diff options
Diffstat (limited to 'glow/src/triangle.rs')
-rw-r--r-- | glow/src/triangle.rs | 562 |
1 files changed, 446 insertions, 116 deletions
diff --git a/glow/src/triangle.rs b/glow/src/triangle.rs index cb7ab055..849a7272 100644 --- a/glow/src/triangle.rs +++ b/glow/src/triangle.rs @@ -1,74 +1,49 @@ //! Draw meshes of triangles. -mod gradient; -mod solid; - use crate::program; use crate::Transformation; +use iced_graphics::gradient::Gradient; use iced_graphics::layer::mesh::{self, Mesh}; -use iced_graphics::triangle::{self, Vertex2D}; +use iced_graphics::triangle::{ColoredVertex2D, Vertex2D}; use glow::HasContext; use std::marker::PhantomData; #[derive(Debug)] pub(crate) struct Pipeline { - vertex_array: <glow::Context as HasContext>::VertexArray, - vertices: Buffer<Vertex2D>, indices: Buffer<u32>, - programs: ProgramList, -} - -#[derive(Debug)] -struct ProgramList { solid: solid::Program, gradient: gradient::Program, } impl Pipeline { pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self { - let vertex_array = - unsafe { gl.create_vertex_array().expect("Create vertex array") }; - - unsafe { - gl.bind_vertex_array(Some(vertex_array)); - } - - let vertices = unsafe { - Buffer::new( - gl, - glow::ARRAY_BUFFER, - glow::DYNAMIC_DRAW, - std::mem::size_of::<Vertex2D>() as usize, - ) - }; - - let indices = unsafe { + let mut indices = unsafe { Buffer::new( gl, glow::ELEMENT_ARRAY_BUFFER, glow::DYNAMIC_DRAW, - std::mem::size_of::<u32>() as usize, + 1000, ) }; + let solid = solid::Program::new(gl, shader_version); + let gradient = gradient::Program::new(gl, shader_version); + unsafe { - let stride = std::mem::size_of::<Vertex2D>() as i32; + gl.bind_vertex_array(Some(solid.vertex_array)); + indices.bind(gl, 0); - gl.enable_vertex_attrib_array(0); - gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0); + gl.bind_vertex_array(Some(gradient.vertex_array)); + indices.bind(gl, 0); gl.bind_vertex_array(None); - }; + } Self { - vertex_array, - vertices, indices, - programs: ProgramList { - solid: solid::Program::new(gl, shader_version), - gradient: gradient::Program::new(gl, shader_version), - }, + solid, + gradient, } } @@ -83,50 +58,83 @@ impl Pipeline { unsafe { gl.enable(glow::MULTISAMPLE); gl.enable(glow::SCISSOR_TEST); - gl.bind_vertex_array(Some(self.vertex_array)) } - //count the total amount of vertices & indices we need to handle - let (total_vertices, total_indices) = mesh::attribute_count_of(meshes); + // Count the total amount of vertices & indices we need to handle + let count = mesh::attribute_count_of(meshes); // Then we ensure the current attribute buffers are big enough, resizing if necessary unsafe { - self.vertices.bind(gl, total_vertices); - self.indices.bind(gl, total_indices); + self.indices.bind(gl, count.indices); } // We upload all the vertices and indices upfront - let mut vertex_offset = 0; + let mut solid_vertex_offset = 0; + let mut gradient_vertex_offset = 0; let mut index_offset = 0; for mesh in meshes { - unsafe { - gl.buffer_sub_data_u8_slice( - glow::ARRAY_BUFFER, - (vertex_offset * std::mem::size_of::<Vertex2D>()) as i32, - bytemuck::cast_slice(&mesh.buffers.vertices), - ); + let indices = mesh.indices(); + unsafe { gl.buffer_sub_data_u8_slice( glow::ELEMENT_ARRAY_BUFFER, (index_offset * std::mem::size_of::<u32>()) as i32, - bytemuck::cast_slice(&mesh.buffers.indices), + bytemuck::cast_slice(indices), ); - vertex_offset += mesh.buffers.vertices.len(); - index_offset += mesh.buffers.indices.len(); + index_offset += indices.len(); + } + + match mesh { + Mesh::Solid { buffers, .. } => { + unsafe { + self.solid.vertices.bind(gl, count.solid_vertices); + + gl.buffer_sub_data_u8_slice( + glow::ARRAY_BUFFER, + (solid_vertex_offset + * std::mem::size_of::<ColoredVertex2D>()) + as i32, + bytemuck::cast_slice(&buffers.vertices), + ); + } + + solid_vertex_offset += buffers.vertices.len(); + } + Mesh::Gradient { buffers, .. } => { + unsafe { + self.gradient + .vertices + .bind(gl, count.gradient_vertices); + + gl.buffer_sub_data_u8_slice( + glow::ARRAY_BUFFER, + (gradient_vertex_offset + * std::mem::size_of::<Vertex2D>()) + as i32, + bytemuck::cast_slice(&buffers.vertices), + ); + } + + gradient_vertex_offset += buffers.vertices.len(); + } } } // Then we draw each mesh using offsets - let mut last_vertex = 0; + let mut last_solid_vertex = 0; + let mut last_gradient_vertex = 0; let mut last_index = 0; for mesh in meshes { - let transform = transformation - * Transformation::translate(mesh.origin.x, mesh.origin.y); + let indices = mesh.indices(); + let origin = mesh.origin(); - let clip_bounds = (mesh.clip_bounds * scale_factor).snap(); + let transform = + transformation * Transformation::translate(origin.x, origin.y); + + let clip_bounds = (mesh.clip_bounds() * scale_factor).snap(); unsafe { gl.scissor( @@ -136,30 +144,126 @@ impl Pipeline { clip_bounds.width as i32, clip_bounds.height as i32, ); + } + + match mesh { + Mesh::Solid { buffers, .. } => unsafe { + gl.use_program(Some(self.solid.program)); + gl.bind_vertex_array(Some(self.solid.vertex_array)); + + if transform != self.solid.uniforms.transform { + gl.uniform_matrix_4_f32_slice( + Some(&self.solid.uniforms.transform_location), + false, + transform.as_ref(), + ); - match mesh.style { - triangle::Style::Solid(color) => { - self.programs.solid.use_program(gl, color, &transform); + self.solid.uniforms.transform = transform; } - #[cfg(not(target_arch = "wasm32"))] - triangle::Style::Gradient(gradient) => { - self.programs - .gradient - .use_program(gl, gradient, &transform); + + gl.draw_elements_base_vertex( + glow::TRIANGLES, + indices.len() as i32, + glow::UNSIGNED_INT, + (last_index * std::mem::size_of::<u32>()) as i32, + last_solid_vertex as i32, + ); + + last_solid_vertex += buffers.vertices.len(); + }, + Mesh::Gradient { + buffers, gradient, .. + } => unsafe { + gl.use_program(Some(self.gradient.program)); + gl.bind_vertex_array(Some(self.gradient.vertex_array)); + + if transform != self.gradient.uniforms.transform { + gl.uniform_matrix_4_f32_slice( + Some(&self.gradient.uniforms.locations.transform), + false, + transform.as_ref(), + ); + + self.gradient.uniforms.transform = transform; } - } - gl.draw_elements_base_vertex( - glow::TRIANGLES, - mesh.buffers.indices.len() as i32, - glow::UNSIGNED_INT, - (last_index * std::mem::size_of::<u32>()) as i32, - last_vertex as i32, - ); + if &self.gradient.uniforms.gradient != *gradient { + match gradient { + Gradient::Linear(linear) => { + gl.uniform_4_f32( + Some( + &self + .gradient + .uniforms + .locations + .gradient_direction, + ), + linear.start.x, + linear.start.y, + linear.end.x, + linear.end.y, + ); + + gl.uniform_1_i32( + Some( + &self + .gradient + .uniforms + .locations + .color_stops_size, + ), + (linear.color_stops.len() * 2) as i32, + ); + + let mut stops = [0.0; 128]; + + for (index, stop) in linear + .color_stops + .iter() + .enumerate() + .take(16) + { + let [r, g, b, a] = stop.color.into_linear(); + + stops[index * 8] = r; + stops[(index * 8) + 1] = g; + stops[(index * 8) + 2] = b; + stops[(index * 8) + 3] = a; + stops[(index * 8) + 4] = stop.offset; + stops[(index * 8) + 5] = 0.; + stops[(index * 8) + 6] = 0.; + stops[(index * 8) + 7] = 0.; + } + + gl.uniform_4_f32_slice( + Some( + &self + .gradient + .uniforms + .locations + .color_stops, + ), + &stops, + ); + } + } + + self.gradient.uniforms.gradient = (*gradient).clone(); + } - last_vertex += mesh.buffers.vertices.len(); - last_index += mesh.buffers.indices.len(); + gl.draw_elements_base_vertex( + glow::TRIANGLES, + indices.len() as i32, + glow::UNSIGNED_INT, + (last_index * std::mem::size_of::<u32>()) as i32, + last_gradient_vertex as i32, + ); + + last_gradient_vertex += buffers.vertices.len(); + }, } + + last_index += indices.len(); } unsafe { @@ -170,47 +274,8 @@ impl Pipeline { } } -/// A simple shader program. Uses [`triangle.vert`] for its vertex shader and only binds position -/// attribute location. -pub(super) fn program( - gl: &glow::Context, - shader_version: &program::Version, - fragment_shader: &'static str, -) -> <glow::Context as HasContext>::Program { - unsafe { - let vertex_shader = program::Shader::vertex( - gl, - shader_version, - include_str!("shader/common/triangle.vert"), - ); - - let fragment_shader = - program::Shader::fragment(gl, shader_version, fragment_shader); - - program::create( - gl, - &[vertex_shader, fragment_shader], - &[(0, "i_Position")], - ) - } -} - -pub fn set_transform( - gl: &glow::Context, - location: <glow::Context as HasContext>::UniformLocation, - transform: Transformation, -) { - unsafe { - gl.uniform_matrix_4_f32_slice( - Some(&location), - false, - transform.as_ref(), - ); - } -} - #[derive(Debug)] -struct Buffer<T> { +pub struct Buffer<T> { raw: <glow::Context as HasContext>::Buffer, target: u32, usage: u32, @@ -254,3 +319,268 @@ impl<T> Buffer<T> { } } } + +mod solid { + use crate::program; + use crate::triangle; + use glow::{Context, HasContext, NativeProgram}; + use iced_graphics::triangle::ColoredVertex2D; + use iced_graphics::Transformation; + + #[derive(Debug)] + pub struct Program { + pub program: <Context as HasContext>::Program, + pub vertex_array: <glow::Context as HasContext>::VertexArray, + pub vertices: triangle::Buffer<ColoredVertex2D>, + pub uniforms: Uniforms, + } + + impl Program { + pub fn new(gl: &Context, shader_version: &program::Version) -> Self { + let program = unsafe { + let vertex_shader = program::Shader::vertex( + gl, + shader_version, + include_str!("shader/common/solid.vert"), + ); + + let fragment_shader = program::Shader::fragment( + gl, + shader_version, + include_str!("shader/common/solid.frag"), + ); + + program::create( + gl, + &[vertex_shader, fragment_shader], + &[(0, "i_Position"), (1, "i_Color")], + ) + }; + + let vertex_array = unsafe { + gl.create_vertex_array().expect("Create vertex array") + }; + + let vertices = unsafe { + triangle::Buffer::new( + gl, + glow::ARRAY_BUFFER, + glow::DYNAMIC_DRAW, + 1000, + ) + }; + + unsafe { + gl.bind_vertex_array(Some(vertex_array)); + + let stride = std::mem::size_of::<ColoredVertex2D>() 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, + 4, + glow::FLOAT, + false, + stride, + 4 * 2, + ); + + gl.bind_vertex_array(None); + }; + + Self { + program, + vertex_array, + vertices, + uniforms: Uniforms::new(gl, program), + } + } + } + + #[derive(Debug)] + pub struct Uniforms { + pub transform: Transformation, + pub transform_location: <Context as HasContext>::UniformLocation, + } + + impl Uniforms { + fn new(gl: &Context, program: NativeProgram) -> Self { + let transform = Transformation::identity(); + let transform_location = + unsafe { gl.get_uniform_location(program, "u_Transform") } + .expect("Solid - Get u_Transform."); + + unsafe { + gl.use_program(Some(program)); + + gl.uniform_matrix_4_f32_slice( + Some(&transform_location), + false, + transform.as_ref(), + ); + + gl.use_program(None); + } + + Self { + transform, + transform_location, + } + } + } +} + +mod gradient { + use crate::program; + use crate::triangle; + use glow::{Context, HasContext, NativeProgram}; + use iced_graphics::gradient::{self, Gradient}; + use iced_graphics::triangle::Vertex2D; + use iced_graphics::Transformation; + + #[derive(Debug)] + pub struct Program { + pub program: <Context as HasContext>::Program, + pub vertex_array: <glow::Context as HasContext>::VertexArray, + pub vertices: triangle::Buffer<Vertex2D>, + pub uniforms: Uniforms, + } + + impl Program { + pub fn new(gl: &Context, shader_version: &program::Version) -> Self { + let program = unsafe { + let vertex_shader = program::Shader::vertex( + gl, + shader_version, + include_str!("shader/common/gradient.vert"), + ); + + let fragment_shader = program::Shader::fragment( + gl, + shader_version, + include_str!("shader/common/gradient.frag"), + ); + + program::create( + gl, + &[vertex_shader, fragment_shader], + &[(0, "i_Position")], + ) + }; + + let vertex_array = unsafe { + gl.create_vertex_array().expect("Create vertex array") + }; + + let vertices = unsafe { + triangle::Buffer::new( + gl, + glow::ARRAY_BUFFER, + glow::DYNAMIC_DRAW, + 1000, + ) + }; + + unsafe { + gl.bind_vertex_array(Some(vertex_array)); + + let stride = std::mem::size_of::<Vertex2D>() as i32; + + gl.enable_vertex_attrib_array(0); + gl.vertex_attrib_pointer_f32( + 0, + 2, + glow::FLOAT, + false, + stride, + 0, + ); + + gl.bind_vertex_array(None); + }; + + Self { + program, + vertex_array, + vertices, + uniforms: Uniforms::new(gl, program), + } + } + } + + #[derive(Debug)] + pub struct Uniforms { + pub gradient: Gradient, + pub transform: Transformation, + pub locations: Locations, + } + + #[derive(Debug)] + pub struct Locations { + pub gradient_direction: <Context as HasContext>::UniformLocation, + pub color_stops_size: <Context as HasContext>::UniformLocation, + //currently the maximum number of stops is 16 due to lack of SSBO in GL2.1 + pub color_stops: <Context as HasContext>::UniformLocation, + pub transform: <Context as HasContext>::UniformLocation, + } + + impl Uniforms { + fn new(gl: &Context, program: NativeProgram) -> Self { + let gradient_direction = unsafe { + gl.get_uniform_location(program, "gradient_direction") + } + .expect("Gradient - Get gradient_direction."); + + let color_stops_size = + unsafe { gl.get_uniform_location(program, "color_stops_size") } + .expect("Gradient - Get color_stops_size."); + + let color_stops = unsafe { + gl.get_uniform_location(program, "color_stops") + .expect("Gradient - Get color_stops.") + }; + + let transform = Transformation::identity(); + let transform_location = + unsafe { gl.get_uniform_location(program, "u_Transform") } + .expect("Solid - Get u_Transform."); + + unsafe { + gl.use_program(Some(program)); + + gl.uniform_matrix_4_f32_slice( + Some(&transform_location), + false, + transform.as_ref(), + ); + + gl.use_program(None); + } + + Self { + gradient: Gradient::Linear(gradient::Linear { + start: Default::default(), + end: Default::default(), + color_stops: vec![], + }), + transform: Transformation::identity(), + locations: Locations { + gradient_direction, + color_stops_size, + color_stops, + transform: transform_location, + }, + } + } + } +} |