tirbofish/dropbear
main / crates / eucalyptus-editor / src / editor / ui / mod.rs · 14640 bytes
crates/eucalyptus-editor/src/editor/ui/mod.rs
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use bytemuck::{Pod, Zeroable};
use dropbear_engine::graphics::SharedGraphicsContext;
use egui::TextureId;
use glam::{Mat4, Vec2, Vec4};
use kino_ui::camera::Camera2D;
use std::sync::Arc;
use wgpu::TextureFormat;
use dropbear_engine::pipelines::HotPipeline;
pub mod inspector;
pub mod viewport;
pub mod widget_tree;
pub struct UiEditor {
pub grid_pipeline: Option<UIGridPipeline>,
pub active_entity: Option<hecs::Entity>,
pub camera: Camera2D,
zoom: f32,
camera_position: Vec2,
}
impl UiEditor {
pub fn new() -> Self {
let mut camera = Camera2D::default();
camera.set_zoom(1.0);
camera.target(Vec2::ZERO);
Self {
grid_pipeline: None,
active_entity: None,
camera,
zoom: 1.0,
camera_position: Vec2::ZERO,
}
}
pub fn update(&mut self) {}
pub fn render(&mut self, graphics: Arc<SharedGraphicsContext>, width: u32, height: u32) {
if self.grid_pipeline.is_none() {
self.setup(graphics.clone());
}
let screen_size = Vec2::new(width.max(1) as f32, height.max(1) as f32);
let view_proj = self.view_proj(screen_size);
let inv_view_proj = self.inv_view_proj(screen_size);
if let Some(grid) = self.grid_pipeline.as_mut() {
grid.render_to_texture(graphics, width, height, view_proj, inv_view_proj);
}
}
pub fn zoom_by(&mut self, delta: f32) {
self.zoom = (self.zoom + delta).clamp(0.1, 10.0);
self.camera.set_zoom(self.zoom);
self.camera.target(self.camera_position);
}
pub fn zoom(&self) -> f32 {
self.zoom
}
pub fn pan_by_pixels(&mut self, delta_pixels: Vec2) {
self.camera_position -= delta_pixels / self.zoom.max(0.1);
self.camera.target(self.camera_position);
}
pub fn view_proj(&self, screen_size: Vec2) -> Mat4 {
let width = screen_size.x.max(1.0);
let height = screen_size.y.max(1.0);
let half_w = width / (2.0 * self.zoom.max(0.1));
let half_h = height / (2.0 * self.zoom.max(0.1));
let view = Mat4::from_translation((-self.camera_position).extend(0.0));
let proj = Mat4::orthographic_rh(-half_w, half_w, half_h, -half_h, -1.0, 1.0);
proj * view
}
pub fn inv_view_proj(&self, screen_size: Vec2) -> Mat4 {
self.view_proj(screen_size).inverse()
}
pub fn world_from_screen_pixels(&self, pixel: Vec2, viewport_size: Vec2) -> Vec2 {
let viewport_size = Vec2::new(viewport_size.x.max(1.0), viewport_size.y.max(1.0));
let ndc = Vec2::new(
(pixel.x / viewport_size.x) * 2.0 - 1.0,
1.0 - (pixel.y / viewport_size.y) * 2.0,
);
let world = self.inv_view_proj(viewport_size) * Vec4::new(ndc.x, ndc.y, 0.0, 1.0);
Vec2::new(world.x, world.y) / world.w
}
pub fn texture_id(&self) -> Option<TextureId> {
self.grid_pipeline
.as_ref()
.and_then(|pipeline| pipeline.texture_id)
}
fn setup(&mut self, graphics: Arc<SharedGraphicsContext>) {
self.grid_pipeline = Some(UIGridPipeline::new(graphics.clone()));
}
}
pub struct UIGridPipeline {
size: wgpu::Extent3d,
sample_count: u32,
format: TextureFormat,
texture_id: Option<TextureId>,
resolve_texture: Option<wgpu::Texture>,
resolve_view: Option<wgpu::TextureView>,
msaa_texture: Option<wgpu::Texture>,
msaa_view: Option<wgpu::TextureView>,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
pipeline: HotPipeline,
}
impl UIGridPipeline {
pub fn new(graphics: Arc<SharedGraphicsContext>) -> Self {
let camera_bind_group_layout =
graphics
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("ui grid camera bind group layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let camera_buffer = graphics.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("ui grid camera uniform buffer"),
size: std::mem::size_of::<UIGridCameraUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let camera_bind_group = graphics
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("ui grid camera bind group"),
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
});
let layout = std::sync::Arc::new(
graphics
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("ui grid pipeline layout"),
bind_group_layouts: &[Some(&camera_bind_group_layout)],
immediate_size: 0,
}),
);
let sample_count: u32 = (*graphics.antialiasing.read()).into();
let format = graphics.surface_format.add_srgb_suffix();
let device = graphics.device.clone();
let shader_dir = std::path::PathBuf::from(concat!(
env!("CARGO_MANIFEST_DIR"),
"/src/editor/ui/shader"
));
let shader_file = shader_dir.join("grid.wgsl");
let pipeline = HotPipeline::new(
device,
shader_dir,
move |device| {
let source = std::fs::read_to_string(&shader_file)?;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("ui grid shader"),
source: wgpu::ShaderSource::Wgsl(source.into()),
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("ui grid pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
cache: None,
multiview_mask: None,
});
Ok(pipeline)
},
)
.expect("failed to build initial grid pipeline");
Self {
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
sample_count,
format,
texture_id: None,
resolve_texture: None,
resolve_view: None,
msaa_texture: None,
msaa_view: None,
camera_buffer,
camera_bind_group,
pipeline,
}
}
fn update_camera_uniform(
&self,
graphics: &SharedGraphicsContext,
view_proj: Mat4,
inv_view_proj: Mat4,
width: u32,
height: u32,
) {
let screen_size = Vec2::new(width.max(1) as f32, height.max(1) as f32);
let uniform = UIGridCameraUniform {
view_proj: view_proj.to_cols_array_2d(),
inv_view_proj: inv_view_proj.to_cols_array_2d(),
viewport_size: [screen_size.x, screen_size.y],
_padding: [0.0, 0.0],
};
graphics
.queue
.write_buffer(&self.camera_buffer, 0, bytemuck::bytes_of(&uniform));
}
fn create_texture(
device: &wgpu::Device,
size: wgpu::Extent3d,
format: TextureFormat,
sample_count: u32,
label: &'static str,
) -> (wgpu::Texture, wgpu::TextureView) {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
(texture, view)
}
fn recreate_targets_if_needed(
&mut self,
graphics: &SharedGraphicsContext,
width: u32,
height: u32,
) {
let width = width.max(1);
let height = height.max(1);
let new_sample_count: u32 = (*graphics.antialiasing.read()).into();
let needs_recreate = self.size.width != width
|| self.size.height != height
|| self.sample_count != new_sample_count
|| self.resolve_view.is_none();
if !needs_recreate {
return;
}
self.size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
self.sample_count = new_sample_count;
let (resolve_texture, resolve_view) = Self::create_texture(
&graphics.device,
self.size,
self.format,
1,
"ui viewport resolve texture",
);
if let Some(texture_id) = self.texture_id {
graphics
.egui_renderer
.lock()
.renderer()
.update_egui_texture_from_wgpu_texture(
&graphics.device,
&resolve_view,
wgpu::FilterMode::Linear,
texture_id,
);
} else {
let texture_id = graphics
.egui_renderer
.lock()
.renderer()
.register_native_texture(&graphics.device, &resolve_view, wgpu::FilterMode::Linear);
self.texture_id = Some(texture_id);
}
self.resolve_texture = Some(resolve_texture);
self.resolve_view = Some(resolve_view);
if self.sample_count > 1 {
let (msaa_texture, msaa_view) = Self::create_texture(
&graphics.device,
self.size,
self.format,
self.sample_count,
"ui viewport msaa texture",
);
self.msaa_texture = Some(msaa_texture);
self.msaa_view = Some(msaa_view);
} else {
self.msaa_texture = None;
self.msaa_view = None;
}
}
pub fn render_to_texture(
&mut self,
graphics: Arc<SharedGraphicsContext>,
width: u32,
height: u32,
view_proj: Mat4,
inv_view_proj: Mat4,
) {
self.recreate_targets_if_needed(&graphics, width, height);
self.update_camera_uniform(&graphics, view_proj, inv_view_proj, width, height);
let Some(resolve_view) = self.resolve_view.as_ref() else {
return;
};
let mut encoder = graphics
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("ui viewport grid encoder"),
});
let (color_view, resolve_target) = if self.sample_count > 1 {
let Some(msaa_view) = self.msaa_view.as_ref() else {
return;
};
(msaa_view, Some(resolve_view))
} else {
(resolve_view, None)
};
let pipeline = self.pipeline.get();
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("ui viewport grid render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
depth_slice: None,
resolve_target,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&pipeline);
render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
graphics.queue.submit(std::iter::once(encoder.finish()));
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct UIGridCameraUniform {
view_proj: [[f32; 4]; 4],
inv_view_proj: [[f32; 4]; 4],
viewport_size: [f32; 2],
_padding: [f32; 2],
}