Files
ruin/lib/ui_renderer_wgpu/src/lib.rs
2026-03-20 16:46:18 -04:00

318 lines
9.9 KiB
Rust

use std::error::Error;
use bytemuck::{Pod, Zeroable};
use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
use ruin_ui::{Color, DisplayItem, Rect, SceneSnapshot};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct Vertex {
position: [f32; 2],
color: [f32; 4],
}
const VERTEX_ATTRIBUTES: [wgpu::VertexAttribute; 2] =
wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x4];
impl Vertex {
const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &VERTEX_ATTRIBUTES,
};
fn layout() -> wgpu::VertexBufferLayout<'static> {
Self::LAYOUT
}
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum RenderError {
Lost,
Outdated,
Timeout,
Occluded,
Validation,
}
pub struct WgpuSceneRenderer {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
pipeline: wgpu::RenderPipeline,
}
impl WgpuSceneRenderer {
pub fn new(
target: impl HasDisplayHandle + HasWindowHandle + Send + Sync + 'static,
width: u32,
height: u32,
) -> Result<Self, Box<dyn Error>> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let surface = instance.create_surface(target)?;
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: Some(&surface),
}))?;
let (device, queue) =
pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor::default()))?;
let caps = surface.get_capabilities(&adapter);
let format = caps
.formats
.iter()
.copied()
.find(wgpu::TextureFormat::is_srgb)
.unwrap_or(caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: width.max(1),
height: height.max(1),
present_mode: wgpu::PresentMode::AutoVsync,
desired_maximum_frame_latency: 2,
alpha_mode: caps.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("ruin-ui-renderer-wgpu-shader"),
source: wgpu::ShaderSource::Wgsl(
r#"
struct VertexIn {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOut {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(input: VertexIn) -> VertexOut {
var out: VertexOut;
out.position = vec4(input.position, 0.0, 1.0);
out.color = input.color;
return out;
}
@fragment
fn fs_main(input: VertexOut) -> @location(0) vec4<f32> {
return input.color;
}
"#
.into(),
),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("ruin-ui-renderer-wgpu-pipeline-layout"),
bind_group_layouts: &[],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("ruin-ui-renderer-wgpu-pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::layout()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Ok(Self {
surface,
device,
queue,
config,
pipeline,
})
}
pub fn size(&self) -> (u32, u32) {
(self.config.width, self.config.height)
}
pub fn resize(&mut self, width: u32, height: u32) {
self.config.width = width.max(1);
self.config.height = height.max(1);
self.surface.configure(&self.device, &self.config);
}
pub fn render(&mut self, scene: &SceneSnapshot) -> Result<(), RenderError> {
let vertices = build_vertices(scene);
let frame = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(frame)
| wgpu::CurrentSurfaceTexture::Suboptimal(frame) => frame,
wgpu::CurrentSurfaceTexture::Lost => return Err(RenderError::Lost),
wgpu::CurrentSurfaceTexture::Outdated => return Err(RenderError::Outdated),
wgpu::CurrentSurfaceTexture::Timeout => return Err(RenderError::Timeout),
wgpu::CurrentSurfaceTexture::Occluded => return Err(RenderError::Occluded),
wgpu::CurrentSurfaceTexture::Validation => return Err(RenderError::Validation),
};
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let vertex_buffer = self
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("ruin-ui-renderer-wgpu-vertices"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("ruin-ui-renderer-wgpu-encoder"),
});
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("ruin-ui-renderer-wgpu-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.03,
g: 0.04,
b: 0.08,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
if !vertices.is_empty() {
pass.set_pipeline(&self.pipeline);
pass.set_vertex_buffer(0, vertex_buffer.slice(..));
pass.draw(0..vertices.len() as u32, 0..1);
}
}
self.queue.submit([encoder.finish()]);
frame.present();
Ok(())
}
}
fn build_vertices(scene: &SceneSnapshot) -> Vec<Vertex> {
let width = scene.logical_size.width.max(1.0);
let height = scene.logical_size.height.max(1.0);
let mut vertices = Vec::new();
for item in &scene.items {
if let DisplayItem::Quad(quad) = item {
push_quad_vertices(&mut vertices, quad.rect, quad.color, width, height);
}
}
vertices
}
fn push_quad_vertices(
vertices: &mut Vec<Vertex>,
rect: Rect,
color: Color,
width: f32,
height: f32,
) {
let left = to_ndc_x(rect.origin.x, width);
let right = to_ndc_x(rect.origin.x + rect.size.width, width);
let top = to_ndc_y(rect.origin.y, height);
let bottom = to_ndc_y(rect.origin.y + rect.size.height, height);
let color = [
color.r as f32 / 255.0,
color.g as f32 / 255.0,
color.b as f32 / 255.0,
color.a as f32 / 255.0,
];
vertices.extend_from_slice(&[
Vertex {
position: [left, top],
color,
},
Vertex {
position: [right, top],
color,
},
Vertex {
position: [right, bottom],
color,
},
Vertex {
position: [left, top],
color,
},
Vertex {
position: [right, bottom],
color,
},
Vertex {
position: [left, bottom],
color,
},
]);
}
fn to_ndc_x(x: f32, width: f32) -> f32 {
(x / width) * 2.0 - 1.0
}
fn to_ndc_y(y: f32, height: f32) -> f32 {
1.0 - (y / height) * 2.0
}
#[cfg(test)]
mod tests {
use super::build_vertices;
use ruin_ui::{Color, PreparedText, Rect, SceneSnapshot, UiSize};
#[test]
fn quad_scenes_expand_to_six_vertices_per_quad() {
let mut scene = SceneSnapshot::new(1, UiSize::new(100.0, 50.0));
scene.push_quad(
Rect::new(0.0, 0.0, 100.0, 50.0),
Color::rgb(0x11, 0x22, 0x33),
);
scene.push_quad(
Rect::new(10.0, 10.0, 20.0, 20.0),
Color::rgb(0x44, 0x55, 0x66),
);
scene.push_text(PreparedText {
text: "ignored".into(),
font_size: 16.0,
color: Color::rgb(0xFF, 0xFF, 0xFF),
glyphs: Vec::new(),
});
let vertices = build_vertices(&scene);
assert_eq!(vertices.len(), 12);
}
}