308 lines
11 KiB
Rust
308 lines
11 KiB
Rust
//! Draw meshes of triangles.
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use crate::{settings, Transformation};
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use core::fmt;
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use std::fmt::Formatter;
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use iced_graphics::layer::Meshes;
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use iced_graphics::shader::Shader;
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use iced_graphics::Size;
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use crate::buffers::buffer::{needs_recreate, StaticBuffer};
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use crate::triangle::gradient::GradientPipeline;
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use crate::triangle::solid::SolidPipeline;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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mod gradient;
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mod msaa;
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mod solid;
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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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// these are optional so we don't allocate any memory to the GPU if
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// application has no triangle meshes.
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vertex_buffer: Option<StaticBuffer>,
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index_buffer: Option<StaticBuffer>,
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pipelines: TrianglePipelines,
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}
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/// Supported triangle pipelines for different fills. Both use the same vertex shader.
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pub(crate) struct TrianglePipelines {
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solid: SolidPipeline,
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gradient: GradientPipeline,
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}
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impl fmt::Debug for TrianglePipelines {
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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 TrianglePipelines {
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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 GL programs, 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: None,
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index_buffer: None,
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pipelines: TrianglePipelines {
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solid: SolidPipeline::new(device, format, antialiasing),
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gradient: GradientPipeline::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: &Meshes<'_>,
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) {
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//count the total number of vertices & indices we need to handle
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let (total_vertices, total_indices) = meshes.attribute_count();
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println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
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//Only create buffers if they need to be re-sized or don't exist
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if needs_recreate(&self.vertex_buffer, total_vertices) {
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//mapped to GPU at creation with total vertices
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self.vertex_buffer = Some(StaticBuffer::new(
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device,
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"iced_wgpu::triangle vertex buffer",
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//TODO: a more reasonable default to prevent frequent resizing calls
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// before this was 10_000
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(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
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wgpu::BufferUsages::VERTEX,
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meshes.0.len(),
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))
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}
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if needs_recreate(&self.index_buffer, total_indices) {
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//mapped to GPU at creation with total indices
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self.index_buffer = Some(StaticBuffer::new(
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device,
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"iced_wgpu::triangle index buffer",
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//TODO: a more reasonable default to prevent frequent resizing calls
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// before this was 10_000
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(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
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wgpu::BufferUsages::INDEX,
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meshes.0.len(),
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));
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}
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if let Some(vertex_buffer) = &mut self.vertex_buffer {
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if let Some(index_buffer) = &mut self.index_buffer {
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let mut offset_v = 0;
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let mut offset_i = 0;
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//TODO: store this more efficiently
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let mut indices_lengths = Vec::with_capacity(meshes.0.len());
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//iterate through meshes to write all attribute data
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for mesh in meshes.0.iter() {
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let transform = transformation
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* Transformation::translate(
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mesh.origin.x,
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mesh.origin.y,
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);
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println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
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let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
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let indices = bytemuck::cast_slice(&mesh.buffers.indices);
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//TODO: it's (probably) more efficient to reduce this write command and
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// iterate first and then upload
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println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
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vertex_buffer.write(offset_v, vertices);
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index_buffer.write(offset_i, indices);
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offset_v += vertices.len() as u64;
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offset_i += indices.len() as u64;
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indices_lengths.push(mesh.buffers.indices.len());
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match mesh.shader {
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Shader::Solid(color) => {
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self.pipelines.solid.push(transform, color);
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}
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Shader::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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//done writing to gpu buffer, unmap from host memory since we don't need it
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//anymore
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vertex_buffer.flush();
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index_buffer.flush();
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//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
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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) =
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if let Some(blit) = &mut self.blit {
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let (attachment, resolve_target) = blit.targets(
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device,
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target_size.width,
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target_size.height,
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);
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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 = encoder.begin_render_pass(
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&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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);
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//TODO: do this a better way; store it in the respective pipelines perhaps
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// to be more readable
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let mut num_solids = 0;
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let mut num_gradients = 0;
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//TODO: try to avoid this extra iteration if possible
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for index in 0..meshes.0.len() {
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let clip_bounds =
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(meshes.0[index].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 meshes.0[index].shader {
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Shader::Solid(_) => {
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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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Shader::Gradient(_) => {
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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_index_buffer(
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index_buffer.slice_from_index::<u32>(index),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.set_vertex_buffer(
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0,
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vertex_buffer.slice_from_index::<Vertex2D>(index),
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);
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render_pass.draw_indexed(
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0..(indices_lengths[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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}
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}
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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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//cleanup
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self.pipelines.clear();
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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 default_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 default_triangle_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 default_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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