diff options
author | tcmal <me@aria.rip> | 2024-08-25 17:44:23 +0100 |
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committer | tcmal <me@aria.rip> | 2024-08-25 17:44:23 +0100 |
commit | 0353181306702c40ad0fe482b5c2b159b46794a4 (patch) | |
tree | 33acc6a9e8ea4705884cf93b78cf869008f71832 /stockton-render/src/ui.rs | |
parent | 664f0b0777ba96298b29f0c753d52a81cbb233f1 (diff) |
refactor(all): rename some crates
Diffstat (limited to 'stockton-render/src/ui.rs')
-rw-r--r-- | stockton-render/src/ui.rs | 392 |
1 files changed, 392 insertions, 0 deletions
diff --git a/stockton-render/src/ui.rs b/stockton-render/src/ui.rs new file mode 100644 index 0000000..d1689be --- /dev/null +++ b/stockton-render/src/ui.rs @@ -0,0 +1,392 @@ +//! Minimal code for drawing any level, based on traits from stockton-levels +use crate::window::UiState; + +use stockton_skeleton::{ + buffers::{DrawBuffers, ModifiableBuffer}, + builders::{ + CompletePipeline, PipelineSpecBuilder, RenderpassSpec, ShaderDesc, VertexBufferSpec, + VertexPrimitiveAssemblerSpec, + }, + context::RenderingContext, + draw_passes::{util::TargetSpecificResources, DrawPass, IntoDrawPass}, + error::{EnvironmentError, LockPoisoned}, + queue_negotiator::QueueNegotiator, + texture::{ + resolver::TextureResolver, LoadableImage, TexLoadQueue, TextureLoadConfig, TextureRepo, + }, + types::*, +}; +use stockton_types::{Session, Vector2}; + +use std::{ + array::IntoIter, + convert::TryInto, + iter::{empty, once}, + sync::Arc, +}; + +use anyhow::{anyhow, Context, Result}; +use egui::{ClippedMesh, TextureId}; +use egui::{CtxRef, Texture}; +use hal::{ + buffer::SubRange, + command::{ClearColor, ClearValue, RenderAttachmentInfo, SubpassContents}, + format::Format, + image::Layout, + pass::{Attachment, AttachmentLoadOp, AttachmentOps, AttachmentStoreOp}, + pso::{ + BlendDesc, BlendOp, BlendState, ColorBlendDesc, ColorMask, DepthStencilDesc, Face, Factor, + FrontFace, InputAssemblerDesc, LogicOp, PolygonMode, Primitive, Rasterizer, Rect, + ShaderStageFlags, State, VertexInputRate, + }, +}; +use shaderc::ShaderKind; + +#[derive(Debug)] +pub struct UiPoint(pub Vector2, pub Vector2, pub [f32; 4]); + +/// Draw a Ui object +pub struct UiDrawPass<'a> { + pipeline: CompletePipeline, + repo: TextureRepo, + draw_buffers: DrawBuffers<'a, UiPoint>, + + framebuffers: TargetSpecificResources<FramebufferT>, +} + +impl<'a> DrawPass for UiDrawPass<'a> { + fn queue_draw( + &mut self, + session: &Session, + img_view: &ImageViewT, + cmd_buffer: &mut CommandBufferT, + ) -> anyhow::Result<()> { + // We might have loaded more textures + self.repo.process_responses(); + + // Make sure we update the vertex buffers after they're written to, but before they're read from. + self.draw_buffers + .vertex_buffer + .record_commit_cmds(cmd_buffer)?; + self.draw_buffers + .index_buffer + .record_commit_cmds(cmd_buffer)?; + + // Get level & camera + let ui: &mut UiState = &mut session.resources.get_mut::<UiState>().unwrap(); + + // Get framebuffer and depth buffer + let fb = self.framebuffers.get_next(); + unsafe { + cmd_buffer.begin_render_pass( + &self.pipeline.renderpass, + fb, + self.pipeline.render_area, + vec![RenderAttachmentInfo { + image_view: img_view, + clear_value: ClearValue { + color: ClearColor { + float32: [0.0, 0.0, 0.0, 1.0], + }, + }, + }] + .into_iter(), + SubpassContents::Inline, + ); + cmd_buffer.bind_graphics_pipeline(&self.pipeline.pipeline); + + // Bind buffers + cmd_buffer.bind_vertex_buffers( + 0, + once(( + self.draw_buffers.vertex_buffer.get_buffer(), + SubRange { + offset: 0, + size: None, + }, + )), + ); + cmd_buffer.bind_index_buffer( + self.draw_buffers.index_buffer.get_buffer(), + SubRange { + offset: 0, + size: None, + }, + hal::IndexType::U16, + ); + } + + let (_out, shapes) = ui.end_frame(); + let screen = ui + .dimensions() + .ok_or_else(|| anyhow!("UI not set up properly."))?; + let shapes = ui.ctx().tessellate(shapes); + + for ClippedMesh(rect, tris) in shapes.iter() { + assert!(tris.texture_id == TextureId::Egui); + + // Copy triangles/indicies + for i in (0..tris.indices.len()).step_by(3) { + self.draw_buffers.index_buffer[i / 3] = ( + tris.indices[i].try_into()?, + tris.indices[i + 1].try_into()?, + tris.indices[i + 2].try_into()?, + ); + } + for (i, vertex) in tris.vertices.iter().enumerate() { + self.draw_buffers.vertex_buffer[i] = UiPoint( + Vector2::new(vertex.pos.x, vertex.pos.y), + Vector2::new(vertex.uv.x, vertex.uv.y), + [ + vertex.color.r() as f32 / 255.0, + vertex.color.g() as f32 / 255.0, + vertex.color.b() as f32 / 255.0, + vertex.color.a() as f32 / 255.0, + ], + ); + } + // TODO: *Properly* deal with textures + if let Some(ds) = self.repo.attempt_get_descriptor_set(0) { + unsafe { + cmd_buffer.push_graphics_constants( + &self.pipeline.pipeline_layout, + ShaderStageFlags::VERTEX, + 0, + &[screen.x.to_bits(), screen.y.to_bits()], + ); + + cmd_buffer.set_scissors( + 0, + IntoIter::new([Rect { + x: rect.min.x as i16, + y: rect.min.y as i16, + w: rect.width() as i16, + h: rect.height() as i16, + }]), + ); + cmd_buffer.bind_graphics_descriptor_sets( + &self.pipeline.pipeline_layout, + 0, + IntoIter::new([ds]), + empty(), + ); + // Call draw + cmd_buffer.draw_indexed(0..tris.indices.len() as u32, 0, 0..1); + } + } else { + self.repo.queue_load(0)?; + } + } + + unsafe { + cmd_buffer.end_render_pass(); + } + + Ok(()) + } + + fn deactivate(self, context: &mut RenderingContext) -> Result<()> { + unsafe { + let mut device = context.device().write().map_err(|_| LockPoisoned::Device)?; + self.pipeline.deactivate(&mut device); + self.draw_buffers.deactivate(&mut device); + for fb in self.framebuffers.dissolve() { + device.destroy_framebuffer(fb); + } + } + self.repo.deactivate(context.device()); + + Ok(()) + } + + fn handle_surface_change( + &mut self, + _session: &Session, + _context: &mut RenderingContext, + ) -> Result<()> { + todo!() + } +} + +impl<'a> IntoDrawPass<UiDrawPass<'a>> for () { + fn init(self, session: &mut Session, context: &mut RenderingContext) -> Result<UiDrawPass<'a>> { + let spec = PipelineSpecBuilder::default() + .rasterizer(Rasterizer { + polygon_mode: PolygonMode::Fill, + cull_face: Face::NONE, + front_face: FrontFace::CounterClockwise, + depth_clamping: false, + depth_bias: None, + conservative: true, + line_width: State::Static(1.0), + }) + .depth_stencil(DepthStencilDesc { + depth: None, + depth_bounds: false, + stencil: None, + }) + .blender(BlendDesc { + logic_op: Some(LogicOp::Copy), + targets: vec![ColorBlendDesc { + mask: ColorMask::ALL, + blend: Some(BlendState { + color: BlendOp::Add { + src: Factor::SrcAlpha, + dst: Factor::OneMinusSrcAlpha, + }, + alpha: BlendOp::Add { + src: Factor::SrcAlpha, + dst: Factor::OneMinusSrcAlpha, + }, + }), + }], + }) + .primitive_assembler(VertexPrimitiveAssemblerSpec::with_buffers( + InputAssemblerDesc::new(Primitive::TriangleList), + vec![VertexBufferSpec { + attributes: vec![Format::Rg32Sfloat, Format::Rg32Sfloat, Format::Rgba32Sfloat], + rate: VertexInputRate::Vertex, + }], + )) + .shader_vertex(ShaderDesc { + source: include_str!("./data/ui.vert").to_string(), + entry: "main".to_string(), + kind: ShaderKind::Vertex, + }) + .shader_fragment(ShaderDesc { + source: include_str!("./data/ui.frag").to_string(), + entry: "main".to_string(), + kind: ShaderKind::Fragment, + }) + .push_constants(vec![(ShaderStageFlags::VERTEX, 0..8)]) + .renderpass(RenderpassSpec { + colors: vec![Attachment { + format: Some(context.target_chain().properties().format), + samples: 1, + ops: AttachmentOps::new(AttachmentLoadOp::Load, AttachmentStoreOp::Store), + stencil_ops: AttachmentOps::new( + AttachmentLoadOp::DontCare, + AttachmentStoreOp::DontCare, + ), + layouts: Layout::ColorAttachmentOptimal..Layout::ColorAttachmentOptimal, + }], + depth: None, + inputs: vec![], + resolves: vec![], + preserves: vec![], + }) + .dynamic_scissor(true) + .build() + .context("Error building pipeline")?; + + let ui: &mut UiState = &mut session.resources.get_mut::<UiState>().unwrap(); + let repo = TextureRepo::new( + context.device().clone(), + context + .queue_negotiator_mut() + .family::<TexLoadQueue>() + .ok_or(EnvironmentError::NoSuitableFamilies) + .context("Error finding texture queue")?, + context + .queue_negotiator_mut() + .get_queue::<TexLoadQueue>() + .ok_or(EnvironmentError::NoQueues) + .context("Error finding texture queue")?, + context.adapter(), + TextureLoadConfig { + resolver: UiTextures::new(ui.ctx().clone()), + filter: hal::image::Filter::Linear, + wrap_mode: hal::image::WrapMode::Clamp, + }, + ) + .context("Error creating texture repo")?; + + let (draw_buffers, pipeline, framebuffers) = { + let mut device = context.device().write().map_err(|_| LockPoisoned::Device)?; + let draw_buffers = DrawBuffers::new(&mut device, context.adapter()) + .context("Error creating draw buffers")?; + let pipeline = spec + .build( + &mut device, + context.target_chain().properties().extent, + context.target_chain().properties(), + once(&*repo.get_ds_layout()?), + ) + .context("Error building pipeline")?; + + let fat = context.target_chain().properties().framebuffer_attachment(); + let framebuffers = TargetSpecificResources::new( + || unsafe { + Ok(device.create_framebuffer( + &pipeline.renderpass, + IntoIter::new([fat.clone()]), + context.target_chain().properties().extent, + )?) + }, + context.target_chain().properties().image_count as usize, + )?; + (draw_buffers, pipeline, framebuffers) + }; + + Ok(UiDrawPass { + pipeline, + repo, + draw_buffers, + framebuffers, + }) + } + + fn find_aux_queues<'c>( + adapter: &'c Adapter, + queue_negotiator: &mut QueueNegotiator, + ) -> Result<Vec<(&'c QueueFamilyT, Vec<f32>)>> { + queue_negotiator.find(adapter, &TexLoadQueue)?; + + Ok(vec![queue_negotiator + .family_spec::<TexLoadQueue>(&adapter.queue_families, 1) + .ok_or(EnvironmentError::NoSuitableFamilies)?]) + } +} + +pub struct UiTexture(Arc<Texture>); + +pub struct UiTextures { + ctx: CtxRef, +} + +impl TextureResolver for UiTextures { + type Image = UiTexture; + fn resolve(&mut self, tex: u32) -> Option<Self::Image> { + if tex == 0 { + Some(UiTexture(self.ctx.texture())) + } else { + None + } + } +} + +impl UiTextures { + pub fn new(ctx: CtxRef) -> Self { + UiTextures { ctx } + } +} + +impl LoadableImage for UiTexture { + fn width(&self) -> u32 { + self.0.width as u32 + } + fn height(&self) -> u32 { + self.0.height as u32 + } + unsafe fn copy_row(&self, y: u32, ptr: *mut u8) { + let row_size = self.0.width as u32; + let pixels = &self.0.pixels[(y * row_size) as usize..((y + 1) * row_size) as usize]; + + for (i, x) in pixels.iter().enumerate() { + *ptr.offset(i as isize * 4) = 255; + *ptr.offset((i as isize * 4) + 1) = 255; + *ptr.offset((i as isize * 4) + 2) = 255; + *ptr.offset((i as isize * 4) + 3) = *x; + } + } +} |