//! Draw meshes of triangles.
use crate::Transformation;
use iced_native::Rectangle;
use std::{mem, sync::Arc};
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let constants_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[Uniforms::default()]);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &constants_buffer,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constant_layout],
});
let vs = include_bytes!("shader/triangle.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read triangle vertex shader as SPIR-V"),
);
let fs = include_bytes!("shader/triangle.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read triangle fragment shader as SPIR-V"),
);
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex2D>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
// Position
wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
// Color
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float4,
offset: 4 * 2,
},
],
}],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pipeline {
pipeline,
constants: constant_bind_group,
constants_buffer,
}
}
pub fn draw(
&mut self,
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
transformation: Transformation,
scale: f32,
meshes: &Vec<Arc<Mesh2D>>,
bounds: Rectangle<u32>,
) {
let uniforms = Uniforms {
transform: transformation.into(),
scale,
};
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
encoder.copy_buffer_to_buffer(
&constants_buffer,
0,
&self.constants_buffer,
0,
std::mem::size_of::<Uniforms>() as u64,
);
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
});
for mesh in meshes {
let vertices_buffer = device
.create_buffer_mapped(
mesh.vertices.len(),
wgpu::BufferUsage::VERTEX,
)
.fill_from_slice(&mesh.vertices);
let indices_buffer = device
.create_buffer_mapped(
mesh.indices.len(),
wgpu::BufferUsage::INDEX,
)
.fill_from_slice(&mesh.indices);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_index_buffer(&indices_buffer, 0);
render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
scale: f32,
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
scale: 1.0,
}
}
}
/// A two-dimensional vertex with some color in __linear__ RGBA.
#[repr(C)]
#[derive(Copy, Clone, Debug)]
pub struct Vertex2D {
/// The vertex position
pub position: [f32; 2],
/// The vertex color in __linear__ RGBA.
pub color: [f32; 4],
}
/// A set of [`Vertex2D`] and indices representing a list of triangles.
///
/// [`Vertex2D`]: struct.Vertex2D.html
#[derive(Clone, Debug)]
pub struct Mesh2D {
/// The vertices of the mesh
pub vertices: Vec<Vertex2D>,
/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of 3.
pub indices: Vec<u16>,
}