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-rw-r--r--examples/integration/src/controls.rs112
-rw-r--r--examples/integration/src/main.rs289
-rw-r--r--examples/integration/src/scene.rs102
-rw-r--r--examples/integration/src/shader/frag.wgsl4
-rw-r--r--examples/integration/src/shader/vert.wgsl6
5 files changed, 513 insertions, 0 deletions
diff --git a/examples/integration/src/controls.rs b/examples/integration/src/controls.rs
new file mode 100644
index 00000000..533cb6e2
--- /dev/null
+++ b/examples/integration/src/controls.rs
@@ -0,0 +1,112 @@
+use iced_wgpu::Renderer;
+use iced_winit::widget::{slider, text_input, Column, Row, Text};
+use iced_winit::{Alignment, Color, Command, Element, Length, Program};
+
+pub struct Controls {
+ background_color: Color,
+ text: String,
+}
+
+#[derive(Debug, Clone)]
+pub enum Message {
+ BackgroundColorChanged(Color),
+ TextChanged(String),
+}
+
+impl Controls {
+ pub fn new() -> Controls {
+ Controls {
+ background_color: Color::BLACK,
+ text: Default::default(),
+ }
+ }
+
+ pub fn background_color(&self) -> Color {
+ self.background_color
+ }
+}
+
+impl Program for Controls {
+ type Renderer = Renderer;
+ type Message = Message;
+
+ fn update(&mut self, message: Message) -> Command<Message> {
+ match message {
+ Message::BackgroundColorChanged(color) => {
+ self.background_color = color;
+ }
+ Message::TextChanged(text) => {
+ self.text = text;
+ }
+ }
+
+ Command::none()
+ }
+
+ fn view(&self) -> Element<Message, Renderer> {
+ let background_color = self.background_color;
+ let text = &self.text;
+
+ let sliders = Row::new()
+ .width(500)
+ .spacing(20)
+ .push(
+ slider(0.0..=1.0, background_color.r, move |r| {
+ Message::BackgroundColorChanged(Color {
+ r,
+ ..background_color
+ })
+ })
+ .step(0.01),
+ )
+ .push(
+ slider(0.0..=1.0, background_color.g, move |g| {
+ Message::BackgroundColorChanged(Color {
+ g,
+ ..background_color
+ })
+ })
+ .step(0.01),
+ )
+ .push(
+ slider(0.0..=1.0, background_color.b, move |b| {
+ Message::BackgroundColorChanged(Color {
+ b,
+ ..background_color
+ })
+ })
+ .step(0.01),
+ );
+
+ Row::new()
+ .width(Length::Fill)
+ .height(Length::Fill)
+ .align_items(Alignment::End)
+ .push(
+ Column::new()
+ .width(Length::Fill)
+ .align_items(Alignment::End)
+ .push(
+ Column::new()
+ .padding(10)
+ .spacing(10)
+ .push(
+ Text::new("Background color")
+ .style(Color::WHITE),
+ )
+ .push(sliders)
+ .push(
+ Text::new(format!("{background_color:?}"))
+ .size(14)
+ .style(Color::WHITE),
+ )
+ .push(text_input(
+ "Placeholder",
+ text,
+ Message::TextChanged,
+ )),
+ ),
+ )
+ .into()
+ }
+}
diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs
new file mode 100644
index 00000000..2a56b6fa
--- /dev/null
+++ b/examples/integration/src/main.rs
@@ -0,0 +1,289 @@
+mod controls;
+mod scene;
+
+use controls::Controls;
+use scene::Scene;
+
+use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport};
+use iced_winit::{
+ conversion, futures, program, renderer, winit, Clipboard, Color, Debug,
+ Size,
+};
+
+use winit::{
+ dpi::PhysicalPosition,
+ event::{Event, ModifiersState, WindowEvent},
+ event_loop::{ControlFlow, EventLoop},
+};
+
+#[cfg(target_arch = "wasm32")]
+use wasm_bindgen::JsCast;
+#[cfg(target_arch = "wasm32")]
+use web_sys::HtmlCanvasElement;
+#[cfg(target_arch = "wasm32")]
+use winit::platform::web::WindowBuilderExtWebSys;
+
+pub fn main() {
+ #[cfg(target_arch = "wasm32")]
+ let canvas_element = {
+ console_log::init_with_level(log::Level::Debug)
+ .expect("could not initialize logger");
+ std::panic::set_hook(Box::new(console_error_panic_hook::hook));
+
+ web_sys::window()
+ .and_then(|win| win.document())
+ .and_then(|doc| doc.get_element_by_id("iced_canvas"))
+ .and_then(|element| element.dyn_into::<HtmlCanvasElement>().ok())
+ .expect("Canvas with id `iced_canvas` is missing")
+ };
+ #[cfg(not(target_arch = "wasm32"))]
+ env_logger::init();
+
+ // Initialize winit
+ let event_loop = EventLoop::new();
+
+ #[cfg(target_arch = "wasm32")]
+ let window = winit::window::WindowBuilder::new()
+ .with_canvas(Some(canvas_element))
+ .build(&event_loop)
+ .expect("Failed to build winit window");
+
+ #[cfg(not(target_arch = "wasm32"))]
+ let window = winit::window::Window::new(&event_loop).unwrap();
+
+ 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();
+ let mut clipboard = Clipboard::connect(&window);
+
+ // Initialize wgpu
+
+ #[cfg(target_arch = "wasm32")]
+ let default_backend = wgpu::Backends::GL;
+ #[cfg(not(target_arch = "wasm32"))]
+ let default_backend = wgpu::Backends::PRIMARY;
+
+ let backend =
+ wgpu::util::backend_bits_from_env().unwrap_or(default_backend);
+
+ let instance = wgpu::Instance::new(backend);
+ let surface = unsafe { instance.create_surface(&window) };
+
+ let (format, (device, queue)) = futures::executor::block_on(async {
+ let adapter = wgpu::util::initialize_adapter_from_env_or_default(
+ &instance,
+ backend,
+ Some(&surface),
+ )
+ .await
+ .expect("No suitable GPU adapters found on the system!");
+
+ let adapter_features = adapter.features();
+
+ #[cfg(target_arch = "wasm32")]
+ let needed_limits = wgpu::Limits::downlevel_webgl2_defaults()
+ .using_resolution(adapter.limits());
+
+ #[cfg(not(target_arch = "wasm32"))]
+ let needed_limits = wgpu::Limits::default();
+
+ (
+ surface
+ .get_supported_formats(&adapter)
+ .first()
+ .copied()
+ .expect("Get preferred format"),
+ adapter
+ .request_device(
+ &wgpu::DeviceDescriptor {
+ label: None,
+ features: adapter_features & wgpu::Features::default(),
+ limits: needed_limits,
+ },
+ None,
+ )
+ .await
+ .expect("Request device"),
+ )
+ });
+
+ surface.configure(
+ &device,
+ &wgpu::SurfaceConfiguration {
+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
+ format,
+ width: physical_size.width,
+ height: physical_size.height,
+ present_mode: wgpu::PresentMode::AutoVsync,
+ alpha_mode: wgpu::CompositeAlphaMode::Auto,
+ },
+ );
+
+ let mut resized = false;
+
+ // Initialize staging belt
+ let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024);
+
+ // Initialize scene and GUI controls
+ let scene = Scene::new(&device, format);
+ let controls = Controls::new();
+
+ // Initialize iced
+ let mut debug = Debug::new();
+ let mut renderer =
+ Renderer::new(Backend::new(&device, Settings::default(), format));
+
+ let mut state = program::State::new(
+ controls,
+ viewport.logical_size(),
+ &mut renderer,
+ &mut debug,
+ );
+
+ // Run event loop
+ event_loop.run(move |event, _, control_flow| {
+ // You should change this if you want to render continuosly
+ *control_flow = ControlFlow::Wait;
+
+ match event {
+ Event::WindowEvent { event, .. } => {
+ match event {
+ WindowEvent::CursorMoved { position, .. } => {
+ cursor_position = position;
+ }
+ WindowEvent::ModifiersChanged(new_modifiers) => {
+ modifiers = new_modifiers;
+ }
+ WindowEvent::Resized(_) => {
+ resized = true;
+ }
+ WindowEvent::CloseRequested => {
+ *control_flow = ControlFlow::Exit;
+ }
+ _ => {}
+ }
+
+ // Map window event to iced event
+ if let Some(event) = iced_winit::conversion::window_event(
+ &event,
+ window.scale_factor(),
+ modifiers,
+ ) {
+ state.queue_event(event);
+ }
+ }
+ Event::MainEventsCleared => {
+ // 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(),
+ ),
+ &mut renderer,
+ &iced_wgpu::Theme::Dark,
+ &renderer::Style { text_color: Color::WHITE },
+ &mut clipboard,
+ &mut debug,
+ );
+
+ // and request a redraw
+ window.request_redraw();
+ }
+ }
+ Event::RedrawRequested(_) => {
+ if resized {
+ let size = window.inner_size();
+
+ viewport = Viewport::with_physical_size(
+ Size::new(size.width, size.height),
+ window.scale_factor(),
+ );
+
+ surface.configure(
+ &device,
+ &wgpu::SurfaceConfiguration {
+ format,
+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
+ width: size.width,
+ height: size.height,
+ present_mode: wgpu::PresentMode::AutoVsync,
+ alpha_mode: wgpu::CompositeAlphaMode::Auto
+ },
+ );
+
+ resized = false;
+ }
+
+ match surface.get_current_texture() {
+ Ok(frame) => {
+ let mut encoder = device.create_command_encoder(
+ &wgpu::CommandEncoderDescriptor { label: None },
+ );
+
+ let program = state.program();
+
+ let view = frame.texture.create_view(&wgpu::TextureViewDescriptor::default());
+
+ {
+ // We clear the frame
+ let mut render_pass = scene.clear(
+ &view,
+ &mut encoder,
+ program.background_color(),
+ );
+
+ // Draw the scene
+ scene.draw(&mut render_pass);
+ }
+
+ // And then iced on top
+ renderer.with_primitives(|backend, primitive| {
+ backend.present(
+ &device,
+ &mut staging_belt,
+ &mut encoder,
+ &view,
+ primitive,
+ &viewport,
+ &debug.overlay(),
+ );
+ });
+
+ // Then we submit the work
+ staging_belt.finish();
+ queue.submit(Some(encoder.finish()));
+ frame.present();
+
+ // Update the mouse cursor
+ window.set_cursor_icon(
+ iced_winit::conversion::mouse_interaction(
+ state.mouse_interaction(),
+ ),
+ );
+
+ // And recall staging buffers
+ staging_belt.recall();
+
+ }
+ Err(error) => match error {
+ wgpu::SurfaceError::OutOfMemory => {
+ panic!("Swapchain error: {error}. Rendering cannot continue.")
+ }
+ _ => {
+ // Try rendering again next frame.
+ window.request_redraw();
+ }
+ },
+ }
+ }
+ _ => {}
+ }
+ })
+}
diff --git a/examples/integration/src/scene.rs b/examples/integration/src/scene.rs
new file mode 100644
index 00000000..3e41fbda
--- /dev/null
+++ b/examples/integration/src/scene.rs
@@ -0,0 +1,102 @@
+use iced_wgpu::wgpu;
+use iced_winit::Color;
+
+pub struct Scene {
+ pipeline: wgpu::RenderPipeline,
+}
+
+impl Scene {
+ pub fn new(
+ device: &wgpu::Device,
+ texture_format: wgpu::TextureFormat,
+ ) -> Scene {
+ let pipeline = build_pipeline(device, texture_format);
+
+ Scene { pipeline }
+ }
+
+ pub fn clear<'a>(
+ &self,
+ target: &'a wgpu::TextureView,
+ encoder: &'a mut wgpu::CommandEncoder,
+ background_color: Color,
+ ) -> wgpu::RenderPass<'a> {
+ encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: None,
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: target,
+ resolve_target: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear({
+ let [r, g, b, a] = background_color.into_linear();
+
+ wgpu::Color {
+ r: r as f64,
+ g: g as f64,
+ b: b as f64,
+ a: a as f64,
+ }
+ }),
+ store: true,
+ },
+ })],
+ depth_stencil_attachment: None,
+ })
+ }
+
+ pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
+ render_pass.set_pipeline(&self.pipeline);
+ render_pass.draw(0..3, 0..1);
+ }
+}
+
+fn build_pipeline(
+ device: &wgpu::Device,
+ texture_format: wgpu::TextureFormat,
+) -> wgpu::RenderPipeline {
+ let (vs_module, fs_module) = (
+ device.create_shader_module(wgpu::include_wgsl!("shader/vert.wgsl")),
+ device.create_shader_module(wgpu::include_wgsl!("shader/frag.wgsl")),
+ );
+
+ let pipeline_layout =
+ device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: None,
+ push_constant_ranges: &[],
+ bind_group_layouts: &[],
+ });
+
+ device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: None,
+ layout: Some(&pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &vs_module,
+ entry_point: "main",
+ buffers: &[],
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &fs_module,
+ entry_point: "main",
+ targets: &[Some(wgpu::ColorTargetState {
+ format: texture_format,
+ blend: Some(wgpu::BlendState {
+ color: wgpu::BlendComponent::REPLACE,
+ alpha: wgpu::BlendComponent::REPLACE,
+ }),
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ }),
+ primitive: wgpu::PrimitiveState {
+ topology: wgpu::PrimitiveTopology::TriangleList,
+ front_face: wgpu::FrontFace::Ccw,
+ ..Default::default()
+ },
+ depth_stencil: None,
+ multisample: wgpu::MultisampleState {
+ count: 1,
+ mask: !0,
+ alpha_to_coverage_enabled: false,
+ },
+ multiview: None,
+ })
+}
diff --git a/examples/integration/src/shader/frag.wgsl b/examples/integration/src/shader/frag.wgsl
new file mode 100644
index 00000000..cf27bb56
--- /dev/null
+++ b/examples/integration/src/shader/frag.wgsl
@@ -0,0 +1,4 @@
+@fragment
+fn main() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
+}
diff --git a/examples/integration/src/shader/vert.wgsl b/examples/integration/src/shader/vert.wgsl
new file mode 100644
index 00000000..e353e6ba
--- /dev/null
+++ b/examples/integration/src/shader/vert.wgsl
@@ -0,0 +1,6 @@
+@vertex
+fn main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
+ let x = f32(1 - i32(in_vertex_index)) * 0.5;
+ let y = f32(1 - i32(in_vertex_index & 1u) * 2) * 0.5;
+ return vec4<f32>(x, y, 0.0, 1.0);
+}