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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-01-02 19:25:00 +0100
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-01-02 19:25:00 +0100
commit5ca98b113e49bfb2372b245a985f957611a0a1ac (patch)
tree9ea3df7f17b02e9e63914c7d7788082edae3f883 /wgpu/src/triangle.rs
parent0d620b7701f427ed0091f3640ab9ca0e116eb412 (diff)
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Rename `Geometry2D` to `Mesh2D` and move it to `iced_wgpu`
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r--wgpu/src/triangle.rs239
1 files changed, 239 insertions, 0 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
new file mode 100644
index 00000000..38157d00
--- /dev/null
+++ b/wgpu/src/triangle.rs
@@ -0,0 +1,239 @@
+//! 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>,
+}