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diff --git a/client/src/render/ui.rs b/client/src/render/ui.rs
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+/*
+ wearechat - generic multiplayer game with voip
+ Copyright (C) 2025 metamuffin
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU Affero General Public License as published by
+ the Free Software Foundation, version 3 of the License only.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU Affero General Public License for more details.
+
+ You should have received a copy of the GNU Affero General Public License
+ along with this program. If not, see <https://www.gnu.org/licenses/>.
+*/
+use super::GraphicsConfig;
+use crate::state::InputState;
+use egui::{
+ Context, Event, ImageData, PointerButton, TextureId, ViewportId, ViewportInfo,
+ epaint::{ImageDelta, Primitive, Vertex},
+};
+use glam::{Affine3A, Mat2, Mat3, Mat4, Vec2, Vec3, Vec3Swizzles, Vec4Swizzles, vec2, vec4};
+use log::{debug, warn};
+use rand::random;
+use std::{
+ collections::HashMap,
+ num::NonZeroU64,
+ sync::{Arc, RwLock},
+};
+use wgpu::{
+ AddressMode, BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
+ BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType, BlendState,
+ Buffer, BufferDescriptor, BufferUsages, ColorTargetState, ColorWrites, CommandEncoder,
+ CompareFunction, DepthStencilState, Device, Extent3d, FilterMode, FragmentState, FrontFace,
+ ImageCopyTexture, ImageDataLayout, IndexFormat, LoadOp, MultisampleState, Operations, Origin3d,
+ PipelineCompilationOptions, PipelineLayoutDescriptor, PolygonMode, PrimitiveState,
+ PrimitiveTopology, PushConstantRange, Queue, RenderPassColorAttachment,
+ RenderPassDepthStencilAttachment, RenderPassDescriptor, RenderPipeline,
+ RenderPipelineDescriptor, SamplerBindingType, SamplerDescriptor, ShaderStages, StoreOp,
+ SurfaceConfiguration, Texture, TextureAspect, TextureDescriptor, TextureDimension,
+ TextureFormat, TextureSampleType, TextureUsages, TextureView, TextureViewDescriptor,
+ TextureViewDimension, VertexBufferLayout, VertexState, VertexStepMode, include_wgsl,
+ util::{DeviceExt, TextureDataOrder},
+ vertex_attr_array,
+};
+use winit::event::MouseButton;
+
+pub const UI_POSITION_OFFSET: f32 = 1000.;
+
+pub struct UiRenderer {
+ device: Arc<Device>,
+ queue: Arc<Queue>,
+ _config: GraphicsConfig,
+ ctx: Context,
+ pipeline: RenderPipeline,
+ bind_group_layout: BindGroupLayout,
+ textures: RwLock<HashMap<TextureId, (BindGroup, Texture, [u32; 2])>>,
+ surfaces: RwLock<HashMap<ViewportId, UiSurface>>,
+
+ last_pointer: Vec2,
+}
+
+pub struct UiSurface {
+ pub transform: Affine3A,
+ pub content: Arc<dyn Fn(&Context) -> bool + Send + Sync + 'static>,
+ size: Vec2,
+ index: Buffer,
+ index_capacity: usize,
+ vertex: Buffer,
+ vertex_capacity: usize,
+}
+
+pub enum UiEvent {
+ Click(Vec2, MouseButton, bool),
+}
+
+impl UiRenderer {
+ pub fn new(
+ device: Arc<Device>,
+ queue: Arc<Queue>,
+ format: TextureFormat,
+ config: GraphicsConfig,
+ ) -> Self {
+ let frag_shader = device.create_shader_module(include_wgsl!("shaders/fragment_ui.wgsl"));
+ let vert_shader = device.create_shader_module(include_wgsl!("shaders/vertex_ui.wgsl"));
+
+ let bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
+ entries: &[
+ BindGroupLayoutEntry {
+ binding: 0,
+ count: None,
+ visibility: ShaderStages::FRAGMENT,
+ ty: BindingType::Texture {
+ sample_type: TextureSampleType::Float { filterable: true },
+ view_dimension: TextureViewDimension::D2,
+ multisampled: false,
+ },
+ },
+ BindGroupLayoutEntry {
+ binding: 1,
+ count: None,
+ visibility: ShaderStages::FRAGMENT,
+ ty: BindingType::Sampler(SamplerBindingType::Filtering),
+ },
+ ],
+ label: None,
+ });
+ let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
+ label: None,
+ bind_group_layouts: &[&bind_group_layout],
+ push_constant_ranges: &[PushConstantRange {
+ range: 0..(4 * 4 * size_of::<f32>() as u32),
+ stages: ShaderStages::VERTEX,
+ }],
+ });
+ let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
+ label: None,
+ layout: Some(&pipeline_layout),
+ fragment: Some(FragmentState {
+ module: &frag_shader,
+ entry_point: Some("main"),
+ targets: &[Some(ColorTargetState {
+ blend: Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING),
+ format,
+ write_mask: ColorWrites::all(),
+ })],
+ compilation_options: PipelineCompilationOptions::default(),
+ }),
+ vertex: VertexState {
+ module: &vert_shader,
+ entry_point: Some("main"),
+ buffers: &[VertexBufferLayout {
+ array_stride: size_of::<Vertex>() as u64,
+ step_mode: VertexStepMode::Vertex,
+ attributes: &vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Uint32],
+ }],
+ compilation_options: PipelineCompilationOptions::default(),
+ },
+ primitive: PrimitiveState {
+ topology: PrimitiveTopology::TriangleList,
+ front_face: FrontFace::Ccw,
+ cull_mode: None, //Some(Face::Back),
+ polygon_mode: PolygonMode::Fill,
+ ..Default::default()
+ },
+ depth_stencil: Some(DepthStencilState {
+ format: TextureFormat::Depth32Float,
+ depth_write_enabled: false,
+ depth_compare: CompareFunction::LessEqual,
+ stencil: Default::default(),
+ bias: Default::default(),
+ }),
+ multisample: MultisampleState {
+ count: config.sample_count,
+ ..Default::default()
+ },
+ multiview: None,
+ cache: None,
+ });
+ Self {
+ ctx: Context::default(),
+ pipeline,
+ device,
+ queue,
+ bind_group_layout,
+ _config: config,
+ last_pointer: Vec2::ZERO,
+ textures: HashMap::new().into(),
+ surfaces: HashMap::new().into(),
+ }
+ }
+
+ pub fn add_surface(
+ &mut self,
+ transform: Affine3A,
+ content: impl Fn(&Context) -> bool + Send + Sync + 'static,
+ ) {
+ let index_capacity = 1024;
+ let vertex_capacity = 1024;
+ let index = self.device.create_buffer(&BufferDescriptor {
+ label: None,
+ size: (size_of::<f32>() * index_capacity) as u64,
+ usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
+ mapped_at_creation: false,
+ });
+ let vertex = self.device.create_buffer(&BufferDescriptor {
+ label: None,
+ size: (size_of::<Vertex>() * vertex_capacity) as u64,
+ usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
+ mapped_at_creation: false,
+ });
+ let id = ViewportId::from_hash_of(random::<u128>());
+ debug!("ui surface added: {id:?}");
+ self.surfaces.write().unwrap().insert(id, UiSurface {
+ transform,
+ content: Arc::new(content),
+ index,
+ vertex,
+ index_capacity,
+ vertex_capacity,
+ size: Vec2::ZERO,
+ });
+ }
+
+ pub fn apply_texture_delta(&self, texid: TextureId, delta: ImageDelta) {
+ let mut textures = self.textures.write().unwrap();
+ let size = Extent3d {
+ depth_or_array_layers: 1,
+ width: delta.image.width() as u32,
+ height: delta.image.height() as u32,
+ };
+ let pixels = match &delta.image {
+ ImageData::Color(color_image) => color_image.pixels.clone(),
+ ImageData::Font(font_image) => font_image.srgba_pixels(None).collect(),
+ };
+
+ if let Some((_texbg, tex, texsize)) = textures.get_mut(&texid) {
+ let pos = delta.pos.unwrap_or([0, 0]);
+ debug!("updating UI texture at {pos:?}");
+ self.queue.write_texture(
+ ImageCopyTexture {
+ texture: &tex,
+ mip_level: 0,
+ origin: Origin3d {
+ x: pos[0] as u32,
+ y: pos[1] as u32,
+ z: 0,
+ },
+ aspect: TextureAspect::All,
+ },
+ bytemuck::cast_slice::<_, u8>(&pixels),
+ ImageDataLayout {
+ offset: 0,
+ bytes_per_row: Some(texsize[0] * 4),
+ rows_per_image: None,
+ },
+ size,
+ );
+ } else {
+ assert_eq!(
+ delta.pos, None,
+ "partial update impossible; texture does not yet exist"
+ );
+ debug!(
+ "uploading new UI texture: width={}, height={}",
+ delta.image.width(),
+ delta.image.height()
+ );
+
+ let texture = self.device.create_texture_with_data(
+ &self.queue,
+ &TextureDescriptor {
+ label: None,
+ size,
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: TextureDimension::D2,
+ format: TextureFormat::Rgba8UnormSrgb,
+ usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST,
+ view_formats: &[],
+ },
+ TextureDataOrder::LayerMajor,
+ bytemuck::cast_slice::<_, u8>(&pixels),
+ );
+ let textureview = texture.create_view(&TextureViewDescriptor::default());
+ let sampler = self.device.create_sampler(&SamplerDescriptor {
+ address_mode_u: AddressMode::ClampToEdge,
+ address_mode_v: AddressMode::ClampToEdge,
+ mag_filter: FilterMode::Linear,
+ min_filter: FilterMode::Linear,
+ ..Default::default()
+ });
+ let bindgroup = self.device.create_bind_group(&BindGroupDescriptor {
+ label: None,
+ layout: &self.bind_group_layout,
+ entries: &[
+ BindGroupEntry {
+ binding: 0,
+ resource: BindingResource::TextureView(&textureview),
+ },
+ BindGroupEntry {
+ binding: 1,
+ resource: BindingResource::Sampler(&sampler),
+ },
+ ],
+ });
+ textures.insert(
+ texid,
+ (bindgroup, texture, delta.image.size().map(|e| e as u32)),
+ );
+ }
+ }
+
+ pub fn draw(
+ &mut self,
+ commands: &mut CommandEncoder,
+ target: &TextureView,
+ resolve_target: Option<&TextureView>,
+ depth: &TextureView,
+ projection: Mat4,
+ input_state: &mut InputState,
+ surface_configuration: &SurfaceConfiguration,
+ ) {
+ let mut surfaces = self.surfaces.write().unwrap();
+ if surfaces.is_empty() {
+ return;
+ }
+
+ let mut rpass = commands.begin_render_pass(&RenderPassDescriptor {
+ label: None,
+ color_attachments: &[Some(RenderPassColorAttachment {
+ view: target,
+ resolve_target,
+ ops: Operations {
+ load: LoadOp::Load,
+ store: StoreOp::Store,
+ },
+ })],
+ depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
+ view: &depth,
+ depth_ops: Some(Operations {
+ load: LoadOp::Load,
+ store: StoreOp::Store,
+ }),
+ stencil_ops: None,
+ }),
+ ..Default::default()
+ });
+
+ rpass.set_pipeline(&self.pipeline);
+
+ let mut raw_input = egui::RawInput::default();
+ raw_input.viewport_id = surfaces.keys().next().copied().unwrap();
+ raw_input.viewports = surfaces
+ .keys()
+ .map(|k| {
+ (*k, ViewportInfo {
+ native_pixels_per_point: Some(2.),
+ ..Default::default()
+ })
+ })
+ .collect();
+
+ let mut surfaces_closed = Vec::new();
+ for (viewport_id, surf) in surfaces.iter_mut() {
+ let scale = 0.005;
+ let projection = projection
+ * Mat4::from_translation(surf.transform.translation.into())
+ * Mat4::from_mat3a(surf.transform.matrix3)
+ * Mat4::from_mat3(Mat3::from_mat2(Mat2::from_cols_array(&[
+ scale, 0., 0., -scale,
+ ])))
+ * Mat4::from_translation(-Vec3::new(UI_POSITION_OFFSET, UI_POSITION_OFFSET, 0.));
+
+ let screen_size = vec2(
+ surface_configuration.width as f32,
+ surface_configuration.height as f32,
+ );
+
+ if projection.determinant() < 0e-4 {
+ warn!("bad UI projection")
+ }
+
+ let unproject = projection.inverse();
+
+ let unproject_mouse = |pos: Vec2| {
+ let mouse_xy_clip = (pos / screen_size) * 2. - 1.;
+
+ let mouse_clip_1 = vec4(mouse_xy_clip.x, -mouse_xy_clip.y, 0.0, 1.0);
+ let mouse_clip_2 = vec4(mouse_xy_clip.x, -mouse_xy_clip.y, 1.0, 1.0);
+ let mut mouse_world_1 = unproject * mouse_clip_1;
+ let mut mouse_world_2 = unproject * mouse_clip_2;
+ mouse_world_1 /= mouse_world_1.w;
+ mouse_world_2 /= mouse_world_2.w;
+ let mouse_world_1 = mouse_world_1.xyz();
+ let mouse_world_2 = mouse_world_2.xyz();
+
+ let ray_norm = (mouse_world_2 - mouse_world_1).normalize();
+ let ray_t = mouse_world_1.z / ray_norm.z;
+ let ray_hit = mouse_world_1 - ray_norm * ray_t;
+
+ debug_assert!(ray_hit.z.abs() < 0.1, "mouse was not projected properly");
+
+ ray_hit.xy()
+ };
+
+ let cursor_pos = unproject_mouse(input_state.cursor_pos);
+
+ let mut raw_input = raw_input.clone();
+ if cursor_pos != self.last_pointer {
+ raw_input.events.push(Event::PointerMoved(egui::Pos2::new(
+ cursor_pos.x,
+ cursor_pos.y,
+ )));
+ self.last_pointer = cursor_pos;
+ }
+ raw_input
+ .events
+ .extend(input_state.ui_events.iter().map(|e| match e {
+ UiEvent::Click(pos, button, down) => egui::Event::PointerButton {
+ pos: egui::Pos2::from(unproject_mouse(*pos).to_array()),
+ button: match button {
+ MouseButton::Left => PointerButton::Primary,
+ MouseButton::Right => PointerButton::Secondary,
+ MouseButton::Middle => PointerButton::Middle,
+ MouseButton::Back => PointerButton::Extra1,
+ MouseButton::Forward => PointerButton::Extra2,
+ MouseButton::Other(_) => PointerButton::Extra1,
+ },
+ pressed: *down,
+ modifiers: egui::Modifiers::default(),
+ },
+ }));
+
+ let mut close = false;
+ let full_output = self.ctx.run(raw_input.clone(), |ctx| {
+ close = !(surf.content)(ctx);
+ surf.size = Vec2::new(ctx.used_size().x, ctx.used_size().y)
+ });
+ if close {
+ surfaces_closed.push(*viewport_id)
+ }
+
+ for (texid, delta) in full_output.textures_delta.set {
+ self.apply_texture_delta(texid, delta);
+ }
+
+ let clipped_primitives = self
+ .ctx
+ .tessellate(full_output.shapes, full_output.pixels_per_point);
+
+ let mut index_count = 0;
+ let mut vertex_count = 0;
+ for p in &clipped_primitives {
+ if let Primitive::Mesh(mesh) = &p.primitive {
+ index_count += mesh.indices.len();
+ vertex_count += mesh.vertices.len();
+ }
+ }
+
+ if index_count == 0 || vertex_count == 0 {
+ return;
+ }
+
+ while index_count > surf.index_capacity {
+ debug!(
+ "index buffer overflow ({index_count}). expanding {} -> {}",
+ surf.index_capacity,
+ surf.index_capacity * 2
+ );
+ surf.index_capacity *= 2;
+ surf.index = self.device.create_buffer(&BufferDescriptor {
+ label: None,
+ size: (size_of::<u32>() * surf.index_capacity) as u64,
+ usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
+ mapped_at_creation: false,
+ });
+ }
+ while vertex_count > surf.vertex_capacity {
+ debug!(
+ "vertex buffer overflow ({vertex_count}). expanding {} -> {}",
+ surf.vertex_capacity,
+ surf.vertex_capacity * 2
+ );
+ surf.vertex_capacity *= 2;
+ surf.vertex = self.device.create_buffer(&BufferDescriptor {
+ label: None,
+ size: (size_of::<Vertex>() * surf.vertex_capacity) as u64,
+ usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
+ mapped_at_creation: false,
+ });
+ }
+
+ let mut mapped_index = self
+ .queue
+ .write_buffer_with(
+ &surf.index,
+ 0,
+ NonZeroU64::new((size_of::<u32>() * index_count) as u64).unwrap(),
+ )
+ .expect("ui index buffer overflow");
+ let mut mapped_vertex = self
+ .queue
+ .write_buffer_with(
+ &surf.vertex,
+ 0,
+ NonZeroU64::new((size_of::<Vertex>() * vertex_count) as u64).unwrap(),
+ )
+ .expect("ui vertex buffer overflow");
+
+ let mut index_offset = 0;
+ let mut vertex_offset = 0;
+ let mut slices = Vec::new();
+ for p in clipped_primitives {
+ if let Primitive::Mesh(mesh) = p.primitive {
+ mapped_index[index_offset * size_of::<u32>()
+ ..(index_offset + mesh.indices.len()) * size_of::<u32>()]
+ .copy_from_slice(bytemuck::cast_slice(&mesh.indices));
+ mapped_vertex[vertex_offset * size_of::<Vertex>()
+ ..(vertex_offset + mesh.vertices.len()) * size_of::<Vertex>()]
+ .copy_from_slice(bytemuck::cast_slice(&mesh.vertices));
+ slices.push((
+ index_offset as u32..index_offset as u32 + mesh.indices.len() as u32,
+ vertex_offset as i32,
+ mesh.texture_id,
+ ));
+ index_offset += mesh.indices.len();
+ vertex_offset += mesh.vertices.len();
+ }
+ }
+
+ assert_eq!(index_count, index_offset);
+ assert_eq!(vertex_count, vertex_offset);
+
+ let projection = projection.to_cols_array().map(|v| v.to_le_bytes());
+
+ rpass.set_push_constants(ShaderStages::VERTEX, 0, projection.as_flattened());
+ rpass.set_index_buffer(surf.index.slice(..), IndexFormat::Uint32);
+ rpass.set_vertex_buffer(0, surf.vertex.slice(..));
+ for (index, base_vertex, texid) in slices {
+ let tex_guard = self.textures.read().unwrap();
+ let bind_group = &tex_guard.get(&texid).unwrap().0;
+ rpass.set_bind_group(0, bind_group, &[]);
+ rpass.draw_indexed(index, base_vertex, 0..1);
+ }
+ }
+ for s in surfaces_closed {
+ debug!("ui surface closed: {s:?}");
+ surfaces.remove(&s);
+ }
+
+ input_state.ui_events.clear();
+ }
+}