iced_wgpu/quad/
gradient.rs

1use crate::Buffer;
2use crate::graphics::gradient;
3use crate::quad::{self, Quad};
4
5use bytemuck::{Pod, Zeroable};
6use std::ops::Range;
7
8/// A quad filled with interpolated colors.
9#[derive(Clone, Copy, Debug)]
10#[repr(C)]
11pub struct Gradient {
12    /// The background gradient data of the quad.
13    pub gradient: gradient::Packed,
14
15    /// The [`Quad`] data of the [`Gradient`].
16    pub quad: Quad,
17}
18
19#[allow(unsafe_code)]
20unsafe impl Pod for Gradient {}
21
22#[allow(unsafe_code)]
23unsafe impl Zeroable for Gradient {}
24
25#[derive(Debug)]
26pub struct Layer {
27    instances: Buffer<Gradient>,
28    instance_count: usize,
29}
30
31impl Layer {
32    pub fn new(device: &wgpu::Device) -> Self {
33        let instances = Buffer::new(
34            device,
35            "iced_wgpu.quad.gradient.buffer",
36            quad::INITIAL_INSTANCES,
37            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
38        );
39
40        Self {
41            instances,
42            instance_count: 0,
43        }
44    }
45
46    pub fn prepare(
47        &mut self,
48        device: &wgpu::Device,
49        encoder: &mut wgpu::CommandEncoder,
50        belt: &mut wgpu::util::StagingBelt,
51        instances: &[Gradient],
52    ) {
53        let _ = self.instances.resize(device, instances.len());
54        let _ = self.instances.write(device, encoder, belt, 0, instances);
55
56        self.instance_count = instances.len();
57    }
58}
59
60#[derive(Debug, Clone)]
61pub struct Pipeline {
62    #[cfg(not(target_arch = "wasm32"))]
63    pipeline: wgpu::RenderPipeline,
64}
65
66impl Pipeline {
67    #[allow(unused_variables)]
68    pub fn new(
69        device: &wgpu::Device,
70        format: wgpu::TextureFormat,
71        constants_layout: &wgpu::BindGroupLayout,
72    ) -> Self {
73        #[cfg(not(target_arch = "wasm32"))]
74        {
75            let layout = device.create_pipeline_layout(
76                &wgpu::PipelineLayoutDescriptor {
77                    label: Some("iced_wgpu.quad.gradient.pipeline"),
78                    push_constant_ranges: &[],
79                    bind_group_layouts: &[constants_layout],
80                },
81            );
82
83            let shader =
84                device.create_shader_module(wgpu::ShaderModuleDescriptor {
85                    label: Some("iced_wgpu.quad.gradient.shader"),
86                    source: wgpu::ShaderSource::Wgsl(
87                        std::borrow::Cow::Borrowed(concat!(
88                            include_str!("../shader/quad.wgsl"),
89                            "\n",
90                            include_str!("../shader/vertex.wgsl"),
91                            "\n",
92                            include_str!("../shader/quad/gradient.wgsl"),
93                            "\n",
94                            include_str!("../shader/color.wgsl"),
95                            "\n",
96                            include_str!("../shader/color/linear_rgb.wgsl")
97                        )),
98                    ),
99                });
100
101            let pipeline = device.create_render_pipeline(
102                &wgpu::RenderPipelineDescriptor {
103                    label: Some("iced_wgpu.quad.gradient.pipeline"),
104                    layout: Some(&layout),
105                    vertex: wgpu::VertexState {
106                        module: &shader,
107                        entry_point: Some("gradient_vs_main"),
108                        buffers: &[wgpu::VertexBufferLayout {
109                            array_stride: std::mem::size_of::<Gradient>()
110                                as u64,
111                            step_mode: wgpu::VertexStepMode::Instance,
112                            attributes: &wgpu::vertex_attr_array!(
113                                // Colors 1-2
114                                0 => Uint32x4,
115                                // Colors 3-4
116                                1 => Uint32x4,
117                                // Colors 5-6
118                                2 => Uint32x4,
119                                // Colors 7-8
120                                3 => Uint32x4,
121                                // Offsets 1-8
122                                4 => Uint32x4,
123                                // Direction
124                                5 => Float32x4,
125                                // Position & Scale
126                                6 => Float32x4,
127                                // Border color
128                                7 => Float32x4,
129                                // Border radius
130                                8 => Float32x4,
131                                // Border width
132                                9 => Float32,
133                                // Snap
134                                10 => Uint32,
135                            ),
136                        }],
137                        compilation_options:
138                            wgpu::PipelineCompilationOptions::default(),
139                    },
140                    fragment: Some(wgpu::FragmentState {
141                        module: &shader,
142                        entry_point: Some("gradient_fs_main"),
143                        targets: &quad::color_target_state(format),
144                        compilation_options:
145                            wgpu::PipelineCompilationOptions::default(),
146                    }),
147                    primitive: wgpu::PrimitiveState {
148                        topology: wgpu::PrimitiveTopology::TriangleList,
149                        front_face: wgpu::FrontFace::Cw,
150                        ..Default::default()
151                    },
152                    depth_stencil: None,
153                    multisample: wgpu::MultisampleState {
154                        count: 1,
155                        mask: !0,
156                        alpha_to_coverage_enabled: false,
157                    },
158                    multiview: None,
159                    cache: None,
160                },
161            );
162
163            Self { pipeline }
164        }
165
166        #[cfg(target_arch = "wasm32")]
167        Self {}
168    }
169
170    #[allow(unused_variables)]
171    pub fn render<'a>(
172        &'a self,
173        render_pass: &mut wgpu::RenderPass<'a>,
174        constants: &'a wgpu::BindGroup,
175        layer: &'a Layer,
176        range: Range<usize>,
177    ) {
178        #[cfg(not(target_arch = "wasm32"))]
179        {
180            render_pass.set_pipeline(&self.pipeline);
181            render_pass.set_bind_group(0, constants, &[]);
182            render_pass.set_vertex_buffer(0, layer.instances.slice(..));
183
184            render_pass.draw(0..6, range.start as u32..range.end as u32);
185        }
186    }
187}