diff options
Diffstat (limited to 'glow/src/quad/compatibility.rs')
-rw-r--r-- | glow/src/quad/compatibility.rs | 347 |
1 files changed, 347 insertions, 0 deletions
diff --git a/glow/src/quad/compatibility.rs b/glow/src/quad/compatibility.rs new file mode 100644 index 00000000..e083dcf1 --- /dev/null +++ b/glow/src/quad/compatibility.rs @@ -0,0 +1,347 @@ +use crate::program; +use crate::Transformation; +use glow::HasContext; +use iced_graphics::layer; +use iced_native::Rectangle; + +// Only change `MAX_QUADS`, otherwise you could cause problems +// by splitting a triangle into different render passes. +const MAX_QUADS: usize = 100_000; +const MAX_VERTICES: usize = MAX_QUADS * 4; +const MAX_INDICES: usize = MAX_QUADS * 6; + +#[derive(Debug)] +pub struct Pipeline { + program: <glow::Context as HasContext>::Program, + vertex_array: <glow::Context as HasContext>::VertexArray, + vertex_buffer: <glow::Context as HasContext>::Buffer, + index_buffer: <glow::Context as HasContext>::Buffer, + transform_location: <glow::Context as HasContext>::UniformLocation, + scale_location: <glow::Context as HasContext>::UniformLocation, + screen_height_location: <glow::Context as HasContext>::UniformLocation, + current_transform: Transformation, + current_scale: f32, + current_target_height: u32, +} + +impl Pipeline { + pub fn new(gl: &glow::Context) -> Pipeline { + let program = unsafe { + program::create( + gl, + &[ + ( + glow::VERTEX_SHADER, + include_str!("../shader/compatibility/quad.vert"), + ), + ( + glow::FRAGMENT_SHADER, + include_str!("../shader/compatibility/quad.frag"), + ), + ], + ) + }; + + let transform_location = + unsafe { gl.get_uniform_location(program, "u_Transform") } + .expect("Get transform location"); + + let scale_location = + unsafe { gl.get_uniform_location(program, "u_Scale") } + .expect("Get scale location"); + + let screen_height_location = + unsafe { gl.get_uniform_location(program, "u_ScreenHeight") } + .expect("Get target height location"); + + unsafe { + gl.use_program(Some(program)); + + let matrix: [f32; 16] = Transformation::identity().into(); + gl.uniform_matrix_4_f32_slice( + Some(&transform_location), + false, + &matrix, + ); + + gl.uniform_1_f32(Some(&scale_location), 1.0); + gl.uniform_1_f32(Some(&screen_height_location), 0.0); + + gl.use_program(None); + } + + let (vertex_array, vertex_buffer, index_buffer) = + unsafe { create_buffers(gl, MAX_VERTICES) }; + + Pipeline { + program, + vertex_array, + vertex_buffer, + index_buffer, + transform_location, + scale_location, + screen_height_location, + current_transform: Transformation::identity(), + current_scale: 1.0, + current_target_height: 0, + } + } + + pub fn draw( + &mut self, + gl: &glow::Context, + target_height: u32, + instances: &[layer::Quad], + transformation: Transformation, + scale: f32, + bounds: Rectangle<u32>, + ) { + // TODO: Remove this allocation (probably by changing the shader and removing the need of two `position`) + let vertices: Vec<Vertex> = instances + .iter() + .flat_map(|quad| Vertex::from_quad(quad)) + .collect(); + + // TODO: Remove this allocation (or allocate only when needed) + let indices: Vec<i32> = (0..instances.len().min(MAX_QUADS) as i32) + .flat_map(|i| { + [ + 0 + i * 4, + 1 + i * 4, + 2 + i * 4, + 2 + i * 4, + 1 + i * 4, + 3 + i * 4, + ] + }) + .cycle() + .take(instances.len() * 6) + .collect(); + + unsafe { + gl.enable(glow::SCISSOR_TEST); + gl.scissor( + bounds.x as i32, + (target_height - (bounds.y + bounds.height)) as i32, + bounds.width as i32, + bounds.height as i32, + ); + + gl.use_program(Some(self.program)); + gl.bind_vertex_array(Some(self.vertex_array)); + gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer)); + gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.index_buffer)); + } + + if transformation != self.current_transform { + unsafe { + let matrix: [f32; 16] = transformation.into(); + gl.uniform_matrix_4_f32_slice( + Some(&self.transform_location), + false, + &matrix, + ); + + self.current_transform = transformation; + } + } + + if scale != self.current_scale { + unsafe { + gl.uniform_1_f32(Some(&self.scale_location), scale); + } + + self.current_scale = scale; + } + + if target_height != self.current_target_height { + unsafe { + gl.uniform_1_f32( + Some(&self.screen_height_location), + target_height as f32, + ); + } + + self.current_target_height = target_height; + } + + let passes = vertices + .chunks(MAX_VERTICES) + .zip(indices.chunks(MAX_INDICES)); + + for (vertices, indices) in passes { + unsafe { + gl.buffer_sub_data_u8_slice( + glow::ARRAY_BUFFER, + 0, + bytemuck::cast_slice(&vertices), + ); + + gl.buffer_sub_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + 0, + bytemuck::cast_slice(&indices), + ); + + gl.draw_elements( + glow::TRIANGLES, + indices.len() as i32, + glow::UNSIGNED_INT, + 0, + ); + } + } + + unsafe { + gl.bind_vertex_array(None); + gl.use_program(None); + gl.disable(glow::SCISSOR_TEST); + } + } +} + +unsafe fn create_buffers( + gl: &glow::Context, + size: usize, +) -> ( + <glow::Context as HasContext>::VertexArray, + <glow::Context as HasContext>::Buffer, + <glow::Context as HasContext>::Buffer, +) { + let vertex_array = gl.create_vertex_array().expect("Create vertex array"); + let vertex_buffer = gl.create_buffer().expect("Create vertex buffer"); + let index_buffer = gl.create_buffer().expect("Create index buffer"); + + gl.bind_vertex_array(Some(vertex_array)); + + gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(index_buffer)); + gl.buffer_data_size( + glow::ELEMENT_ARRAY_BUFFER, + 12 * size as i32, + glow::DYNAMIC_DRAW, + ); + + gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer)); + gl.buffer_data_size( + glow::ARRAY_BUFFER, + (size * Vertex::SIZE) as i32, + glow::DYNAMIC_DRAW, + ); + + let stride = Vertex::SIZE 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, 2, glow::FLOAT, false, stride, 4 * 2); + + gl.enable_vertex_attrib_array(2); + gl.vertex_attrib_pointer_f32(2, 4, glow::FLOAT, false, stride, 4 * (2 + 2)); + + gl.enable_vertex_attrib_array(3); + gl.vertex_attrib_pointer_f32( + 3, + 4, + glow::FLOAT, + false, + stride, + 4 * (2 + 2 + 4), + ); + + gl.enable_vertex_attrib_array(4); + gl.vertex_attrib_pointer_f32( + 4, + 1, + glow::FLOAT, + false, + stride, + 4 * (2 + 2 + 4 + 4), + ); + + gl.enable_vertex_attrib_array(5); + gl.vertex_attrib_pointer_f32( + 5, + 1, + glow::FLOAT, + false, + stride, + 4 * (2 + 2 + 4 + 4 + 1), + ); + + gl.enable_vertex_attrib_array(6); + gl.vertex_attrib_pointer_f32( + 6, + 2, + glow::FLOAT, + false, + stride, + 4 * (2 + 2 + 4 + 4 + 1 + 1), + ); + + gl.bind_vertex_array(None); + gl.bind_buffer(glow::ARRAY_BUFFER, None); + gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None); + + (vertex_array, vertex_buffer, index_buffer) +} + +/// The vertex of a colored rectangle with a border. +/// +/// This type can be directly uploaded to GPU memory. +#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)] +#[repr(C)] +pub struct Vertex { + /// The position of the [`Vertex`]. + pub position: [f32; 2], + + /// The size of the [`Vertex`]. + pub size: [f32; 2], + + /// The color of the [`Vertex`], in __linear RGB__. + pub color: [f32; 4], + + /// The border color of the [`Vertex`], in __linear RGB__. + pub border_color: [f32; 4], + + /// The border radius of the [`Vertex`]. + pub border_radius: f32, + + /// The border width of the [`Vertex`]. + pub border_width: f32, + + /// The __quad__ position of the [`Vertex`]. + pub q_position: [f32; 2], +} + +impl Vertex { + const SIZE: usize = std::mem::size_of::<Self>(); + + fn from_quad(quad: &layer::Quad) -> [Vertex; 4] { + let base = Vertex { + position: quad.position, + size: quad.size, + color: quad.color, + border_color: quad.color, + border_radius: quad.border_radius, + border_width: quad.border_width, + q_position: [0.0, 0.0], + }; + + [ + base, + Self { + q_position: [0.0, 1.0], + ..base + }, + Self { + q_position: [1.0, 0.0], + ..base + }, + Self { + q_position: [1.0, 1.0], + ..base + }, + ] + } +} |