(dpi, dpi)
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* Transformation::translate(
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-(layer.offset.x as f32),
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-(layer.offset.y as f32),
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);
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self.image_pipeline.draw(
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&mut self.device,
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encoder,
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&layer.images,
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translated_and_scaled,
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bounds,
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target,
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dpi,
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);
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}
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if layer.text.len() > 0 {
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for text in layer.text.iter() {
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// Target physical coordinates directly to avoid blurry text
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let text = wgpu_glyph::Section {
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// TODO: We `round` here to avoid rerasterizing text when
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// its position changes slightly. This can make text feel a
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// bit "jumpy". We may be able to do better once we improve
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// our text rendering/caching pipeline.
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screen_position: (
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(text.screen_position.0 * dpi).round(),
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(text.screen_position.1 * dpi).round(),
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),
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// TODO: Fix precision issues with some DPI factors.
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//
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// The `ceil` here can cause some words to render on the
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// same line when they should not.
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//
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// Ideally, `wgpu_glyph` should be able to compute layout
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// using logical positions, and then apply the proper
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// DPI scaling. This would ensure that both measuring and
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// rendering follow the same layout rules.
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bounds: (
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(text.bounds.0 * dpi).ceil(),
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(text.bounds.1 * dpi).ceil(),
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),
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scale: wgpu_glyph::Scale {
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x: text.scale.x * dpi,
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y: text.scale.y * dpi,
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},
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..*text
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};
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self.text_pipeline.queue(text);
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}
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self.text_pipeline.draw_queued(
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&mut self.device,
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encoder,
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target,
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transformation,
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wgpu_glyph::Region {
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x: bounds.x,
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y: bounds.y,
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width: bounds.width,
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height: bounds.height,
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},
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);
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}
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}
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}
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impl iced_native::Renderer for Renderer {
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type Output = (Primitive, MouseCursor);
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fn layout<'a, Message>(
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&mut self,
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element: &iced_native::Element<'a, Message, Self>,
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) -> iced_native::layout::Node {
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let node = element.layout(self, &iced_native::layout::Limits::NONE);
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self.text_pipeline.clear_measurement_cache();
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node
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}
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}
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impl Windowed for Renderer {
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type Target = Target;
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fn new() -> Self {
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Self::new()
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}
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fn draw<T: AsRef<str>>(
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&mut self,
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output: &Self::Output,
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overlay: &[T],
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target: &mut Target,
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) -> MouseCursor {
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self.draw(output, overlay, target)
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}
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}
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impl Debugger for Renderer {
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fn explain<Message>(
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&mut self,
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widget: &dyn Widget<Message, Self>,
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layout: Layout<'_>,
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cursor_position: Point,
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color: Color,
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) -> Self::Output {
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let mut primitives = Vec::new();
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let (primitive, cursor) = widget.draw(self, layout, cursor_position);
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explain_layout(layout, color, &mut primitives);
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primitives.push(primitive);
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(Primitive::Group { primitives }, cursor)
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}
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}
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fn explain_layout(
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layout: Layout<'_>,
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color: Color,
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primitives: &mut Vec<Primitive>,
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) {
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// TODO: Draw borders instead
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primitives.push(Primitive::Quad {
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bounds: layout.bounds(),
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background: Background::Color([0.0, 0.0, 0.0, 0.05].into()),
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border_radius: 0,
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});
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for child in layout.children() {
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explain_layout(child, color, primitives);
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}
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}
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