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use crevice::std140::AsStd140;
use crate::{
context::{Has, HasMut},
GameError, GameResult,
};
use super::{
gpu::arc::{ArcBindGroup, ArcBindGroupLayout},
internal_canvas::{screen_to_mat, InstanceArrayView, InternalCanvas},
BlendMode, Color, DrawParam, Drawable, GraphicsContext, Image, InstanceArray, Mesh, Rect,
Sampler, ScreenImage, Shader, ShaderParams, Text, WgpuContext, ZIndex,
};
use std::{collections::BTreeMap, sync::Arc};
/// Canvases are the main method of drawing meshes and text to images in ggez.
///
/// They can draw to any image that is capable of being drawn to (i.e. has been created with [`Image::new_canvas_image()`] or [`ScreenImage`]),
/// or they can draw directly to the screen.
///
/// Canvases are also where you can bind your own custom shaders and samplers to use while drawing.
/// Canvases *do not* automatically batch draws. To used batched (instanced) drawing, refer to [`InstanceArray`].
// note:
// Canvas does not draw anything itself. It is merely a state-tracking and draw-reordering wrapper around InternalCanvas, which does the actual
// drawing.
#[derive(Debug)]
pub struct Canvas {
pub(crate) wgpu: Arc<WgpuContext>,
draws: BTreeMap<ZIndex, Vec<DrawCommand>>,
state: DrawState,
original_state: DrawState,
screen: Option<Rect>,
defaults: DefaultResources,
target: Image,
resolve: Option<Image>,
clear: Option<Color>,
// This will be removed after queue_text and draw_queued_text have been removed.
pub(crate) queued_texts: Vec<(Text, mint::Point2<f32>, Option<Color>)>,
}
impl Canvas {
/// Create a new [Canvas] from an image. This will allow for drawing to a single color image.
///
/// `clear` will set the image initially to the given color, if a color is provided, or keep it as is, if it's `None`.
///
/// The image must be created for Canvas usage, i.e. [`Image::new_canvas_image`()], or [`ScreenImage`], and must only have a sample count of 1.
#[inline]
pub fn from_image(
gfx: &impl Has<GraphicsContext>,
image: Image,
clear: impl Into<Option<Color>>,
) -> Self {
Canvas::new(gfx, image, None, clear.into())
}
/// Helper for [`Canvas::from_image`] for construction of a [`Canvas`] from a [`ScreenImage`].
#[inline]
pub fn from_screen_image(
gfx: &impl Has<GraphicsContext>,
image: &mut ScreenImage,
clear: impl Into<Option<Color>>,
) -> Self {
let gfx = gfx.retrieve();
let image = image.image(gfx);
Canvas::from_image(gfx, image, clear)
}
/// Create a new [Canvas] from an MSAA image and a resolve target. This will allow for drawing with MSAA to a color image, then resolving the samples into a secondary target.
///
/// Both images must be created for Canvas usage (see [`Canvas::from_image`]). `msaa_image` must have a sample count > 1 and `resolve_image` must strictly have a sample count of 1.
#[inline]
pub fn from_msaa(
gfx: &impl Has<GraphicsContext>,
msaa_image: Image,
resolve: Image,
clear: impl Into<Option<Color>>,
) -> Self {
Canvas::new(gfx, msaa_image, Some(resolve), clear.into())
}
/// Helper for [`Canvas::from_msaa`] for construction of an MSAA [`Canvas`] from a [`ScreenImage`].
#[inline]
pub fn from_screen_msaa(
gfx: &impl Has<GraphicsContext>,
msaa_image: &mut ScreenImage,
resolve: &mut ScreenImage,
clear: impl Into<Option<Color>>,
) -> Self {
let msaa = msaa_image.image(gfx);
let resolve = resolve.image(gfx);
Canvas::from_msaa(gfx, msaa, resolve, clear)
}
/// Create a new [Canvas] that renders directly to the window surface.
///
/// `clear` will set the image initially to the given color, if a color is provided, or keep it as is, if it's `None`.
pub fn from_frame(gfx: &impl Has<GraphicsContext>, clear: impl Into<Option<Color>>) -> Self {
let gfx = gfx.retrieve();
// these unwraps will never fail
let samples = gfx.frame_msaa_image.as_ref().unwrap().samples();
let (target, resolve) = if samples > 1 {
(
gfx.frame_msaa_image.clone().unwrap(),
Some(gfx.frame_image.clone().unwrap()),
)
} else {
(gfx.frame_image.clone().unwrap(), None)
};
Canvas::new(gfx, target, resolve, clear.into())
}
fn new(
gfx: &impl Has<GraphicsContext>,
target: Image,
resolve: Option<Image>,
clear: Option<Color>,
) -> Self {
let gfx = gfx.retrieve();
let defaults = DefaultResources::new(gfx);
let state = DrawState {
shader: default_shader(),
params: None,
text_shader: default_text_shader(),
text_params: None,
sampler: Sampler::default(),
blend_mode: BlendMode::ALPHA,
premul_text: true,
projection: glam::Mat4::IDENTITY.into(),
scissor_rect: (0, 0, target.width(), target.height()),
};
let screen = Rect {
x: 0.,
y: 0.,
w: target.width() as _,
h: target.height() as _,
};
let mut this = Canvas {
wgpu: gfx.wgpu.clone(),
draws: BTreeMap::new(),
state: state.clone(),
original_state: state,
screen: Some(screen),
defaults,
target,
resolve,
clear,
queued_texts: Vec::new(),
};
this.set_screen_coordinates(screen);
this
}
/// Sets the shader to use when drawing meshes.
#[inline]
pub fn set_shader(&mut self, shader: &Shader) {
self.state.shader = shader.clone();
}
/// Returns the current shader being used when drawing meshes.
#[inline]
pub fn shader(&self) -> Shader {
self.state.shader.clone()
}
/// Sets the shader parameters to use when drawing meshes.
///
/// **Bound to bind group 3.**
#[inline]
pub fn set_shader_params<Uniforms: AsStd140>(&mut self, params: &ShaderParams<Uniforms>) {
self.state.params = Some((
params.bind_group.clone().unwrap(/* always Some */),
params.layout.clone().unwrap(/* always Some */),
params.buffer_offset,
));
}
/// Sets the shader to use when drawing text.
#[inline]
pub fn set_text_shader(&mut self, shader: Shader) {
self.state.text_shader = shader;
}
/// Returns the current text shader being used when drawing text.
#[inline]
pub fn text_shader(&self) -> Shader {
self.state.text_shader.clone()
}
/// Sets the shader parameters to use when drawing text.
///
/// **Bound to bind group 3.**
#[inline]
pub fn set_text_shader_params<Uniforms: AsStd140>(
&mut self,
params: &ShaderParams<Uniforms>,
) -> GameResult {
self.state.text_params = Some((
params.bind_group.clone().unwrap(/* always Some */),
params.layout.clone().unwrap(/* always Some */),
params.buffer_offset,
));
Ok(())
}
/// Resets the active mesh shader to the default.
#[inline]
pub fn set_default_shader(&mut self) {
self.state.shader = default_shader();
}
/// Resets the active text shader to the default.
#[inline]
pub fn set_default_text_shader(&mut self) {
self.state.text_shader = default_text_shader();
}
/// Sets the active sampler used to sample images.
///
/// Use `set_sampler(Sampler::nearest_clamp())` for drawing pixel art graphics without blurring them.
#[inline]
pub fn set_sampler(&mut self, sampler: impl Into<Sampler>) {
self.state.sampler = sampler.into();
}
/// Returns the currently active sampler used to sample images.
#[inline]
pub fn sampler(&self) -> Sampler {
self.state.sampler
}
/// Resets the active sampler to the default.
///
/// This is equivalent to `set_sampler(Sampler::linear_clamp())`.
#[inline]
pub fn set_default_sampler(&mut self) {
self.set_sampler(Sampler::default());
}
/// Sets the active blend mode used when drawing images.
#[inline]
pub fn set_blend_mode(&mut self, blend_mode: BlendMode) {
self.state.blend_mode = blend_mode;
}
/// Returns the currently active blend mode used when drawing images.
#[inline]
pub fn blend_mode(&self) -> BlendMode {
self.state.blend_mode
}
/// Selects whether text will be drawn with [`BlendMode::PREMULTIPLIED`] when the current blend
/// mode is [`BlendMode::ALPHA`]. This is `true` by default.
#[inline]
pub fn set_premultiplied_text(&mut self, premultiplied_text: bool) {
self.state.premul_text = premultiplied_text;
}
/// Sets the raw projection matrix to the given homogeneous
/// transformation matrix. For an introduction to graphics matrices,
/// a good source is this: <http://ncase.me/matrix/>
#[inline]
pub fn set_projection(&mut self, proj: impl Into<mint::ColumnMatrix4<f32>>) {
self.state.projection = proj.into();
self.screen = None;
}
/// Gets a copy of the canvas's raw projection matrix.
#[inline]
pub fn projection(&self) -> mint::ColumnMatrix4<f32> {
self.state.projection
}
/// Premultiplies the given transformation matrix with the current projection matrix.
pub fn mul_projection(&mut self, transform: impl Into<mint::ColumnMatrix4<f32>>) {
self.set_projection(
glam::Mat4::from(transform.into()) * glam::Mat4::from(self.state.projection),
);
self.screen = None;
}
/// Sets the bounds of the screen viewport. This is a shortcut for `set_projection`
/// and thus will override any previous projection matrix set.
///
/// The default coordinate system has \[0.0, 0.0\] at the top-left corner
/// with X increasing to the right and Y increasing down, with the
/// viewport scaled such that one coordinate unit is one pixel on the
/// screen. This function lets you change this coordinate system to
/// be whatever you prefer.
///
/// The `Rect`'s x and y will define the top-left corner of the screen,
/// and that plus its w and h will define the bottom-right corner.
#[inline]
pub fn set_screen_coordinates(&mut self, rect: Rect) {
self.set_projection(screen_to_mat(rect));
self.screen = Some(rect);
}
/// Returns the boudns of the screen viewport, iff the projection was last set with
/// `set_screen_coordinates`. If the last projection was set with `set_projection` or
/// `mul_projection`, `None` will be returned.
#[inline]
pub fn screen_coordinates(&self) -> Option<Rect> {
self.screen
}
/// Sets the scissor rectangle used when drawing. Nothing will be drawn to the canvas
/// that falls outside of this region.
///
/// Note: The rectangle is in pixel coordinates, and therefore the values will be rounded towards zero.
#[inline]
pub fn set_scissor_rect(&mut self, rect: Rect) -> GameResult {
if rect.w as u32 == 0 || rect.h as u32 == 0 {
return Err(GameError::RenderError(String::from(
"the scissor rectangle size must be larger than zero.",
)));
}
let image_size = (self.target.width(), self.target.height());
if rect.x as u32 >= image_size.0 || rect.y as u32 >= image_size.1 {
return Err(GameError::RenderError(String::from(
"the scissor rectangle cannot start outside the canvas image.",
)));
}
// clamp the scissor rectangle to the target image size
let rect_width = u32::min(image_size.0 - rect.x as u32, rect.w as u32);
let rect_height = u32::min(image_size.1 - rect.y as u32, rect.h as u32);
self.state.scissor_rect = (rect.x as u32, rect.y as u32, rect_width, rect_height);
Ok(())
}
/// Returns the scissor rectangle as set by [`Canvas::set_scissor_rect`].
#[inline]
pub fn scissor_rect(&self) -> Rect {
Rect::new(
self.state.scissor_rect.0 as f32,
self.state.scissor_rect.1 as f32,
self.state.scissor_rect.2 as f32,
self.state.scissor_rect.3 as f32,
)
}
/// Resets the scissorr rectangle back to the original value. This will effectively disable any
/// scissoring.
#[inline]
pub fn set_default_scissor_rect(&mut self) {
self.state.scissor_rect = self.original_state.scissor_rect;
}
/// Draws the given `Drawable` to the canvas with a given `DrawParam`.
#[inline]
pub fn draw(&mut self, drawable: &impl Drawable, param: impl Into<DrawParam>) {
drawable.draw(self, param)
}
/// Draws a `Mesh` textured with an `Image`.
///
/// This differs from `canvas.draw(mesh, param)` as in that case, the mesh is untextured.
pub fn draw_textured_mesh(&mut self, mesh: Mesh, image: Image, param: impl Into<DrawParam>) {
self.push_draw(
Draw::Mesh {
mesh,
image,
scale: false,
},
param.into(),
);
}
/// Draws an `InstanceArray` textured with a `Mesh`.
///
/// This differs from `canvas.draw(instances, param)` as in that case, the instances are
/// drawn as quads.
pub fn draw_instanced_mesh(
&mut self,
mesh: Mesh,
instances: &InstanceArray,
param: impl Into<DrawParam>,
) {
instances.flush_wgpu(&self.wgpu).unwrap(); // Will only fail if you can't lock the buffers shouldn't happen
self.push_draw(
Draw::MeshInstances {
mesh,
instances: InstanceArrayView::from_instances(instances).unwrap(),
scale: false,
},
param.into(),
);
}
/// Finish drawing with this canvas and submit all the draw calls.
#[inline]
pub fn finish(mut self, gfx: &mut impl HasMut<GraphicsContext>) -> GameResult {
let gfx = gfx.retrieve_mut();
self.finalize(gfx)
}
#[inline]
pub(crate) fn default_resources(&self) -> &DefaultResources {
&self.defaults
}
#[inline]
pub(crate) fn push_draw(&mut self, draw: Draw, param: DrawParam) {
self.draws.entry(param.z).or_default().push(DrawCommand {
state: self.state.clone(),
draw,
param,
});
}
fn finalize(&mut self, gfx: &mut GraphicsContext) -> GameResult {
let mut canvas = if let Some(resolve) = &self.resolve {
InternalCanvas::from_msaa(gfx, self.clear, &self.target, resolve)?
} else {
InternalCanvas::from_image(gfx, self.clear, &self.target)?
};
let mut state = self.state.clone();
// apply initial state
canvas.set_shader(state.shader.clone());
if let Some((bind_group, layout, offset)) = &state.params {
canvas.set_shader_params(bind_group.clone(), layout.clone(), *offset);
}
canvas.set_text_shader(state.text_shader.clone());
if let Some((bind_group, layout, offset)) = &state.text_params {
canvas.set_text_shader_params(bind_group.clone(), layout.clone(), *offset);
}
canvas.set_sampler(state.sampler);
canvas.set_blend_mode(state.blend_mode);
canvas.set_projection(state.projection);
if state.scissor_rect.2 > 0 && state.scissor_rect.3 > 0 {
canvas.set_scissor_rect(state.scissor_rect);
}
for draws in self.draws.values() {
for draw in draws {
// track state and apply to InternalCanvas if changed
if draw.state.shader != state.shader {
canvas.set_shader(draw.state.shader.clone());
}
if draw.state.params != state.params {
if let Some((bind_group, layout, offset)) = &draw.state.params {
canvas.set_shader_params(bind_group.clone(), layout.clone(), *offset);
}
}
if draw.state.text_shader != state.text_shader {
canvas.set_text_shader(draw.state.text_shader.clone());
}
if draw.state.text_params != state.text_params {
if let Some((bind_group, layout, offset)) = &draw.state.text_params {
canvas.set_text_shader_params(bind_group.clone(), layout.clone(), *offset);
}
}
if draw.state.sampler != state.sampler {
canvas.set_sampler(draw.state.sampler);
}
if draw.state.blend_mode != state.blend_mode {
canvas.set_blend_mode(draw.state.blend_mode);
}
if draw.state.premul_text != state.premul_text {
canvas.set_premultiplied_text(draw.state.premul_text);
}
if draw.state.projection != state.projection {
canvas.set_projection(draw.state.projection);
}
if draw.state.scissor_rect != state.scissor_rect {
canvas.set_scissor_rect(draw.state.scissor_rect);
}
state = draw.state.clone();
match &draw.draw {
Draw::Mesh { mesh, image, scale } => {
canvas.draw_mesh(mesh, image, draw.param, *scale)
}
Draw::MeshInstances {
mesh,
instances,
scale,
} => canvas.draw_mesh_instances(mesh, instances, draw.param, *scale)?,
Draw::BoundedText { text } => canvas.draw_bounded_text(text, draw.param)?,
}
}
}
canvas.finish();
Ok(())
}
}
#[derive(Debug, Clone)]
struct DrawState {
shader: Shader,
params: Option<(ArcBindGroup, ArcBindGroupLayout, u32)>,
text_shader: Shader,
text_params: Option<(ArcBindGroup, ArcBindGroupLayout, u32)>,
sampler: Sampler,
blend_mode: BlendMode,
premul_text: bool,
projection: mint::ColumnMatrix4<f32>,
scissor_rect: (u32, u32, u32, u32),
}
#[derive(Debug)]
pub(crate) enum Draw {
Mesh {
mesh: Mesh,
image: Image,
scale: bool,
},
MeshInstances {
mesh: Mesh,
instances: InstanceArrayView,
scale: bool,
},
BoundedText {
text: Text,
},
}
// Stores *everything* you need to know to draw something.
#[derive(Debug)]
struct DrawCommand {
state: DrawState,
param: DrawParam,
draw: Draw,
}
#[derive(Debug)]
pub(crate) struct DefaultResources {
pub mesh: Mesh,
pub image: Image,
}
impl DefaultResources {
fn new(gfx: &GraphicsContext) -> Self {
let mesh = gfx.rect_mesh.clone();
let image = gfx.white_image.clone();
DefaultResources { mesh, image }
}
}
/// The default shader.
pub fn default_shader() -> Shader {
Shader {
fs_module: None,
vs_module: None,
}
}
/// The default text shader.
pub fn default_text_shader() -> Shader {
Shader {
fs_module: None,
vs_module: None,
}
}