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author | 2020-01-02 19:25:00 +0100 | |
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committer | 2020-01-02 19:25:00 +0100 | |
commit | 5ca98b113e49bfb2372b245a985f957611a0a1ac (patch) | |
tree | 9ea3df7f17b02e9e63914c7d7788082edae3f883 /wgpu/src/triangle.rs | |
parent | 0d620b7701f427ed0091f3640ab9ca0e116eb412 (diff) | |
download | iced-5ca98b113e49bfb2372b245a985f957611a0a1ac.tar.gz iced-5ca98b113e49bfb2372b245a985f957611a0a1ac.tar.bz2 iced-5ca98b113e49bfb2372b245a985f957611a0a1ac.zip |
Rename `Geometry2D` to `Mesh2D` and move it to `iced_wgpu`
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r-- | wgpu/src/triangle.rs | 239 |
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>, +} |