Merge pull request #140 from artursapek/artur/canvas

Mesh2D primitive for rendering arbitrary geometry in `iced_wgpu`
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Héctor Ramón 2020-01-03 14:31:37 +01:00 committed by GitHub
commit e4de2132e9
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9 changed files with 512 additions and 2 deletions

209
examples/geometry.rs Normal file
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@ -0,0 +1,209 @@
//! This example showcases a simple native custom widget that renders using
//! arbitrary low-level geometry.
mod rainbow {
// For now, to implement a custom native widget you will need to add
// `iced_native` and `iced_wgpu` to your dependencies.
//
// Then, you simply need to define your widget type and implement the
// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
//
// Of course, you can choose to make the implementation renderer-agnostic,
// if you wish to, by creating your own `Renderer` trait, which could be
// implemented by `iced_wgpu` and other renderers.
use iced_native::{
layout, Element, Hasher, Layout, Length, MouseCursor, Point, Size,
Widget,
};
use iced_wgpu::{
triangle::{Mesh2D, Vertex2D},
Primitive, Renderer,
};
pub struct Rainbow;
impl Rainbow {
pub fn new() -> Self {
Self
}
}
impl<Message> Widget<Message, Renderer> for Rainbow {
fn width(&self) -> Length {
Length::Fill
}
fn height(&self) -> Length {
Length::Shrink
}
fn layout(
&self,
_renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
let size = limits.width(Length::Fill).resolve(Size::ZERO);
layout::Node::new(Size::new(size.width, size.width))
}
fn hash_layout(&self, _state: &mut Hasher) {}
fn draw(
&self,
_renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> (Primitive, MouseCursor) {
let b = layout.bounds();
// R O Y G B I V
let color_r = [1.0, 0.0, 0.0, 1.0];
let color_o = [1.0, 0.5, 0.0, 1.0];
let color_y = [1.0, 1.0, 0.0, 1.0];
let color_g = [0.0, 1.0, 0.0, 1.0];
let color_gb = [0.0, 1.0, 0.5, 1.0];
let color_b = [0.0, 0.2, 1.0, 1.0];
let color_i = [0.5, 0.0, 1.0, 1.0];
let color_v = [0.75, 0.0, 0.5, 1.0];
let posn_center = {
if b.contains(cursor_position) {
[cursor_position.x, cursor_position.y]
} else {
[b.x + (b.width / 2.0), b.y + (b.height / 2.0)]
}
};
let posn_tl = [b.x, b.y];
let posn_t = [b.x + (b.width / 2.0), b.y];
let posn_tr = [b.x + b.width, b.y];
let posn_r = [b.x + b.width, b.y + (b.height / 2.0)];
let posn_br = [b.x + b.width, b.y + b.height];
let posn_b = [b.x + (b.width / 2.0), b.y + b.height];
let posn_bl = [b.x, b.y + b.height];
let posn_l = [b.x, b.y + (b.height / 2.0)];
(
Primitive::Mesh2D(std::sync::Arc::new(Mesh2D {
vertices: vec![
Vertex2D {
position: posn_center,
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
color: color_r,
},
Vertex2D {
position: posn_t,
color: color_o,
},
Vertex2D {
position: posn_tr,
color: color_y,
},
Vertex2D {
position: posn_r,
color: color_g,
},
Vertex2D {
position: posn_br,
color: color_gb,
},
Vertex2D {
position: posn_b,
color: color_b,
},
Vertex2D {
position: posn_bl,
color: color_i,
},
Vertex2D {
position: posn_l,
color: color_v,
},
],
indices: vec![
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
0, 4, 5, // R
0, 5, 6, // BR
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
})),
MouseCursor::OutOfBounds,
)
}
}
impl<'a, Message> Into<Element<'a, Message, Renderer>> for Rainbow {
fn into(self) -> Element<'a, Message, Renderer> {
Element::new(self)
}
}
}
use iced::{
scrollable, Align, Column, Container, Element, Length, Sandbox, Scrollable,
Settings, Text,
};
use rainbow::Rainbow;
pub fn main() {
Example::run(Settings::default())
}
struct Example {
scroll: scrollable::State,
}
impl Sandbox for Example {
type Message = ();
fn new() -> Self {
Example {
scroll: scrollable::State::new(),
}
}
fn title(&self) -> String {
String::from("Custom 2D geometry - Iced")
}
fn update(&mut self, _: ()) {}
fn view(&mut self) -> Element<()> {
let content = Column::new()
.padding(20)
.spacing(20)
.max_width(500)
.align_items(Align::Start)
.push(Rainbow::new())
.push(Text::new(
"In this example we draw a custom widget Rainbow, using \
the Mesh2D primitive. This primitive supplies a list of \
triangles, expressed as vertices and indices.",
))
.push(Text::new(
"Move your cursor over it, and see the center vertex \
follow you!",
))
.push(Text::new(
"Every Vertex2D defines its own color. You could use the \
Mesh2D primitive to render virtually any two-dimensional \
geometry for your widget.",
));
let scrollable = Scrollable::new(&mut self.scroll)
.push(Container::new(content).width(Length::Fill).center_x());
Container::new(scrollable)
.width(Length::Fill)
.height(Length::Fill)
.center_y()
.into()
}
}

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@ -24,6 +24,8 @@
#![deny(unused_results)] #![deny(unused_results)]
#![deny(unsafe_code)] #![deny(unsafe_code)]
#![deny(rust_2018_idioms)] #![deny(rust_2018_idioms)]
pub mod triangle;
mod image; mod image;
mod primitive; mod primitive;
mod quad; mod quad;

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@ -3,6 +3,9 @@ use iced_native::{
Vector, VerticalAlignment, Vector, VerticalAlignment,
}; };
use crate::triangle;
use std::sync::Arc;
/// A rendering primitive. /// A rendering primitive.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub enum Primitive { pub enum Primitive {
@ -63,6 +66,10 @@ pub enum Primitive {
/// The content of the clip /// The content of the clip
content: Box<Primitive>, content: Box<Primitive>,
}, },
/// A low-level primitive to render a mesh of triangles.
///
/// It can be used to render many kinds of geometry freely.
Mesh2D(Arc<triangle::Mesh2D>),
} }
impl Default for Primitive { impl Default for Primitive {

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@ -1,9 +1,11 @@
use crate::{image, quad, text, Image, Primitive, Quad, Transformation}; use crate::{
image, quad, text, triangle, Image, Primitive, Quad, Transformation,
};
use iced_native::{ use iced_native::{
renderer::{Debugger, Windowed}, renderer::{Debugger, Windowed},
Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget, Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
}; };
use std::sync::Arc;
use wgpu::{ use wgpu::{
Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor, Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions, Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
@ -24,6 +26,7 @@ pub struct Renderer {
quad_pipeline: quad::Pipeline, quad_pipeline: quad::Pipeline,
image_pipeline: crate::image::Pipeline, image_pipeline: crate::image::Pipeline,
text_pipeline: text::Pipeline, text_pipeline: text::Pipeline,
triangle_pipeline: crate::triangle::Pipeline,
} }
struct Layer<'a> { struct Layer<'a> {
@ -31,6 +34,7 @@ struct Layer<'a> {
offset: Vector<u32>, offset: Vector<u32>,
quads: Vec<Quad>, quads: Vec<Quad>,
images: Vec<Image>, images: Vec<Image>,
meshes: Vec<Arc<triangle::Mesh2D>>,
text: Vec<wgpu_glyph::Section<'a>>, text: Vec<wgpu_glyph::Section<'a>>,
} }
@ -42,6 +46,7 @@ impl<'a> Layer<'a> {
quads: Vec::new(), quads: Vec::new(),
images: Vec::new(), images: Vec::new(),
text: Vec::new(), text: Vec::new(),
meshes: Vec::new(),
} }
} }
} }
@ -64,6 +69,7 @@ impl Renderer {
let text_pipeline = text::Pipeline::new(&mut device); let text_pipeline = text::Pipeline::new(&mut device);
let quad_pipeline = quad::Pipeline::new(&mut device); let quad_pipeline = quad::Pipeline::new(&mut device);
let image_pipeline = crate::image::Pipeline::new(&mut device); let image_pipeline = crate::image::Pipeline::new(&mut device);
let triangle_pipeline = triangle::Pipeline::new(&mut device);
Self { Self {
device, device,
@ -71,6 +77,7 @@ impl Renderer {
quad_pipeline, quad_pipeline,
image_pipeline, image_pipeline,
text_pipeline, text_pipeline,
triangle_pipeline,
} }
} }
@ -244,6 +251,9 @@ impl Renderer {
scale: [bounds.width, bounds.height], scale: [bounds.width, bounds.height],
}); });
} }
Primitive::Mesh2D(mesh) => {
layer.meshes.push(mesh.clone());
}
Primitive::Clip { Primitive::Clip {
bounds, bounds,
offset, offset,
@ -322,6 +332,24 @@ impl Renderer {
) { ) {
let bounds = layer.bounds * dpi; let bounds = layer.bounds * dpi;
if layer.meshes.len() > 0 {
let translated = transformation
* Transformation::translate(
-(layer.offset.x as f32) * dpi,
-(layer.offset.y as f32) * dpi,
);
self.triangle_pipeline.draw(
&mut self.device,
encoder,
target,
translated,
dpi,
&layer.meshes,
bounds,
);
}
if layer.quads.len() > 0 { if layer.quads.len() > 0 {
self.quad_pipeline.draw( self.quad_pipeline.draw(
&mut self.device, &mut self.device,

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@ -0,0 +1,8 @@
#version 450
layout(location = 0) in vec4 i_Color;
layout(location = 0) out vec4 o_Color;
void main() {
o_Color = i_Color;
}

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@ -0,0 +1,17 @@
#version 450
layout(location = 0) in vec2 i_Position;
layout(location = 1) in vec4 i_Color;
layout(location = 0) out vec4 o_Color;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
float u_Scale;
};
void main() {
vec2 p_Position = i_Position * u_Scale;
gl_Position = u_Transform * vec4(p_Position, 0.0, 1.0);
o_Color = i_Color;
}

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239
wgpu/src/triangle.rs Normal file
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@ -0,0 +1,239 @@
//! Draw meshes of triangles.
use crate::Transformation;
use iced_native::Rectangle;
use std::{mem, sync::Arc};
#[derive(Debug)]
pub(crate) struct Pipeline {
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
constants_buffer: wgpu::Buffer,
}
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>,
}