use crate::canvas::CanvasDimensions;
use crate::marks::gradient::{build_gradients_image, to_color_or_gradient_coord};
use crate::marks::instanced_mark::{InstancedMarkBatch, InstancedMarkShader};
use avenger::marks::group::GroupBounds;
use avenger::marks::rect::RectMark;
use itertools::izip;
use wgpu::{Extent3d, VertexBufferLayout};
pub const GRADIENT_LINEAR: f32 = 0.0;
pub const GRADIENT_RADIAL: f32 = 1.0;
pub const COLORWAY_LENGTH: u32 = 250;
pub const GRADIENT_TEXTURE_WIDTH: u32 = 256;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct RectUniform {
pub size: [f32; 2],
pub origin: [f32; 2],
pub group_size: [f32; 2],
pub scale: f32,
pub clip: f32,
}
impl RectUniform {
pub fn new(dimensions: CanvasDimensions, group_bounds: GroupBounds, clip: bool) -> Self {
Self {
size: dimensions.size,
scale: dimensions.scale,
origin: [group_bounds.x, group_bounds.y],
group_size: [
group_bounds.width.unwrap_or(0.0),
group_bounds.height.unwrap_or(0.0),
],
clip: if clip && group_bounds.width.is_some() && group_bounds.height.is_some() {
1.0
} else {
0.0
},
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct RectVertex {
pub position: [f32; 2],
}
const VERTEX_ATTRIBUTES: [wgpu::VertexAttribute; 1] = wgpu::vertex_attr_array![
0 => Float32x2, ];
impl RectVertex {
pub fn desc() -> VertexBufferLayout<'static> {
VertexBufferLayout {
array_stride: std::mem::size_of::<RectVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &VERTEX_ATTRIBUTES,
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct RectInstance {
pub position: [f32; 2],
pub fill: [f32; 4],
pub width: f32,
pub height: f32,
pub stroke: [f32; 4],
pub stroke_width: f32,
pub corner_radius: f32,
}
const INSTANCE_ATTRIBUTES: [wgpu::VertexAttribute; 7] = wgpu::vertex_attr_array![
1 => Float32x2, 2 => Float32x4, 3 => Float32, 4 => Float32, 5 => Float32x4, 6 => Float32, 7 => Float32, ];
impl RectInstance {
pub fn from_spec(
mark: &RectMark,
) -> (Vec<RectInstance>, Option<image::DynamicImage>, Extent3d) {
let mut instances: Vec<RectInstance> = Vec::new();
let (img, texture_size) = build_gradients_image(&mark.gradients);
for (x, y, width, height, fill, stroke, stroke_width, corner_radius) in izip!(
mark.x_iter(),
mark.y_iter(),
mark.width_iter(),
mark.height_iter(),
mark.fill_iter(),
mark.stroke_iter(),
mark.stroke_width_iter(),
mark.corner_radius_iter(),
) {
instances.push(RectInstance {
position: [*x, *y],
width: *width,
height: *height,
fill: to_color_or_gradient_coord(fill, texture_size),
stroke: to_color_or_gradient_coord(stroke, texture_size),
stroke_width: *stroke_width,
corner_radius: *corner_radius,
})
}
(instances, img, texture_size)
}
}
pub struct RectShader {
verts: Vec<RectVertex>,
indices: Vec<u16>,
instances: Vec<RectInstance>,
uniform: RectUniform,
batches: Vec<InstancedMarkBatch>,
texture_size: Extent3d,
shader: String,
vertex_entry_point: String,
fragment_entry_point: String,
}
impl RectShader {
pub fn from_rect_mark(
mark: &RectMark,
dimensions: CanvasDimensions,
group_bounds: GroupBounds,
) -> Self {
let (instances, img, texture_size) = RectInstance::from_spec(mark);
let batches = vec![InstancedMarkBatch {
instances_range: 0..instances.len() as u32,
image: img,
}];
Self {
verts: vec![
RectVertex {
position: [0.0, 0.0],
},
RectVertex {
position: [1.0, 0.0],
},
RectVertex {
position: [1.0, 1.0],
},
RectVertex {
position: [0.0, 1.0],
},
],
indices: vec![0, 1, 2, 0, 2, 3],
instances,
batches,
texture_size,
uniform: RectUniform::new(dimensions, group_bounds, mark.clip),
shader: format!(
"{}\n{}",
include_str!("rect.wgsl"),
include_str!("gradient.wgsl")
),
vertex_entry_point: "vs_main".to_string(),
fragment_entry_point: "fs_main".to_string(),
}
}
}
impl InstancedMarkShader for RectShader {
type Instance = RectInstance;
type Vertex = RectVertex;
type Uniform = RectUniform;
fn verts(&self) -> &[Self::Vertex] {
self.verts.as_slice()
}
fn indices(&self) -> &[u16] {
self.indices.as_slice()
}
fn instances(&self) -> &[Self::Instance] {
self.instances.as_slice()
}
fn uniform(&self) -> Self::Uniform {
self.uniform
}
fn batches(&self) -> &[InstancedMarkBatch] {
self.batches.as_slice()
}
fn texture_size(&self) -> Extent3d {
self.texture_size
}
fn shader(&self) -> &str {
self.shader.as_str()
}
fn vertex_entry_point(&self) -> &str {
self.vertex_entry_point.as_str()
}
fn fragment_entry_point(&self) -> &str {
self.fragment_entry_point.as_str()
}
fn instance_desc(&self) -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<RectInstance>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &INSTANCE_ATTRIBUTES,
}
}
fn vertex_desc(&self) -> VertexBufferLayout<'static> {
RectVertex::desc()
}
}