Merge pull request #140 from artursapek/artur/canvas
Mesh2D primitive for rendering arbitrary geometry in `iced_wgpu`
This commit is contained in:
commit
e4de2132e9
209
examples/geometry.rs
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209
examples/geometry.rs
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@ -0,0 +1,209 @@
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//! This example showcases a simple native custom widget that renders using
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//! arbitrary low-level geometry.
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mod rainbow {
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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// Then, you simply need to define your widget type and implement the
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// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
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//
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// Of course, you can choose to make the implementation renderer-agnostic,
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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use iced_native::{
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layout, Element, Hasher, Layout, Length, MouseCursor, Point, Size,
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Widget,
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};
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use iced_wgpu::{
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triangle::{Mesh2D, Vertex2D},
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Primitive, Renderer,
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};
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pub struct Rainbow;
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impl Rainbow {
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pub fn new() -> Self {
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Self
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}
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}
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impl<Message> Widget<Message, Renderer> for Rainbow {
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fn width(&self) -> Length {
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Length::Fill
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}
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fn height(&self) -> Length {
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Length::Shrink
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}
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fn layout(
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&self,
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_renderer: &Renderer,
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limits: &layout::Limits,
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) -> layout::Node {
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let size = limits.width(Length::Fill).resolve(Size::ZERO);
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layout::Node::new(Size::new(size.width, size.width))
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}
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fn hash_layout(&self, _state: &mut Hasher) {}
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fn draw(
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&self,
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_renderer: &mut Renderer,
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layout: Layout<'_>,
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cursor_position: Point,
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) -> (Primitive, MouseCursor) {
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let b = layout.bounds();
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// R O Y G B I V
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let color_r = [1.0, 0.0, 0.0, 1.0];
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let color_o = [1.0, 0.5, 0.0, 1.0];
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let color_y = [1.0, 1.0, 0.0, 1.0];
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let color_g = [0.0, 1.0, 0.0, 1.0];
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let color_gb = [0.0, 1.0, 0.5, 1.0];
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let color_b = [0.0, 0.2, 1.0, 1.0];
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let color_i = [0.5, 0.0, 1.0, 1.0];
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let color_v = [0.75, 0.0, 0.5, 1.0];
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let posn_center = {
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if b.contains(cursor_position) {
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[cursor_position.x, cursor_position.y]
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} else {
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[b.x + (b.width / 2.0), b.y + (b.height / 2.0)]
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}
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};
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let posn_tl = [b.x, b.y];
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let posn_t = [b.x + (b.width / 2.0), b.y];
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let posn_tr = [b.x + b.width, b.y];
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let posn_r = [b.x + b.width, b.y + (b.height / 2.0)];
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let posn_br = [b.x + b.width, b.y + b.height];
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let posn_b = [b.x + (b.width / 2.0), b.y + b.height];
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let posn_bl = [b.x, b.y + b.height];
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let posn_l = [b.x, b.y + (b.height / 2.0)];
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(
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Primitive::Mesh2D(std::sync::Arc::new(Mesh2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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})),
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MouseCursor::OutOfBounds,
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)
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}
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}
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impl<'a, Message> Into<Element<'a, Message, Renderer>> for Rainbow {
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fn into(self) -> Element<'a, Message, Renderer> {
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Element::new(self)
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}
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}
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}
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use iced::{
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scrollable, Align, Column, Container, Element, Length, Sandbox, Scrollable,
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Settings, Text,
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};
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use rainbow::Rainbow;
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pub fn main() {
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Example::run(Settings::default())
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}
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struct Example {
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scroll: scrollable::State,
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}
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impl Sandbox for Example {
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type Message = ();
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fn new() -> Self {
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Example {
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scroll: scrollable::State::new(),
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}
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}
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fn title(&self) -> String {
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String::from("Custom 2D geometry - Iced")
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}
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fn update(&mut self, _: ()) {}
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fn view(&mut self) -> Element<()> {
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let content = Column::new()
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.padding(20)
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.spacing(20)
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.max_width(500)
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.align_items(Align::Start)
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.push(Rainbow::new())
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.push(Text::new(
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"In this example we draw a custom widget Rainbow, using \
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the Mesh2D primitive. This primitive supplies a list of \
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triangles, expressed as vertices and indices.",
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))
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.push(Text::new(
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"Move your cursor over it, and see the center vertex \
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follow you!",
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))
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.push(Text::new(
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"Every Vertex2D defines its own color. You could use the \
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Mesh2D primitive to render virtually any two-dimensional \
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geometry for your widget.",
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));
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let scrollable = Scrollable::new(&mut self.scroll)
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.push(Container::new(content).width(Length::Fill).center_x());
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Container::new(scrollable)
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.width(Length::Fill)
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.height(Length::Fill)
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.center_y()
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.into()
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}
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}
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@ -24,6 +24,8 @@
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#![deny(unused_results)]
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#![deny(unused_results)]
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#![deny(unsafe_code)]
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#![deny(unsafe_code)]
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#![deny(rust_2018_idioms)]
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#![deny(rust_2018_idioms)]
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pub mod triangle;
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mod image;
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mod image;
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mod primitive;
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mod primitive;
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mod quad;
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mod quad;
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@ -3,6 +3,9 @@ use iced_native::{
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Vector, VerticalAlignment,
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Vector, VerticalAlignment,
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};
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};
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use crate::triangle;
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use std::sync::Arc;
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/// A rendering primitive.
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/// A rendering primitive.
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub enum Primitive {
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pub enum Primitive {
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@ -63,6 +66,10 @@ pub enum Primitive {
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/// The content of the clip
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/// The content of the clip
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content: Box<Primitive>,
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content: Box<Primitive>,
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},
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},
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/// A low-level primitive to render a mesh of triangles.
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///
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/// It can be used to render many kinds of geometry freely.
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Mesh2D(Arc<triangle::Mesh2D>),
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}
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}
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impl Default for Primitive {
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impl Default for Primitive {
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@ -1,9 +1,11 @@
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use crate::{image, quad, text, Image, Primitive, Quad, Transformation};
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use crate::{
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image, quad, text, triangle, Image, Primitive, Quad, Transformation,
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};
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use iced_native::{
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use iced_native::{
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renderer::{Debugger, Windowed},
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renderer::{Debugger, Windowed},
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Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
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Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
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};
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};
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use std::sync::Arc;
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use wgpu::{
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use wgpu::{
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Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
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Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
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Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
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Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
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@ -24,6 +26,7 @@ pub struct Renderer {
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quad_pipeline: quad::Pipeline,
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quad_pipeline: quad::Pipeline,
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image_pipeline: crate::image::Pipeline,
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image_pipeline: crate::image::Pipeline,
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text_pipeline: text::Pipeline,
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text_pipeline: text::Pipeline,
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triangle_pipeline: crate::triangle::Pipeline,
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}
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}
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struct Layer<'a> {
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struct Layer<'a> {
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@ -31,6 +34,7 @@ struct Layer<'a> {
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offset: Vector<u32>,
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offset: Vector<u32>,
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quads: Vec<Quad>,
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quads: Vec<Quad>,
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images: Vec<Image>,
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images: Vec<Image>,
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meshes: Vec<Arc<triangle::Mesh2D>>,
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text: Vec<wgpu_glyph::Section<'a>>,
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text: Vec<wgpu_glyph::Section<'a>>,
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}
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}
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@ -42,6 +46,7 @@ impl<'a> Layer<'a> {
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quads: Vec::new(),
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quads: Vec::new(),
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images: Vec::new(),
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images: Vec::new(),
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text: Vec::new(),
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text: Vec::new(),
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meshes: Vec::new(),
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}
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}
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}
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}
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}
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}
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@ -64,6 +69,7 @@ impl Renderer {
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let text_pipeline = text::Pipeline::new(&mut device);
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let text_pipeline = text::Pipeline::new(&mut device);
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let quad_pipeline = quad::Pipeline::new(&mut device);
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let quad_pipeline = quad::Pipeline::new(&mut device);
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let image_pipeline = crate::image::Pipeline::new(&mut device);
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let image_pipeline = crate::image::Pipeline::new(&mut device);
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let triangle_pipeline = triangle::Pipeline::new(&mut device);
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Self {
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Self {
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device,
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device,
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@ -71,6 +77,7 @@ impl Renderer {
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quad_pipeline,
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quad_pipeline,
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image_pipeline,
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image_pipeline,
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text_pipeline,
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text_pipeline,
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triangle_pipeline,
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}
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}
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}
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}
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@ -244,6 +251,9 @@ impl Renderer {
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scale: [bounds.width, bounds.height],
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scale: [bounds.width, bounds.height],
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});
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});
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}
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}
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Primitive::Mesh2D(mesh) => {
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layer.meshes.push(mesh.clone());
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}
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Primitive::Clip {
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Primitive::Clip {
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bounds,
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bounds,
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offset,
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offset,
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@ -322,6 +332,24 @@ impl Renderer {
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) {
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) {
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let bounds = layer.bounds * dpi;
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let bounds = layer.bounds * dpi;
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if layer.meshes.len() > 0 {
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let translated = transformation
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* Transformation::translate(
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-(layer.offset.x as f32) * dpi,
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-(layer.offset.y as f32) * dpi,
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);
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self.triangle_pipeline.draw(
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&mut self.device,
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encoder,
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target,
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translated,
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dpi,
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&layer.meshes,
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bounds,
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);
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}
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if layer.quads.len() > 0 {
|
if layer.quads.len() > 0 {
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self.quad_pipeline.draw(
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self.quad_pipeline.draw(
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&mut self.device,
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&mut self.device,
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8
wgpu/src/shader/triangle.frag
Normal file
8
wgpu/src/shader/triangle.frag
Normal file
@ -0,0 +1,8 @@
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#version 450
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layout(location = 0) in vec4 i_Color;
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layout(location = 0) out vec4 o_Color;
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void main() {
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o_Color = i_Color;
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}
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BIN
wgpu/src/shader/triangle.frag.spv
Normal file
BIN
wgpu/src/shader/triangle.frag.spv
Normal file
Binary file not shown.
17
wgpu/src/shader/triangle.vert
Normal file
17
wgpu/src/shader/triangle.vert
Normal file
@ -0,0 +1,17 @@
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#version 450
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|
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layout(location = 0) in vec2 i_Position;
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layout(location = 1) in vec4 i_Color;
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|
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layout(location = 0) out vec4 o_Color;
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|
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layout (set = 0, binding = 0) uniform Globals {
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mat4 u_Transform;
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float u_Scale;
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};
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|
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void main() {
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vec2 p_Position = i_Position * u_Scale;
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gl_Position = u_Transform * vec4(p_Position, 0.0, 1.0);
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o_Color = i_Color;
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}
|
BIN
wgpu/src/shader/triangle.vert.spv
Normal file
BIN
wgpu/src/shader/triangle.vert.spv
Normal file
Binary file not shown.
239
wgpu/src/triangle.rs
Normal file
239
wgpu/src/triangle.rs
Normal file
@ -0,0 +1,239 @@
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|
//! Draw meshes of triangles.
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|
use crate::Transformation;
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use iced_native::Rectangle;
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|
use std::{mem, sync::Arc};
|
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|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub(crate) struct Pipeline {
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||||||
|
pipeline: wgpu::RenderPipeline,
|
||||||
|
constants: wgpu::BindGroup,
|
||||||
|
constants_buffer: wgpu::Buffer,
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||||||
|
}
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|
|
||||||
|
impl Pipeline {
|
||||||
|
pub fn new(device: &mut wgpu::Device) -> Pipeline {
|
||||||
|
let constant_layout =
|
||||||
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||||
|
bindings: &[wgpu::BindGroupLayoutBinding {
|
||||||
|
binding: 0,
|
||||||
|
visibility: wgpu::ShaderStage::VERTEX,
|
||||||
|
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||||
|
}],
|
||||||
|
});
|
||||||
|
|
||||||
|
let constants_buffer = device
|
||||||
|
.create_buffer_mapped(
|
||||||
|
1,
|
||||||
|
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||||
|
)
|
||||||
|
.fill_from_slice(&[Uniforms::default()]);
|
||||||
|
|
||||||
|
let constant_bind_group =
|
||||||
|
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
layout: &constant_layout,
|
||||||
|
bindings: &[wgpu::Binding {
|
||||||
|
binding: 0,
|
||||||
|
resource: wgpu::BindingResource::Buffer {
|
||||||
|
buffer: &constants_buffer,
|
||||||
|
range: 0..std::mem::size_of::<Uniforms>() as u64,
|
||||||
|
},
|
||||||
|
}],
|
||||||
|
});
|
||||||
|
|
||||||
|
let layout =
|
||||||
|
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
|
bind_group_layouts: &[&constant_layout],
|
||||||
|
});
|
||||||
|
|
||||||
|
let vs = include_bytes!("shader/triangle.vert.spv");
|
||||||
|
let vs_module = device.create_shader_module(
|
||||||
|
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
|
||||||
|
.expect("Read triangle vertex shader as SPIR-V"),
|
||||||
|
);
|
||||||
|
|
||||||
|
let fs = include_bytes!("shader/triangle.frag.spv");
|
||||||
|
let fs_module = device.create_shader_module(
|
||||||
|
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
|
||||||
|
.expect("Read triangle fragment shader as SPIR-V"),
|
||||||
|
);
|
||||||
|
|
||||||
|
let pipeline =
|
||||||
|
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
layout: &layout,
|
||||||
|
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||||
|
module: &vs_module,
|
||||||
|
entry_point: "main",
|
||||||
|
},
|
||||||
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
||||||
|
module: &fs_module,
|
||||||
|
entry_point: "main",
|
||||||
|
}),
|
||||||
|
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
||||||
|
front_face: wgpu::FrontFace::Cw,
|
||||||
|
cull_mode: wgpu::CullMode::None,
|
||||||
|
depth_bias: 0,
|
||||||
|
depth_bias_slope_scale: 0.0,
|
||||||
|
depth_bias_clamp: 0.0,
|
||||||
|
}),
|
||||||
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
color_states: &[wgpu::ColorStateDescriptor {
|
||||||
|
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||||
|
color_blend: wgpu::BlendDescriptor {
|
||||||
|
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||||
|
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||||
|
operation: wgpu::BlendOperation::Add,
|
||||||
|
},
|
||||||
|
alpha_blend: wgpu::BlendDescriptor {
|
||||||
|
src_factor: wgpu::BlendFactor::One,
|
||||||
|
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||||
|
operation: wgpu::BlendOperation::Add,
|
||||||
|
},
|
||||||
|
write_mask: wgpu::ColorWrite::ALL,
|
||||||
|
}],
|
||||||
|
depth_stencil_state: None,
|
||||||
|
index_format: wgpu::IndexFormat::Uint16,
|
||||||
|
vertex_buffers: &[wgpu::VertexBufferDescriptor {
|
||||||
|
stride: mem::size_of::<Vertex2D>() as u64,
|
||||||
|
step_mode: wgpu::InputStepMode::Vertex,
|
||||||
|
attributes: &[
|
||||||
|
// Position
|
||||||
|
wgpu::VertexAttributeDescriptor {
|
||||||
|
shader_location: 0,
|
||||||
|
format: wgpu::VertexFormat::Float2,
|
||||||
|
offset: 0,
|
||||||
|
},
|
||||||
|
// Color
|
||||||
|
wgpu::VertexAttributeDescriptor {
|
||||||
|
shader_location: 1,
|
||||||
|
format: wgpu::VertexFormat::Float4,
|
||||||
|
offset: 4 * 2,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}],
|
||||||
|
sample_count: 1,
|
||||||
|
sample_mask: !0,
|
||||||
|
alpha_to_coverage_enabled: false,
|
||||||
|
});
|
||||||
|
|
||||||
|
Pipeline {
|
||||||
|
pipeline,
|
||||||
|
constants: constant_bind_group,
|
||||||
|
constants_buffer,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn draw(
|
||||||
|
&mut self,
|
||||||
|
device: &mut wgpu::Device,
|
||||||
|
encoder: &mut wgpu::CommandEncoder,
|
||||||
|
target: &wgpu::TextureView,
|
||||||
|
transformation: Transformation,
|
||||||
|
scale: f32,
|
||||||
|
meshes: &Vec<Arc<Mesh2D>>,
|
||||||
|
bounds: Rectangle<u32>,
|
||||||
|
) {
|
||||||
|
let uniforms = Uniforms {
|
||||||
|
transform: transformation.into(),
|
||||||
|
scale,
|
||||||
|
};
|
||||||
|
|
||||||
|
let constants_buffer = device
|
||||||
|
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
|
||||||
|
.fill_from_slice(&[uniforms]);
|
||||||
|
|
||||||
|
encoder.copy_buffer_to_buffer(
|
||||||
|
&constants_buffer,
|
||||||
|
0,
|
||||||
|
&self.constants_buffer,
|
||||||
|
0,
|
||||||
|
std::mem::size_of::<Uniforms>() as u64,
|
||||||
|
);
|
||||||
|
|
||||||
|
let mut render_pass =
|
||||||
|
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
color_attachments: &[
|
||||||
|
wgpu::RenderPassColorAttachmentDescriptor {
|
||||||
|
attachment: target,
|
||||||
|
resolve_target: None,
|
||||||
|
load_op: wgpu::LoadOp::Load,
|
||||||
|
store_op: wgpu::StoreOp::Store,
|
||||||
|
clear_color: wgpu::Color {
|
||||||
|
r: 0.0,
|
||||||
|
g: 0.0,
|
||||||
|
b: 0.0,
|
||||||
|
a: 0.0,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
depth_stencil_attachment: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
for mesh in meshes {
|
||||||
|
let vertices_buffer = device
|
||||||
|
.create_buffer_mapped(
|
||||||
|
mesh.vertices.len(),
|
||||||
|
wgpu::BufferUsage::VERTEX,
|
||||||
|
)
|
||||||
|
.fill_from_slice(&mesh.vertices);
|
||||||
|
|
||||||
|
let indices_buffer = device
|
||||||
|
.create_buffer_mapped(
|
||||||
|
mesh.indices.len(),
|
||||||
|
wgpu::BufferUsage::INDEX,
|
||||||
|
)
|
||||||
|
.fill_from_slice(&mesh.indices);
|
||||||
|
|
||||||
|
render_pass.set_pipeline(&self.pipeline);
|
||||||
|
render_pass.set_bind_group(0, &self.constants, &[]);
|
||||||
|
render_pass.set_index_buffer(&indices_buffer, 0);
|
||||||
|
render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
|
||||||
|
render_pass.set_scissor_rect(
|
||||||
|
bounds.x,
|
||||||
|
bounds.y,
|
||||||
|
bounds.width,
|
||||||
|
bounds.height,
|
||||||
|
);
|
||||||
|
|
||||||
|
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Debug, Clone, Copy)]
|
||||||
|
struct Uniforms {
|
||||||
|
transform: [f32; 16],
|
||||||
|
scale: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for Uniforms {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
transform: *Transformation::identity().as_ref(),
|
||||||
|
scale: 1.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A two-dimensional vertex with some color in __linear__ RGBA.
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Debug)]
|
||||||
|
pub struct Vertex2D {
|
||||||
|
/// The vertex position
|
||||||
|
pub position: [f32; 2],
|
||||||
|
/// The vertex color in __linear__ RGBA.
|
||||||
|
pub color: [f32; 4],
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A set of [`Vertex2D`] and indices representing a list of triangles.
|
||||||
|
///
|
||||||
|
/// [`Vertex2D`]: struct.Vertex2D.html
|
||||||
|
#[derive(Clone, Debug)]
|
||||||
|
pub struct Mesh2D {
|
||||||
|
/// The vertices of the mesh
|
||||||
|
pub vertices: Vec<Vertex2D>,
|
||||||
|
/// The list of vertex indices that defines the triangles of the mesh.
|
||||||
|
///
|
||||||
|
/// Therefore, this list should always have a length that is a multiple of 3.
|
||||||
|
pub indices: Vec<u16>,
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user