diff options
Diffstat (limited to 'glow/src')
-rw-r--r-- | glow/src/backend.rs | 41 | ||||
-rw-r--r-- | glow/src/image.rs | 248 | ||||
-rw-r--r-- | glow/src/image/storage.rs | 78 | ||||
-rw-r--r-- | glow/src/lib.rs | 4 | ||||
-rw-r--r-- | glow/src/quad/compatibility.rs | 14 | ||||
-rw-r--r-- | glow/src/quad/core.rs | 10 | ||||
-rw-r--r-- | glow/src/shader/common/gradient.frag | 59 | ||||
-rw-r--r-- | glow/src/shader/common/gradient.vert | 9 | ||||
-rw-r--r-- | glow/src/shader/common/image.frag | 22 | ||||
-rw-r--r-- | glow/src/shader/common/image.vert | 9 | ||||
-rw-r--r-- | glow/src/shader/common/solid.frag (renamed from glow/src/shader/common/triangle.frag) | 2 | ||||
-rw-r--r-- | glow/src/shader/common/solid.vert (renamed from glow/src/shader/common/triangle.vert) | 2 | ||||
-rw-r--r-- | glow/src/shader/compatibility/quad.frag | 24 | ||||
-rw-r--r-- | glow/src/shader/compatibility/quad.vert | 12 | ||||
-rw-r--r-- | glow/src/shader/core/quad.frag | 24 | ||||
-rw-r--r-- | glow/src/shader/core/quad.vert | 12 | ||||
-rw-r--r-- | glow/src/triangle.rs | 640 | ||||
-rw-r--r-- | glow/src/window/compositor.rs | 7 |
18 files changed, 996 insertions, 221 deletions
diff --git a/glow/src/backend.rs b/glow/src/backend.rs index 78d4229e..416c3b94 100644 --- a/glow/src/backend.rs +++ b/glow/src/backend.rs @@ -1,7 +1,8 @@ -use crate::program; +#[cfg(any(feature = "image", feature = "svg"))] +use crate::image; use crate::quad; use crate::text; -use crate::triangle; +use crate::{program, triangle}; use crate::{Settings, Transformation, Viewport}; use iced_graphics::backend; @@ -16,6 +17,8 @@ use iced_native::{Font, Size}; /// [`iced`]: https://github.com/iced-rs/iced #[derive(Debug)] pub struct Backend { + #[cfg(any(feature = "image", feature = "svg"))] + image_pipeline: image::Pipeline, quad_pipeline: quad::Pipeline, text_pipeline: text::Pipeline, triangle_pipeline: triangle::Pipeline, @@ -33,10 +36,14 @@ impl Backend { let shader_version = program::Version::new(gl); + #[cfg(any(feature = "image", feature = "svg"))] + let image_pipeline = image::Pipeline::new(gl, &shader_version); let quad_pipeline = quad::Pipeline::new(gl, &shader_version); let triangle_pipeline = triangle::Pipeline::new(gl, &shader_version); Self { + #[cfg(any(feature = "image", feature = "svg"))] + image_pipeline, quad_pipeline, text_pipeline, triangle_pipeline, @@ -71,6 +78,9 @@ impl Backend { viewport_size.height, ); } + + #[cfg(any(feature = "image", feature = "svg"))] + self.image_pipeline.trim_cache(gl); } fn flush( @@ -105,11 +115,26 @@ impl Backend { * Transformation::scale(scale_factor, scale_factor); self.triangle_pipeline.draw( + &layer.meshes, gl, target_height, scaled, scale_factor, - &layer.meshes, + ); + } + + #[cfg(any(feature = "image", feature = "svg"))] + if !layer.images.is_empty() { + let scaled = transformation + * Transformation::scale(scale_factor, scale_factor); + + self.image_pipeline.draw( + gl, + target_height, + scaled, + scale_factor, + &layer.images, + bounds, ); } @@ -239,8 +264,8 @@ impl backend::Text for Backend { #[cfg(feature = "image")] impl backend::Image for Backend { - fn dimensions(&self, _handle: &iced_native::image::Handle) -> (u32, u32) { - (50, 50) + fn dimensions(&self, handle: &iced_native::image::Handle) -> Size<u32> { + self.image_pipeline.dimensions(handle) } } @@ -248,8 +273,8 @@ impl backend::Image for Backend { impl backend::Svg for Backend { fn viewport_dimensions( &self, - _handle: &iced_native::svg::Handle, - ) -> (u32, u32) { - (50, 50) + handle: &iced_native::svg::Handle, + ) -> Size<u32> { + self.image_pipeline.viewport_dimensions(handle) } } diff --git a/glow/src/image.rs b/glow/src/image.rs new file mode 100644 index 00000000..521a01e7 --- /dev/null +++ b/glow/src/image.rs @@ -0,0 +1,248 @@ +mod storage; + +use storage::Storage; + +pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; + +use crate::program::{self, Shader}; +use crate::Transformation; + +#[cfg(feature = "image")] +use iced_graphics::image::raster; + +#[cfg(feature = "svg")] +use iced_graphics::image::vector; + +use iced_graphics::layer; +use iced_graphics::Rectangle; +use iced_graphics::Size; + +use glow::HasContext; + +use std::cell::RefCell; + +#[derive(Debug)] +pub(crate) struct Pipeline { + program: <glow::Context as HasContext>::Program, + vertex_array: <glow::Context as HasContext>::VertexArray, + vertex_buffer: <glow::Context as HasContext>::Buffer, + transform_location: <glow::Context as HasContext>::UniformLocation, + storage: Storage, + #[cfg(feature = "image")] + raster_cache: RefCell<raster::Cache<Storage>>, + #[cfg(feature = "svg")] + vector_cache: RefCell<vector::Cache<Storage>>, +} + +impl Pipeline { + pub fn new( + gl: &glow::Context, + shader_version: &program::Version, + ) -> Pipeline { + let program = unsafe { + let vertex_shader = Shader::vertex( + gl, + shader_version, + include_str!("shader/common/image.vert"), + ); + let fragment_shader = Shader::fragment( + gl, + shader_version, + include_str!("shader/common/image.frag"), + ); + + program::create( + gl, + &[vertex_shader, fragment_shader], + &[(0, "i_Position")], + ) + }; + + let transform_location = + unsafe { gl.get_uniform_location(program, "u_Transform") } + .expect("Get transform location"); + + unsafe { + gl.use_program(Some(program)); + + let transform: [f32; 16] = Transformation::identity().into(); + gl.uniform_matrix_4_f32_slice( + Some(&transform_location), + false, + &transform, + ); + + gl.use_program(None); + } + + let vertex_buffer = + unsafe { gl.create_buffer().expect("Create vertex buffer") }; + let vertex_array = + unsafe { gl.create_vertex_array().expect("Create vertex array") }; + + unsafe { + gl.bind_vertex_array(Some(vertex_array)); + gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer)); + + let vertices = &[0u8, 0, 1, 0, 0, 1, 1, 1]; + gl.buffer_data_size( + glow::ARRAY_BUFFER, + vertices.len() as i32, + glow::STATIC_DRAW, + ); + gl.buffer_sub_data_u8_slice( + glow::ARRAY_BUFFER, + 0, + bytemuck::cast_slice(vertices), + ); + + gl.enable_vertex_attrib_array(0); + gl.vertex_attrib_pointer_f32( + 0, + 2, + glow::UNSIGNED_BYTE, + false, + 0, + 0, + ); + + gl.bind_buffer(glow::ARRAY_BUFFER, None); + gl.bind_vertex_array(None); + } + + Pipeline { + program, + vertex_array, + vertex_buffer, + transform_location, + storage: Storage::default(), + #[cfg(feature = "image")] + raster_cache: RefCell::new(raster::Cache::default()), + #[cfg(feature = "svg")] + vector_cache: RefCell::new(vector::Cache::default()), + } + } + + #[cfg(feature = "image")] + pub fn dimensions(&self, handle: &iced_native::image::Handle) -> Size<u32> { + self.raster_cache.borrow_mut().load(handle).dimensions() + } + + #[cfg(feature = "svg")] + pub fn viewport_dimensions( + &self, + handle: &iced_native::svg::Handle, + ) -> Size<u32> { + let mut cache = self.vector_cache.borrow_mut(); + let svg = cache.load(handle); + + svg.viewport_dimensions() + } + + pub fn draw( + &mut self, + mut gl: &glow::Context, + target_height: u32, + transformation: Transformation, + _scale_factor: f32, + images: &[layer::Image], + layer_bounds: Rectangle<u32>, + ) { + unsafe { + 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.enable(glow::SCISSOR_TEST); + } + + #[cfg(feature = "image")] + let mut raster_cache = self.raster_cache.borrow_mut(); + + #[cfg(feature = "svg")] + let mut vector_cache = self.vector_cache.borrow_mut(); + + for image in images { + let (entry, bounds) = match &image { + #[cfg(feature = "image")] + layer::Image::Raster { handle, bounds } => ( + raster_cache.upload(handle, &mut gl, &mut self.storage), + bounds, + ), + #[cfg(not(feature = "image"))] + layer::Image::Raster { handle: _, bounds } => (None, bounds), + + #[cfg(feature = "svg")] + layer::Image::Vector { + handle, + color, + bounds, + } => { + let size = [bounds.width, bounds.height]; + ( + vector_cache.upload( + handle, + *color, + size, + _scale_factor, + &mut gl, + &mut self.storage, + ), + bounds, + ) + } + + #[cfg(not(feature = "svg"))] + layer::Image::Vector { bounds, .. } => (None, bounds), + }; + + unsafe { + gl.scissor( + layer_bounds.x as i32, + (target_height - (layer_bounds.y + layer_bounds.height)) + as i32, + layer_bounds.width as i32, + layer_bounds.height as i32, + ); + + if let Some(storage::Entry { texture, .. }) = entry { + gl.bind_texture(glow::TEXTURE_2D, Some(*texture)) + } else { + continue; + } + + let translate = Transformation::translate(bounds.x, bounds.y); + let scale = Transformation::scale(bounds.width, bounds.height); + let transformation = transformation * translate * scale; + let matrix: [f32; 16] = transformation.into(); + gl.uniform_matrix_4_f32_slice( + Some(&self.transform_location), + false, + &matrix, + ); + + gl.draw_arrays(glow::TRIANGLE_STRIP, 0, 4); + + gl.bind_texture(glow::TEXTURE_2D, None); + } + } + + unsafe { + gl.bind_buffer(glow::ARRAY_BUFFER, None); + gl.bind_vertex_array(None); + gl.use_program(None); + gl.disable(glow::SCISSOR_TEST); + } + } + + pub fn trim_cache(&mut self, mut gl: &glow::Context) { + #[cfg(feature = "image")] + self.raster_cache + .borrow_mut() + .trim(&mut self.storage, &mut gl); + + #[cfg(feature = "svg")] + self.vector_cache + .borrow_mut() + .trim(&mut self.storage, &mut gl); + } +} diff --git a/glow/src/image/storage.rs b/glow/src/image/storage.rs new file mode 100644 index 00000000..9bc20641 --- /dev/null +++ b/glow/src/image/storage.rs @@ -0,0 +1,78 @@ +use iced_graphics::image; +use iced_graphics::Size; + +use glow::HasContext; + +#[derive(Debug, Default)] +pub struct Storage; + +impl image::Storage for Storage { + type Entry = Entry; + type State<'a> = &'a glow::Context; + + fn upload( + &mut self, + width: u32, + height: u32, + data: &[u8], + gl: &mut &glow::Context, + ) -> Option<Self::Entry> { + unsafe { + let texture = gl.create_texture().expect("create texture"); + gl.bind_texture(glow::TEXTURE_2D, Some(texture)); + gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::SRGB8_ALPHA8 as i32, + width as i32, + height as i32, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + Some(data), + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_WRAP_S, + glow::CLAMP_TO_EDGE as _, + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_WRAP_T, + glow::CLAMP_TO_EDGE as _, + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MIN_FILTER, + glow::LINEAR as _, + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MAG_FILTER, + glow::LINEAR as _, + ); + gl.bind_texture(glow::TEXTURE_2D, None); + + Some(Entry { + size: Size::new(width, height), + texture, + }) + } + } + + fn remove(&mut self, entry: &Entry, gl: &mut &glow::Context) { + unsafe { gl.delete_texture(entry.texture) } + } +} + +#[derive(Debug)] +pub struct Entry { + size: Size<u32>, + pub(super) texture: glow::NativeTexture, +} + +impl image::storage::Entry for Entry { + fn size(&self) -> Size<u32> { + self.size + } +} diff --git a/glow/src/lib.rs b/glow/src/lib.rs index de9c0002..710ac36d 100644 --- a/glow/src/lib.rs +++ b/glow/src/lib.rs @@ -3,7 +3,7 @@ //!  //! //! [`glow`]: https://github.com/grovesNL/glow -//! [`iced_native`]: https://github.com/iced-rs/iced/tree/0.4/native +//! [`iced_native`]: https://github.com/iced-rs/iced/tree/0.6/native #![doc( html_logo_url = "https://raw.githubusercontent.com/iced-rs/iced/9ab6923e943f784985e9ef9ca28b10278297225d/docs/logo.svg" )] @@ -24,6 +24,8 @@ pub use glow; mod backend; +#[cfg(any(feature = "image", feature = "svg"))] +mod image; mod program; mod quad; mod text; diff --git a/glow/src/quad/compatibility.rs b/glow/src/quad/compatibility.rs index eb3fb7e0..e909162c 100644 --- a/glow/src/quad/compatibility.rs +++ b/glow/src/quad/compatibility.rs @@ -70,11 +70,10 @@ impl Pipeline { unsafe { gl.use_program(Some(program)); - let matrix: [f32; 16] = Transformation::identity().into(); gl.uniform_matrix_4_f32_slice( Some(&transform_location), false, - &matrix, + Transformation::identity().as_ref(), ); gl.uniform_1_f32(Some(&scale_location), 1.0); @@ -139,11 +138,10 @@ impl Pipeline { if transformation != self.current_transform { unsafe { - let matrix: [f32; 16] = transformation.into(); gl.uniform_matrix_4_f32_slice( Some(&self.transform_location), false, - &matrix, + transformation.as_ref(), ); self.current_transform = transformation; @@ -256,7 +254,7 @@ unsafe fn create_buffers( gl.enable_vertex_attrib_array(4); gl.vertex_attrib_pointer_f32( 4, - 1, + 4, glow::FLOAT, false, stride, @@ -270,7 +268,7 @@ unsafe fn create_buffers( glow::FLOAT, false, stride, - 4 * (2 + 2 + 4 + 4 + 1), + 4 * (2 + 2 + 4 + 4 + 4), ); gl.enable_vertex_attrib_array(6); @@ -280,7 +278,7 @@ unsafe fn create_buffers( glow::FLOAT, false, stride, - 4 * (2 + 2 + 4 + 4 + 1 + 1), + 4 * (2 + 2 + 4 + 4 + 4 + 1), ); gl.bind_vertex_array(None); @@ -309,7 +307,7 @@ pub struct Vertex { pub border_color: [f32; 4], /// The border radius of the [`Vertex`]. - pub border_radius: f32, + pub border_radius: [f32; 4], /// The border width of the [`Vertex`]. pub border_width: f32, diff --git a/glow/src/quad/core.rs b/glow/src/quad/core.rs index 3e51b1ca..89036530 100644 --- a/glow/src/quad/core.rs +++ b/glow/src/quad/core.rs @@ -65,11 +65,10 @@ impl Pipeline { unsafe { gl.use_program(Some(program)); - let matrix: [f32; 16] = Transformation::identity().into(); gl.uniform_matrix_4_f32_slice( Some(&transform_location), false, - &matrix, + Transformation::identity().as_ref(), ); gl.uniform_1_f32(Some(&scale_location), 1.0); @@ -119,11 +118,10 @@ impl Pipeline { if transformation != self.current_transform { unsafe { - let matrix: [f32; 16] = transformation.into(); gl.uniform_matrix_4_f32_slice( Some(&self.transform_location), false, - &matrix, + transformation.as_ref(), ); self.current_transform = transformation; @@ -220,7 +218,7 @@ unsafe fn create_instance_buffer( gl.enable_vertex_attrib_array(4); gl.vertex_attrib_pointer_f32( 4, - 1, + 4, glow::FLOAT, false, stride, @@ -235,7 +233,7 @@ unsafe fn create_instance_buffer( glow::FLOAT, false, stride, - 4 * (2 + 2 + 4 + 4 + 1), + 4 * (2 + 2 + 4 + 4 + 4), ); gl.vertex_attrib_divisor(5, 1); diff --git a/glow/src/shader/common/gradient.frag b/glow/src/shader/common/gradient.frag new file mode 100644 index 00000000..9af0cb6e --- /dev/null +++ b/glow/src/shader/common/gradient.frag @@ -0,0 +1,59 @@ +#ifdef GL_ES +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#endif + +#ifdef HIGHER_THAN_300 +layout (location = 0) out vec4 fragColor; +#define gl_FragColor fragColor +#endif + +in vec2 raw_position; + +uniform vec4 gradient_direction; +uniform int color_stops_size; +// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops +//stored as color(vec4) -> offset(vec4) sequentially; +uniform vec4 color_stops[32]; + +//TODO: rewrite without branching to make ALUs happy +void main() { + vec2 start = gradient_direction.xy; + vec2 end = gradient_direction.zw; + vec2 gradient_vec = vec2(end - start); + vec2 current_vec = vec2(raw_position.xy - start); + vec2 unit = normalize(gradient_vec); + float coord_offset = dot(unit, current_vec) / length(gradient_vec); + //if a gradient has a start/end stop that is identical, the mesh will have a transparent fill + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + + float min_offset = color_stops[1].x; + float max_offset = color_stops[color_stops_size - 1].x; + + for (int i = 0; i < color_stops_size - 2; i += 2) { + float curr_offset = color_stops[i+1].x; + float next_offset = color_stops[i+3].x; + + if (coord_offset <= min_offset) { + //current coordinate is before the first defined offset, set it to the start color + gl_FragColor = color_stops[0]; + } + + if (curr_offset <= coord_offset && coord_offset <= next_offset) { + //current fragment is between the current offset processing & the next one, interpolate colors + gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep( + curr_offset, + next_offset, + coord_offset + )); + } + + if (coord_offset >= max_offset) { + //current coordinate is before the last defined offset, set it to the last color + gl_FragColor = color_stops[color_stops_size - 2]; + } + } +} diff --git a/glow/src/shader/common/gradient.vert b/glow/src/shader/common/gradient.vert new file mode 100644 index 00000000..fe505997 --- /dev/null +++ b/glow/src/shader/common/gradient.vert @@ -0,0 +1,9 @@ +uniform mat4 u_Transform; + +in vec2 i_Position; +out vec2 raw_position; + +void main() { + gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); + raw_position = i_Position; +} diff --git a/glow/src/shader/common/image.frag b/glow/src/shader/common/image.frag new file mode 100644 index 00000000..5e05abdf --- /dev/null +++ b/glow/src/shader/common/image.frag @@ -0,0 +1,22 @@ +#ifdef GL_ES +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#endif + +uniform sampler2D tex; +in vec2 tex_pos; + +#ifdef HIGHER_THAN_300 +out vec4 fragColor; +#define gl_FragColor fragColor +#endif +#ifdef GL_ES +#define texture texture2D +#endif + +void main() { + gl_FragColor = texture(tex, tex_pos); +} diff --git a/glow/src/shader/common/image.vert b/glow/src/shader/common/image.vert new file mode 100644 index 00000000..93e541f2 --- /dev/null +++ b/glow/src/shader/common/image.vert @@ -0,0 +1,9 @@ +uniform mat4 u_Transform; + +in vec2 i_Position; +out vec2 tex_pos; + +void main() { + gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); + tex_pos = i_Position; +} diff --git a/glow/src/shader/common/triangle.frag b/glow/src/shader/common/solid.frag index e8689f2e..174ffdd3 100644 --- a/glow/src/shader/common/triangle.frag +++ b/glow/src/shader/common/solid.frag @@ -15,4 +15,4 @@ in vec4 v_Color; void main() { gl_FragColor = v_Color; -}
\ No newline at end of file +} diff --git a/glow/src/shader/common/triangle.vert b/glow/src/shader/common/solid.vert index d0494a5f..59ed88e5 100644 --- a/glow/src/shader/common/triangle.vert +++ b/glow/src/shader/common/solid.vert @@ -8,4 +8,4 @@ out vec4 v_Color; void main() { gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); v_Color = i_Color; -}
\ No newline at end of file +} diff --git a/glow/src/shader/compatibility/quad.frag b/glow/src/shader/compatibility/quad.frag index 8ea5693d..bb9d8122 100644 --- a/glow/src/shader/compatibility/quad.frag +++ b/glow/src/shader/compatibility/quad.frag @@ -12,7 +12,7 @@ varying vec4 v_Color; varying vec4 v_BorderColor; varying vec2 v_Pos; varying vec2 v_Scale; -varying float v_BorderRadius; +varying vec4 v_BorderRadius; varying float v_BorderWidth; float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius) @@ -33,10 +33,26 @@ float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius) return sqrt(distance.x * distance.x + distance.y * distance.y); } +float selectBorderRadius(vec4 radi, vec2 position, vec2 center) +{ + float rx = radi.x; + float ry = radi.y; + rx = position.x > center.x ? radi.y : radi.x; + ry = position.x > center.x ? radi.z : radi.w; + rx = position.y > center.y ? ry : rx; + return rx; +} + void main() { vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); - float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); + float border_radius = selectBorderRadius( + v_BorderRadius, + fragCoord, + (v_Pos + v_Scale * 0.5).xy + ); + + float internal_border = max(border_radius - v_BorderWidth, 0.0); float internal_distance = _distance( fragCoord, @@ -57,11 +73,11 @@ void main() { fragCoord, v_Pos, v_Scale, - v_BorderRadius + border_radius ); float radius_alpha = - 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); + 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d); gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); } diff --git a/glow/src/shader/compatibility/quad.vert b/glow/src/shader/compatibility/quad.vert index abe70c0e..89931f06 100644 --- a/glow/src/shader/compatibility/quad.vert +++ b/glow/src/shader/compatibility/quad.vert @@ -5,7 +5,7 @@ attribute vec2 i_Pos; attribute vec2 i_Scale; attribute vec4 i_Color; attribute vec4 i_BorderColor; -attribute float i_BorderRadius; +attribute vec4 i_BorderRadius; attribute float i_BorderWidth; attribute vec2 q_Pos; @@ -13,7 +13,7 @@ varying vec4 v_Color; varying vec4 v_BorderColor; varying vec2 v_Pos; varying vec2 v_Scale; -varying float v_BorderRadius; +varying vec4 v_BorderRadius; varying float v_BorderWidth; @@ -21,9 +21,11 @@ void main() { vec2 p_Pos = i_Pos * u_Scale; vec2 p_Scale = i_Scale * u_Scale; - float i_BorderRadius = min( - i_BorderRadius, - min(i_Scale.x, i_Scale.y) / 2.0 + vec4 i_BorderRadius = vec4( + min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0), + min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0), + min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0), + min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0) ); mat4 i_Transform = mat4( diff --git a/glow/src/shader/core/quad.frag b/glow/src/shader/core/quad.frag index 57e2e8e7..71147aa5 100644 --- a/glow/src/shader/core/quad.frag +++ b/glow/src/shader/core/quad.frag @@ -17,7 +17,7 @@ in vec4 v_Color; in vec4 v_BorderColor; in vec2 v_Pos; in vec2 v_Scale; -in float v_BorderRadius; +in vec4 v_BorderRadius; in float v_BorderWidth; float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius) @@ -38,14 +38,30 @@ float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius) return sqrt(distance.x * distance.x + distance.y * distance.y); } +float selectBorderRadius(vec4 radi, vec2 position, vec2 center) +{ + float rx = radi.x; + float ry = radi.y; + rx = position.x > center.x ? radi.y : radi.x; + ry = position.x > center.x ? radi.z : radi.w; + rx = position.y > center.y ? ry : rx; + return rx; +} + void main() { vec4 mixed_color; vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); + float border_radius = selectBorderRadius( + v_BorderRadius, + fragCoord, + (v_Pos + v_Scale * 0.5).xy + ); + // TODO: Remove branching (?) if(v_BorderWidth > 0.0) { - float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); + float internal_border = max(border_radius - v_BorderWidth, 0.0); float internal_distance = fDistance( fragCoord, @@ -69,11 +85,11 @@ void main() { fragCoord, v_Pos, v_Scale, - v_BorderRadius + border_radius ); float radius_alpha = - 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); + 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d); gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); } diff --git a/glow/src/shader/core/quad.vert b/glow/src/shader/core/quad.vert index b1fb2365..17c3e641 100644 --- a/glow/src/shader/core/quad.vert +++ b/glow/src/shader/core/quad.vert @@ -5,14 +5,14 @@ in vec2 i_Pos; in vec2 i_Scale; in vec4 i_Color; in vec4 i_BorderColor; -in float i_BorderRadius; +in vec4 i_BorderRadius; in float i_BorderWidth; out vec4 v_Color; out vec4 v_BorderColor; out vec2 v_Pos; out vec2 v_Scale; -out float v_BorderRadius; +out vec4 v_BorderRadius; out float v_BorderWidth; vec2 positions[4] = vec2[]( @@ -27,9 +27,11 @@ void main() { vec2 p_Pos = i_Pos * u_Scale; vec2 p_Scale = i_Scale * u_Scale; - float i_BorderRadius = min( - i_BorderRadius, - min(i_Scale.x, i_Scale.y) / 2.0 + vec4 i_BorderRadius = vec4( + min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0), + min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0), + min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0), + min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0) ); mat4 i_Transform = mat4( diff --git a/glow/src/triangle.rs b/glow/src/triangle.rs index ae4f83ef..d0205e08 100644 --- a/glow/src/triangle.rs +++ b/glow/src/triangle.rs @@ -1,204 +1,145 @@ //! Draw meshes of triangles. -use crate::program::{self, Shader}; +use crate::program; use crate::Transformation; + +use iced_graphics::gradient::Gradient; +use iced_graphics::layer::mesh::{self, Mesh}; +use iced_graphics::triangle::{ColoredVertex2D, Vertex2D}; + use glow::HasContext; -use iced_graphics::layer; use std::marker::PhantomData; -pub use iced_graphics::triangle::{Mesh2D, Vertex2D}; - -const VERTEX_BUFFER_SIZE: usize = 10_000; -const INDEX_BUFFER_SIZE: usize = 10_000; +const DEFAULT_VERTICES: usize = 1_000; +const DEFAULT_INDICES: usize = 1_000; #[derive(Debug)] pub(crate) struct Pipeline { - program: <glow::Context as HasContext>::Program, - vertex_array: <glow::Context as HasContext>::VertexArray, - vertices: Buffer<Vertex2D>, indices: Buffer<u32>, - transform_location: <glow::Context as HasContext>::UniformLocation, - current_transform: Transformation, + solid: solid::Program, + gradient: gradient::Program, } impl Pipeline { - pub fn new( - gl: &glow::Context, - shader_version: &program::Version, - ) -> Pipeline { - let program = unsafe { - let vertex_shader = Shader::vertex( - gl, - shader_version, - include_str!("shader/common/triangle.vert"), - ); - let fragment_shader = Shader::fragment( - gl, - shader_version, - include_str!("shader/common/triangle.frag"), - ); - - program::create( - gl, - &[vertex_shader, fragment_shader], - &[(0, "i_Position"), (1, "i_Color")], - ) - }; - - let transform_location = - unsafe { gl.get_uniform_location(program, "u_Transform") } - .expect("Get transform location"); - - unsafe { - gl.use_program(Some(program)); - - let transform: [f32; 16] = Transformation::identity().into(); - gl.uniform_matrix_4_f32_slice( - Some(&transform_location), - false, - &transform, - ); - - gl.use_program(None); - } - - 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, - VERTEX_BUFFER_SIZE, - ) - }; - - let indices = unsafe { + pub fn new(gl: &glow::Context, shader_version: &program::Version) -> Self { + let mut indices = unsafe { Buffer::new( gl, glow::ELEMENT_ARRAY_BUFFER, glow::DYNAMIC_DRAW, - INDEX_BUFFER_SIZE, + DEFAULT_INDICES, ) }; + 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.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(Some(solid.vertex_array)); + indices.bind(gl, 0); + + gl.bind_vertex_array(Some(gradient.vertex_array)); + indices.bind(gl, 0); gl.bind_vertex_array(None); } - Pipeline { - program, - vertex_array, - vertices, + Self { indices, - transform_location, - current_transform: Transformation::identity(), + solid, + gradient, } } pub fn draw( &mut self, + meshes: &[Mesh<'_>], gl: &glow::Context, target_height: u32, transformation: Transformation, scale_factor: f32, - meshes: &[layer::Mesh<'_>], ) { unsafe { gl.enable(glow::MULTISAMPLE); gl.enable(glow::SCISSOR_TEST); - gl.use_program(Some(self.program)); - gl.bind_vertex_array(Some(self.vertex_array)); } - // This looks a bit crazy, but we are just counting how many vertices - // and indices we will need to handle. - // TODO: Improve readability - let (total_vertices, total_indices) = meshes - .iter() - .map(|layer::Mesh { buffers, .. }| { - (buffers.vertices.len(), buffers.indices.len()) - }) - .fold((0, 0), |(total_v, total_i), (v, i)| { - (total_v + v, total_i + i) - }); - - // Then we ensure the current buffers are big enough, resizing if - // necessary + // 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 last_vertex = 0; - let mut last_index = 0; + let mut solid_vertex_offset = 0; + let mut gradient_vertex_offset = 0; + let mut index_offset = 0; - for layer::Mesh { buffers, .. } in meshes { - unsafe { - gl.buffer_sub_data_u8_slice( - glow::ARRAY_BUFFER, - (last_vertex * std::mem::size_of::<Vertex2D>()) as i32, - bytemuck::cast_slice(&buffers.vertices), - ); + for mesh in meshes { + let indices = mesh.indices(); + unsafe { gl.buffer_sub_data_u8_slice( glow::ELEMENT_ARRAY_BUFFER, - (last_index * std::mem::size_of::<u32>()) as i32, - bytemuck::cast_slice(&buffers.indices), + (index_offset * std::mem::size_of::<u32>()) as i32, + bytemuck::cast_slice(indices), ); - last_vertex += buffers.vertices.len(); - last_index += 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 layer::Mesh { - buffers, - origin, - clip_bounds, - } in meshes - { + for mesh in meshes { + let indices = mesh.indices(); + let origin = mesh.origin(); + let transform = transformation * Transformation::translate(origin.x, origin.y); - let clip_bounds = (*clip_bounds * scale_factor).snap(); + let clip_bounds = (mesh.clip_bounds() * scale_factor).snap(); unsafe { - if self.current_transform != transform { - let matrix: [f32; 16] = transform.into(); - gl.uniform_matrix_4_f32_slice( - Some(&self.transform_location), - false, - &matrix, - ); - - self.current_transform = transform; - } - gl.scissor( clip_bounds.x as i32, (target_height - (clip_bounds.y + clip_bounds.height)) @@ -206,56 +147,138 @@ impl Pipeline { clip_bounds.width as i32, clip_bounds.height as i32, ); + } - gl.draw_elements_base_vertex( - glow::TRIANGLES, - buffers.indices.len() as i32, - glow::UNSIGNED_INT, - (last_index * std::mem::size_of::<u32>()) as i32, - last_vertex 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(), + ); + + self.solid.uniforms.transform = 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_vertex += buffers.vertices.len(); - last_index += buffers.indices.len(); + 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; + } + + 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(); + } + + 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 { gl.bind_vertex_array(None); - gl.use_program(None); gl.disable(glow::SCISSOR_TEST); gl.disable(glow::MULTISAMPLE); } } } -#[repr(C)] -#[derive(Debug, Clone, Copy)] -struct Uniforms { - transform: [f32; 16], -} - -unsafe impl bytemuck::Zeroable for Uniforms {} -unsafe impl bytemuck::Pod for Uniforms {} - -impl Default for Uniforms { - fn default() -> Self { - Self { - transform: *Transformation::identity().as_ref(), - } - } -} - -impl From<Transformation> for Uniforms { - fn from(transformation: Transformation) -> Uniforms { - Self { - transform: transformation.into(), - } - } -} - #[derive(Debug)] -struct Buffer<T> { +pub struct Buffer<T> { raw: <glow::Context as HasContext>::Buffer, target: u32, usage: u32, @@ -299,3 +322,268 @@ 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, + super::DEFAULT_VERTICES, + ) + }; + + 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, + super::DEFAULT_VERTICES, + ) + }; + + 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, + }, + } + } + } +} diff --git a/glow/src/window/compositor.rs b/glow/src/window/compositor.rs index f6afaa68..20756032 100644 --- a/glow/src/window/compositor.rs +++ b/glow/src/window/compositor.rs @@ -26,8 +26,11 @@ impl<Theme> iced_graphics::window::GLCompositor for Compositor<Theme> { log::info!("{:#?}", settings); let version = gl.version(); - log::info!("Version: {:?}", version); - log::info!("Embedded: {}", version.is_embedded); + log::info!( + "OpenGL version: {:?} (Embedded: {})", + version, + version.is_embedded + ); let renderer = gl.get_parameter_string(glow::RENDERER); log::info!("Renderer: {}", renderer); |