use bytemuck::{Pod, Zeroable};
use encase::{ShaderType, UniformBuffer};
use glam::{Vec2, Vec4};
use tessera_ui::{
renderer::drawer::pipeline::{DrawContext, DrawablePipeline},
wgpu::{self, include_wgsl, util::DeviceExt},
};
use crate::pipelines::pos_misc::pixel_to_ndc;
use super::command::CheckmarkCommand;
#[derive(ShaderType)]
pub struct CheckmarkUniforms {
pub size: Vec2,
pub color: Vec4,
pub stroke_width: f32,
pub progress: f32,
pub padding: Vec2,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct CheckmarkVertex {
position: [f32; 3],
uv: [f32; 2],
}
impl CheckmarkVertex {
const ATTRIBUTES: [wgpu::VertexAttribute; 2] =
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2];
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<CheckmarkVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBUTES,
}
}
}
pub struct CheckmarkPipeline {
pipeline: wgpu::RenderPipeline,
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
uniform_staging_buffer: Vec<u8>,
}
impl CheckmarkPipeline {
pub fn new(
gpu: &wgpu::Device,
pipeline_cache: Option<&wgpu::PipelineCache>,
config: &wgpu::SurfaceConfiguration,
sample_count: u32,
) -> Self {
let shader = Self::create_shader_module(gpu);
let uniform_buffer = Self::create_uniform_buffer(gpu);
let bind_group_layout = Self::create_bind_group_layout(gpu);
let bind_group = Self::create_bind_group(gpu, &bind_group_layout, &uniform_buffer);
let pipeline_layout = Self::create_pipeline_layout(gpu, &bind_group_layout);
let pipeline = Self::create_pipeline(
gpu,
pipeline_cache,
&shader,
&pipeline_layout,
config,
sample_count,
);
let (vertex_buffer, index_buffer) = Self::create_buffers(gpu);
Self {
pipeline,
uniform_buffer,
bind_group,
vertex_buffer,
index_buffer,
uniform_staging_buffer: vec![0; CheckmarkUniforms::min_size().get() as usize],
}
}
}
impl CheckmarkPipeline {
fn update_uniforms(&mut self, gpu_queue: &wgpu::Queue, uniforms: &CheckmarkUniforms) {
let mut buffer = UniformBuffer::new(&mut self.uniform_staging_buffer);
buffer
.write(uniforms)
.expect("Failed to write checkmark uniforms");
gpu_queue.write_buffer(&self.uniform_buffer, 0, &self.uniform_staging_buffer);
}
fn update_vertices_for(
&mut self,
gpu_queue: &wgpu::Queue,
ndc_pos: [f32; 2],
ndc_size: [f32; 2],
) {
let vertices = [
CheckmarkVertex {
position: [ndc_pos[0], ndc_pos[1] - ndc_size[1], 0.0],
uv: [0.0, 1.0],
},
CheckmarkVertex {
position: [ndc_pos[0] + ndc_size[0], ndc_pos[1] - ndc_size[1], 0.0],
uv: [1.0, 1.0],
},
CheckmarkVertex {
position: [ndc_pos[0] + ndc_size[0], ndc_pos[1], 0.0],
uv: [1.0, 0.0],
},
CheckmarkVertex {
position: [ndc_pos[0], ndc_pos[1], 0.0],
uv: [0.0, 0.0],
},
];
gpu_queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&vertices));
}
fn create_shader_module(gpu: &wgpu::Device) -> wgpu::ShaderModule {
gpu.create_shader_module(include_wgsl!("checkmark.wgsl"))
}
fn create_uniform_buffer(gpu: &wgpu::Device) -> wgpu::Buffer {
gpu.create_buffer(&wgpu::BufferDescriptor {
label: Some("Checkmark Uniform Buffer"),
size: CheckmarkUniforms::min_size().get(),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
})
}
fn create_bind_group_layout(gpu: &wgpu::Device) -> wgpu::BindGroupLayout {
gpu.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Checkmark 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,
}],
})
}
fn create_bind_group(
gpu: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
uniform_buffer: &wgpu::Buffer,
) -> wgpu::BindGroup {
gpu.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Checkmark Bind Group"),
layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
})
}
fn create_pipeline_layout(
gpu: &wgpu::Device,
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::PipelineLayout {
gpu.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Checkmark Pipeline Layout"),
bind_group_layouts: &[bind_group_layout],
immediate_size: 0,
})
}
fn create_pipeline(
gpu: &wgpu::Device,
pipeline_cache: Option<&wgpu::PipelineCache>,
shader: &wgpu::ShaderModule,
pipeline_layout: &wgpu::PipelineLayout,
config: &wgpu::SurfaceConfiguration,
sample_count: u32,
) -> wgpu::RenderPipeline {
gpu.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Checkmark Pipeline"),
layout: Some(pipeline_layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_main"),
buffers: &[CheckmarkVertex::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.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),
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: pipeline_cache,
})
}
fn create_buffers(gpu: &wgpu::Device) -> (wgpu::Buffer, wgpu::Buffer) {
let vertices = [
CheckmarkVertex {
position: [-1.0, -1.0, 0.0],
uv: [0.0, 1.0],
},
CheckmarkVertex {
position: [1.0, -1.0, 0.0],
uv: [1.0, 1.0],
},
CheckmarkVertex {
position: [1.0, 1.0, 0.0],
uv: [1.0, 0.0],
},
CheckmarkVertex {
position: [-1.0, 1.0, 0.0],
uv: [0.0, 0.0],
},
];
let indices: [u16; 6] = [0, 1, 2, 2, 3, 0];
let vertex_buffer = gpu.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Checkmark Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
let index_buffer = gpu.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Checkmark Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
(vertex_buffer, index_buffer)
}
}
impl DrawablePipeline<CheckmarkCommand> for CheckmarkPipeline {
fn draw(&mut self, context: &mut DrawContext<CheckmarkCommand>) {
context.render_pass.set_pipeline(&self.pipeline);
context.render_pass.set_bind_group(0, &self.bind_group, &[]);
context
.render_pass
.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
context
.render_pass
.set_vertex_buffer(0, self.vertex_buffer.slice(..));
for (command, size, start_pos) in context.commands.iter() {
let ndc_pos = pixel_to_ndc(*start_pos, [context.config.width, context.config.height]);
let ndc_size = [
size.width.to_f32() / context.config.width as f32 * 2.0,
size.height.to_f32() / context.config.height as f32 * 2.0,
];
let uniforms = CheckmarkUniforms {
size: [size.width.to_f32(), size.height.to_f32()].into(),
color: command.color.to_array().into(),
stroke_width: command.stroke_width,
progress: command.progress,
padding: command.padding.into(),
};
self.update_uniforms(context.queue, &uniforms);
self.update_vertices_for(context.queue, ndc_pos, ndc_size);
context.render_pass.draw_indexed(0..6, 0, 0..1);
}
}
}