editor refactoring

This commit is contained in:
Anton-4 2020-12-02 16:43:54 +01:00
parent c087955a16
commit 1738141111
3 changed files with 233 additions and 169 deletions

View file

@ -11,6 +11,9 @@
// re-enable this when working on performance optimizations than have it block PRs.
#![allow(clippy::large_enum_variant)]
// See this link to learn wgpu: https://sotrh.github.io/learn-wgpu/
use crate::rect::Rect;
use crate::vertex::Vertex;
use std::error::Error;
@ -18,9 +21,11 @@ use std::io;
use std::path::Path;
use wgpu::util::DeviceExt;
use wgpu_glyph::{ab_glyph, GlyphBrushBuilder, Section, Text};
use winit::event::{ElementState, ModifiersState, VirtualKeyCode};
use winit::event::{ElementState, ModifiersState, VirtualKeyCode, Event};
use winit::event;
use winit::event_loop::ControlFlow;
pub mod ast;
mod rect;
pub mod text_state;
@ -51,7 +56,7 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
let surface = unsafe { instance.create_surface(&window) };
// Initialize GPU
let (device, queue) = futures::executor::block_on(async {
let (gpu_device, cmd_queue) = futures::executor::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
@ -81,59 +86,25 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
// Prepare swap chain
let render_format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut size = window.inner_size();
let mut swap_chain = device.create_swap_chain(
let mut swap_chain = gpu_device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: render_format,
width: size.width,
height: size.height,
//Immediate may cause tearing, change present_mode if this becomes a problem
present_mode: wgpu::PresentMode::Immediate,
},
);
// Prepare Triangle Pipeline
let triangle_vs_module =
device.create_shader_module(wgpu::include_spirv!("shaders/rect.vert.spv"));
let triangle_fs_module =
device.create_shader_module(wgpu::include_spirv!("shaders/rect.frag.spv"));
let triangle_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let triangle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&triangle_pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &triangle_vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &triangle_fs_module,
entry_point: "main",
}),
// Use the default rasterizer state: no culling, no depth bias
rasterization_state: None,
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::TextureFormat::Bgra8UnormSrgb.into()],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[Vertex::buffer_descriptor()],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let rect_pipeline = make_rect_pipeline(&gpu_device);
// Prepare glyph_brush
let inconsolata =
ab_glyph::FontArc::try_from_slice(include_bytes!("../Inconsolata-Regular.ttf"))?;
let mut glyph_brush = GlyphBrushBuilder::using_font(inconsolata).build(&device, render_format);
let mut glyph_brush = GlyphBrushBuilder::using_font(inconsolata).build(&gpu_device, render_format);
let is_animating = true;
let mut text_state = String::new();
@ -152,66 +123,52 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
}
match event {
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::CloseRequested,
Event::WindowEvent {
event: event::WindowEvent::CloseRequested,
..
} => *control_flow = winit::event_loop::ControlFlow::Exit,
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::Resized(new_size),
Event::WindowEvent {
event: event::WindowEvent::Resized(new_size),
..
} => {
size = new_size;
swap_chain = device.create_swap_chain(
swap_chain = gpu_device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: render_format,
width: size.width,
height: size.height,
//Immediate may cause tearing, change present_mode if this becomes a problem
present_mode: wgpu::PresentMode::Immediate,
},
);
}
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::ReceivedCharacter(ch),
Event::WindowEvent {
event: event::WindowEvent::ReceivedCharacter(ch),
..
} => {
match ch {
'\u{8}' | '\u{7f}' => {
// In Linux, we get a '\u{8}' when you press backspace,
// but in macOS we get '\u{7f}'.
text_state.pop();
}
'\u{e000}'..='\u{f8ff}'
| '\u{f0000}'..='\u{ffffd}'
| '\u{100000}'..='\u{10fffd}' => {
// These are private use characters; ignore them.
// See http://www.unicode.org/faq/private_use.html
}
_ => {
text_state.push(ch);
}
}
update_text_state(&mut text_state, &ch);
}
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::KeyboardInput { input, .. },
Event::WindowEvent {
event: event::WindowEvent::KeyboardInput { input, .. },
..
} => {
if let Some(virtual_keycode) = input.virtual_keycode {
handle_keydown(input.state, virtual_keycode, keyboard_modifiers);
}
}
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::ModifiersChanged(modifiers),
Event::WindowEvent {
event: event::WindowEvent::ModifiersChanged(modifiers),
..
} => {
keyboard_modifiers = modifiers;
}
winit::event::Event::MainEventsCleared => window.request_redraw(),
winit::event::Event::RedrawRequested { .. } => {
Event::MainEventsCleared => window.request_redraw(),
Event::RedrawRequested { .. } => {
// Get a command encoder for the current frame
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
let mut encoder = gpu_device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Redraw"),
});
@ -221,109 +178,16 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
.expect("Failed to acquire next swap chain texture")
.output;
// Test Rectangle
let test_rect_1 = Rect {
top: 0.9,
left: -0.8,
width: 0.2,
height: 0.3,
color: [0.0, 1.0, 1.0],
};
let test_rect_2 = Rect {
top: 0.0,
left: 0.0,
width: 0.5,
height: 0.5,
color: [1.0, 1.0, 0.0],
};
let mut rectangles = Vec::new();
rectangles.extend_from_slice(&test_rect_1.as_array());
rectangles.extend_from_slice(&test_rect_2.as_array());
let mut rect_index_buffers = Vec::new();
rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
// Vertex Buffer for drawing rectangles
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&rectangles),
usage: wgpu::BufferUsage::VERTEX,
});
// Index Buffer for drawing rectangles
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&rect_index_buffers),
usage: wgpu::BufferUsage::INDEX,
});
let rect_buffers =
create_rect_buffers(&gpu_device);
// Clear frame
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.007,
g: 0.007,
b: 0.007,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
clear_frame(&mut encoder, &frame, &rect_pipeline, &rect_buffers);
render_pass.set_pipeline(&triangle_pipeline);
render_pass.set_vertex_buffer(
0, // The buffer slot to use for this vertex buffer.
vertex_buffer.slice(..), // Use the entire buffer.
);
render_pass.set_index_buffer(index_buffer.slice(..));
render_pass.draw_indexed(
0..((&rect_index_buffers).len() as u32), // Draw all of the vertices from our test data.
0, // Base Vertex
0..1, // Instances
);
}
glyph_brush.queue(Section {
screen_position: (30.0, 30.0),
bounds: (size.width as f32, size.height as f32),
text: vec![Text::new("Enter some text:")
.with_color([0.4666, 0.2, 1.0, 1.0])
.with_scale(40.0)],
..Section::default()
});
glyph_brush.queue(Section {
screen_position: (30.0, 90.0),
bounds: (size.width as f32, size.height as f32),
text: vec![Text::new(format!("{}|", text_state).as_str())
.with_color([1.0, 1.0, 1.0, 1.0])
.with_scale(40.0)],
..Section::default()
});
// Draw the text!
glyph_brush
.draw_queued(
&device,
&mut staging_belt,
&mut encoder,
&frame.view,
size.width,
size.height,
)
.expect("Draw queued");
draw_text(&gpu_device, &mut staging_belt, &mut encoder, &frame, &size, &text_state, &mut glyph_brush);
staging_belt.finish();
queue.submit(Some(encoder.finish()));
cmd_queue.submit(Some(encoder.finish()));
// Recall unused staging buffers
use futures::task::SpawnExt;
@ -341,6 +205,189 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
})
}
fn make_rect_pipeline(gpu_device: &wgpu::Device) -> wgpu::RenderPipeline {
let rect_vs_module =
gpu_device.create_shader_module(wgpu::include_spirv!("shaders/rect.vert.spv"));
let rect_fs_module =
gpu_device.create_shader_module(wgpu::include_spirv!("shaders/rect.frag.spv"));
let pipeline_layout = gpu_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
gpu_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &rect_vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &rect_fs_module,
entry_point: "main",
}),
// Use the default rasterizer state: no culling, no depth bias
rasterization_state: None,
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::TextureFormat::Bgra8UnormSrgb.into()],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[Vertex::buffer_descriptor()],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
})
}
struct RectBuffers {
rect_index_buffers: Vec<u16>,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer
}
fn create_rect_buffers(gpu_device: &wgpu::Device) -> RectBuffers {
// Test Rectangle
let test_rect_1 = Rect {
top: 0.9,
left: -0.8,
width: 0.2,
height: 0.3,
color: [0.0, 1.0, 1.0],
};
let test_rect_2 = Rect {
top: 0.0,
left: 0.0,
width: 0.5,
height: 0.5,
color: [1.0, 1.0, 0.0],
};
let mut rect = Vec::new();
rect.extend_from_slice(&test_rect_1.as_array());
rect.extend_from_slice(&test_rect_2.as_array());
let mut rect_index_buffers = Vec::new();
rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
// Vertex Buffer for drawing rectangles
let vertex_buffer = gpu_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&rect),
usage: wgpu::BufferUsage::VERTEX,
});
// Index Buffer for drawing rectangles
let index_buffer = gpu_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&rect_index_buffers),
usage: wgpu::BufferUsage::INDEX,
});
RectBuffers {rect_index_buffers, vertex_buffer, index_buffer}
}
fn clear_frame(
encoder: &mut wgpu::CommandEncoder,
frame: &wgpu::SwapChainTexture,
rect_pipeline: &wgpu::RenderPipeline,
rect_buffers: &RectBuffers
) {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.007,
g: 0.007,
b: 0.007,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(rect_pipeline);
render_pass.set_vertex_buffer(
0, // The buffer slot to use for this vertex buffer.
rect_buffers.vertex_buffer.slice(..), // Use the entire buffer.
);
render_pass.set_index_buffer(
rect_buffers.index_buffer.slice(..)
);
render_pass.draw_indexed(
0..((rect_buffers.rect_index_buffers).len() as u32), // Draw all of the vertices from our test data.
0, // Base Vertex
0..1, // Instances
);
}
fn draw_text(
gpu_device: &wgpu::Device,
staging_belt: &mut wgpu::util::StagingBelt,
encoder: &mut wgpu::CommandEncoder,
frame: &wgpu::SwapChainTexture,
size: &winit::dpi::PhysicalSize<u32>,
text_state: &str,
glyph_brush: &mut wgpu_glyph::GlyphBrush<()>) {
glyph_brush.queue(Section {
screen_position: (30.0, 30.0),
bounds: (size.width as f32, size.height as f32),
text: vec![Text::new("Enter some text:")
.with_color([0.4666, 0.2, 1.0, 1.0])
.with_scale(40.0)],
..Section::default()
});
glyph_brush.queue(Section {
screen_position: (30.0, 90.0),
bounds: (size.width as f32, size.height as f32),
text: vec![Text::new(format!("{}|", text_state).as_str())
.with_color([1.0, 1.0, 1.0, 1.0])
.with_scale(40.0)],
..Section::default()
});
// Draw the text!
glyph_brush
.draw_queued(
gpu_device,
staging_belt,
encoder,
&frame.view,
size.width,
size.height,
)
.expect("Draw queued");
}
fn update_text_state(text_state: &mut String, received_char: &char) {
match received_char {
'\u{8}' | '\u{7f}' => {
// In Linux, we get a '\u{8}' when you press backspace,
// but in macOS we get '\u{7f}'.
text_state.pop();
}
'\u{e000}'..='\u{f8ff}'
| '\u{f0000}'..='\u{ffffd}'
| '\u{100000}'..='\u{10fffd}' => {
// These are private use characters; ignore them.
// See http://www.unicode.org/faq/private_use.html
}
_ => {
text_state.push(*received_char);
}
}
}
fn handle_keydown(
elem_state: ElementState,
virtual_keycode: VirtualKeyCode,