ascending_graphics/ui/render.rs
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use crate::{
AtlasSet, GpuRenderer, GraphicsError, InstanceBuffer, OrderedIndex, Rect,
RectRenderPipeline, RectVertex, StaticVertexBuffer, System,
};
/// Instance Buffer Setup for [`Rect`]'s.
///
pub struct RectRenderer {
/// Instance Buffer holding all Rendering information for [`Rect`]'s.
pub buffer: InstanceBuffer<RectVertex>,
}
impl RectRenderer {
/// Creates a new [`RectRenderer`].
///
pub fn new(renderer: &GpuRenderer) -> Result<Self, GraphicsError> {
Ok(Self {
buffer: InstanceBuffer::new(renderer.gpu_device(), 512),
})
}
/// Adds a Buffer [`OrderedIndex`] to the Rendering Store to get processed.
/// This must be done before [`RectRenderer::finalize`] but after [`Rect::update`] in order for it to Render.
///
/// # Arguments
/// - index: The [`OrderedIndex`] of the Object we want to render.
/// - buffer_layer: The Buffer Layer we want to add this Object too.
///
pub fn add_buffer_store(
&mut self,
renderer: &GpuRenderer,
index: OrderedIndex,
buffer_layer: usize,
) {
self.buffer.add_buffer_store(renderer, index, buffer_layer);
}
/// Finalizes the Buffer by processing staged [`OrderedIndex`]'s and uploading it to the GPU.
/// Must be called after all the [`RectRenderer::add_buffer_store`]'s.
///
pub fn finalize(&mut self, renderer: &mut GpuRenderer) {
self.buffer.finalize(renderer)
}
/// Updates a [`Rect`] and adds its [`OrderedIndex`] to staging using [`RectRenderer::add_buffer_store`].
/// This must be done before [`RectRenderer::finalize`] in order for it to Render.
///
/// # Arguments
/// - rect: [`Rect`] we want to update and prepare for rendering.
/// - atlas: [`AtlasSet`] the [`Rect`] needs to render with.
/// - buffer_layer: The Buffer Layer we want to add this Object too.
///
pub fn rect_update(
&mut self,
rect: &mut Rect,
renderer: &mut GpuRenderer,
atlas: &mut AtlasSet,
buffer_layer: usize,
) {
let index = rect.update(renderer, atlas);
self.add_buffer_store(renderer, index, buffer_layer);
}
/// Sets the Instance Buffer to enable Rendering With Scissor Clipping.
/// This must be Set for the Optional Bounds to be used.
///
pub fn use_clipping(&mut self) {
self.buffer.set_as_clipped();
}
}
/// Trait used to Grant Direct [`Rect`] Rendering to [`wgpu::RenderPass`]
pub trait RenderRects<'a, 'b, Controls>
where
'b: 'a,
Controls: camera::controls::Controls,
{
/// Renders the all [`Rect`]'s within the buffer layer to screen that have been processed and finalized.
///
fn render_rects(
&mut self,
renderer: &'b GpuRenderer,
buffer: &'b RectRenderer,
atlas: &'b AtlasSet,
system: &'b System<Controls>,
buffer_layer: usize,
);
}
impl<'a, 'b, Controls> RenderRects<'a, 'b, Controls> for wgpu::RenderPass<'a>
where
'b: 'a,
Controls: camera::controls::Controls,
{
fn render_rects(
&mut self,
renderer: &'b GpuRenderer,
buffer: &'b RectRenderer,
atlas: &'b AtlasSet,
system: &'b System<Controls>,
buffer_layer: usize,
) {
if buffer.buffer.is_clipped() {
if let Some(details) =
buffer.buffer.clipped_buffers.get(buffer_layer)
{
let mut scissor_is_default = true;
if buffer.buffer.count() > 0 {
self.set_bind_group(
1,
&atlas.texture_group.bind_group,
&[],
);
self.set_vertex_buffer(1, buffer.buffer.instances(None));
self.set_pipeline(
renderer.get_pipelines(RectRenderPipeline).unwrap(),
);
for (details, bounds, camera_type) in details {
if let Some(bounds) = bounds {
let bounds =
system.world_to_screen(*camera_type, bounds);
self.set_scissor_rect(
bounds.x as u32,
bounds.y as u32,
bounds.z as u32,
bounds.w as u32,
);
scissor_is_default = false;
}
self.draw_indexed(
0..StaticVertexBuffer::index_count(),
0,
details.start..details.end,
);
if !scissor_is_default {
self.set_scissor_rect(
0,
0,
system.screen_size[0] as u32,
system.screen_size[1] as u32,
);
scissor_is_default = true;
};
}
}
}
} else if let Some(Some(details)) =
buffer.buffer.buffers.get(buffer_layer)
{
if buffer.buffer.count() > 0 {
self.set_bind_group(1, &atlas.texture_group.bind_group, &[]);
self.set_vertex_buffer(1, buffer.buffer.instances(None));
self.set_pipeline(
renderer.get_pipelines(RectRenderPipeline).unwrap(),
);
self.draw_indexed(
0..StaticVertexBuffer::index_count(),
0,
details.start..details.end,
);
}
}
}
}