//! Draw meshes of triangles.
use crate::{settings, Transformation};
use core::fmt;
use std::fmt::Formatter;
use iced_graphics::layer::Meshes;
use iced_graphics::shader::Shader;
use iced_graphics::Size;
use crate::buffers::buffer::{needs_recreate, StaticBuffer};
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod gradient;
mod msaa;
mod solid;
/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
pub(crate) struct Pipeline {
blit: Option<msaa::Blit>,
// these are optional so we don't allocate any memory to the GPU if
// application has no triangle meshes.
vertex_buffer: Option<StaticBuffer>,
index_buffer: Option<StaticBuffer>,
pipelines: TrianglePipelines,
}
/// Supported triangle pipelines for different fills. Both use the same vertex shader.
pub(crate) struct TrianglePipelines {
solid: SolidPipeline,
gradient: GradientPipeline,
}
impl fmt::Debug for TrianglePipelines {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
f.debug_struct("TrianglePipelines").finish()
}
}
impl TrianglePipelines {
/// Resets each pipeline's buffers.
fn clear(&mut self) {
self.solid.buffer.clear();
self.gradient.uniform_buffer.clear();
self.gradient.storage_buffer.clear();
}
/// 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 GL programs, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
vertex_buffer: None,
index_buffer: None,
pipelines: TrianglePipelines {
solid: SolidPipeline::new(device, format, antialiasing),
gradient: GradientPipeline::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_size: Size<u32>,
transformation: Transformation,
scale_factor: f32,
meshes: &Meshes<'_>,
) {
//count the total number of vertices & indices we need to handle
let (total_vertices, total_indices) = meshes.attribute_count();
println!("total vertices: {}, total indices: {}", total_vertices, total_indices);
//Only create buffers if they need to be re-sized or don't exist
if needs_recreate(&self.vertex_buffer, total_vertices) {
//mapped to GPU at creation with total vertices
self.vertex_buffer = Some(StaticBuffer::new(
device,
"iced_wgpu::triangle vertex buffer",
//TODO: a more reasonable default to prevent frequent resizing calls
// before this was 10_000
(std::mem::size_of::<Vertex2D>() * total_vertices) as u64,
wgpu::BufferUsages::VERTEX,
meshes.0.len(),
))
}
if needs_recreate(&self.index_buffer, total_indices) {
//mapped to GPU at creation with total indices
self.index_buffer = Some(StaticBuffer::new(
device,
"iced_wgpu::triangle index buffer",
//TODO: a more reasonable default to prevent frequent resizing calls
// before this was 10_000
(std::mem::size_of::<Vertex2D>() * total_indices) as u64,
wgpu::BufferUsages::INDEX,
meshes.0.len(),
));
}
if let Some(vertex_buffer) = &mut self.vertex_buffer {
if let Some(index_buffer) = &mut self.index_buffer {
let mut offset_v = 0;
let mut offset_i = 0;
//TODO: store this more efficiently
let mut indices_lengths = Vec::with_capacity(meshes.0.len());
//iterate through meshes to write all attribute data
for mesh in meshes.0.iter() {
let transform = transformation
* Transformation::translate(
mesh.origin.x,
mesh.origin.y,
);
println!("Mesh attribute data: Vertex: {:?}, Index: {:?}", mesh.buffers.vertices, mesh.buffers.indices);
let vertices = bytemuck::cast_slice(&mesh.buffers.vertices);
let indices = bytemuck::cast_slice(&mesh.buffers.indices);
//TODO: it's (probably) more efficient to reduce this write command and
// iterate first and then upload
println!("vertex buffer len: {}, index length: {}", vertices.len(), indices.len());
vertex_buffer.write(offset_v, vertices);
index_buffer.write(offset_i, indices);
offset_v += vertices.len() as u64;
offset_i += indices.len() as u64;
indices_lengths.push(mesh.buffers.indices.len());
match mesh.shader {
Shader::Solid(color) => {
self.pipelines.solid.push(transform, color);
}
Shader::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient);
}
}
}
//done writing to gpu buffer, unmap from host memory since we don't need it
//anymore
vertex_buffer.flush();
index_buffer.flush();
//resize & memcpy uniforms from CPU buffers to GPU buffers for all pipelines
self.pipelines.write(device, staging_belt, encoder);
//configure the render pass now that the data is uploaded to the GPU
{
//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,
);
(
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 {
label: Some("iced_wgpu::triangle render pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: attachment,
resolve_target,
ops: wgpu::Operations { load, store: true },
},
)],
depth_stencil_attachment: None,
},
);
//TODO: do this a better way; store it in the respective pipelines perhaps
// to be more readable
let mut num_solids = 0;
let mut num_gradients = 0;
//TODO: try to avoid this extra iteration if possible
for index in 0..meshes.0.len() {
let clip_bounds =
(meshes.0[index].clip_bounds * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
clip_bounds.y,
clip_bounds.width,
clip_bounds.height,
);
match meshes.0[index].shader {
Shader::Solid(_) => {
self.pipelines.solid.configure_render_pass(
&mut render_pass,
num_solids,
);
num_solids += 1;
}
Shader::Gradient(_) => {
self.pipelines.gradient.configure_render_pass(
&mut render_pass,
num_gradients,
);
num_gradients += 1;
}
}
render_pass.set_index_buffer(
index_buffer.slice_from_index::<u32>(index),
wgpu::IndexFormat::Uint32,
);
render_pass.set_vertex_buffer(
0,
vertex_buffer.slice_from_index::<Vertex2D>(index),
);
render_pass.draw_indexed(
0..(indices_lengths[index] as u32),
0,
0..1,
);
}
}
}
}
if let Some(blit) = &mut self.blit {
blit.draw(encoder, target);
}
//cleanup
self.pipelines.clear();
}
}
//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,
}],
}
}
fn default_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 default_triangle_primitive_state() -> wgpu::PrimitiveState {
wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
..Default::default()
}
}
fn default_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,
}
}