diff options
Diffstat (limited to 'examples/integration/src/main.rs')
-rw-r--r-- | examples/integration/src/main.rs | 233 |
1 files changed, 120 insertions, 113 deletions
diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs index 92d2fa8d..9b52f3a5 100644 --- a/examples/integration/src/main.rs +++ b/examples/integration/src/main.rs @@ -4,14 +4,12 @@ mod scene; use controls::Controls; use scene::Scene; -use iced_wgpu::{ - wgpu, window::SwapChain, Primitive, Renderer, Settings, Target, -}; -use iced_winit::{ - futures, mouse, winit, Cache, Clipboard, Size, UserInterface, -}; +use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport}; +use iced_winit::{conversion, futures, program, winit, Debug, Size}; +use futures::task::SpawnExt; use winit::{ + dpi::PhysicalPosition, event::{Event, ModifiersState, WindowEvent}, event_loop::{ControlFlow, EventLoop}, }; @@ -22,32 +20,39 @@ pub fn main() { // Initialize winit let event_loop = EventLoop::new(); let window = winit::window::Window::new(&event_loop).unwrap(); - let mut logical_size = - window.inner_size().to_logical(window.scale_factor()); + + let physical_size = window.inner_size(); + let mut viewport = Viewport::with_physical_size( + Size::new(physical_size.width, physical_size.height), + window.scale_factor(), + ); + let mut cursor_position = PhysicalPosition::new(-1.0, -1.0); let mut modifiers = ModifiersState::default(); - // Initialize WGPU + // Initialize wgpu + let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY); + let surface = unsafe { instance.create_surface(&window) }; - let surface = wgpu::Surface::create(&window); let (mut device, queue) = futures::executor::block_on(async { - let adapter = wgpu::Adapter::request( - &wgpu::RequestAdapterOptions { + let adapter = instance + .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::Default, compatible_surface: Some(&surface), - }, - wgpu::BackendBit::PRIMARY, - ) - .await - .expect("Request adapter"); + }) + .await + .expect("Request adapter"); adapter - .request_device(&wgpu::DeviceDescriptor { - extensions: wgpu::Extensions { - anisotropic_filtering: false, + .request_device( + &wgpu::DeviceDescriptor { + features: wgpu::Features::empty(), + limits: wgpu::Limits::default(), + shader_validation: false, }, - limits: wgpu::Limits::default(), - }) + None, + ) .await + .expect("Request device") }); let format = wgpu::TextureFormat::Bgra8UnormSrgb; @@ -55,20 +60,39 @@ pub fn main() { let mut swap_chain = { let size = window.inner_size(); - SwapChain::new(&device, &surface, format, size.width, size.height) + device.create_swap_chain( + &surface, + &wgpu::SwapChainDescriptor { + usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, + format: format, + width: size.width, + height: size.height, + present_mode: wgpu::PresentMode::Mailbox, + }, + ) }; let mut resized = false; - // Initialize iced - let mut events = Vec::new(); - let mut cache = Some(Cache::default()); - let mut renderer = Renderer::new(&mut device, Settings::default()); - let mut output = (Primitive::None, mouse::Interaction::default()); - let clipboard = Clipboard::new(&window); + // Initialize staging belt and local pool + let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024); + let mut local_pool = futures::executor::LocalPool::new(); // Initialize scene and GUI controls - let mut scene = Scene::new(&device); - let mut controls = Controls::new(); + let scene = Scene::new(&mut device); + let controls = Controls::new(); + + // Initialize iced + let mut debug = Debug::new(); + let mut renderer = + Renderer::new(Backend::new(&mut device, Settings::default())); + + let mut state = program::State::new( + controls, + viewport.logical_size(), + conversion::cursor_position(cursor_position, viewport.scale_factor()), + &mut renderer, + &mut debug, + ); // Run event loop event_loop.run(move |event, _, control_flow| { @@ -78,18 +102,23 @@ pub fn main() { match event { Event::WindowEvent { event, .. } => { match event { + WindowEvent::CursorMoved { position, .. } => { + cursor_position = position; + } WindowEvent::ModifiersChanged(new_modifiers) => { modifiers = new_modifiers; } WindowEvent::Resized(new_size) => { - logical_size = - new_size.to_logical(window.scale_factor()); + viewport = Viewport::with_physical_size( + Size::new(new_size.width, new_size.height), + window.scale_factor(), + ); + resized = true; } WindowEvent::CloseRequested => { *control_flow = ControlFlow::Exit; } - _ => {} } @@ -99,117 +128,95 @@ pub fn main() { window.scale_factor(), modifiers, ) { - events.push(event); + state.queue_event(event); } } Event::MainEventsCleared => { - // If no relevant events happened, we can simply skip this - if events.is_empty() { - return; - } - - // We need to: - // 1. Process events of our user interface. - // 2. Update state as a result of any interaction. - // 3. Generate a new output for our renderer. - - // First, we build our user interface. - let mut user_interface = UserInterface::build( - controls.view(&scene), - Size::new(logical_size.width, logical_size.height), - cache.take().unwrap(), - &mut renderer, - ); - - // Then, we process the events, obtaining messages in return. - let messages = user_interface.update( - events.drain(..), - clipboard.as_ref().map(|c| c as _), - &renderer, - ); - - let user_interface = if messages.is_empty() { - // If there are no messages, no interactions we care about have - // happened. We can simply leave our user interface as it is. - user_interface - } else { - // If there are messages, we need to update our state - // accordingly and rebuild our user interface. - // We can only do this if we drop our user interface first - // by turning it into its cache. - cache = Some(user_interface.into_cache()); - - // In this example, `Controls` is the only part that cares - // about messages, so updating our state is pretty - // straightforward. - for message in messages { - controls.update(message, &mut scene); - } - - // Once the state has been changed, we rebuild our updated - // user interface. - UserInterface::build( - controls.view(&scene), - Size::new(logical_size.width, logical_size.height), - cache.take().unwrap(), + // If there are events pending + if !state.is_queue_empty() { + // We update iced + let _ = state.update( + viewport.logical_size(), + conversion::cursor_position( + cursor_position, + viewport.scale_factor(), + ), + None, &mut renderer, - ) - }; - - // Finally, we just need to draw a new output for our renderer, - output = user_interface.draw(&mut renderer); - - // update our cache, - cache = Some(user_interface.into_cache()); + &mut debug, + ); - // and request a redraw - window.request_redraw(); + // and request a redraw + window.request_redraw(); + } } Event::RedrawRequested(_) => { if resized { let size = window.inner_size(); - swap_chain = SwapChain::new( - &device, + swap_chain = device.create_swap_chain( &surface, - format, - size.width, - size.height, + &wgpu::SwapChainDescriptor { + usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, + format: format, + width: size.width, + height: size.height, + present_mode: wgpu::PresentMode::Mailbox, + }, ); + + resized = false; } - let (frame, viewport) = - swap_chain.next_frame().expect("Next frame"); + let frame = swap_chain.get_current_frame().expect("Next frame"); let mut encoder = device.create_command_encoder( &wgpu::CommandEncoderDescriptor { label: None }, ); - // We draw the scene first - scene.draw(&mut encoder, &frame.view); + let program = state.program(); + + { + // We clear the frame + let mut render_pass = scene.clear( + &frame.output.view, + &mut encoder, + program.background_color(), + ); + + // Draw the scene + scene.draw(&mut render_pass); + } // And then iced on top - let mouse_interaction = renderer.draw( + let mouse_interaction = renderer.backend_mut().draw( &mut device, + &mut staging_belt, &mut encoder, - Target { - texture: &frame.view, - viewport, - }, - &output, - window.scale_factor(), - &["Some debug information!"], + &frame.output.view, + &viewport, + state.primitive(), + &debug.overlay(), ); // Then we submit the work - queue.submit(&[encoder.finish()]); + staging_belt.finish(); + queue.submit(Some(encoder.finish())); - // And update the mouse cursor + // Update the mouse cursor window.set_cursor_icon( iced_winit::conversion::mouse_interaction( mouse_interaction, ), ); + + // And recall staging buffers + local_pool + .spawner() + .spawn(staging_belt.recall()) + .expect("Recall staging buffers"); + + local_pool.run_until_stalled(); } _ => {} } |