s/tea/gui

This commit is contained in:
Richard Feldman 2022-02-06 08:41:56 -05:00
parent 9871065a3a
commit 38145b363f
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2 changed files with 2 additions and 2 deletions

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@ -0,0 +1,306 @@
use crate::graphics::{
lowlevel::buffer::create_rect_buffers, lowlevel::ortho::update_ortho_buffer,
lowlevel::pipelines, primitives::rect::Rect, primitives::text::build_glyph_brush,
};
use pipelines::RectResources;
use roc_std::RocStr;
use std::error::Error;
use wgpu::{CommandEncoder, LoadOp, RenderPass, TextureView};
use winit::{
dpi::PhysicalSize,
event,
event::{Event, ModifiersState},
event_loop::ControlFlow,
platform::run_return::EventLoopExtRunReturn,
};
// Inspired by:
// https://github.com/sotrh/learn-wgpu by Benjamin Hansen, which is licensed under the MIT license
// https://github.com/cloudhead/rgx by Alexis Sellier, which is licensed under the MIT license
//
// See this link to learn wgpu: https://sotrh.github.io/learn-wgpu/
fn run_event_loop(title: &str) -> Result<(), Box<dyn Error>> {
// Open window and create a surface
let mut event_loop = winit::event_loop::EventLoop::new();
let mut needs_repaint = true;
let window = winit::window::WindowBuilder::new()
.with_inner_size(PhysicalSize::new(1900.0, 1000.0))
.with_title(title)
.build(&event_loop)
.unwrap();
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(&window) };
// Initialize GPU
let (gpu_device, cmd_queue) = futures::executor::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.expect(r#"Request adapter
If you're running this from inside nix, follow the instructions here to resolve this: https://github.com/rtfeldman/roc/blob/trunk/BUILDING_FROM_SOURCE.md#editor
"#);
adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None,
)
.await
.expect("Request device")
});
// Create staging belt and a local pool
let mut staging_belt = wgpu::util::StagingBelt::new(1024);
let mut local_pool = futures::executor::LocalPool::new();
let local_spawner = local_pool.spawner();
// Prepare swap chain
let render_format = wgpu::TextureFormat::Bgra8Unorm;
let mut size = window.inner_size();
let surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: render_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
};
surface.configure(&gpu_device, &surface_config);
let rect_resources = pipelines::make_rect_pipeline(&gpu_device, &surface_config);
let mut glyph_brush = build_glyph_brush(&gpu_device, render_format)?;
let is_animating = true;
let mut keyboard_modifiers = ModifiersState::empty();
// Render loop
window.request_redraw();
event_loop.run_return(|event, _, control_flow| {
// TODO dynamically switch this on/off depending on whether any
// animations are running. Should conserve CPU usage and battery life!
if is_animating {
*control_flow = ControlFlow::Poll;
} else {
*control_flow = ControlFlow::Wait;
}
match event {
//Close
Event::WindowEvent {
event: event::WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
//Resize
Event::WindowEvent {
event: event::WindowEvent::Resized(new_size),
..
} => {
size = new_size;
surface.configure(
&gpu_device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: render_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
},
);
update_ortho_buffer(
size.width,
size.height,
&gpu_device,
&rect_resources.ortho.buffer,
&cmd_queue,
);
}
//Received Character
Event::WindowEvent {
event: event::WindowEvent::ReceivedCharacter(ch),
..
} => {
// let input_outcome_res =
// app_update::handle_new_char(&ch, &mut app_model, keyboard_modifiers);
// if let Err(e) = input_outcome_res {
// print_err(&e)
// } else if let Ok(InputOutcome::Ignored) = input_outcome_res {
// println!("Input '{}' ignored!", ch);
// }
todo!("TODO handle character input");
}
//Keyboard Input
Event::WindowEvent {
event: event::WindowEvent::KeyboardInput { input, .. },
..
} => {
// if let Some(virtual_keycode) = input.virtual_keycode {
// if let Some(ref mut ed_model) = app_model.ed_model_opt {
// if ed_model.has_focus {
// let keydown_res = keyboard_input::handle_keydown(
// input.state,
// virtual_keycode,
// keyboard_modifiers,
// &mut app_model,
// );
// if let Err(e) = keydown_res {
// print_err(&e)
// }
// }
// }
// }
todo!("TODO handle keyboard input");
}
//Modifiers Changed
Event::WindowEvent {
event: event::WindowEvent::ModifiersChanged(modifiers),
..
} => {
keyboard_modifiers = modifiers;
}
Event::MainEventsCleared => window.request_redraw(),
Event::RedrawRequested { .. } => {
// Get a command encoder for the current frame
let mut encoder =
gpu_device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Redraw"),
});
let surface_texture = surface
.get_current_texture()
.expect("Failed to acquire next SwapChainTexture");
let view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
// for text_section in &rendered_wgpu.text_sections_behind {
// let borrowed_text = text_section.to_borrowed();
// glyph_brush.queue(borrowed_text);
// }
// draw first layer of text
glyph_brush
.draw_queued(
&gpu_device,
&mut staging_belt,
&mut encoder,
&view,
size.width,
size.height,
)
.expect("Failed to draw first layer of text.");
// draw rects on top of first text layer
// draw_rects(
// &rendered_wgpu.rects_front,
// &mut encoder,
// &view,
// &gpu_device,
// &rect_resources,
// wgpu::LoadOp::Load,
// );
// for text_section in &rendered_wgpu.text_sections_front {
// let borrowed_text = text_section.to_borrowed();
// glyph_brush.queue(borrowed_text);
// }
// draw text
glyph_brush
.draw_queued(
&gpu_device,
&mut staging_belt,
&mut encoder,
&view,
size.width,
size.height,
)
.expect("Failed to draw queued text.");
staging_belt.finish();
cmd_queue.submit(Some(encoder.finish()));
surface_texture.present();
// Recall unused staging buffers
use futures::task::SpawnExt;
local_spawner
.spawn(staging_belt.recall())
.expect("Recall staging belt");
local_pool.run_until_stalled();
}
_ => {
*control_flow = winit::event_loop::ControlFlow::Wait;
}
}
});
Ok(())
}
fn draw_rects(
all_rects: &[Rect],
encoder: &mut CommandEncoder,
texture_view: &TextureView,
gpu_device: &wgpu::Device,
rect_resources: &RectResources,
load_op: LoadOp<wgpu::Color>,
) {
let rect_buffers = create_rect_buffers(gpu_device, encoder, all_rects);
let mut render_pass = begin_render_pass(encoder, texture_view, load_op);
render_pass.set_pipeline(&rect_resources.pipeline);
render_pass.set_bind_group(0, &rect_resources.ortho.bind_group, &[]);
render_pass.set_vertex_buffer(0, rect_buffers.vertex_buffer.slice(..));
render_pass.set_index_buffer(
rect_buffers.index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
render_pass.draw_indexed(0..rect_buffers.num_rects, 0, 0..1);
}
fn begin_render_pass<'a>(
encoder: &'a mut CommandEncoder,
texture_view: &'a TextureView,
load_op: LoadOp<wgpu::Color>,
) -> RenderPass<'a> {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachment {
view: texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: load_op,
store: true,
},
}],
depth_stencil_attachment: None,
label: None,
})
}
pub fn render(title: RocStr) {
run_event_loop(title.as_str()).expect("Error running event loop")
}