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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2022-11-14 00:02:42 +0100
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2022-11-16 09:24:16 +0100
commit33c3c0c0aa774bb7462e3c42aa04c591a66376a7 (patch)
tree08ea046e6ac8a9ad43a7ef1f56256a056a4a4d6c
parent5b0dfcd0b0a9f25a3004dbc2cad3dea8220a76a1 (diff)
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Group all solid triangles independently of color
-rw-r--r--glow/src/shader/common/gradient.vert (renamed from glow/src/shader/common/triangle.vert)0
-rw-r--r--glow/src/shader/common/solid.frag (renamed from glow/src/shader/common/triangle.frag)4
-rw-r--r--glow/src/shader/common/solid.vert11
-rw-r--r--glow/src/triangle.rs562
-rw-r--r--glow/src/triangle/gradient.rs162
-rw-r--r--glow/src/triangle/solid.rs91
-rw-r--r--graphics/src/layer.rs25
-rw-r--r--graphics/src/layer/mesh.rs94
-rw-r--r--graphics/src/primitive.rs25
-rw-r--r--graphics/src/triangle.rs37
-rw-r--r--graphics/src/widget/canvas.rs2
-rw-r--r--graphics/src/widget/canvas/fill.rs2
-rw-r--r--graphics/src/widget/canvas/frame.rs196
-rw-r--r--graphics/src/widget/canvas/stroke.rs2
-rw-r--r--graphics/src/widget/canvas/style.rs11
-rw-r--r--wgpu/src/buffer/dynamic.rs15
-rw-r--r--wgpu/src/buffer/static.rs2
-rw-r--r--wgpu/src/lib.rs2
-rw-r--r--wgpu/src/shader/solid.wgsl29
-rw-r--r--wgpu/src/shader/triangle.wgsl30
-rw-r--r--wgpu/src/triangle.rs671
-rw-r--r--wgpu/src/triangle/gradient.rs268
-rw-r--r--wgpu/src/triangle/solid.rs170
23 files changed, 1335 insertions, 1076 deletions
diff --git a/glow/src/shader/common/triangle.vert b/glow/src/shader/common/gradient.vert
index fe505997..fe505997 100644
--- a/glow/src/shader/common/triangle.vert
+++ b/glow/src/shader/common/gradient.vert
diff --git a/glow/src/shader/common/triangle.frag b/glow/src/shader/common/solid.frag
index 8260f6a6..174ffdd3 100644
--- a/glow/src/shader/common/triangle.frag
+++ b/glow/src/shader/common/solid.frag
@@ -11,8 +11,8 @@ out vec4 fragColor;
#define gl_FragColor fragColor
#endif
-uniform vec4 color;
+in vec4 v_Color;
void main() {
- gl_FragColor = color;
+ gl_FragColor = v_Color;
}
diff --git a/glow/src/shader/common/solid.vert b/glow/src/shader/common/solid.vert
new file mode 100644
index 00000000..59ed88e5
--- /dev/null
+++ b/glow/src/shader/common/solid.vert
@@ -0,0 +1,11 @@
+uniform mat4 u_Transform;
+
+in vec2 i_Position;
+in vec4 i_Color;
+
+out vec4 v_Color;
+
+void main() {
+ gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
+ v_Color = i_Color;
+}
diff --git a/glow/src/triangle.rs b/glow/src/triangle.rs
index cb7ab055..849a7272 100644
--- a/glow/src/triangle.rs
+++ b/glow/src/triangle.rs
@@ -1,74 +1,49 @@
//! Draw meshes of triangles.
-mod gradient;
-mod solid;
-
use crate::program;
use crate::Transformation;
+use iced_graphics::gradient::Gradient;
use iced_graphics::layer::mesh::{self, Mesh};
-use iced_graphics::triangle::{self, Vertex2D};
+use iced_graphics::triangle::{ColoredVertex2D, Vertex2D};
use glow::HasContext;
use std::marker::PhantomData;
#[derive(Debug)]
pub(crate) struct Pipeline {
- vertex_array: <glow::Context as HasContext>::VertexArray,
- vertices: Buffer<Vertex2D>,
indices: Buffer<u32>,
- programs: ProgramList,
-}
-
-#[derive(Debug)]
-struct ProgramList {
solid: solid::Program,
gradient: gradient::Program,
}
impl Pipeline {
pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self {
- let vertex_array =
- unsafe { gl.create_vertex_array().expect("Create vertex array") };
-
- unsafe {
- gl.bind_vertex_array(Some(vertex_array));
- }
-
- let vertices = unsafe {
- Buffer::new(
- gl,
- glow::ARRAY_BUFFER,
- glow::DYNAMIC_DRAW,
- std::mem::size_of::<Vertex2D>() as usize,
- )
- };
-
- let indices = unsafe {
+ let mut indices = unsafe {
Buffer::new(
gl,
glow::ELEMENT_ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
- std::mem::size_of::<u32>() as usize,
+ 1000,
)
};
+ let solid = solid::Program::new(gl, shader_version);
+ let gradient = gradient::Program::new(gl, shader_version);
+
unsafe {
- let stride = std::mem::size_of::<Vertex2D>() as i32;
+ gl.bind_vertex_array(Some(solid.vertex_array));
+ indices.bind(gl, 0);
- gl.enable_vertex_attrib_array(0);
- gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
+ gl.bind_vertex_array(Some(gradient.vertex_array));
+ indices.bind(gl, 0);
gl.bind_vertex_array(None);
- };
+ }
Self {
- vertex_array,
- vertices,
indices,
- programs: ProgramList {
- solid: solid::Program::new(gl, shader_version),
- gradient: gradient::Program::new(gl, shader_version),
- },
+ solid,
+ gradient,
}
}
@@ -83,50 +58,83 @@ impl Pipeline {
unsafe {
gl.enable(glow::MULTISAMPLE);
gl.enable(glow::SCISSOR_TEST);
- gl.bind_vertex_array(Some(self.vertex_array))
}
- //count the total amount of vertices & indices we need to handle
- let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
+ // Count the total amount of vertices & indices we need to handle
+ let count = mesh::attribute_count_of(meshes);
// Then we ensure the current attribute buffers are big enough, resizing if necessary
unsafe {
- self.vertices.bind(gl, total_vertices);
- self.indices.bind(gl, total_indices);
+ self.indices.bind(gl, count.indices);
}
// We upload all the vertices and indices upfront
- let mut vertex_offset = 0;
+ let mut solid_vertex_offset = 0;
+ let mut gradient_vertex_offset = 0;
let mut index_offset = 0;
for mesh in meshes {
- unsafe {
- gl.buffer_sub_data_u8_slice(
- glow::ARRAY_BUFFER,
- (vertex_offset * std::mem::size_of::<Vertex2D>()) as i32,
- bytemuck::cast_slice(&mesh.buffers.vertices),
- );
+ let indices = mesh.indices();
+ unsafe {
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
(index_offset * std::mem::size_of::<u32>()) as i32,
- bytemuck::cast_slice(&mesh.buffers.indices),
+ bytemuck::cast_slice(indices),
);
- vertex_offset += mesh.buffers.vertices.len();
- index_offset += mesh.buffers.indices.len();
+ index_offset += indices.len();
+ }
+
+ match mesh {
+ Mesh::Solid { buffers, .. } => {
+ unsafe {
+ self.solid.vertices.bind(gl, count.solid_vertices);
+
+ gl.buffer_sub_data_u8_slice(
+ glow::ARRAY_BUFFER,
+ (solid_vertex_offset
+ * std::mem::size_of::<ColoredVertex2D>())
+ as i32,
+ bytemuck::cast_slice(&buffers.vertices),
+ );
+ }
+
+ solid_vertex_offset += buffers.vertices.len();
+ }
+ Mesh::Gradient { buffers, .. } => {
+ unsafe {
+ self.gradient
+ .vertices
+ .bind(gl, count.gradient_vertices);
+
+ gl.buffer_sub_data_u8_slice(
+ glow::ARRAY_BUFFER,
+ (gradient_vertex_offset
+ * std::mem::size_of::<Vertex2D>())
+ as i32,
+ bytemuck::cast_slice(&buffers.vertices),
+ );
+ }
+
+ gradient_vertex_offset += buffers.vertices.len();
+ }
}
}
// Then we draw each mesh using offsets
- let mut last_vertex = 0;
+ let mut last_solid_vertex = 0;
+ let mut last_gradient_vertex = 0;
let mut last_index = 0;
for mesh in meshes {
- let transform = transformation
- * Transformation::translate(mesh.origin.x, mesh.origin.y);
+ let indices = mesh.indices();
+ let origin = mesh.origin();
- let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
+ let transform =
+ transformation * Transformation::translate(origin.x, origin.y);
+
+ let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
unsafe {
gl.scissor(
@@ -136,30 +144,126 @@ impl Pipeline {
clip_bounds.width as i32,
clip_bounds.height as i32,
);
+ }
+
+ match mesh {
+ Mesh::Solid { buffers, .. } => unsafe {
+ gl.use_program(Some(self.solid.program));
+ gl.bind_vertex_array(Some(self.solid.vertex_array));
+
+ if transform != self.solid.uniforms.transform {
+ gl.uniform_matrix_4_f32_slice(
+ Some(&self.solid.uniforms.transform_location),
+ false,
+ transform.as_ref(),
+ );
- match mesh.style {
- triangle::Style::Solid(color) => {
- self.programs.solid.use_program(gl, color, &transform);
+ self.solid.uniforms.transform = transform;
}
- #[cfg(not(target_arch = "wasm32"))]
- triangle::Style::Gradient(gradient) => {
- self.programs
- .gradient
- .use_program(gl, gradient, &transform);
+
+ gl.draw_elements_base_vertex(
+ glow::TRIANGLES,
+ indices.len() as i32,
+ glow::UNSIGNED_INT,
+ (last_index * std::mem::size_of::<u32>()) as i32,
+ last_solid_vertex as i32,
+ );
+
+ last_solid_vertex += buffers.vertices.len();
+ },
+ Mesh::Gradient {
+ buffers, gradient, ..
+ } => unsafe {
+ gl.use_program(Some(self.gradient.program));
+ gl.bind_vertex_array(Some(self.gradient.vertex_array));
+
+ if transform != self.gradient.uniforms.transform {
+ gl.uniform_matrix_4_f32_slice(
+ Some(&self.gradient.uniforms.locations.transform),
+ false,
+ transform.as_ref(),
+ );
+
+ self.gradient.uniforms.transform = transform;
}
- }
- gl.draw_elements_base_vertex(
- glow::TRIANGLES,
- mesh.buffers.indices.len() as i32,
- glow::UNSIGNED_INT,
- (last_index * std::mem::size_of::<u32>()) as i32,
- last_vertex as i32,
- );
+ if &self.gradient.uniforms.gradient != *gradient {
+ match gradient {
+ Gradient::Linear(linear) => {
+ gl.uniform_4_f32(
+ Some(
+ &self
+ .gradient
+ .uniforms
+ .locations
+ .gradient_direction,
+ ),
+ linear.start.x,
+ linear.start.y,
+ linear.end.x,
+ linear.end.y,
+ );
+
+ gl.uniform_1_i32(
+ Some(
+ &self
+ .gradient
+ .uniforms
+ .locations
+ .color_stops_size,
+ ),
+ (linear.color_stops.len() * 2) as i32,
+ );
+
+ let mut stops = [0.0; 128];
+
+ for (index, stop) in linear
+ .color_stops
+ .iter()
+ .enumerate()
+ .take(16)
+ {
+ let [r, g, b, a] = stop.color.into_linear();
+
+ stops[index * 8] = r;
+ stops[(index * 8) + 1] = g;
+ stops[(index * 8) + 2] = b;
+ stops[(index * 8) + 3] = a;
+ stops[(index * 8) + 4] = stop.offset;
+ stops[(index * 8) + 5] = 0.;
+ stops[(index * 8) + 6] = 0.;
+ stops[(index * 8) + 7] = 0.;
+ }
+
+ gl.uniform_4_f32_slice(
+ Some(
+ &self
+ .gradient
+ .uniforms
+ .locations
+ .color_stops,
+ ),
+ &stops,
+ );
+ }
+ }
+
+ self.gradient.uniforms.gradient = (*gradient).clone();
+ }
- last_vertex += mesh.buffers.vertices.len();
- last_index += mesh.buffers.indices.len();
+ gl.draw_elements_base_vertex(
+ glow::TRIANGLES,
+ indices.len() as i32,
+ glow::UNSIGNED_INT,
+ (last_index * std::mem::size_of::<u32>()) as i32,
+ last_gradient_vertex as i32,
+ );
+
+ last_gradient_vertex += buffers.vertices.len();
+ },
}
+
+ last_index += indices.len();
}
unsafe {
@@ -170,47 +274,8 @@ impl Pipeline {
}
}
-/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position
-/// attribute location.
-pub(super) fn program(
- gl: &glow::Context,
- shader_version: &program::Version,
- fragment_shader: &'static str,
-) -> <glow::Context as HasContext>::Program {
- unsafe {
- let vertex_shader = program::Shader::vertex(
- gl,
- shader_version,
- include_str!("shader/common/triangle.vert"),
- );
-
- let fragment_shader =
- program::Shader::fragment(gl, shader_version, fragment_shader);
-
- program::create(
- gl,
- &[vertex_shader, fragment_shader],
- &[(0, "i_Position")],
- )
- }
-}
-
-pub fn set_transform(
- gl: &glow::Context,
- location: <glow::Context as HasContext>::UniformLocation,
- transform: Transformation,
-) {
- unsafe {
- gl.uniform_matrix_4_f32_slice(
- Some(&location),
- false,
- transform.as_ref(),
- );
- }
-}
-
#[derive(Debug)]
-struct Buffer<T> {
+pub struct Buffer<T> {
raw: <glow::Context as HasContext>::Buffer,
target: u32,
usage: u32,
@@ -254,3 +319,268 @@ impl<T> Buffer<T> {
}
}
}
+
+mod solid {
+ use crate::program;
+ use crate::triangle;
+ use glow::{Context, HasContext, NativeProgram};
+ use iced_graphics::triangle::ColoredVertex2D;
+ use iced_graphics::Transformation;
+
+ #[derive(Debug)]
+ pub struct Program {
+ pub program: <Context as HasContext>::Program,
+ pub vertex_array: <glow::Context as HasContext>::VertexArray,
+ pub vertices: triangle::Buffer<ColoredVertex2D>,
+ pub uniforms: Uniforms,
+ }
+
+ impl Program {
+ pub fn new(gl: &Context, shader_version: &program::Version) -> Self {
+ let program = unsafe {
+ let vertex_shader = program::Shader::vertex(
+ gl,
+ shader_version,
+ include_str!("shader/common/solid.vert"),
+ );
+
+ let fragment_shader = program::Shader::fragment(
+ gl,
+ shader_version,
+ include_str!("shader/common/solid.frag"),
+ );
+
+ program::create(
+ gl,
+ &[vertex_shader, fragment_shader],
+ &[(0, "i_Position"), (1, "i_Color")],
+ )
+ };
+
+ let vertex_array = unsafe {
+ gl.create_vertex_array().expect("Create vertex array")
+ };
+
+ let vertices = unsafe {
+ triangle::Buffer::new(
+ gl,
+ glow::ARRAY_BUFFER,
+ glow::DYNAMIC_DRAW,
+ 1000,
+ )
+ };
+
+ unsafe {
+ gl.bind_vertex_array(Some(vertex_array));
+
+ let stride = std::mem::size_of::<ColoredVertex2D>() as i32;
+
+ gl.enable_vertex_attrib_array(0);
+ gl.vertex_attrib_pointer_f32(
+ 0,
+ 2,
+ glow::FLOAT,
+ false,
+ stride,
+ 0,
+ );
+
+ gl.enable_vertex_attrib_array(1);
+ gl.vertex_attrib_pointer_f32(
+ 1,
+ 4,
+ glow::FLOAT,
+ false,
+ stride,
+ 4 * 2,
+ );
+
+ gl.bind_vertex_array(None);
+ };
+
+ Self {
+ program,
+ vertex_array,
+ vertices,
+ uniforms: Uniforms::new(gl, program),
+ }
+ }
+ }
+
+ #[derive(Debug)]
+ pub struct Uniforms {
+ pub transform: Transformation,
+ pub transform_location: <Context as HasContext>::UniformLocation,
+ }
+
+ impl Uniforms {
+ fn new(gl: &Context, program: NativeProgram) -> Self {
+ let transform = Transformation::identity();
+ let transform_location =
+ unsafe { gl.get_uniform_location(program, "u_Transform") }
+ .expect("Solid - Get u_Transform.");
+
+ unsafe {
+ gl.use_program(Some(program));
+
+ gl.uniform_matrix_4_f32_slice(
+ Some(&transform_location),
+ false,
+ transform.as_ref(),
+ );
+
+ gl.use_program(None);
+ }
+
+ Self {
+ transform,
+ transform_location,
+ }
+ }
+ }
+}
+
+mod gradient {
+ use crate::program;
+ use crate::triangle;
+ use glow::{Context, HasContext, NativeProgram};
+ use iced_graphics::gradient::{self, Gradient};
+ use iced_graphics::triangle::Vertex2D;
+ use iced_graphics::Transformation;
+
+ #[derive(Debug)]
+ pub struct Program {
+ pub program: <Context as HasContext>::Program,
+ pub vertex_array: <glow::Context as HasContext>::VertexArray,
+ pub vertices: triangle::Buffer<Vertex2D>,
+ pub uniforms: Uniforms,
+ }
+
+ impl Program {
+ pub fn new(gl: &Context, shader_version: &program::Version) -> Self {
+ let program = unsafe {
+ let vertex_shader = program::Shader::vertex(
+ gl,
+ shader_version,
+ include_str!("shader/common/gradient.vert"),
+ );
+
+ let fragment_shader = program::Shader::fragment(
+ gl,
+ shader_version,
+ include_str!("shader/common/gradient.frag"),
+ );
+
+ program::create(
+ gl,
+ &[vertex_shader, fragment_shader],
+ &[(0, "i_Position")],
+ )
+ };
+
+ let vertex_array = unsafe {
+ gl.create_vertex_array().expect("Create vertex array")
+ };
+
+ let vertices = unsafe {
+ triangle::Buffer::new(
+ gl,
+ glow::ARRAY_BUFFER,
+ glow::DYNAMIC_DRAW,
+ 1000,
+ )
+ };
+
+ unsafe {
+ gl.bind_vertex_array(Some(vertex_array));
+
+ let stride = std::mem::size_of::<Vertex2D>() as i32;
+
+ gl.enable_vertex_attrib_array(0);
+ gl.vertex_attrib_pointer_f32(
+ 0,
+ 2,
+ glow::FLOAT,
+ false,
+ stride,
+ 0,
+ );
+
+ gl.bind_vertex_array(None);
+ };
+
+ Self {
+ program,
+ vertex_array,
+ vertices,
+ uniforms: Uniforms::new(gl, program),
+ }
+ }
+ }
+
+ #[derive(Debug)]
+ pub struct Uniforms {
+ pub gradient: Gradient,
+ pub transform: Transformation,
+ pub locations: Locations,
+ }
+
+ #[derive(Debug)]
+ pub struct Locations {
+ pub gradient_direction: <Context as HasContext>::UniformLocation,
+ pub color_stops_size: <Context as HasContext>::UniformLocation,
+ //currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
+ pub color_stops: <Context as HasContext>::UniformLocation,
+ pub transform: <Context as HasContext>::UniformLocation,
+ }
+
+ impl Uniforms {
+ fn new(gl: &Context, program: NativeProgram) -> Self {
+ let gradient_direction = unsafe {
+ gl.get_uniform_location(program, "gradient_direction")
+ }
+ .expect("Gradient - Get gradient_direction.");
+
+ let color_stops_size =
+ unsafe { gl.get_uniform_location(program, "color_stops_size") }
+ .expect("Gradient - Get color_stops_size.");
+
+ let color_stops = unsafe {
+ gl.get_uniform_location(program, "color_stops")
+ .expect("Gradient - Get color_stops.")
+ };
+
+ let transform = Transformation::identity();
+ let transform_location =
+ unsafe { gl.get_uniform_location(program, "u_Transform") }
+ .expect("Solid - Get u_Transform.");
+
+ unsafe {
+ gl.use_program(Some(program));
+
+ gl.uniform_matrix_4_f32_slice(
+ Some(&transform_location),
+ false,
+ transform.as_ref(),
+ );
+
+ gl.use_program(None);
+ }
+
+ Self {
+ gradient: Gradient::Linear(gradient::Linear {
+ start: Default::default(),
+ end: Default::default(),
+ color_stops: vec![],
+ }),
+ transform: Transformation::identity(),
+ locations: Locations {
+ gradient_direction,
+ color_stops_size,
+ color_stops,
+ transform: transform_location,
+ },
+ }
+ }
+ }
+}
diff --git a/glow/src/triangle/gradient.rs b/glow/src/triangle/gradient.rs
deleted file mode 100644
index d5f26877..00000000
--- a/glow/src/triangle/gradient.rs
+++ /dev/null
@@ -1,162 +0,0 @@
-use crate::program::Version;
-use crate::triangle;
-use glow::{Context, HasContext, NativeProgram};
-use iced_graphics::gradient::Gradient;
-use iced_graphics::gradient::Linear;
-use iced_graphics::Transformation;
-
-#[derive(Debug)]
-pub struct Program {
- pub program: <Context as HasContext>::Program,
- pub uniform_data: UniformData,
-}
-
-#[derive(Debug)]
-pub struct UniformData {
- gradient: Gradient,
- transform: Transformation,
- uniform_locations: UniformLocations,
-}
-
-#[derive(Debug)]
-struct UniformLocations {
- gradient_direction_location: <Context as HasContext>::UniformLocation,
- color_stops_size_location: <Context as HasContext>::UniformLocation,
- //currently the maximum number of stops is 16 due to lack of SSBO in GL2.1
- color_stops_location: <Context as HasContext>::UniformLocation,
- transform_location: <Context as HasContext>::UniformLocation,
-}
-
-impl Program {
- pub fn new(gl: &Context, shader_version: &Version) -> Self {
- let program = triangle::program(
- gl,
- shader_version,
- include_str!("../shader/common/gradient.frag"),
- );
-
- Self {
- program,
- uniform_data: UniformData::new(gl, program),
- }
- }
-
- pub fn write_uniforms(
- &mut self,
- gl: &Context,
- gradient: &Gradient,
- transform: &Transformation,
- ) {
- if transform != &self.uniform_data.transform {
- triangle::set_transform(
- gl,
- self.uniform_data.uniform_locations.transform_location,
- *transform,
- );
- }
-
- if &self.uniform_data.gradient != gradient {
- match gradient {
- Gradient::Linear(linear) => unsafe {
- gl.uniform_4_f32(
- Some(
- &self
- .uniform_data
- .uniform_locations
- .gradient_direction_location,
- ),
- linear.start.x,
- linear.start.y,
- linear.end.x,
- linear.end.y,
- );
-
- gl.uniform_1_i32(
- Some(
- &self
- .uniform_data
- .uniform_locations
- .color_stops_size_location,
- ),
- (linear.color_stops.len() * 2) as i32,
- );
-
- let mut stops = [0.0; 128];
-
- for (index, stop) in
- linear.color_stops.iter().enumerate().take(16)
- {
- let [r, g, b, a] = stop.color.into_linear();
-
- stops[index * 8] = r;
- stops[(index * 8) + 1] = g;
- stops[(index * 8) + 2] = b;
- stops[(index * 8) + 3] = a;
- stops[(index * 8) + 4] = stop.offset;
- stops[(index * 8) + 5] = 0.;
- stops[(index * 8) + 6] = 0.;
- stops[(index * 8) + 7] = 0.;
- }
-
- gl.uniform_4_f32_slice(
- Some(
- &self
- .uniform_data
- .uniform_locations
- .color_stops_location,
- ),
- &stops,
- );
- },
- }
-
- self.uniform_data.gradient = gradient.clone();
- }
- }
-
- pub fn use_program(
- &mut self,
- gl: &Context,
- gradient: &Gradient,
- transform: &Transformation,
- ) {
- unsafe { gl.use_program(Some(self.program)) }
- self.write_uniforms(gl, gradient, transform);
- }
-}
-
-impl UniformData {
- fn new(gl: &Context, program: NativeProgram) -> Self {
- let gradient_direction_location =
- unsafe { gl.get_uniform_location(program, "gradient_direction") }
- .expect("Gradient - Get gradient_direction.");
-
- let color_stops_size_location =
- unsafe { gl.get_uniform_location(program, "color_stops_size") }
- .expect("Gradient - Get color_stops_size.");
-
- let color_stops_location = unsafe {
- gl.get_uniform_location(program, "color_stops")
- .expect("Gradient - Get color_stops.")
- };
-
- let transform_location =
- unsafe { gl.get_uniform_location(program, "u_Transform") }
- .expect("Gradient - Get u_Transform.");
-
- Self {
- gradient: Gradient::Linear(Linear {
- start: Default::default(),
- end: Default::default(),
- color_stops: vec![],
- }),
- transform: Transformation::identity(),
- uniform_locations: UniformLocations {
- gradient_direction_location,
- color_stops_size_location,
- color_stops_location,
- transform_location,
- },
- }
- }
-}
diff --git a/glow/src/triangle/solid.rs b/glow/src/triangle/solid.rs
deleted file mode 100644
index fb3d40c3..00000000
--- a/glow/src/triangle/solid.rs
+++ /dev/null
@@ -1,91 +0,0 @@
-use crate::program::Version;
-use crate::{triangle, Color};
-use glow::{Context, HasContext, NativeProgram};
-use iced_graphics::Transformation;
-
-#[derive(Debug)]
-pub struct Program {
- program: <Context as HasContext>::Program,
- uniform_data: UniformData,
-}
-
-#[derive(Debug)]
-struct UniformData {
- pub color: Color,
- pub color_location: <Context as HasContext>::UniformLocation,
- pub transform: Transformation,
- pub transform_location: <Context as HasContext>::UniformLocation,
-}
-
-impl UniformData {
- fn new(gl: &Context, program: NativeProgram) -> Self {
- Self {
- color: Color::TRANSPARENT,
- color_location: unsafe {
- gl.get_uniform_location(program, "color")
- }
- .expect("Solid - Get color."),
- transform: Transformation::identity(),
- transform_location: unsafe {
- gl.get_uniform_location(program, "u_Transform")
- }
- .expect("Solid - Get u_Transform."),
- }
- }
-}
-
-impl Program {
- pub fn new(gl: &Context, shader_version: &Version) -> Self {
- let program = triangle::program(
- gl,
- shader_version,
- include_str!("../shader/common/triangle.frag"),
- );
-
- Self {
- program,
- uniform_data: UniformData::new(gl, program),
- }
- }
-
- pub fn write_uniforms(
- &mut self,
- gl: &Context,
- color: &Color,
- transform: &Transformation,
- ) {
- if transform != &self.uniform_data.transform {
- triangle::set_transform(
- gl,
- self.uniform_data.transform_location,
- *transform,
- )
- }
-
- if color != &self.uniform_data.color {
- let [r, g, b, a] = color.into_linear();
-
- unsafe {
- gl.uniform_4_f32(
- Some(&self.uniform_data.color_location),
- r,
- g,
- b,
- a,
- );
- }
-
- self.uniform_data.color = *color;
- }
- }
-
- pub fn use_program(
- &mut self,
- gl: &Context,
- color: &Color,
- transform: &Transformation,
- ) {
- unsafe { gl.use_program(Some(self.program)) }
- self.write_uniforms(gl, color, transform)
- }
-}
diff --git a/graphics/src/layer.rs b/graphics/src/layer.rs
index e95934b0..fd670f48 100644
--- a/graphics/src/layer.rs
+++ b/graphics/src/layer.rs
@@ -166,10 +166,27 @@ impl<'a> Layer<'a> {
border_color: border_color.into_linear(),
});
}
- Primitive::Mesh2D {
+ Primitive::SolidMesh { buffers, size } => {
+ let layer = &mut layers[current_layer];
+
+ let bounds = Rectangle::new(
+ Point::new(translation.x, translation.y),
+ *size,
+ );
+
+ // Only draw visible content
+ if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
+ layer.meshes.push(Mesh::Solid {
+ origin: Point::new(translation.x, translation.y),
+ buffers,
+ clip_bounds,
+ });
+ }
+ }
+ Primitive::GradientMesh {
buffers,
size,
- style,
+ gradient,
} => {
let layer = &mut layers[current_layer];
@@ -180,11 +197,11 @@ impl<'a> Layer<'a> {
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
- layer.meshes.push(Mesh {
+ layer.meshes.push(Mesh::Gradient {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
- style,
+ gradient,
});
}
}
diff --git a/graphics/src/layer/mesh.rs b/graphics/src/layer/mesh.rs
index 979081f1..7661c5c9 100644
--- a/graphics/src/layer/mesh.rs
+++ b/graphics/src/layer/mesh.rs
@@ -1,31 +1,93 @@
//! A collection of triangle primitives.
use crate::triangle;
-use crate::{Point, Rectangle};
+use crate::{Gradient, Point, Rectangle};
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
-pub struct Mesh<'a> {
- /// The origin of the vertices of the [`Mesh`].
- pub origin: Point,
+pub enum Mesh<'a> {
+ /// A mesh of triangles with a solid color.
+ Solid {
+ /// The origin of the vertices of the [`Mesh`].
+ origin: Point,
- /// The vertex and index buffers of the [`Mesh`].
- pub buffers: &'a triangle::Mesh2D,
+ /// The vertex and index buffers of the [`Mesh`].
+ buffers: &'a triangle::Mesh2D<triangle::ColoredVertex2D>,
- /// The clipping bounds of the [`Mesh`].
- pub clip_bounds: Rectangle<f32>,
+ /// The clipping bounds of the [`Mesh`].
+ clip_bounds: Rectangle<f32>,
+ },
+ /// A mesh of triangles with a gradient color.
+ Gradient {
+ /// The origin of the vertices of the [`Mesh`].
+ origin: Point,
- /// The shader of the [`Mesh`].
- pub style: &'a triangle::Style,
+ /// The vertex and index buffers of the [`Mesh`].
+ buffers: &'a triangle::Mesh2D<triangle::Vertex2D>,
+
+ /// The clipping bounds of the [`Mesh`].
+ clip_bounds: Rectangle<f32>,
+
+ /// The gradient to apply to the [`Mesh`].
+ gradient: &'a Gradient,
+ },
+}
+
+impl Mesh<'_> {
+ /// Returns the origin of the [`Mesh`].
+ pub fn origin(&self) -> Point {
+ match self {
+ Self::Solid { origin, .. } | Self::Gradient { origin, .. } => {
+ *origin
+ }
+ }
+ }
+
+ /// Returns the indices of the [`Mesh`].
+ pub fn indices(&self) -> &[u32] {
+ match self {
+ Self::Solid { buffers, .. } => &buffers.indices,
+ Self::Gradient { buffers, .. } => &buffers.indices,
+ }
+ }
+
+ /// Returns the clip bounds of the [`Mesh`].
+ pub fn clip_bounds(&self) -> Rectangle<f32> {
+ match self {
+ Self::Solid { clip_bounds, .. }
+ | Self::Gradient { clip_bounds, .. } => *clip_bounds,
+ }
+ }
+}
+
+/// The result of counting the attributes of a set of meshes.
+#[derive(Debug, Clone, Copy, Default)]
+pub struct AttributeCount {
+ /// The total amount of solid vertices.
+ pub solid_vertices: usize,
+
+ /// The total amount of gradient vertices.
+ pub gradient_vertices: usize,
+
+ /// The total amount of indices.
+ pub indices: usize,
}
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
-pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) {
+pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> AttributeCount {
meshes
.iter()
- .map(|Mesh { buffers, .. }| {
- (buffers.vertices.len(), buffers.indices.len())
- })
- .fold((0, 0), |(total_v, total_i), (v, i)| {
- (total_v + v, total_i + i)
+ .fold(AttributeCount::default(), |mut count, mesh| {
+ match mesh {
+ Mesh::Solid { buffers, .. } => {
+ count.solid_vertices += buffers.vertices.len();
+ count.indices += buffers.indices.len();
+ }
+ Mesh::Gradient { buffers, .. } => {
+ count.gradient_vertices += buffers.vertices.len();
+ count.indices += buffers.indices.len();
+ }
+ }
+
+ count
})
}
diff --git a/graphics/src/primitive.rs b/graphics/src/primitive.rs
index b481ac0b..9759d97a 100644
--- a/graphics/src/primitive.rs
+++ b/graphics/src/primitive.rs
@@ -3,6 +3,7 @@ use iced_native::svg;
use iced_native::{Background, Color, Font, Rectangle, Size, Vector};
use crate::alignment;
+use crate::gradient::Gradient;
use crate::triangle;
use std::sync::Arc;
@@ -77,20 +78,32 @@ pub enum Primitive {
/// The primitive to translate
content: Box<Primitive>,
},
- /// A low-level primitive to render a mesh of triangles.
+ /// A low-level primitive to render a mesh of triangles with a solid color.
///
/// It can be used to render many kinds of geometry freely.
- Mesh2D {
- /// The vertex and index buffers of the mesh
- buffers: triangle::Mesh2D,
+ SolidMesh {
+ /// The vertices and indices of the mesh.
+ buffers: triangle::Mesh2D<triangle::ColoredVertex2D>,
+
+ /// The size of the drawable region of the mesh.
+ ///
+ /// Any geometry that falls out of this region will be clipped.
+ size: Size,
+ },
+ /// A low-level primitive to render a mesh of triangles with a gradient.
+ ///
+ /// It can be used to render many kinds of geometry freely.
+ GradientMesh {
+ /// The vertices and indices of the mesh.
+ buffers: triangle::Mesh2D<triangle::Vertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
- /// The shader of the mesh
- style: triangle::Style,
+ /// The [`Gradient`] to apply to the mesh.
+ gradient: Gradient,
},
/// A cached primitive.
///
diff --git a/graphics/src/triangle.rs b/graphics/src/triangle.rs
index 8b41bfc4..f52b2339 100644
--- a/graphics/src/triangle.rs
+++ b/graphics/src/triangle.rs
@@ -1,15 +1,12 @@
//! Draw geometry using meshes of triangles.
-use crate::Color;
-#[cfg(not(target_arch = "wasm32"))]
-use crate::Gradient;
-
use bytemuck::{Pod, Zeroable};
/// A set of [`Vertex2D`] and indices representing a list of triangles.
#[derive(Clone, Debug)]
-pub struct Mesh2D {
+pub struct Mesh2D<T> {
/// The vertices of the mesh
- pub vertices: Vec<Vertex2D>,
+ pub vertices: Vec<T>,
+
/// 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.
@@ -24,25 +21,13 @@ pub struct Vertex2D {
pub position: [f32; 2],
}
-#[derive(Debug, Clone, PartialEq)]
-/// Supported shaders for triangle primitives.
-pub enum Style {
- /// Fill a primitive with a solid color.
- Solid(Color),
- #[cfg(not(target_arch = "wasm32"))]
- /// Fill a primitive with an interpolated color.
- Gradient(Gradient),
-}
-
-impl From<Color> for Style {
- fn from(color: Color) -> Self {
- Self::Solid(color)
- }
-}
+/// A two-dimensional vertex with a color.
+#[derive(Copy, Clone, Debug, Zeroable, Pod)]
+#[repr(C)]
+pub struct ColoredVertex2D {
+ /// The vertex position in 2D space.
+ pub position: [f32; 2],
-#[cfg(not(target_arch = "wasm32"))]
-impl From<Gradient> for Style {
- fn from(gradient: Gradient) -> Self {
- Self::Gradient(gradient)
- }
+ /// The color of the vertex in __linear__ RGBA.
+ pub color: [f32; 4],
}
diff --git a/graphics/src/widget/canvas.rs b/graphics/src/widget/canvas.rs
index a14940d9..b070d0a6 100644
--- a/graphics/src/widget/canvas.rs
+++ b/graphics/src/widget/canvas.rs
@@ -13,6 +13,7 @@ mod cursor;
mod frame;
mod geometry;
mod program;
+mod style;
mod text;
pub use crate::gradient::{self, Gradient};
@@ -25,6 +26,7 @@ pub use geometry::Geometry;
pub use path::Path;
pub use program::Program;
pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
+pub use style::Style;
pub use text::Text;
use crate::{Backend, Primitive, Renderer};
diff --git a/graphics/src/widget/canvas/fill.rs b/graphics/src/widget/canvas/fill.rs
index e2fc1cfe..e954ebb5 100644
--- a/graphics/src/widget/canvas/fill.rs
+++ b/graphics/src/widget/canvas/fill.rs
@@ -1,7 +1,7 @@
//! Fill [crate::widget::canvas::Geometry] with a certain style.
use crate::{Color, Gradient};
-pub use crate::triangle::Style;
+pub use crate::widget::canvas::Style;
/// The style used to fill geometry.
#[derive(Debug, Clone)]
diff --git a/graphics/src/widget/canvas/frame.rs b/graphics/src/widget/canvas/frame.rs
index a7b88502..d68548ae 100644
--- a/graphics/src/widget/canvas/frame.rs
+++ b/graphics/src/widget/canvas/frame.rs
@@ -1,7 +1,6 @@
use crate::gradient::Gradient;
use crate::triangle;
-use crate::triangle::Vertex2D;
-use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text};
+use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Style, Text};
use crate::Primitive;
use iced_native::{Point, Rectangle, Size, Vector};
@@ -23,8 +22,16 @@ pub struct Frame {
stroke_tessellator: tessellation::StrokeTessellator,
}
+enum Buffer {
+ Solid(tessellation::VertexBuffers<triangle::ColoredVertex2D, u32>),
+ Gradient(
+ tessellation::VertexBuffers<triangle::Vertex2D, u32>,
+ Gradient,
+ ),
+}
+
struct BufferStack {
- stack: Vec<(tessellation::VertexBuffers<Vertex2D, u32>, triangle::Style)>,
+ stack: Vec<Buffer>,
}
impl BufferStack {
@@ -32,22 +39,64 @@ impl BufferStack {
Self { stack: Vec::new() }
}
- fn get(
- &mut self,
- mesh_style: triangle::Style,
- ) -> tessellation::BuffersBuilder<'_, Vertex2D, u32, Vertex2DBuilder> {
- match self.stack.last_mut() {
- Some((_, current_style)) if current_style == &mesh_style => {}
- _ => {
- self.stack
- .push((tessellation::VertexBuffers::new(), mesh_style));
+ fn get_mut(&mut self, style: &Style) -> &mut Buffer {
+ match style {
+ Style::Solid(_) => match self.stack.last() {
+ Some(Buffer::Solid(_)) => {}
+ _ => {
+ self.stack.push(Buffer::Solid(
+ tessellation::VertexBuffers::new(),
+ ));
+ }
+ },
+ Style::Gradient(gradient) => match self.stack.last() {
+ Some(Buffer::Gradient(_, last)) if gradient == last => {}
+ _ => {
+ self.stack.push(Buffer::Gradient(
+ tessellation::VertexBuffers::new(),
+ gradient.clone(),
+ ));
+ }
+ },
+ }
+
+ self.stack.last_mut().unwrap()
+ }
+
+ fn get_fill<'a>(
+ &'a mut self,
+ style: &Style,
+ ) -> Box<dyn tessellation::FillGeometryBuilder + 'a> {
+ match (style, self.get_mut(style)) {
+ (Style::Solid(color), Buffer::Solid(buffer)) => {
+ Box::new(tessellation::BuffersBuilder::new(
+ buffer,
+ TriangleVertex2DBuilder(color.into_linear()),
+ ))
}
- };
+ (Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
+ tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
+ ),
+ _ => unreachable!(),
+ }
+ }
- tessellation::BuffersBuilder::new(
- &mut self.stack.last_mut().unwrap().0,
- Vertex2DBuilder,
- )
+ fn get_stroke<'a>(
+ &'a mut self,
+ style: &Style,
+ ) -> Box<dyn tessellation::StrokeGeometryBuilder + 'a> {
+ match (style, self.get_mut(style)) {
+ (Style::Solid(color), Buffer::Solid(buffer)) => {
+ Box::new(tessellation::BuffersBuilder::new(
+ buffer,
+ TriangleVertex2DBuilder(color.into_linear()),
+ ))
+ }
+ (Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
+ tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
+ ),
+ _ => unreachable!(),
+ }
}
}
@@ -73,12 +122,11 @@ impl Transform {
point.y = transformed.y;
}
- fn transform_style(&self, style: triangle::Style) -> triangle::Style {
+ fn transform_style(&self, style: Style) -> Style {
match style {
- triangle::Style::Solid(color) => triangle::Style::Solid(color),
- #[cfg(not(target_arch = "wasm32"))]
- triangle::Style::Gradient(gradient) => {
- triangle::Style::Gradient(self.transform_gradient(gradient))
+ Style::Solid(color) => Style::Solid(color),
+ Style::Gradient(gradient) => {
+ Style::Gradient(self.transform_gradient(gradient))
}
}
}
@@ -146,7 +194,7 @@ impl Frame {
let mut buffer = self
.buffers
- .get(self.transforms.current.transform_style(style));
+ .get_fill(&self.transforms.current.transform_style(style));
let options =
tessellation::FillOptions::default().with_fill_rule(rule.into());
@@ -155,7 +203,7 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
- &mut buffer,
+ buffer.as_mut(),
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@@ -163,7 +211,7 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
- &mut buffer,
+ buffer.as_mut(),
)
}
.expect("Tessellate path.");
@@ -181,7 +229,7 @@ impl Frame {
let mut buffer = self
.buffers
- .get(self.transforms.current.transform_style(style));
+ .get_fill(&self.transforms.current.transform_style(style));
let top_left =
self.transforms.current.raw.transform_point(
@@ -200,7 +248,7 @@ impl Frame {
.tessellate_rectangle(
&lyon::math::Box2D::new(top_left, top_left + size),
&options,
- &mut buffer,
+ buffer.as_mut(),
)
.expect("Fill rectangle");
}
@@ -212,7 +260,7 @@ impl Frame {
let mut buffer = self
.buffers
- .get(self.transforms.current.transform_style(stroke.style));
+ .get_stroke(&self.transforms.current.transform_style(stroke.style));
let mut options = tessellation::StrokeOptions::default();
options.line_width = stroke.width;
@@ -230,7 +278,7 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
- &mut buffer,
+ buffer.as_mut(),
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@@ -238,7 +286,7 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
- &mut buffer,
+ buffer.as_mut(),
)
}
.expect("Stroke path");
@@ -383,16 +431,31 @@ impl Frame {
}
fn into_primitives(mut self) -> Vec<Primitive> {
- for (buffer, style) in self.buffers.stack {
- if !buffer.indices.is_empty() {
- self.primitives.push(Primitive::Mesh2D {
- buffers: triangle::Mesh2D {
- vertices: buffer.vertices,
- indices: buffer.indices,
- },
- size: self.size,
- style,
- })
+ for buffer in self.buffers.stack {
+ match buffer {
+ Buffer::Solid(buffer) => {
+ if !buffer.indices.is_empty() {
+ self.primitives.push(Primitive::SolidMesh {
+ buffers: triangle::Mesh2D {
+ vertices: buffer.vertices,
+ indices: buffer.indices,
+ },
+ size: self.size,
+ })
+ }
+ }
+ Buffer::Gradient(buffer, gradient) => {
+ if !buffer.indices.is_empty() {
+ self.primitives.push(Primitive::GradientMesh {
+ buffers: triangle::Mesh2D {
+ vertices: buffer.vertices,
+ indices: buffer.indices,
+ },
+ size: self.size,
+ gradient,
+ })
+ }
+ }
}
}
@@ -402,25 +465,66 @@ impl Frame {
struct Vertex2DBuilder;
-impl tessellation::FillVertexConstructor<Vertex2D> for Vertex2DBuilder {
- fn new_vertex(&mut self, vertex: tessellation::FillVertex<'_>) -> Vertex2D {
+impl tessellation::FillVertexConstructor<triangle::Vertex2D>
+ for Vertex2DBuilder
+{
+ fn new_vertex(
+ &mut self,
+ vertex: tessellation::FillVertex<'_>,
+ ) -> triangle::Vertex2D {
+ let position = vertex.position();
+
+ triangle::Vertex2D {
+ position: [position.x, position.y],
+ }
+ }
+}
+
+impl tessellation::StrokeVertexConstructor<triangle::Vertex2D>
+ for Vertex2DBuilder
+{
+ fn new_vertex(
+ &mut self,
+ vertex: tessellation::StrokeVertex<'_, '_>,
+ ) -> triangle::Vertex2D {
+ let position = vertex.position();
+
+ triangle::Vertex2D {
+ position: [position.x, position.y],
+ }
+ }
+}
+
+struct TriangleVertex2DBuilder([f32; 4]);
+
+impl tessellation::FillVertexConstructor<triangle::ColoredVertex2D>
+ for TriangleVertex2DBuilder
+{
+ fn new_vertex(
+ &mut self,
+ vertex: tessellation::FillVertex<'_>,
+ ) -> triangle::ColoredVertex2D {
let position = vertex.position();
- Vertex2D {
+ triangle::ColoredVertex2D {
position: [position.x, position.y],
+ color: self.0,
}
}
}
-impl tessellation::StrokeVertexConstructor<Vertex2D> for Vertex2DBuilder {
+impl tessellation::StrokeVertexConstructor<triangle::ColoredVertex2D>
+ for TriangleVertex2DBuilder
+{
fn new_vertex(
&mut self,
vertex: tessellation::StrokeVertex<'_, '_>,
- ) -> Vertex2D {
+ ) -> triangle::ColoredVertex2D {
let position = vertex.position();
- Vertex2D {
+ triangle::ColoredVertex2D {
position: [position.x, position.y],
+ color: self.0,
}
}
}
diff --git a/graphics/src/widget/canvas/stroke.rs b/graphics/src/widget/canvas/stroke.rs
index a882531a..4c19251d 100644
--- a/graphics/src/widget/canvas/stroke.rs
+++ b/graphics/src/widget/canvas/stroke.rs
@@ -1,5 +1,5 @@
//! Create lines from a [crate::widget::canvas::Path] and assigns them various attributes/styles.
-pub use crate::triangle::Style;
+pub use crate::widget::canvas::Style;
use iced_native::Color;
diff --git a/graphics/src/widget/canvas/style.rs b/graphics/src/widget/canvas/style.rs
new file mode 100644
index 00000000..794109bd
--- /dev/null
+++ b/graphics/src/widget/canvas/style.rs
@@ -0,0 +1,11 @@
+use crate::{Color, Gradient};
+
+/// The coloring style of some drawing.
+#[derive(Debug, Clone, PartialEq)]
+pub enum Style {
+ /// A solid [`Color`].
+ Solid(Color),
+
+ /// A [`Gradient`] color.
+ Gradient(Gradient),
+}
diff --git a/wgpu/src/buffer/dynamic.rs b/wgpu/src/buffer/dynamic.rs
index 2a675d81..18be03dd 100644
--- a/wgpu/src/buffer/dynamic.rs
+++ b/wgpu/src/buffer/dynamic.rs
@@ -1,10 +1,13 @@
//! Utilities for uniform buffer operations.
use encase::private::WriteInto;
use encase::ShaderType;
+
+use std::fmt;
use std::marker::PhantomData;
/// A dynamic buffer is any type of buffer which does not have a static offset.
-pub(crate) struct Buffer<T: ShaderType> {
+#[derive(Debug)]
+pub struct Buffer<T: ShaderType> {
offsets: Vec<wgpu::DynamicOffset>,
cpu: Internal,
gpu: wgpu::Buffer,
@@ -204,3 +207,13 @@ impl Internal {
}
}
}
+
+impl fmt::Debug for Internal {
+ fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
+ match self {
+ Self::Uniform(_) => write!(f, "Internal::Uniform(_)"),
+ #[cfg(not(target_arch = "wasm32"))]
+ Self::Storage(_) => write!(f, "Internal::Storage(_)"),
+ }
+ }
+}
diff --git a/wgpu/src/buffer/static.rs b/wgpu/src/buffer/static.rs
index cf06790c..ef87422f 100644
--- a/wgpu/src/buffer/static.rs
+++ b/wgpu/src/buffer/static.rs
@@ -8,7 +8,7 @@ const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) & no dynamic offsets.
#[derive(Debug)]
-pub(crate) struct Buffer<T> {
+pub struct Buffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
offsets: Vec<wgpu::BufferAddress>,
label: &'static str,
diff --git a/wgpu/src/lib.rs b/wgpu/src/lib.rs
index f4436e9d..74152945 100644
--- a/wgpu/src/lib.rs
+++ b/wgpu/src/lib.rs
@@ -39,13 +39,13 @@
#![cfg_attr(docsrs, feature(doc_cfg))]
pub mod settings;
-pub mod triangle;
pub mod window;
mod backend;
mod buffer;
mod quad;
mod text;
+mod triangle;
pub use iced_graphics::{Antialiasing, Color, Error, Primitive, Viewport};
pub use iced_native::Theme;
diff --git a/wgpu/src/shader/solid.wgsl b/wgpu/src/shader/solid.wgsl
index 68a8fea3..b24402f8 100644
--- a/wgpu/src/shader/solid.wgsl
+++ b/wgpu/src/shader/solid.wgsl
@@ -1,17 +1,30 @@
-struct Uniforms {
+struct Globals {
transform: mat4x4<f32>,
- color: vec4<f32>
}
-@group(0) @binding(0)
-var<uniform> uniforms: Uniforms;
+@group(0) @binding(0) var<uniform> globals: Globals;
+
+struct VertexInput {
+ @location(0) position: vec2<f32>,
+ @location(1) color: vec4<f32>,
+}
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
+}
@vertex
-fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
- return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
+fn vs_main(input: VertexInput) -> VertexOutput {
+ var out: VertexOutput;
+
+ out.color = input.color;
+ out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
+
+ return out;
}
@fragment
-fn fs_main() -> @location(0) vec4<f32> {
- return uniforms.color;
+fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
+ return input.color;
}
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
deleted file mode 100644
index b24402f8..00000000
--- a/wgpu/src/shader/triangle.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-struct Globals {
- transform: mat4x4<f32>,
-}
-
-@group(0) @binding(0) var<uniform> globals: Globals;
-
-struct VertexInput {
- @location(0) position: vec2<f32>,
- @location(1) color: vec4<f32>,
-}
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) color: vec4<f32>,
-}
-
-@vertex
-fn vs_main(input: VertexInput) -> VertexOutput {
- var out: VertexOutput;
-
- out.color = input.color;
- out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
-
- return out;
-}
-
-@fragment
-fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
- return input.color;
-}
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index c51b5339..b33b488a 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -1,71 +1,27 @@
//! Draw meshes of triangles.
-#[cfg(not(target_arch = "wasm32"))]
-mod gradient;
mod msaa;
-mod solid;
use crate::buffer::r#static::Buffer;
use crate::settings;
use crate::Transformation;
use iced_graphics::layer::mesh::{self, Mesh};
-use iced_graphics::triangle::{self, Vertex2D};
+use iced_graphics::triangle::ColoredVertex2D;
use iced_graphics::Size;
-use core::fmt;
-use std::fmt::Formatter;
-
-/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
#[derive(Debug)]
-pub(crate) struct Pipeline {
+pub struct Pipeline {
blit: Option<msaa::Blit>,
- vertex_buffer: Buffer<Vertex2D>,
index_buffer: Buffer<u32>,
index_strides: Vec<u32>,
- pipelines: PipelineList,
-}
-
-/// Supported triangle pipelines for different fills.
-pub(crate) struct PipelineList {
solid: solid::Pipeline,
+
/// Gradients are currently not supported on WASM targets due to their need of storage buffers.
#[cfg(not(target_arch = "wasm32"))]
gradient: gradient::Pipeline,
}
-impl fmt::Debug for PipelineList {
- fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
- f.debug_struct("TrianglePipelines").finish()
- }
-}
-
-impl PipelineList {
- /// Resets each pipeline's buffers.
- fn clear(&mut self) {
- self.solid.buffer.clear();
- #[cfg(not(target_arch = "wasm32"))]
- {
- 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);
- #[cfg(not(target_arch = "wasm32"))]
- self.gradient.write(device, staging_belt, encoder);
- }
-}
-
impl Pipeline {
- /// Creates supported pipelines, listed in [TrianglePipelines].
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
@@ -73,26 +29,19 @@ impl Pipeline {
) -> Pipeline {
Pipeline {
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
- vertex_buffer: Buffer::new(
- device,
- "iced_wgpu::triangle vertex buffer",
- wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
- ),
index_buffer: Buffer::new(
device,
"iced_wgpu::triangle vertex buffer",
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
- pipelines: PipelineList {
- solid: solid::Pipeline::new(device, format, antialiasing),
- #[cfg(not(target_arch = "wasm32"))]
- gradient: gradient::Pipeline::new(device, format, antialiasing),
- },
+ solid: solid::Pipeline::new(device, format, antialiasing),
+
+ #[cfg(not(target_arch = "wasm32"))]
+ gradient: gradient::Pipeline::new(device, format, antialiasing),
}
}
- /// Draws the contents of the current layer's meshes to the [target].
pub fn draw(
&mut self,
device: &wgpu::Device,
@@ -104,68 +53,185 @@ impl Pipeline {
scale_factor: f32,
meshes: &[Mesh<'_>],
) {
- //count the total amount of vertices & indices we need to handle
- let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
+ // Count the total amount of vertices & indices we need to handle
+ let count = mesh::attribute_count_of(meshes);
// Then we ensure the current attribute buffers are big enough, resizing if necessary.
+ // We are not currently using the return value of these functions as we have no system in
+ // place to calculate mesh diff, or to know whether or not that would be more performant for
+ // the majority of use cases. Therefore we will write GPU data every frame (for now).
+ let _ = self.index_buffer.resize(device, count.indices);
+ let _ = self.solid.vertices.resize(device, count.solid_vertices);
- //We are not currently using the return value of these functions as we have no system in
- //place to calculate mesh diff, or to know whether or not that would be more performant for
- //the majority of use cases. Therefore we will write GPU data every frame (for now).
- let _ = self.vertex_buffer.resize(device, total_vertices);
- let _ = self.index_buffer.resize(device, total_indices);
+ #[cfg(not(target_arch = "wasm32"))]
+ let _ = self
+ .gradient
+ .vertices
+ .resize(device, count.gradient_vertices);
- //prepare dynamic buffers & data store for writing
+ // Prepare dynamic buffers & data store for writing
self.index_strides.clear();
- self.pipelines.clear();
+ self.solid.vertices.clear();
+ self.solid.uniforms.clear();
+
+ #[cfg(not(target_arch = "wasm32"))]
+ {
+ self.gradient.uniforms.clear();
+ self.gradient.vertices.clear();
+ self.gradient.storage.clear();
+ }
- let mut vertex_offset = 0;
+ let mut solid_vertex_offset = 0;
let mut index_offset = 0;
+ #[cfg(not(target_arch = "wasm32"))]
+ let mut gradient_vertex_offset = 0;
+
for mesh in meshes {
- let transform = transformation
- * Transformation::translate(mesh.origin.x, mesh.origin.y);
+ let origin = mesh.origin();
+ let indices = mesh.indices();
- //write to both buffers
- let new_vertex_offset = self.vertex_buffer.write(
- device,
- staging_belt,
- encoder,
- vertex_offset,
- &mesh.buffers.vertices,
- );
+ let transform =
+ transformation * Transformation::translate(origin.x, origin.y);
let new_index_offset = self.index_buffer.write(
device,
staging_belt,
encoder,
index_offset,
- &mesh.buffers.indices,
+ indices,
);
- vertex_offset += new_vertex_offset;
index_offset += new_index_offset;
-
- self.index_strides.push(mesh.buffers.indices.len() as u32);
+ self.index_strides.push(indices.len() as u32);
//push uniform data to CPU buffers
- match mesh.style {
- triangle::Style::Solid(color) => {
- self.pipelines.solid.push(transform, color);
+ match mesh {
+ Mesh::Solid { buffers, .. } => {
+ self.solid.uniforms.push(&solid::Uniforms::new(transform));
+
+ let written_bytes = self.solid.vertices.write(
+ device,
+ staging_belt,
+ encoder,
+ solid_vertex_offset,
+ &buffers.vertices,
+ );
+
+ solid_vertex_offset += written_bytes;
}
#[cfg(not(target_arch = "wasm32"))]
- triangle::Style::Gradient(gradient) => {
- self.pipelines.gradient.push(transform, gradient);
+ Mesh::Gradient {
+ buffers, gradient, ..
+ } => {
+ let written_bytes = self.gradient.vertices.write(
+ device,
+ staging_belt,
+ encoder,
+ gradient_vertex_offset,
+ &buffers.vertices,
+ );
+
+ gradient_vertex_offset += written_bytes;
+
+ match gradient {
+ iced_graphics::Gradient::Linear(linear) => {
+ use glam::{IVec4, Vec4};
+
+ let start_offset = self.gradient.color_stop_offset;
+ let end_offset = (linear.color_stops.len() as i32)
+ + start_offset
+ - 1;
+
+ self.gradient.uniforms.push(&gradient::Uniforms {
+ transform: transform.into(),
+ direction: Vec4::new(
+ linear.start.x,
+ linear.start.y,
+ linear.end.x,
+ linear.end.y,
+ ),
+ stop_range: IVec4::new(
+ start_offset,
+ end_offset,
+ 0,
+ 0,
+ ),
+ });
+
+ self.gradient.color_stop_offset = end_offset + 1;
+
+ let stops: Vec<gradient::ColorStop> = linear
+ .color_stops
+ .iter()
+ .map(|stop| {
+ let [r, g, b, a] = stop.color.into_linear();
+
+ gradient::ColorStop {
+ offset: stop.offset,
+ color: Vec4::new(r, g, b, a),
+ }
+ })
+ .collect();
+
+ self.gradient
+ .color_stops_pending_write
+ .color_stops
+ .extend(stops);
+ }
+ }
}
+ #[cfg(target_arch = "wasm32")]
+ Mesh::Gradient { .. } => {}
+ }
+ }
+
+ // Write uniform data to GPU
+ if count.solid_vertices > 0 {
+ let uniforms_resized = self.solid.uniforms.resize(device);
+
+ if uniforms_resized {
+ self.solid.bind_group = solid::Pipeline::bind_group(
+ device,
+ self.solid.uniforms.raw(),
+ &self.solid.bind_group_layout,
+ )
}
+
+ self.solid.uniforms.write(device, staging_belt, encoder);
}
- //write uniform data to GPU
- self.pipelines.write(device, staging_belt, encoder);
+ #[cfg(not(target_arch = "wasm32"))]
+ if count.gradient_vertices > 0 {
+ // First write the pending color stops to the CPU buffer
+ self.gradient
+ .storage
+ .push(&self.gradient.color_stops_pending_write);
+
+ // Resize buffers if needed
+ let uniforms_resized = self.gradient.uniforms.resize(device);
+ let storage_resized = self.gradient.storage.resize(device);
+
+ if uniforms_resized || storage_resized {
+ self.gradient.bind_group = gradient::Pipeline::bind_group(
+ device,
+ self.gradient.uniforms.raw(),
+ self.gradient.storage.raw(),
+ &self.gradient.bind_group_layout,
+ );
+ }
+
+ // Write to GPU
+ self.gradient.uniforms.write(device, staging_belt, encoder);
+ self.gradient.storage.write(device, staging_belt, encoder);
- //configure the render pass now that the data is uploaded to the GPU
+ // Cleanup
+ self.gradient.color_stop_offset = 0;
+ self.gradient.color_stops_pending_write.color_stops.clear();
+ }
+
+ // Configure render pass
{
- //configure antialiasing pass
let (attachment, resolve_target, load) = if let Some(blit) =
&mut self.blit
{
@@ -200,7 +266,7 @@ impl Pipeline {
let mut last_is_solid = None;
for (index, mesh) in meshes.iter().enumerate() {
- let clip_bounds = (mesh.clip_bounds * scale_factor).snap();
+ let clip_bounds = (mesh.clip_bounds() * scale_factor).snap();
render_pass.set_scissor_rect(
clip_bounds.x,
@@ -209,47 +275,57 @@ impl Pipeline {
clip_bounds.height,
);
- match mesh.style {
- triangle::Style::Solid(_) => {
+ match mesh {
+ Mesh::Solid { .. } => {
if !last_is_solid.unwrap_or(false) {
- self.pipelines
- .solid
- .set_render_pass_pipeline(&mut render_pass);
+ render_pass.set_pipeline(&self.solid.pipeline);
last_is_solid = Some(true);
}
- self.pipelines.solid.configure_render_pass(
- &mut render_pass,
- num_solids,
+ render_pass.set_bind_group(
+ 0,
+ &self.solid.bind_group,
+ &[self.solid.uniforms.offset_at_index(num_solids)],
+ );
+
+ render_pass.set_vertex_buffer(
+ 0,
+ self.solid.vertices.slice_from_index(num_solids),
);
num_solids += 1;
}
#[cfg(not(target_arch = "wasm32"))]
- triangle::Style::Gradient(_) => {
+ Mesh::Gradient { .. } => {
if last_is_solid.unwrap_or(true) {
- self.pipelines
- .gradient
- .set_render_pass_pipeline(&mut render_pass);
+ render_pass.set_pipeline(&self.gradient.pipeline);
last_is_solid = Some(false);
}
- self.pipelines.gradient.configure_render_pass(
- &mut render_pass,
- num_gradients,
+ render_pass.set_bind_group(
+ 0,
+ &self.gradient.bind_group,
+ &[self
+ .gradient
+ .uniforms
+ .offset_at_index(num_gradients)],
+ );
+
+ render_pass.set_vertex_buffer(
+ 0,
+ self.gradient
+ .vertices
+ .slice_from_index(num_gradients),
);
num_gradients += 1;
}
+ #[cfg(target_arch = "wasm32")]
+ Mesh::Gradient { .. } => {}
};
- render_pass.set_vertex_buffer(
- 0,
- self.vertex_buffer.slice_from_index(index),
- );
-
render_pass.set_index_buffer(
self.index_buffer.slice_from_index(index),
wgpu::IndexFormat::Uint32,
@@ -263,7 +339,6 @@ impl Pipeline {
}
}
- self.vertex_buffer.clear();
self.index_buffer.clear();
if let Some(blit) = &mut self.blit {
@@ -272,19 +347,6 @@ impl Pipeline {
}
}
-//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 fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
@@ -312,3 +374,360 @@ fn multisample_state(
alpha_to_coverage_enabled: false,
}
}
+
+mod solid {
+ use crate::buffer::dynamic;
+ use crate::buffer::r#static::Buffer;
+ use crate::settings;
+ use crate::triangle;
+ use encase::ShaderType;
+ use iced_graphics::Transformation;
+
+ #[derive(Debug)]
+ pub struct Pipeline {
+ pub pipeline: wgpu::RenderPipeline,
+ pub vertices: Buffer<triangle::ColoredVertex2D>,
+ pub uniforms: dynamic::Buffer<Uniforms>,
+ pub bind_group_layout: wgpu::BindGroupLayout,
+ pub bind_group: wgpu::BindGroup,
+ }
+
+ #[derive(Debug, Clone, Copy, ShaderType)]
+ pub struct Uniforms {
+ transform: glam::Mat4,
+ }
+
+ impl Uniforms {
+ pub fn new(transform: Transformation) -> Self {
+ Self {
+ transform: transform.into(),
+ }
+ }
+ }
+
+ impl Pipeline {
+ /// Creates a new [SolidPipeline] using `solid.wgsl` shader.
+ pub fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Self {
+ let vertices = Buffer::new(
+ device,
+ "iced_wgpu::triangle::solid vertex buffer",
+ wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ );
+
+ let uniforms = dynamic::Buffer::uniform(
+ device,
+ "iced_wgpu::triangle::solid uniforms",
+ );
+
+ let bind_group_layout = device.create_bind_group_layout(
+ &wgpu::BindGroupLayoutDescriptor {
+ label: Some("iced_wgpu::triangle::solid bind group layout"),
+ entries: &[wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: true,
+ min_binding_size: Some(Uniforms::min_size()),
+ },
+ count: None,
+ }],
+ },
+ );
+
+ let bind_group =
+ Self::bind_group(device, uniforms.raw(), &bind_group_layout);
+
+ let layout = device.create_pipeline_layout(
+ &wgpu::PipelineLayoutDescriptor {
+ label: Some("iced_wgpu::triangle::solid pipeline layout"),
+ bind_group_layouts: &[&bind_group_layout],
+ push_constant_ranges: &[],
+ },
+ );
+
+ let shader =
+ device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some(
+ "iced_wgpu::triangle::solid create shader module",
+ ),
+ source: wgpu::ShaderSource::Wgsl(
+ std::borrow::Cow::Borrowed(include_str!(
+ "shader/solid.wgsl"
+ )),
+ ),
+ });
+
+ let pipeline = device.create_render_pipeline(
+ &wgpu::RenderPipelineDescriptor {
+ label: Some("iced_wgpu::triangle::solid pipeline"),
+ layout: Some(&layout),
+ vertex: wgpu::VertexState {
+ module: &shader,
+ entry_point: "vs_main",
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<
+ triangle::ColoredVertex2D,
+ >()
+ as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &wgpu::vertex_attr_array!(
+ // Position
+ 0 => Float32x2,
+ // Color
+ 1 => Float32x4,
+ ),
+ }],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_main",
+ targets: &[triangle::fragment_target(format)],
+ }),
+ primitive: triangle::primitive_state(),
+ depth_stencil: None,
+ multisample: triangle::multisample_state(antialiasing),
+ multiview: None,
+ },
+ );
+
+ Self {
+ pipeline,
+ vertices,
+ uniforms,
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ pub fn bind_group(
+ device: &wgpu::Device,
+ buffer: &wgpu::Buffer,
+ layout: &wgpu::BindGroupLayout,
+ ) -> wgpu::BindGroup {
+ device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("iced_wgpu::triangle::solid bind group"),
+ layout,
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::Buffer(
+ wgpu::BufferBinding {
+ buffer,
+ offset: 0,
+ size: Some(Uniforms::min_size()),
+ },
+ ),
+ }],
+ })
+ }
+ }
+}
+
+#[cfg(not(target_arch = "wasm32"))]
+mod gradient {
+ use crate::buffer::dynamic;
+ use crate::buffer::r#static::Buffer;
+ use crate::settings;
+ use crate::triangle;
+
+ use encase::ShaderType;
+ use glam::{IVec4, Vec4};
+ use iced_graphics::triangle::Vertex2D;
+
+ #[derive(Debug)]
+ pub struct Pipeline {
+ pub pipeline: wgpu::RenderPipeline,
+ pub vertices: Buffer<Vertex2D>,
+ pub uniforms: dynamic::Buffer<Uniforms>,
+ pub storage: dynamic::Buffer<Storage>,
+ pub color_stop_offset: i32,
+ //Need to store these and then write them all at once
+ //or else they will be padded to 256 and cause gaps in the storage buffer
+ pub color_stops_pending_write: Storage,
+ pub bind_group_layout: wgpu::BindGroupLayout,
+ pub bind_group: wgpu::BindGroup,
+ }
+
+ #[derive(Debug, ShaderType)]
+ pub struct Uniforms {
+ pub transform: glam::Mat4,
+ //xy = start, zw = end
+ pub direction: Vec4,
+ //x = start stop, y = end stop, zw = padding
+ pub stop_range: IVec4,
+ }
+
+ #[derive(Debug, ShaderType)]
+ pub struct ColorStop {
+ pub color: Vec4,
+ pub offset: f32,
+ }
+
+ #[derive(Debug, ShaderType)]
+ pub struct Storage {
+ #[size(runtime)]
+ pub color_stops: Vec<ColorStop>,
+ }
+
+ impl Pipeline {
+ /// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
+ pub(super) fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Self {
+ let vertices = Buffer::new(
+ device,
+ "iced_wgpu::triangle::gradient vertex buffer",
+ wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ );
+
+ let uniforms = dynamic::Buffer::uniform(
+ device,
+ "iced_wgpu::triangle::gradient uniforms",
+ );
+
+ //Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
+ // sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
+ let storage = dynamic::Buffer::storage(
+ device,
+ "iced_wgpu::triangle::gradient storage",
+ );
+
+ let bind_group_layout = device.create_bind_group_layout(
+ &wgpu::BindGroupLayoutDescriptor {
+ label: Some(
+ "iced_wgpu::triangle::gradient bind group layout",
+ ),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: true,
+ min_binding_size: Some(Uniforms::min_size()),
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Storage {
+ read_only: true,
+ },
+ has_dynamic_offset: false,
+ min_binding_size: Some(Storage::min_size()),
+ },
+ count: None,
+ },
+ ],
+ },
+ );
+
+ let bind_group = Pipeline::bind_group(
+ device,
+ uniforms.raw(),
+ storage.raw(),
+ &bind_group_layout,
+ );
+
+ let layout = device.create_pipeline_layout(
+ &wgpu::PipelineLayoutDescriptor {
+ label: Some(
+ "iced_wgpu::triangle::gradient pipeline layout",
+ ),
+ bind_group_layouts: &[&bind_group_layout],
+ push_constant_ranges: &[],
+ },
+ );
+
+ let shader =
+ device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some(
+ "iced_wgpu::triangle::gradient create shader module",
+ ),
+ source: wgpu::ShaderSource::Wgsl(
+ std::borrow::Cow::Borrowed(include_str!(
+ "shader/gradient.wgsl"
+ )),
+ ),
+ });
+
+ let pipeline = device.create_render_pipeline(
+ &wgpu::RenderPipelineDescriptor {
+ label: Some("iced_wgpu::triangle::gradient pipeline"),
+ layout: Some(&layout),
+ vertex: wgpu::VertexState {
+ module: &shader,
+ entry_point: "vs_main",
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<Vertex2D>()
+ as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &wgpu::vertex_attr_array!(
+ // Position
+ 0 => Float32x2,
+ ),
+ }],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_main",
+ targets: &[triangle::fragment_target(format)],
+ }),
+ primitive: triangle::primitive_state(),
+ depth_stencil: None,
+ multisample: triangle::multisample_state(antialiasing),
+ multiview: None,
+ },
+ );
+
+ Self {
+ pipeline,
+ vertices,
+ uniforms,
+ storage,
+ color_stop_offset: 0,
+ color_stops_pending_write: Storage {
+ color_stops: vec![],
+ },
+ bind_group_layout,
+ bind_group,
+ }
+ }
+
+ pub fn bind_group(
+ device: &wgpu::Device,
+ uniform_buffer: &wgpu::Buffer,
+ storage_buffer: &wgpu::Buffer,
+ layout: &wgpu::BindGroupLayout,
+ ) -> wgpu::BindGroup {
+ device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("iced_wgpu::triangle::gradient bind group"),
+ layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::Buffer(
+ wgpu::BufferBinding {
+ buffer: uniform_buffer,
+ offset: 0,
+ size: Some(Uniforms::min_size()),
+ },
+ ),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: storage_buffer.as_entire_binding(),
+ },
+ ],
+ })
+ }
+ }
+}
diff --git a/wgpu/src/triangle/gradient.rs b/wgpu/src/triangle/gradient.rs
deleted file mode 100644
index b06cbac6..00000000
--- a/wgpu/src/triangle/gradient.rs
+++ /dev/null
@@ -1,268 +0,0 @@
-use crate::buffer::dynamic;
-use crate::settings;
-use crate::triangle;
-use encase::ShaderType;
-use glam::{IVec4, Vec4};
-use iced_graphics::gradient::Gradient;
-use iced_graphics::Transformation;
-
-pub struct Pipeline {
- pipeline: wgpu::RenderPipeline,
- pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
- pub(super) storage_buffer: dynamic::Buffer<Storage>,
- color_stop_offset: i32,
- //Need to store these and then write them all at once
- //or else they will be padded to 256 and cause gaps in the storage buffer
- color_stops_pending_write: Storage,
- bind_group_layout: wgpu::BindGroupLayout,
- bind_group: wgpu::BindGroup,
-}
-
-#[derive(Debug, ShaderType)]
-pub(super) struct Uniforms {
- transform: glam::Mat4,
- //xy = start, zw = end
- direction: Vec4,
- //x = start stop, y = end stop, zw = padding
- stop_range: IVec4,
-}
-
-#[derive(Debug, ShaderType)]
-pub(super) struct ColorStop {
- color: Vec4,
- offset: f32,
-}
-
-#[derive(ShaderType)]
-pub(super) struct Storage {
- #[size(runtime)]
- pub color_stops: Vec<ColorStop>,
-}
-
-impl Pipeline {
- /// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
- pub(super) fn new(
- device: &wgpu::Device,
- format: wgpu::TextureFormat,
- antialiasing: Option<settings::Antialiasing>,
- ) -> Self {
- let uniform_buffer = dynamic::Buffer::uniform(
- device,
- "iced_wgpu::triangle::gradient uniforms",
- );
-
- //Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
- // sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
- let storage_buffer = dynamic::Buffer::storage(
- device,
- "iced_wgpu::triangle::gradient storage",
- );
-
- let bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("iced_wgpu::triangle::gradient bind group layout"),
- entries: &[
- wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Uniform,
- has_dynamic_offset: true,
- min_binding_size: Some(Uniforms::min_size()),
- },
- count: None,
- },
- wgpu::BindGroupLayoutEntry {
- binding: 1,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Storage {
- read_only: true,
- },
- has_dynamic_offset: false,
- min_binding_size: Some(Storage::min_size()),
- },
- count: None,
- },
- ],
- });
-
- let bind_group = Pipeline::bind_group(
- device,
- uniform_buffer.raw(),
- storage_buffer.raw(),
- &bind_group_layout,
- );
-
- let layout =
- device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("iced_wgpu::triangle::gradient pipeline layout"),
- bind_group_layouts: &[&bind_group_layout],
- push_constant_ranges: &[],
- });
-
- let shader =
- device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some(
- "iced_wgpu::triangle::gradient create shader module",
- ),
- source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
- include_str!("../shader/gradient.wgsl"),
- )),
- });
-
- let pipeline =
- device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some("iced_wgpu::triangle::gradient pipeline"),
- layout: Some(&layout),
- vertex: wgpu::VertexState {
- module: &shader,
- entry_point: "vs_main",
- buffers: &[triangle::vertex_buffer_layout()],
- },
- fragment: Some(wgpu::FragmentState {
- module: &shader,
- entry_point: "fs_main",
- targets: &[triangle::fragment_target(format)],
- }),
- primitive: triangle::primitive_state(),
- depth_stencil: None,
- multisample: triangle::multisample_state(antialiasing),
- multiview: None,
- });
-
- Self {
- pipeline,
- uniform_buffer,
- storage_buffer,
- color_stop_offset: 0,
- color_stops_pending_write: Storage {
- color_stops: vec![],
- },
- bind_group_layout,
- bind_group,
- }
- }
-
- /// Pushes a new gradient uniform to the CPU buffer.
- pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
- match gradient {
- Gradient::Linear(linear) => {
- let start_offset = self.color_stop_offset;
- let end_offset =
- (linear.color_stops.len() as i32) + start_offset - 1;
-
- self.uniform_buffer.push(&Uniforms {
- transform: transform.into(),
- direction: Vec4::new(
- linear.start.x,
- linear.start.y,
- linear.end.x,
- linear.end.y,
- ),
- stop_range: IVec4::new(start_offset, end_offset, 0, 0),
- });
-
- self.color_stop_offset = end_offset + 1;
-
- let stops: Vec<ColorStop> = linear
- .color_stops
- .iter()
- .map(|stop| {
- let [r, g, b, a] = stop.color.into_linear();
-
- ColorStop {
- offset: stop.offset,
- color: Vec4::new(r, g, b, a),
- }
- })
- .collect();
-
- self.color_stops_pending_write.color_stops.extend(stops);
- }
- }
- }
-
- fn bind_group(
- device: &wgpu::Device,
- uniform_buffer: &wgpu::Buffer,
- storage_buffer: &wgpu::Buffer,
- layout: &wgpu::BindGroupLayout,
- ) -> wgpu::BindGroup {
- device.create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("iced_wgpu::triangle::gradient bind group"),
- layout,
- entries: &[
- wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::Buffer(
- wgpu::BufferBinding {
- buffer: uniform_buffer,
- offset: 0,
- size: Some(Uniforms::min_size()),
- },
- ),
- },
- wgpu::BindGroupEntry {
- binding: 1,
- resource: storage_buffer.as_entire_binding(),
- },
- ],
- })
- }
-
- /// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
- /// beforehand if necessary.
- pub fn write(
- &mut self,
- device: &wgpu::Device,
- staging_belt: &mut wgpu::util::StagingBelt,
- encoder: &mut wgpu::CommandEncoder,
- ) {
- //first write the pending color stops to the CPU buffer
- self.storage_buffer.push(&self.color_stops_pending_write);
-
- //resize buffers if needed
- let uniforms_resized = self.uniform_buffer.resize(device);
- let storage_resized = self.storage_buffer.resize(device);
-
- if uniforms_resized || storage_resized {
- //recreate bind groups if any buffers were resized
- self.bind_group = Pipeline::bind_group(
- device,
- self.uniform_buffer.raw(),
- self.storage_buffer.raw(),
- &self.bind_group_layout,
- );
- }
-
- //write to GPU
- self.uniform_buffer.write(device, staging_belt, encoder);
- self.storage_buffer.write(device, staging_belt, encoder);
-
- //cleanup
- self.color_stop_offset = 0;
- self.color_stops_pending_write.color_stops.clear();
- }
-
- pub fn set_render_pass_pipeline<'a>(
- &'a self,
- render_pass: &mut wgpu::RenderPass<'a>,
- ) {
- render_pass.set_pipeline(&self.pipeline);
- }
-
- /// Configures the current render pass to draw the gradient at its offset stored in the
- /// [DynamicBuffer] at [index].
- pub fn configure_render_pass<'a>(
- &'a self,
- render_pass: &mut wgpu::RenderPass<'a>,
- count: usize,
- ) {
- render_pass.set_bind_group(
- 0,
- &self.bind_group,
- &[self.uniform_buffer.offset_at_index(count)],
- )
- }
-}
diff --git a/wgpu/src/triangle/solid.rs b/wgpu/src/triangle/solid.rs
deleted file mode 100644
index 2e1052f2..00000000
--- a/wgpu/src/triangle/solid.rs
+++ /dev/null
@@ -1,170 +0,0 @@
-use crate::buffer::dynamic;
-use crate::triangle;
-use crate::{settings, Color};
-use encase::ShaderType;
-use glam::Vec4;
-use iced_graphics::Transformation;
-
-pub struct Pipeline {
- pipeline: wgpu::RenderPipeline,
- pub(super) buffer: dynamic::Buffer<Uniforms>,
- bind_group_layout: wgpu::BindGroupLayout,
- bind_group: wgpu::BindGroup,
-}
-
-#[derive(Debug, Clone, Copy, ShaderType)]
-pub(super) struct Uniforms {
- transform: glam::Mat4,
- color: Vec4,
-}
-
-impl Uniforms {
- pub fn new(transform: Transformation, color: Color) -> Self {
- let [r, g, b, a] = color.into_linear();
-
- Self {
- transform: transform.into(),
- color: Vec4::new(r, g, b, a),
- }
- }
-}
-
-impl Pipeline {
- /// Creates a new [SolidPipeline] using `solid.wgsl` shader.
- pub fn new(
- device: &wgpu::Device,
- format: wgpu::TextureFormat,
- antialiasing: Option<settings::Antialiasing>,
- ) -> Self {
- let buffer = dynamic::Buffer::uniform(
- device,
- "iced_wgpu::triangle::solid uniforms",
- );
-
- let bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("iced_wgpu::triangle::solid bind group layout"),
- entries: &[wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Uniform,
- has_dynamic_offset: true,
- min_binding_size: Some(Uniforms::min_size()),
- },
- count: None,
- }],
- });
-
- let bind_group =
- Pipeline::bind_group(device, buffer.raw(), &bind_group_layout);
-
- let layout =
- device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("iced_wgpu::triangle::solid pipeline layout"),
- bind_group_layouts: &[&bind_group_layout],
- push_constant_ranges: &[],
- });
-
- let shader =
- device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("iced_wgpu::triangle::solid create shader module"),
- source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
- include_str!("../shader/solid.wgsl"),
- )),
- });
-
- let pipeline =
- device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some("iced_wgpu::triangle::solid pipeline"),
- layout: Some(&layout),
- vertex: wgpu::VertexState {
- module: &shader,
- entry_point: "vs_main",
- buffers: &[triangle::vertex_buffer_layout()],
- },
- fragment: Some(wgpu::FragmentState {
- module: &shader,
- entry_point: "fs_main",
- targets: &[triangle::fragment_target(format)],
- }),
- primitive: triangle::primitive_state(),
- depth_stencil: None,
- multisample: triangle::multisample_state(antialiasing),
- multiview: None,
- });
-
- Self {
- pipeline,
- buffer,
- bind_group_layout,
- bind_group,
- }
- }
-
- fn bind_group(
- device: &wgpu::Device,
- buffer: &wgpu::Buffer,
- layout: &wgpu::BindGroupLayout,
- ) -> wgpu::BindGroup {
- device.create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("iced_wgpu::triangle::solid bind group"),
- layout,
- entries: &[wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
- buffer,
- offset: 0,
- size: Some(Uniforms::min_size()),
- }),
- }],
- })
- }
-
- /// Pushes a new solid uniform to the CPU buffer.
- pub fn push(&mut self, transform: Transformation, color: &Color) {
- self.buffer.push(&Uniforms::new(transform, *color));
- }
-
- /// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
- /// beforehand if necessary.
- pub fn write(
- &mut self,
- device: &wgpu::Device,
- staging_belt: &mut wgpu::util::StagingBelt,
- encoder: &mut wgpu::CommandEncoder,
- ) {
- let uniforms_resized = self.buffer.resize(device);
-
- if uniforms_resized {
- self.bind_group = Pipeline::bind_group(
- device,
- self.buffer.raw(),
- &self.bind_group_layout,
- )
- }
-
- self.buffer.write(device, staging_belt, encoder);
- }
-
- pub fn set_render_pass_pipeline<'a>(
- &'a self,
- render_pass: &mut wgpu::RenderPass<'a>,
- ) {
- render_pass.set_pipeline(&self.pipeline);
- }
-
- /// Configures the current render pass to draw the solid at its offset stored in the
- /// [DynamicBuffer] at [index].
- pub fn configure_render_pass<'a>(
- &'a self,
- render_pass: &mut wgpu::RenderPass<'a>,
- count: usize,
- ) {
- render_pass.set_bind_group(
- 0,
- &self.bind_group,
- &[self.buffer.offset_at_index(count)],
- )
- }
-}