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https://github.com/griffi-gh/hUI.git
synced 2024-11-22 07:08:42 -06:00
initial wgpu backend impl
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parent
1c0bb77788
commit
485f43eefa
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@ -17,7 +17,7 @@ include = [
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[dependencies]
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hui = { version = "=0.1.0-alpha.5", path = "../hui", default-features = false }
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wgpu = "0.20"
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wgpu = { version = "0.20", default-features = false, features = ["wgsl"]}
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bytemuck = "1.15"
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glam = "0.27"
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log = "0.4"
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glam = "0.27"
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32
hui-wgpu/shaders/ui.wgsl
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32
hui-wgpu/shaders/ui.wgsl
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@ -0,0 +1,32 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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@location(1) color: vec4<f32>,
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};
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@vertex
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fn vs_main(
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in: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = in.uv;
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out.clip_position = vec4<f32>(in.position, 1.0);
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return out;
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.uv);
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}
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@ -1,7 +1,314 @@
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pub struct WgpuUiRenderer {
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use glam::Vec2;
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use hui::{draw::{TextureAtlasMeta, UiDrawCall, UiVertex}, UiInstance};
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const DEFAULT_BUFFER_SIZE: u64 = 1024;
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const DEFAULT_TEXTURE_SIZE: u32 = 512;
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const SHADER_MODULE: &str = include_str!("../shaders/ui.wgsl");
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#[derive(Clone, Copy)]
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#[repr(C, packed)]
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struct WgpuVertex {
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position: [f32; 2],
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uv: [f32; 2],
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color: [f32; 4],
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}
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unsafe impl bytemuck::Pod for WgpuVertex {}
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unsafe impl bytemuck::Zeroable for WgpuVertex {}
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impl WgpuVertex {
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pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<WgpuVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![
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0 => Float32x2,
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1 => Float32x2,
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2 => Float32x4,
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],
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};
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}
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impl From<UiVertex> for WgpuVertex {
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fn from(v: UiVertex) -> Self {
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Self {
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position: v.position.to_array(),
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uv: v.uv.to_array(),
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color: v.color.to_array(),
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}
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}
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}
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pub struct WgpuUiRenderer {
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pub modified: bool,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub vertex_count: usize,
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pub index_count: usize,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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pub pipeline: wgpu::RenderPipeline,
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pub texture: wgpu::Texture,
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pub texture_view: wgpu::TextureView,
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pub texture_sampler: wgpu::Sampler,
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}
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impl WgpuUiRenderer {
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pub fn new(
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device: &wgpu::Device,
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surface_format: wgpu::TextureFormat,
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) -> Self {
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let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("ui_vertex_buffer"),
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size: std::mem::size_of::<WgpuVertex>() as u64 * DEFAULT_BUFFER_SIZE,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("hui_index_buffer"),
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size: std::mem::size_of::<u32>() as u64 * DEFAULT_BUFFER_SIZE,
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usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("ui_texture"),
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size: wgpu::Extent3d {
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width: DEFAULT_TEXTURE_SIZE,
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height: DEFAULT_TEXTURE_SIZE,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("ui_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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],
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});
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("ui_texture_view"),
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..Default::default()
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});
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let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("ui_texture_sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("ui_bind_group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture_sampler),
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},
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],
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});
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let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("ui_vertex_shader"),
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source: wgpu::ShaderSource::Wgsl(SHADER_MODULE.into()),
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});
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let pipeline = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("ui_pipeline_layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("ui_pipeline"),
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layout: Some(&pipeline),
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vertex: wgpu::VertexState {
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module: &shader_module,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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entry_point: "vs_main",
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buffers: &[WgpuVertex::LAYOUT],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader_module,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: surface_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::COLOR,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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unclipped_depth: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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Self {
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modified: true,
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vertex_buffer,
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index_buffer,
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vertex_count: 0,
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index_count: 0,
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bind_group_layout,
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bind_group,
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texture,
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texture_view,
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texture_sampler,
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pipeline,
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}
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}
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fn update_buffers(&mut self, call: &UiDrawCall, queue: &wgpu::Queue, device: &wgpu::Device, resolution: Vec2) {
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let data_vtx = call.vertices.iter()
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.copied()
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.map(|x| {
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let mut v = x;
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v.position = (v.position / resolution) * 2.0 - 1.0;
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v
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})
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.map(WgpuVertex::from)
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.collect::<Vec<_>>();
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let data_idx = &call.indices[..];
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self.vertex_count = call.vertices.len();
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self.index_count = call.indices.len();
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if data_vtx.is_empty() || data_idx.is_empty() {
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return
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}
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if data_vtx.len() as u64 > self.vertex_buffer.size() {
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self.vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("ui_vertex_buffer"),
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size: (data_vtx.len() as u64).next_power_of_two(),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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}
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if data_idx.len() as u64 > self.index_buffer.size() {
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self.index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("ui_index_buffer"),
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size: (data_idx.len() as u64).next_power_of_two(),
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usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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}
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queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&data_vtx));
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queue.write_buffer(&self.index_buffer, 0, bytemuck::cast_slice(data_idx));
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}
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fn update_texture(&self, meta: TextureAtlasMeta, queue: &wgpu::Queue) {
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//TODO URGENCY:HIGH resize texture if needed
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if meta.data.len() as u32 > (self.texture.size().width * self.texture.size().height * 4) {
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unimplemented!("texture resize not implemented");
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}
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queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &self.texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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meta.data,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(meta.size.x * 4),
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rows_per_image: Some(meta.size.y),
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},
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wgpu::Extent3d {
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width: meta.size.x,
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height: meta.size.y,
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depth_or_array_layers: 1,
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}
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);
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}
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pub fn update(
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&mut self,
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instance: &UiInstance,
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queue: &wgpu::Queue,
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device: &wgpu::Device,
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resolution: Vec2,
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) {
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let (modified, call) = instance.draw_call();
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if self.modified || modified {
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self.update_buffers(call, queue, device, resolution);
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}
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let meta = instance.atlas();
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if self.modified || meta.modified {
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self.update_texture(meta, queue);
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}
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self.modified = false;
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}
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pub fn draw(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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surface_view: &wgpu::TextureView,
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) {
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("ui_render_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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..Default::default()
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});
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let vtx_size = self.vertex_count as u64 * std::mem::size_of::<WgpuVertex>() as u64;
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let idx_size = self.index_count as u64 * std::mem::size_of::<u32>() as u64;
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.set_vertex_buffer(0, self.vertex_buffer.slice(0..vtx_size));
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rpass.set_index_buffer(self.index_buffer.slice(..idx_size), wgpu::IndexFormat::Uint32);
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rpass.draw_indexed(0..self.index_count as u32, 0, 0..1);
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}
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}
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