use crate::{
image, quad, text, Defaults, Image, Primitive, Quad, Settings,
Transformation,
};
use iced_native::{
renderer::{Debugger, Windowed},
Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
};
use wgpu::{
Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
};
mod target;
mod widget;
pub use target::Target;
/// A [`wgpu`] renderer.
///
/// [`wgpu`]: https://github.com/gfx-rs/wgpu-rs
#[derive(Debug)]
pub struct Renderer {
device: Device,
queue: Queue,
quad_pipeline: quad::Pipeline,
image_pipeline: image::Pipeline,
text_pipeline: text::Pipeline,
}
struct Layer<'a> {
bounds: Rectangle<u32>,
offset: Vector<u32>,
quads: Vec<Quad>,
images: Vec<Image>,
text: Vec<wgpu_glyph::Section<'a>>,
}
impl<'a> Layer<'a> {
pub fn new(bounds: Rectangle<u32>, offset: Vector<u32>) -> Self {
Self {
bounds,
offset,
quads: Vec::new(),
images: Vec::new(),
text: Vec::new(),
}
}
}
impl Renderer {
fn new(settings: Settings) -> Self {
let adapter = Adapter::request(&RequestAdapterOptions {
power_preference: PowerPreference::Default,
backends: BackendBit::all(),
})
.expect("Request adapter");
let (mut device, queue) = adapter.request_device(&DeviceDescriptor {
extensions: Extensions {
anisotropic_filtering: false,
},
limits: Limits { max_bind_groups: 2 },
});
let text_pipeline =
text::Pipeline::new(&mut device, settings.default_font);
let quad_pipeline = quad::Pipeline::new(&mut device);
let image_pipeline = image::Pipeline::new(&mut device);
Self {
device,
queue,
quad_pipeline,
image_pipeline,
text_pipeline,
}
}
fn draw<T: AsRef<str>>(
&mut self,
clear_color: Color,
(primitive, mouse_cursor): &(Primitive, MouseCursor),
overlay: &[T],
target: &mut Target,
) -> MouseCursor {
log::debug!("Drawing");
let (width, height) = target.dimensions();
let dpi = target.dpi();
let transformation = target.transformation();
let frame = target.next_frame();
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor { todo: 0 });
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: {
let [r, g, b, a] = clear_color.into_linear();
wgpu::Color {
r: f64::from(r),
g: f64::from(g),
b: f64::from(b),
a: f64::from(a),
}
},
}],
depth_stencil_attachment: None,
});
let mut layers = Vec::new();
layers.push(Layer::new(
Rectangle {
x: 0,
y: 0,
width: u32::from(width),
height: u32::from(height),
},
Vector::new(0, 0),
));
self.draw_primitive(primitive, &mut layers);
self.draw_overlay(overlay, &mut layers);
for layer in layers {
self.flush(dpi, transformation, &layer, &mut encoder, &frame.view);
}
self.queue.submit(&[encoder.finish()]);
self.image_pipeline.trim_cache();
*mouse_cursor
}
fn draw_primitive<'a>(
&mut self,
primitive: &'a Primitive,
layers: &mut Vec<Layer<'a>>,
) {
let layer = layers.last_mut().unwrap();
match primitive {
Primitive::None => {}
Primitive::Group { primitives } => {
// TODO: Inspect a bit and regroup (?)
for primitive in primitives {
self.draw_primitive(primitive, layers)
}
}
Primitive::Text {
content,
bounds,
size,
color,
font,
horizontal_alignment,
vertical_alignment,
} => {
let x = match horizontal_alignment {
iced_native::HorizontalAlignment::Left => bounds.x,
iced_native::HorizontalAlignment::Center => {
bounds.x + bounds.width / 2.0
}
iced_native::HorizontalAlignment::Right => {
bounds.x + bounds.width
}
};
let y = match vertical_alignment {
iced_native::VerticalAlignment::Top => bounds.y,
iced_native::VerticalAlignment::Center => {
bounds.y + bounds.height / 2.0
}
iced_native::VerticalAlignment::Bottom => {
bounds.y + bounds.height
}
};
layer.text.push(wgpu_glyph::Section {
text: &content,
screen_position: (
x - layer.offset.x as f32,
y - layer.offset.y as f32,
),
bounds: (bounds.width, bounds.height),
scale: wgpu_glyph::Scale { x: *size, y: *size },
color: color.into_linear(),
font_id: self.text_pipeline.find_font(*font),
layout: wgpu_glyph::Layout::default()
.h_align(match horizontal_alignment {
iced_native::HorizontalAlignment::Left => {
wgpu_glyph::HorizontalAlign::Left
}
iced_native::HorizontalAlignment::Center => {
wgpu_glyph::HorizontalAlign::Center
}
iced_native::HorizontalAlignment::Right => {
wgpu_glyph::HorizontalAlign::Right
}
})
.v_align(match vertical_alignment {
iced_native::VerticalAlignment::Top => {
wgpu_glyph::VerticalAlign::Top
}
iced_native::VerticalAlignment::Center => {
wgpu_glyph::VerticalAlign::Center
}
iced_native::VerticalAlignment::Bottom => {
wgpu_glyph::VerticalAlign::Bottom
}
}),
..Default::default()
})
}
Primitive::Quad {
bounds,
background,
border_radius,
border_width,
border_color,
} => {
// TODO: Move some of this computations to the GPU (?)
layer.quads.push(Quad {
position: [
bounds.x - layer.offset.x as f32,
bounds.y - layer.offset.y as f32,
],
scale: [bounds.width, bounds.height],
color: match background {
Background::Color(color) => color.into_linear(),
},
border_radius: *border_radius as f32,
border_width: *border_width as f32,
border_color: border_color.into_linear(),
});
}
Primitive::Image { handle, bounds } => {
layer.images.push(Image {
handle: image::Handle::Raster(handle.clone()),
position: [bounds.x, bounds.y],
scale: [bounds.width, bounds.height],
});
}
Primitive::Svg { handle, bounds } => {
layer.images.push(Image {
handle: image::Handle::Vector(handle.clone()),
position: [bounds.x, bounds.y],
scale: [bounds.width, bounds.height],
});
}
Primitive::Clip {
bounds,
offset,
content,
} => {
let x = bounds.x - layer.offset.x as f32;
let y = bounds.y - layer.offset.y as f32;
let width = (bounds.width + x).min(bounds.width);
let height = (bounds.height + y).min(bounds.height);
// Only draw visible content on-screen
// TODO: Also, check for parent layer bounds to avoid further
// drawing in some circumstances.
if width > 0.0 && height > 0.0 {
let clip_layer = Layer::new(
Rectangle {
x: x.max(0.0).floor() as u32,
y: y.max(0.0).floor() as u32,
width: width.ceil() as u32,
height: height.ceil() as u32,
},
layer.offset + *offset,
);
let new_layer = Layer::new(layer.bounds, layer.offset);
layers.push(clip_layer);
self.draw_primitive(content, layers);
layers.push(new_layer);
}
}
}
}
fn draw_overlay<'a, T: AsRef<str>>(
&mut self,
lines: &'a [T],
layers: &mut Vec<Layer<'a>>,
) {
let first = layers.first().unwrap();
let mut overlay = Layer::new(first.bounds, Vector::new(0, 0));
let font_id = self.text_pipeline.overlay_font();
let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 };
for (i, line) in lines.iter().enumerate() {
overlay.text.push(wgpu_glyph::Section {
text: line.as_ref(),
screen_position: (11.0, 11.0 + 25.0 * i as f32),
color: [0.9, 0.9, 0.9, 1.0],
scale,
font_id,
..wgpu_glyph::Section::default()
});
overlay.text.push(wgpu_glyph::Section {
text: line.as_ref(),
screen_position: (10.0, 10.0 + 25.0 * i as f32),
color: [0.0, 0.0, 0.0, 1.0],
scale,
font_id,
..wgpu_glyph::Section::default()
});
}
layers.push(overlay);
}
fn flush(
&mut self,
dpi: f32,
transformation: Transformation,
layer: &Layer<'_>,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
) {
let bounds = layer.bounds * dpi;
if layer.quads.len() > 0 {
self.quad_pipeline.draw(
&mut self.device,
encoder,
&layer.quads,
transformation,
dpi,
bounds,
target,
);
}
if layer.images.len() > 0 {
let translated_and_scaled = transformation
* Transformation::scale(dpi, dpi)
* Transformation::translate(
-(layer.offset.x as f32),
-(layer.offset.y as f32),
);
self.image_pipeline.draw(
&mut self.device,
encoder,
&layer.images,
translated_and_scaled,
bounds,
target,
dpi,
);
}
if layer.text.len() > 0 {
for text in layer.text.iter() {
// Target physical coordinates directly to avoid blurry text
let text = wgpu_glyph::Section {
// TODO: We `round` here to avoid rerasterizing text when
// its position changes slightly. This can make text feel a
// bit "jumpy". We may be able to do better once we improve
// our text rendering/caching pipeline.
screen_position: (
(text.screen_position.0 * dpi).round(),
(text.screen_position.1 * dpi).round(),
),
// TODO: Fix precision issues with some DPI factors.
//
// The `ceil` here can cause some words to render on the
// same line when they should not.
//
// Ideally, `wgpu_glyph` should be able to compute layout
// using logical positions, and then apply the proper
// DPI scaling. This would ensure that both measuring and
// rendering follow the same layout rules.
bounds: (
(text.bounds.0 * dpi).ceil(),
(text.bounds.1 * dpi).ceil(),
),
scale: wgpu_glyph::Scale {
x: text.scale.x * dpi,
y: text.scale.y * dpi,
},
..*text
};
self.text_pipeline.queue(text);
}
self.text_pipeline.draw_queued(
&mut self.device,
encoder,
target,
transformation,
wgpu_glyph::Region {
x: bounds.x,
y: bounds.y,
width: bounds.width,
height: bounds.height,
},
);
}
}
}
impl iced_native::Renderer for Renderer {
type Output = (Primitive, MouseCursor);
type Defaults = Defaults;
fn layout<'a, Message>(
&mut self,
element: &iced_native::Element<'a, Message, Self>,
) -> iced_native::layout::Node {
let node = element.layout(self, &iced_native::layout::Limits::NONE);
self.text_pipeline.clear_measurement_cache();
node
}
}
impl Windowed for Renderer {
type Settings = Settings;
type Target = Target;
fn new(settings: Settings) -> Self {
Self::new(settings)
}
fn draw<T: AsRef<str>>(
&mut self,
clear_color: Color,
output: &Self::Output,
overlay: &[T],
target: &mut Target,
) -> MouseCursor {
self.draw(clear_color, output, overlay, target)
}
}
impl Debugger for Renderer {
fn explain<Message>(
&mut self,
defaults: &Defaults,
widget: &dyn Widget<Message, Self>,
layout: Layout<'_>,
cursor_position: Point,
color: Color,
) -> Self::Output {
let mut primitives = Vec::new();
let (primitive, cursor) =
widget.draw(self, defaults, layout, cursor_position);
explain_layout(layout, color, &mut primitives);
primitives.push(primitive);
(Primitive::Group { primitives }, cursor)
}
}
fn explain_layout(
layout: Layout<'_>,
color: Color,
primitives: &mut Vec<Primitive>,
) {
primitives.push(Primitive::Quad {
bounds: layout.bounds(),
background: Background::Color(Color::TRANSPARENT),
border_radius: 0,
border_width: 1,
border_color: [0.6, 0.6, 0.6, 0.5].into(),
});
for child in layout.children() {
explain_layout(child, color, primitives);
}
}