/*
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 .
*/
use egui::{
Context, TextureId,
epaint::{Primitive, Vertex},
};
use std::{collections::HashMap, num::NonZeroU64};
use wgpu::{
BindGroup, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, BlendState, Buffer,
BufferDescriptor, BufferUsages, Color, ColorTargetState, ColorWrites, CommandEncoder,
CompareFunction, DepthBiasState, DepthStencilState, Device, FragmentState, FrontFace,
IndexFormat, LoadOp, MultisampleState, Operations, PipelineCompilationOptions,
PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology, PushConstantRange,
Queue, RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline,
RenderPipelineDescriptor, SamplerBindingType, ShaderStages, StencilState, StoreOp, Texture,
TextureFormat, TextureSampleType, TextureView, TextureViewDimension, VertexAttribute,
VertexBufferLayout, VertexFormat, VertexState, VertexStepMode, include_wgsl,
};
pub struct UiRenderer {
ctx: Context,
pipeline: RenderPipeline,
index: Buffer,
vertex: Buffer,
textures: HashMap,
}
impl UiRenderer {
pub fn new(device: &Device, format: TextureFormat) -> Self {
let index = device.create_buffer(&BufferDescriptor {
label: None,
size: size_of::() as u64 * 1024 * 1024,
usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let vertex = device.create_buffer(&BufferDescriptor {
label: None,
size: size_of::() as u64 * 1024 * 1024,
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let module = device.create_shader_module(include_wgsl!("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::() as u32),
stages: ShaderStages::VERTEX,
}],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
fragment: Some(FragmentState {
module: &module,
entry_point: Some("fs_main"),
targets: &[Some(ColorTargetState {
blend: Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING),
format,
write_mask: ColorWrites::all(),
})],
compilation_options: PipelineCompilationOptions::default(),
}),
vertex: VertexState {
module: &module,
entry_point: Some("vs_main"),
buffers: &[VertexBufferLayout {
array_stride: size_of::() as u64,
step_mode: VertexStepMode::Vertex,
attributes: &[
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: VertexFormat::Float32x2,
offset: size_of::() as u64 * 2,
shader_location: 1,
},
VertexAttribute {
format: VertexFormat::Float32x3,
offset: size_of::() as u64 * 4,
shader_location: 2,
},
],
}],
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 {
depth_compare: CompareFunction::Greater,
depth_write_enabled: true,
format: TextureFormat::Depth32Float,
bias: DepthBiasState::default(),
stencil: StencilState::default(),
}),
multisample: MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
ctx: Context::default(),
pipeline,
index,
vertex,
textures: HashMap::new(),
}
}
pub fn create_texture() {
// let texture = device.create_texture_with_data(
// &queue,
// &TextureDescriptor {
// label: None,
// size: Extent3d {
// depth_or_array_layers: 1,
// width,
// height,
// },
// mip_level_count: 1,
// sample_count: 1,
// dimension: TextureDimension::D2,
// format: TextureFormat::Rgba8UnormSrgb,
// usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST,
// view_formats: &[],
// },
// TextureDataOrder::LayerMajor,
// data,
// );
// let textureview = texture.create_view(&TextureViewDescriptor::default());
// let sampler = device.create_sampler(&SamplerDescriptor {
// ..Default::default()
// });
// let bindgroup = device.create_bind_group(&BindGroupDescriptor {
// label: None,
// layout: &bgl,
// entries: &[
// BindGroupEntry {
// binding: 0,
// resource: BindingResource::TextureView(&textureview),
// },
// BindGroupEntry {
// binding: 1,
// resource: BindingResource::Sampler(&sampler),
// },
// ],
// });
}
pub fn draw(&self, queue: &Queue, commands: &mut CommandEncoder, target: &TextureView) {
let raw_input = egui::RawInput::default();
let full_output = self.ctx.run(raw_input, |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello world!");
ui.button("Click me").clicked();
});
});
for (texid, delta) in full_output.textures_delta.set {}
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 {
vertex_count += mesh.vertices.len();
index_count += mesh.vertices.len();
}
}
// TODO realloc buffers if overflowing
let mut mapped_index = queue
.write_buffer_with(
&self.index,
0,
NonZeroU64::new((size_of::() * index_count) as u64).unwrap(),
)
.expect("ui index buffer overflow");
let mut mapped_vertex = queue
.write_buffer_with(
&self.index,
0,
NonZeroU64::new((size_of::() * 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..index_offset + (mesh.indices.len() * size_of::())]
.copy_from_slice(bytemuck::cast_slice(&mesh.indices));
mapped_vertex
[vertex_offset..vertex_offset + (mesh.vertices.len() * size_of::())]
.copy_from_slice(bytemuck::cast_slice(&mesh.vertices));
index_offset += mesh.indices.len();
vertex_offset += mesh.vertices.len();
slices.push((
index_offset as u32..index_offset as u32 + mesh.indices.len() as u32,
vertex_offset as i32,
));
}
}
let mut rpass = commands.begin_render_pass(&RenderPassDescriptor {
label: None,
color_attachments: &[Some(RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: Operations {
store: StoreOp::Store,
load: LoadOp::Clear(Color {
r: 0.01,
g: 0.01,
b: 0.01,
a: 1.,
}),
},
})],
..Default::default()
});
rpass.set_pipeline(&self.pipeline);
rpass.set_index_buffer(self.index.slice(..), IndexFormat::Uint32);
rpass.set_vertex_buffer(0, self.vertex.slice(..));
for (index, base_vertex) in slices {
// rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw_indexed(index, base_vertex, 0..1);
}
}
}