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Draw commands are now built by a GuiNode traversing its children
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6e0883e9b6
commit
e72ab7b000
5 changed files with 16 additions and 43 deletions
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@ -18,10 +18,6 @@ layout(set=0, binding=0) uniform GuiNodeUniform {
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};
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layout(set=0, binding=1) uniform sampler2D t_texture;
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// layout(set=1, binding=0) uniform WindowUniform {
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// Dimensions_u32 window_dimensions;
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// };
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void main() {
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f_color = fill_color * texture(t_texture, v_uv / textureSize(t_texture, 0) * 100);
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}
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@ -68,12 +68,7 @@ impl Application {
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// Temporary setup below, TODO: move to appropriate place in architecture
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// Window uniform bind group layout
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// let window_binding_types = vec![wgpu::BindingType::UniformBuffer { dynamic: false }];
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// let window_bind_group_layout = Pipeline::build_bind_group_layout(&device, &window_binding_types);
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// Data structure maintaining the user interface
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// let extra_layouts = vec![&window_bind_group_layout];
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let gui_rect_pipeline = Pipeline::new(&device, swap_chain_descriptor.format, vec![], &mut shader_cache, ("shaders/shader.vert", "shaders/shader.frag"));
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pipeline_cache.set("gui_rect", gui_rect_pipeline);
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@ -137,14 +132,8 @@ impl Application {
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// Generates a render pass that commands are applied to, then generates a command buffer when finished
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let mut command_encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") });
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// Build an array of draw commands
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let mut nodes = vec![self.gui_root.borrow_mut()]; // TODO: Generate the DrawCommands as a list by recursively traversing the gui node tree
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let mut commands = Vec::<DrawCommand>::with_capacity(nodes.len());
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for i in 0..nodes.len() {
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let pipeline_name = nodes[i].get_pipeline_name();
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let pipeline = self.pipeline_cache.get(&pipeline_name[..]).unwrap();
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commands.push(nodes[i].build_draw_command(&mut self.device, &mut self.queue, pipeline, &mut self.texture_cache));
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}
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// Build an array of draw commands by traversing the GUI element tree
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let commands = GuiNode::build_draw_commands_recursive(&self.gui_root, &self.device, &mut self.queue, &self.pipeline_cache, &mut self.texture_cache);
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// Recording of commands while in "rendering mode" that go into a command buffer
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let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@ -159,7 +148,7 @@ impl Application {
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],
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depth_stencil_attachment: None,
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});
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// Prepare a variable to reuse the pipeline based on its name
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let mut pipeline_name = String::new();
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@ -7,21 +7,28 @@ use crate::gui_attributes::*;
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pub struct GuiNode {
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pub form_factor: GuiNodeUniform,
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pub pipeline_name: String,
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}
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impl GuiNode {
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pub fn new(width: u32, height: u32, color: Color) -> Self {
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Self {
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form_factor: GuiNodeUniform::new(width, height, color),
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pipeline_name: String::from("gui_rect"),
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}
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}
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// pub fn get_pipeline(&self, pipeline_cache: &ResourceCache<Pipeline>) -> &Pipeline {
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// pipeline_cache.get("gui_rect").unwrap()
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// }
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pub fn build_draw_commands_recursive(node: &rctree::Node<GuiNode>, device: &wgpu::Device, queue: &mut wgpu::Queue, pipeline_cache: &ResourceCache<Pipeline>, texture_cache: &mut ResourceCache<Texture>) -> Vec<DrawCommand> {
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let mut draw_commands: Vec<DrawCommand> = Vec::new();
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pub fn get_pipeline_name(&self) -> String {
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String::from("gui_rect")
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for mut subnode in node.descendants() {
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let mut subnode_data = subnode.borrow_mut();
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let pipeline = pipeline_cache.get(&subnode_data.pipeline_name[..]).unwrap();
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let command = subnode_data.build_draw_command(device, queue, pipeline, texture_cache);
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draw_commands.push(command);
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}
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draw_commands
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}
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pub fn build_draw_command(&mut self, device: &wgpu::Device, queue: &mut wgpu::Queue, pipeline: &Pipeline, texture_cache: &mut ResourceCache<Texture>) -> DrawCommand {
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@ -39,7 +46,7 @@ impl GuiNode {
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let bind_groups = self.build_bind_groups(device, queue, pipeline, texture_cache);
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// Create a draw command with the vertex data then push it to the GPU command queue
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DrawCommand::new(device, self.get_pipeline_name(), bind_groups, VERTICES, INDICES)
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DrawCommand::new(device, self.pipeline_name.clone(), bind_groups, VERTICES, INDICES)
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}
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pub fn build_bind_groups(&mut self, device: &wgpu::Device, queue: &mut wgpu::Queue, pipeline: &Pipeline, texture_cache: &mut ResourceCache<Texture>) -> Vec<wgpu::BindGroup> {
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@ -9,7 +9,6 @@ mod draw_command;
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mod gui_node;
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mod gui_attributes;
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mod window_events;
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mod window_uniform;
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use application::Application;
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use winit::event_loop::EventLoop;
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@ -1,18 +0,0 @@
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use crate::gui_attributes::*;
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct WindowUniform {
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pub dimensions: Dimensions<u32>,
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}
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impl WindowUniform {
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pub fn new(width: u32, height: u32) -> Self {
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Self {
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dimensions: Dimensions::new(width, height),
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}
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}
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}
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unsafe impl bytemuck::Zeroable for WindowUniform {}
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unsafe impl bytemuck::Pod for WindowUniform {}
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