303 lines
9.7 KiB
Rust
303 lines
9.7 KiB
Rust
//! Draw meshes of triangles.
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mod gradient;
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mod msaa;
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mod solid;
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use crate::buffer::r#static::Buffer;
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use crate::settings;
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use crate::Transformation;
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use iced_graphics::layer::mesh::{self, Mesh};
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use iced_graphics::triangle::{self, Vertex2D};
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use iced_graphics::Size;
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use core::fmt;
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use std::fmt::Formatter;
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/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
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#[derive(Debug)]
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pub(crate) struct Pipeline {
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blit: Option<msaa::Blit>,
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vertex_buffer: Buffer<Vertex2D>,
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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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pipelines: PipelineList,
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}
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/// Supported triangle pipelines for different fills.
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pub(crate) struct PipelineList {
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solid: solid::Pipeline,
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gradient: gradient::Pipeline,
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}
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impl fmt::Debug for PipelineList {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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f.debug_struct("TrianglePipelines").finish()
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}
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}
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impl PipelineList {
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/// Resets each pipeline's buffers.
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fn clear(&mut self) {
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self.solid.buffer.clear();
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self.gradient.uniform_buffer.clear();
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self.gradient.storage_buffer.clear();
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}
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/// Writes the contents of each pipeline's CPU buffer to the GPU, resizing the GPU buffer
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/// beforehand if necessary.
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fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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self.solid.write(device, staging_belt, encoder);
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self.gradient.write(device, staging_belt, encoder);
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}
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}
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impl Pipeline {
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/// Creates supported pipelines, listed in [TrianglePipelines].
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Pipeline {
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Pipeline {
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blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
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vertex_buffer: Buffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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),
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index_buffer: Buffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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),
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index_strides: Vec::new(),
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pipelines: PipelineList {
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solid: solid::Pipeline::new(device, format, antialiasing),
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gradient: gradient::Pipeline::new(device, format, antialiasing),
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},
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}
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}
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/// Draws the contents of the current layer's meshes to the [target].
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pub fn draw(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_size: Size<u32>,
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transformation: Transformation,
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scale_factor: f32,
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meshes: &[Mesh<'_>],
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) {
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//count the total amount of vertices & indices we need to handle
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let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
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// Then we ensure the current attribute buffers are big enough, resizing if necessary.
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//We are not currently using the return value of these functions as we have no system in
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//place to calculate mesh diff, or to know whether or not that would be more performant for
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//the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self.vertex_buffer.resize(device, total_vertices);
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let _ = self.index_buffer.resize(device, total_indices);
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//prepare dynamic buffers & data store for writing
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self.index_strides.clear();
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self.pipelines.clear();
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let mut vertex_offset = 0;
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let mut index_offset = 0;
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for mesh in meshes {
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let transform = transformation
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* Transformation::translate(mesh.origin.x, mesh.origin.y);
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//write to both buffers
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let new_vertex_offset = self.vertex_buffer.write(
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device,
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staging_belt,
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encoder,
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vertex_offset,
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&mesh.buffers.vertices,
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);
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let new_index_offset = self.index_buffer.write(
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device,
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staging_belt,
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encoder,
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index_offset,
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&mesh.buffers.indices,
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);
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vertex_offset += new_vertex_offset;
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index_offset += new_index_offset;
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self.index_strides.push(mesh.buffers.indices.len() as u32);
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//push uniform data to CPU buffers
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match mesh.style {
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triangle::Style::Solid(color) => {
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self.pipelines.solid.push(transform, color);
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}
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triangle::Style::Gradient(gradient) => {
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self.pipelines.gradient.push(transform, gradient);
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}
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}
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}
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//write uniform data to GPU
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self.pipelines.write(device, staging_belt, encoder);
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//configure the render pass now that the data is uploaded to the GPU
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{
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//configure antialiasing pass
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let (attachment, resolve_target, load) = if let Some(blit) =
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&mut self.blit
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{
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let (attachment, resolve_target) =
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blit.targets(device, target_size.width, target_size.height);
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(
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attachment,
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Some(resolve_target),
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wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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)
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} else {
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(target, None, wgpu::LoadOp::Load)
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};
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::triangle render pass"),
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color_attachments: &[Some(
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wgpu::RenderPassColorAttachment {
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view: attachment,
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resolve_target,
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ops: wgpu::Operations { load, store: true },
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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 num_solids = 0;
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let mut num_gradients = 0;
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let mut last_is_solid = None;
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for (index, mesh) in meshes.iter().enumerate() {
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let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
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render_pass.set_scissor_rect(
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clip_bounds.x,
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clip_bounds.y,
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clip_bounds.width,
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clip_bounds.height,
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);
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match mesh.style {
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triangle::Style::Solid(_) => {
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if !last_is_solid.unwrap_or(false) {
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self.pipelines
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.solid
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.set_render_pass_pipeline(&mut render_pass);
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last_is_solid = Some(true);
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}
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self.pipelines.solid.configure_render_pass(
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&mut render_pass,
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num_solids,
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);
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num_solids += 1;
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}
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triangle::Style::Gradient(_) => {
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if last_is_solid.unwrap_or(true) {
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self.pipelines
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.gradient
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.set_render_pass_pipeline(&mut render_pass);
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last_is_solid = Some(false);
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}
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self.pipelines.gradient.configure_render_pass(
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&mut render_pass,
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num_gradients,
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);
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num_gradients += 1;
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}
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};
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render_pass.set_vertex_buffer(
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0,
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self.vertex_buffer.slice_from_index(index),
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);
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render_pass.set_index_buffer(
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self.index_buffer.slice_from_index(index),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(
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0..(self.index_strides[index] as u32),
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0,
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0..1,
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);
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}
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}
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self.vertex_buffer.clear();
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self.index_buffer.clear();
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if let Some(blit) = &mut self.blit {
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blit.draw(encoder, target);
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}
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}
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}
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//utility functions for individual pipelines with shared functionality
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fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex2D>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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shader_location: 0,
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}],
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}
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}
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fn fragment_target(
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texture_format: wgpu::TextureFormat,
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) -> Option<wgpu::ColorTargetState> {
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Some(wgpu::ColorTargetState {
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format: texture_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})
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}
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fn primitive_state() -> wgpu::PrimitiveState {
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wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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}
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}
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fn multisample_state(
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antialiasing: Option<settings::Antialiasing>,
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) -> wgpu::MultisampleState {
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wgpu::MultisampleState {
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count: antialiasing.map(|a| a.sample_count()).unwrap_or(1),
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mask: !0,
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alpha_to_coverage_enabled: false,
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}
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}
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