use cgmath::{Matrix4, SquareMatrix};
use std::collections::HashMap;
use stretch::{geometry::Size, node::Stretch};
use crate::layer::EventHandler;
use crate::layer::Key;
use crate::layer::LayoutMode;
use crate::layer::Layer;
use crate::wgpu_context::WgpuContext;
const SHADER_SOURCE: &str = r#"
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
struct Uniforms {
transform: mat4x4<f32>,
projection: mat4x4<f32>,
color: vec4<f32>,
use_texture: u32,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var t_texture: texture_2d<f32>;
@group(1) @binding(1)
var t_sampler: sampler;
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = uniforms.projection * uniforms.transform * vec4<f32>(vertex.position, 1.0);
out.tex_coords = vertex.tex_coords;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
if (uniforms.use_texture > 0u) {
return textureSample(t_texture, t_sampler, in.tex_coords);
} else {
return uniforms.color;
}
}
"#;
pub fn render(name: String) {
println!("Render {}", name);
}
pub struct Play {
_name: String,
stage_list: Vec<Layer>,
stage_map: HashMap<String, usize>,
projection: Matrix4<f32>,
pub stretch: Option<Stretch>,
pub wgpu_context: Option<WgpuContext>,
render_pipeline: Option<wgpu::RenderPipeline>,
bind_group_layout: Option<wgpu::BindGroupLayout>,
texture_bind_group_layout: Option<wgpu::BindGroupLayout>,
default_texture: Option<wgpu::Texture>,
default_texture_view: Option<wgpu::TextureView>,
sampler: Option<wgpu::Sampler>,
}
impl Play {
pub fn new(
name: String,
viewport_width: i32,
viewport_height: i32,
layout_mode: LayoutMode,
) -> Self {
let mut stretch = None;
match layout_mode {
LayoutMode::Flex => {
stretch = Some(Stretch::new());
}
LayoutMode::UserDefine => {
print!("UserDefine");
}
}
let mut play = Play {
_name: name,
stage_list: Vec::new(),
stage_map: HashMap::new(),
projection: Matrix4::identity(),
stretch: stretch,
wgpu_context: None,
render_pipeline: None,
bind_group_layout: None,
texture_bind_group_layout: None,
default_texture: None,
default_texture_view: None,
sampler: None,
};
let orth_matrix = cgmath::ortho(
0.0,
viewport_width as f32,
viewport_height as f32,
0.0,
1.0,
-1.0,
);
play.projection = orth_matrix;
play
}
pub fn init_wgpu(&mut self) {
self.wgpu_context = Some(pollster::block_on(WgpuContext::new_offscreen()));
}
pub fn init_wgpu_with_surface(
&mut self,
window: impl Into<wgpu::SurfaceTarget<'static>>,
width: u32,
height: u32,
) {
self.wgpu_context = Some(pollster::block_on(WgpuContext::new_with_surface(
window, width, height,
)));
self.setup_render_pipeline();
self.create_default_texture();
}
fn setup_render_pipeline(&mut self) {
let Some(ref context) = self.wgpu_context else {
return;
};
let device = &context.device;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(SHADER_SOURCE.into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Uniform Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Texture Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout, &texture_bind_group_layout],
push_constant_ranges: &[],
});
let surface_format = context
.surface_config
.as_ref()
.map(|c| c.format)
.unwrap_or(wgpu::TextureFormat::Bgra8UnormSrgb);
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[crate::layer::Vertex::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
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.render_pipeline = Some(render_pipeline);
self.bind_group_layout = Some(bind_group_layout);
self.texture_bind_group_layout = Some(texture_bind_group_layout);
self.sampler = Some(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::Nearest,
..Default::default()
}));
}
fn create_default_texture(&mut self) {
let Some(ref context) = self.wgpu_context else {
return;
};
let device = &context.device;
let queue = &context.queue;
let texture_size = wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Default White Texture"),
size: texture_size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&[255, 255, 255, 255],
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: Some(1),
},
texture_size,
);
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
self.default_texture = Some(texture);
self.default_texture_view = Some(texture_view);
}
pub fn resize(&mut self, width: u32, height: u32) {
if let Some(ref mut context) = self.wgpu_context {
context.resize(width, height);
}
let orth_matrix = cgmath::ortho(
0.0,
width as f32,
height as f32,
0.0,
1.0,
-1.0,
);
self.projection = orth_matrix;
}
fn render_layer(
layer: &mut Layer,
render_pass: &mut wgpu::RenderPass,
parent_transform: Option<&Matrix4<f32>>,
context: &WgpuContext,
projection: &Matrix4<f32>,
render_pipeline: &wgpu::RenderPipeline,
bind_group_layout: &wgpu::BindGroupLayout,
texture_bind_group_layout: &wgpu::BindGroupLayout,
sampler: &wgpu::Sampler,
default_texture_view: &wgpu::TextureView,
) {
if !layer.visible {
return;
}
if layer.vertex_buffer.is_none() || layer.index_buffer.is_none() {
layer.init_buffers(&context.device);
}
if !layer.image_path.is_empty() && layer.texture.is_none() {
layer.load_image_texture(&context.device, &context.queue);
}
if layer.vertex_buffer.is_none() || layer.index_buffer.is_none() {
return;
}
let mut transform = layer.model_matrix();
if let Some(parent) = parent_transform {
transform = transform * parent;
}
let uniform_buffer = layer.create_uniform_buffer(&context.device, &transform, projection);
let uniform_bind_group = context.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Uniform Bind Group"),
layout: bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let texture_bind_group = layer.get_or_create_bind_group(
&context.device,
texture_bind_group_layout,
sampler,
default_texture_view,
);
render_pass.set_pipeline(render_pipeline);
render_pass.set_bind_group(0, &uniform_bind_group, &[]);
render_pass.set_bind_group(1, texture_bind_group, &[]);
render_pass.set_vertex_buffer(0, layer.vertex_buffer.as_ref().unwrap().slice(..));
render_pass.set_index_buffer(
layer.index_buffer.as_ref().unwrap().slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.draw_indexed(0..6, 0, 0..1);
for (i, sub_layer) in layer.sub_layer_list.iter_mut().enumerate() {
if !sub_layer.focused && i != layer.focused_sub_layer {
Self::render_layer(
sub_layer,
render_pass,
Some(&transform),
context,
projection,
render_pipeline,
bind_group_layout,
texture_bind_group_layout,
sampler,
default_texture_view,
);
}
}
if !layer.sub_layer_list.is_empty() && layer.focused_sub_layer < layer.sub_layer_list.len() {
Self::render_layer(
&mut layer.sub_layer_list[layer.focused_sub_layer],
render_pass,
Some(&transform),
context,
projection,
render_pipeline,
bind_group_layout,
texture_bind_group_layout,
sampler,
default_texture_view,
);
}
}
pub fn new_layer(
name: String,
w: u32,
h: u32,
event_handler: Option<Box<dyn EventHandler>>,
) -> Layer {
Layer::new(name, w, h, event_handler)
}
pub fn add_new_layer_to_stage(&mut self, stage_name: &String, layer: Layer) {
match self.stage_map.get(stage_name) {
Some(&index) => {
self.stage_list[index].add_sub_layer(layer);
}
_ => println!("Can't find the stage with the given name: {}", stage_name),
}
}
pub fn set_visible_stage(&mut self, name: &String, visible: bool) {
match self.stage_map.get(name) {
Some(&index) => {
self.stage_list[index].set_visible(visible);
self.stage_list[index].needs_update = true;
}
_ => println!("Can't find the stage with the given name: {}", name),
}
}
pub fn add_stage(&mut self, stage: Layer) -> String {
let stage_name = stage.name.to_string();
self.stage_list.push(stage);
self
.stage_map
.insert(stage_name.to_string(), self.stage_list.len() - 1);
stage_name
}
pub fn handle_input(&mut self, key: Key) {
for stage in self.stage_list.iter_mut() {
stage.handle_input(key);
}
}
pub fn render(&mut self) {
for stage in self.stage_list.iter_mut() {
if stage.needs_update {
stage.layout_sub_layers(None, &mut self.stretch);
if let Some(stretch_obj) = &mut self.stretch {
stretch_obj
.compute_layout(stage.node.unwrap(), Size::undefined())
.unwrap();
}
stage.update_layout(&mut self.stretch);
stage.needs_update = false;
}
stage.animate();
stage.render(None, &self.projection);
}
if let Some(ref context) = self.wgpu_context {
if let Some(ref surface) = context.surface {
let output = match surface.get_current_texture() {
Ok(output) => output,
Err(e) => {
eprintln!("Failed to get current texture: {:?}", e);
return;
}
};
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = context
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
for stage in self.stage_list.iter_mut() {
Self::render_layer(
stage,
&mut render_pass,
None,
context,
&self.projection,
self.render_pipeline.as_ref().unwrap(),
self.bind_group_layout.as_ref().unwrap(),
self.texture_bind_group_layout.as_ref().unwrap(),
self.sampler.as_ref().unwrap(),
self.default_texture_view.as_ref().unwrap(),
);
}
}
context.queue.submit(std::iter::once(encoder.finish()));
output.present();
}
}
}
}