use egui::Vec2;
use radiance::ArcTextureViewSampler;
use std::iter;
pub struct BeatWidget {
pixels_per_point: f32,
width: u32,
height: u32,
texture: ArcTextureViewSampler,
_shader_module: wgpu::ShaderModule,
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
resolution: [f32; 2], size: [f32; 2], beat: f32,
_padding: [u8; 4],
}
impl BeatWidget {
fn make_texture(device: &wgpu::Device, width: u32, height: u32) -> ArcTextureViewSampler {
let texture_size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture_desc = wgpu::TextureDescriptor {
size: texture_size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
label: None,
view_formats: &[wgpu::TextureFormat::Rgba8Unorm],
};
let texture = device.create_texture(&texture_desc);
let view = texture.create_view(&Default::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
});
ArcTextureViewSampler::new(texture, view, sampler)
}
pub fn new(device: &wgpu::Device, pixels_per_point: f32) -> Self {
let width = 1;
let height = 1;
let texture = Self::make_texture(&device, width, height);
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(&"beat widget shader module"),
source: wgpu::ShaderSource::Wgsl(include_str!("beat_widget.wgsl").into()),
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(&"beat widget uniform buffer"),
size: std::mem::size_of::<Uniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some(&"beat widget bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0, visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
label: Some("beat bind group"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Beat widget render pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Beat widget render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
Self {
pixels_per_point,
width,
height,
texture,
_shader_module: shader_module,
bind_group,
uniform_buffer,
render_pipeline,
}
}
pub fn paint(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
size: Vec2,
beat: f32,
) -> ArcTextureViewSampler {
let width = (size.x * self.pixels_per_point) as u32;
let height = (size.y * self.pixels_per_point) as u32;
if width != self.width || height != self.height {
self.width = width;
self.height = height;
self.texture = Self::make_texture(&device, width, height);
}
let uniforms = Uniforms {
resolution: [width as f32, height as f32],
size: [size.x as f32, size.y as f32],
beat,
..Default::default()
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Beat widget encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Output window render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.texture.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.,
g: 0.,
b: 0.,
a: 0.,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..4, 0..1);
}
queue.submit(iter::once(encoder.finish()));
self.texture.clone()
}
}