/*
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, ImageData, TextureId,
epaint::{Primitive, Vertex},
};
use glam::{Mat2, Mat3, Mat4};
use log::info;
use std::{collections::HashMap, num::NonZeroU64};
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,
IndexFormat, LoadOp, MultisampleState, Operations, PipelineCompilationOptions,
PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology, PushConstantRange,
Queue, RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor,
RenderPipeline, RenderPipelineDescriptor, SamplerBindingType, SamplerDescriptor, ShaderStages,
StoreOp, Texture, TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType,
TextureUsages, TextureView, TextureViewDescriptor, TextureViewDimension, VertexBufferLayout,
VertexState, VertexStepMode, include_wgsl,
util::{DeviceExt, TextureDataOrder},
vertex_attr_array,
};
pub struct UiRenderer {
ctx: Context,
pipeline: RenderPipeline,
bind_group_layout: BindGroupLayout,
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: &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::Always,
stencil: Default::default(),
bias: Default::default(),
}),
multisample: MultisampleState::default(),
multiview: None,
cache: None,
});
Self {
ctx: Context::default(),
pipeline,
index,
vertex,
bind_group_layout,
textures: HashMap::new(),
}
}
pub fn create_texture() {}
pub fn draw(
&mut self,
device: &Device,
queue: &Queue,
commands: &mut CommandEncoder,
target: &TextureView,
depth: &TextureView,
projection: Mat4,
) {
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.label("I dont think this will ever work...");
ui.button("Click me").clicked();
});
});
for (texid, delta) in full_output.textures_delta.set {
if let Some((texbg, tex)) = self.textures.get_mut(&texid) {
drop((texbg, tex));
todo!()
} else {
assert_eq!(
delta.pos, None,
"partial update impossible; texture does not yet exist"
);
info!(
"uploading new UI texture: width={}, height={}",
delta.image.width(),
delta.image.height()
);
let pixels = match &delta.image {
ImageData::Color(color_image) => color_image.pixels.clone(),
ImageData::Font(font_image) => font_image.srgba_pixels(None).collect(),
};
let texture = device.create_texture_with_data(
&queue,
&TextureDescriptor {
label: None,
size: Extent3d {
depth_or_array_layers: 1,
width: delta.image.width() as u32,
height: delta.image.height() as u32,
},
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 = 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 = 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),
},
],
});
self.textures.insert(texid, (bindgroup, texture));
}
}
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();
}
}
// 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.vertex,
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 * size_of::()
..(index_offset + mesh.indices.len()) * size_of::()]
.copy_from_slice(bytemuck::cast_slice(&mesh.indices));
mapped_vertex[vertex_offset * size_of::()
..(vertex_offset + mesh.vertices.len()) * size_of::()]
.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 mut rpass = commands.begin_render_pass(&RenderPassDescriptor {
label: None,
color_attachments: &[Some(RenderPassColorAttachment {
view: target,
resolve_target: None,
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()
});
let projection = projection
* Mat4::from_mat3(Mat3::from_mat2(Mat2::from_cols_array(&[1., 0., 0., -1.])));
let projection = projection.to_cols_array().map(|v| v.to_le_bytes());
rpass.set_pipeline(&self.pipeline);
rpass.set_push_constants(ShaderStages::VERTEX, 0, projection.as_flattened());
rpass.set_index_buffer(self.index.slice(..), IndexFormat::Uint32);
rpass.set_vertex_buffer(0, self.vertex.slice(..));
for (index, base_vertex, texid) in slices {
rpass.set_bind_group(0, &self.textures.get(&texid).unwrap().0, &[]);
rpass.draw_indexed(index, base_vertex, 0..1);
}
}
}