diff --git a/Cargo.toml b/Cargo.toml index d69c95cf34..ad4cd1bbd3 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -20,7 +20,7 @@ maintenance = { status = "actively-developed" } [features] default = ["wgpu"] # Enable the `wgpu` GPU-accelerated renderer backend -wgpu = ["iced_renderer/wgpu"] +wgpu = ["iced_renderer/wgpu", "iced_widget/wgpu"] # Enables the `Image` widget image = ["iced_widget/image", "dep:image"] # Enables the `Svg` widget diff --git a/examples/custom_shader/Cargo.toml b/examples/custom_shader/Cargo.toml new file mode 100644 index 0000000000..b602f98def --- /dev/null +++ b/examples/custom_shader/Cargo.toml @@ -0,0 +1,17 @@ +[package] +name = "custom_shader" +version = "0.1.0" +authors = ["Bingus "] +edition = "2021" + +[dependencies] +iced.workspace = true +iced.features = ["debug", "advanced"] + +image.workspace = true +bytemuck.workspace = true + +glam.workspace = true +glam.features = ["bytemuck"] + +rand = "0.8.5" diff --git a/examples/custom_shader/src/main.rs b/examples/custom_shader/src/main.rs new file mode 100644 index 0000000000..2eb1ac4a97 --- /dev/null +++ b/examples/custom_shader/src/main.rs @@ -0,0 +1,168 @@ +mod scene; + +use scene::Scene; + +use iced::executor; +use iced::time::Instant; +use iced::widget::shader::wgpu; +use iced::widget::{ + checkbox, column, container, row, shader, slider, text, vertical_space, +}; +use iced::window; +use iced::{ + Alignment, Application, Color, Command, Element, Length, Renderer, + Subscription, Theme, +}; + +fn main() -> iced::Result { + IcedCubes::run(iced::Settings::default()) +} + +struct IcedCubes { + start: Instant, + scene: Scene, +} + +#[derive(Debug, Clone)] +enum Message { + CubeAmountChanged(u32), + CubeSizeChanged(f32), + Tick(Instant), + ShowDepthBuffer(bool), + LightColorChanged(Color), +} + +impl Application for IcedCubes { + type Executor = executor::Default; + type Message = Message; + type Theme = Theme; + type Flags = (); + + fn new(_flags: Self::Flags) -> (Self, Command) { + ( + Self { + start: Instant::now(), + scene: Scene::new(), + }, + Command::none(), + ) + } + + fn title(&self) -> String { + "Iced Cubes".to_string() + } + + fn update(&mut self, message: Self::Message) -> Command { + match message { + Message::CubeAmountChanged(amount) => { + self.scene.change_amount(amount); + } + Message::CubeSizeChanged(size) => { + self.scene.size = size; + } + Message::Tick(time) => { + self.scene.update(time - self.start); + } + Message::ShowDepthBuffer(show) => { + self.scene.show_depth_buffer = show; + } + Message::LightColorChanged(color) => { + self.scene.light_color = color; + } + } + + Command::none() + } + + fn view(&self) -> Element<'_, Self::Message, Renderer> { + let top_controls = row![ + control( + "Amount", + slider( + 1..=scene::MAX, + self.scene.cubes.len() as u32, + Message::CubeAmountChanged + ) + .width(100) + ), + control( + "Size", + slider(0.1..=0.25, self.scene.size, Message::CubeSizeChanged) + .step(0.01) + .width(100), + ), + checkbox( + "Show Depth Buffer", + self.scene.show_depth_buffer, + Message::ShowDepthBuffer + ), + ] + .spacing(40); + + let bottom_controls = row![ + control( + "R", + slider(0.0..=1.0, self.scene.light_color.r, move |r| { + Message::LightColorChanged(Color { + r, + ..self.scene.light_color + }) + }) + .step(0.01) + .width(100) + ), + control( + "G", + slider(0.0..=1.0, self.scene.light_color.g, move |g| { + Message::LightColorChanged(Color { + g, + ..self.scene.light_color + }) + }) + .step(0.01) + .width(100) + ), + control( + "B", + slider(0.0..=1.0, self.scene.light_color.b, move |b| { + Message::LightColorChanged(Color { + b, + ..self.scene.light_color + }) + }) + .step(0.01) + .width(100) + ) + ] + .spacing(40); + + let controls = column![top_controls, bottom_controls,] + .spacing(10) + .align_items(Alignment::Center); + + let shader = + shader(&self.scene).width(Length::Fill).height(Length::Fill); + + container( + column![shader, controls, vertical_space(20),] + .spacing(40) + .align_items(Alignment::Center), + ) + .width(Length::Fill) + .height(Length::Fill) + .center_x() + .center_y() + .into() + } + + fn subscription(&self) -> Subscription { + window::frames().map(Message::Tick) + } +} + +fn control<'a>( + label: &'static str, + control: impl Into>, +) -> Element<'a, Message> { + row![text(label), control.into()].spacing(10).into() +} diff --git a/examples/custom_shader/src/scene.rs b/examples/custom_shader/src/scene.rs new file mode 100644 index 0000000000..3b291ce225 --- /dev/null +++ b/examples/custom_shader/src/scene.rs @@ -0,0 +1,186 @@ +mod camera; +mod pipeline; + +use camera::Camera; +use pipeline::Pipeline; + +use crate::wgpu; +use pipeline::cube::{self, Cube}; + +use iced::mouse; +use iced::time::Duration; +use iced::widget::shader; +use iced::{Color, Rectangle, Size}; + +use glam::Vec3; +use rand::Rng; +use std::cmp::Ordering; +use std::iter; + +pub const MAX: u32 = 500; + +#[derive(Clone)] +pub struct Scene { + pub size: f32, + pub cubes: Vec, + pub camera: Camera, + pub show_depth_buffer: bool, + pub light_color: Color, +} + +impl Scene { + pub fn new() -> Self { + let mut scene = Self { + size: 0.2, + cubes: vec![], + camera: Camera::default(), + show_depth_buffer: false, + light_color: Color::WHITE, + }; + + scene.change_amount(MAX); + + scene + } + + pub fn update(&mut self, time: Duration) { + for cube in self.cubes.iter_mut() { + cube.update(self.size, time.as_secs_f32()); + } + } + + pub fn change_amount(&mut self, amount: u32) { + let curr_cubes = self.cubes.len() as u32; + + match amount.cmp(&curr_cubes) { + Ordering::Greater => { + // spawn + let cubes_2_spawn = (amount - curr_cubes) as usize; + + let mut cubes = 0; + self.cubes.extend(iter::from_fn(|| { + if cubes < cubes_2_spawn { + cubes += 1; + Some(Cube::new(self.size, rnd_origin())) + } else { + None + } + })); + } + Ordering::Less => { + // chop + let cubes_2_cut = curr_cubes - amount; + let new_len = self.cubes.len() - cubes_2_cut as usize; + self.cubes.truncate(new_len); + } + Ordering::Equal => {} + } + } +} + +impl shader::Program for Scene { + type State = (); + type Primitive = Primitive; + + fn draw( + &self, + _state: &Self::State, + _cursor: mouse::Cursor, + bounds: Rectangle, + ) -> Self::Primitive { + Primitive::new( + &self.cubes, + &self.camera, + bounds, + self.show_depth_buffer, + self.light_color, + ) + } +} + +/// A collection of `Cube`s that can be rendered. +#[derive(Debug)] +pub struct Primitive { + cubes: Vec, + uniforms: pipeline::Uniforms, + show_depth_buffer: bool, +} + +impl Primitive { + pub fn new( + cubes: &[Cube], + camera: &Camera, + bounds: Rectangle, + show_depth_buffer: bool, + light_color: Color, + ) -> Self { + let uniforms = pipeline::Uniforms::new(camera, bounds, light_color); + + Self { + cubes: cubes + .iter() + .map(cube::Raw::from_cube) + .collect::>(), + uniforms, + show_depth_buffer, + } + } +} + +impl shader::Primitive for Primitive { + fn prepare( + &self, + format: wgpu::TextureFormat, + device: &wgpu::Device, + queue: &wgpu::Queue, + target_size: Size, + _scale_factor: f32, + _transform: shader::Transformation, + storage: &mut shader::Storage, + ) { + if !storage.has::() { + storage.store(Pipeline::new(device, queue, format, target_size)); + } + + let pipeline = storage.get_mut::().unwrap(); + + //upload data to GPU + pipeline.update( + device, + queue, + target_size, + &self.uniforms, + self.cubes.len(), + &self.cubes, + ); + } + + fn render( + &self, + storage: &shader::Storage, + bounds: Rectangle, + target: &wgpu::TextureView, + _target_size: Size, + encoder: &mut wgpu::CommandEncoder, + ) { + //at this point our pipeline should always be initialized + let pipeline = storage.get::().unwrap(); + + //render primitive + pipeline.render( + target, + encoder, + bounds, + self.cubes.len() as u32, + self.show_depth_buffer, + ); + } +} + +fn rnd_origin() -> Vec3 { + Vec3::new( + rand::thread_rng().gen_range(-4.0..4.0), + rand::thread_rng().gen_range(-4.0..4.0), + rand::thread_rng().gen_range(-4.0..2.0), + ) +} diff --git a/examples/custom_shader/src/scene/camera.rs b/examples/custom_shader/src/scene/camera.rs new file mode 100644 index 0000000000..2a49c10277 --- /dev/null +++ b/examples/custom_shader/src/scene/camera.rs @@ -0,0 +1,53 @@ +use glam::{mat4, vec3, vec4}; +use iced::Rectangle; + +#[derive(Copy, Clone)] +pub struct Camera { + eye: glam::Vec3, + target: glam::Vec3, + up: glam::Vec3, + fov_y: f32, + near: f32, + far: f32, +} + +impl Default for Camera { + fn default() -> Self { + Self { + eye: vec3(0.0, 2.0, 3.0), + target: glam::Vec3::ZERO, + up: glam::Vec3::Y, + fov_y: 45.0, + near: 0.1, + far: 100.0, + } + } +} + +pub const OPENGL_TO_WGPU_MATRIX: glam::Mat4 = mat4( + vec4(1.0, 0.0, 0.0, 0.0), + vec4(0.0, 1.0, 0.0, 0.0), + vec4(0.0, 0.0, 0.5, 0.0), + vec4(0.0, 0.0, 0.5, 1.0), +); + +impl Camera { + pub fn build_view_proj_matrix(&self, bounds: Rectangle) -> glam::Mat4 { + //TODO looks distorted without padding; base on surface texture size instead? + let aspect_ratio = bounds.width / (bounds.height + 150.0); + + let view = glam::Mat4::look_at_rh(self.eye, self.target, self.up); + let proj = glam::Mat4::perspective_rh( + self.fov_y, + aspect_ratio, + self.near, + self.far, + ); + + OPENGL_TO_WGPU_MATRIX * proj * view + } + + pub fn position(&self) -> glam::Vec4 { + glam::Vec4::from((self.eye, 0.0)) + } +} diff --git a/examples/custom_shader/src/scene/pipeline.rs b/examples/custom_shader/src/scene/pipeline.rs new file mode 100644 index 0000000000..94c6c56280 --- /dev/null +++ b/examples/custom_shader/src/scene/pipeline.rs @@ -0,0 +1,614 @@ +pub mod cube; + +mod buffer; +mod uniforms; +mod vertex; + +pub use uniforms::Uniforms; + +use buffer::Buffer; +use vertex::Vertex; + +use crate::wgpu; +use crate::wgpu::util::DeviceExt; + +use iced::{Rectangle, Size}; + +const SKY_TEXTURE_SIZE: u32 = 128; + +pub struct Pipeline { + pipeline: wgpu::RenderPipeline, + vertices: wgpu::Buffer, + cubes: Buffer, + uniforms: wgpu::Buffer, + uniform_bind_group: wgpu::BindGroup, + depth_texture_size: Size, + depth_view: wgpu::TextureView, + depth_pipeline: DepthPipeline, +} + +impl Pipeline { + pub fn new( + device: &wgpu::Device, + queue: &wgpu::Queue, + format: wgpu::TextureFormat, + target_size: Size, + ) -> Self { + //vertices of one cube + let vertices = + device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("cubes vertex buffer"), + contents: bytemuck::cast_slice(&cube::Raw::vertices()), + usage: wgpu::BufferUsages::VERTEX, + }); + + //cube instance data + let cubes_buffer = Buffer::new( + device, + "cubes instance buffer", + std::mem::size_of::() as u64, + wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, + ); + + //uniforms for all cubes + let uniforms = device.create_buffer(&wgpu::BufferDescriptor { + label: Some("cubes uniform buffer"), + size: std::mem::size_of::() as u64, + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + + //depth buffer + let depth_texture = device.create_texture(&wgpu::TextureDescriptor { + label: Some("cubes depth texture"), + size: wgpu::Extent3d { + width: target_size.width, + height: target_size.height, + depth_or_array_layers: 1, + }, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: wgpu::TextureFormat::Depth32Float, + usage: wgpu::TextureUsages::RENDER_ATTACHMENT + | wgpu::TextureUsages::TEXTURE_BINDING, + view_formats: &[], + }); + + let depth_view = + depth_texture.create_view(&wgpu::TextureViewDescriptor::default()); + + let normal_map_data = load_normal_map_data(); + + //normal map + let normal_texture = device.create_texture_with_data( + queue, + &wgpu::TextureDescriptor { + label: Some("cubes normal map texture"), + size: wgpu::Extent3d { + width: 1024, + height: 1024, + depth_or_array_layers: 1, + }, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: wgpu::TextureFormat::Rgba8Unorm, + usage: wgpu::TextureUsages::TEXTURE_BINDING, + view_formats: &[], + }, + &normal_map_data, + ); + + let normal_view = + normal_texture.create_view(&wgpu::TextureViewDescriptor::default()); + + //skybox texture for reflection/refraction + let skybox_data = load_skybox_data(); + + let skybox_texture = device.create_texture_with_data( + queue, + &wgpu::TextureDescriptor { + label: Some("cubes skybox texture"), + size: wgpu::Extent3d { + width: SKY_TEXTURE_SIZE, + height: SKY_TEXTURE_SIZE, + depth_or_array_layers: 6, //one for each face of the cube + }, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: wgpu::TextureFormat::Rgba8Unorm, + usage: wgpu::TextureUsages::TEXTURE_BINDING, + view_formats: &[], + }, + &skybox_data, + ); + + let sky_view = + skybox_texture.create_view(&wgpu::TextureViewDescriptor { + label: Some("cubes skybox texture view"), + dimension: Some(wgpu::TextureViewDimension::Cube), + ..Default::default() + }); + + let sky_sampler = device.create_sampler(&wgpu::SamplerDescriptor { + label: Some("cubes skybox sampler"), + address_mode_u: wgpu::AddressMode::ClampToEdge, + address_mode_v: wgpu::AddressMode::ClampToEdge, + address_mode_w: wgpu::AddressMode::ClampToEdge, + mag_filter: wgpu::FilterMode::Linear, + min_filter: wgpu::FilterMode::Linear, + mipmap_filter: wgpu::FilterMode::Linear, + ..Default::default() + }); + + let uniform_bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: Some("cubes uniform bind group layout"), + entries: &[ + wgpu::BindGroupLayoutEntry { + binding: 0, + visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Uniform, + has_dynamic_offset: false, + min_binding_size: None, + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Texture { + sample_type: wgpu::TextureSampleType::Float { + filterable: true, + }, + view_dimension: wgpu::TextureViewDimension::Cube, + multisampled: false, + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 2, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Sampler( + wgpu::SamplerBindingType::Filtering, + ), + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 3, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Texture { + sample_type: wgpu::TextureSampleType::Float { + filterable: true, + }, + view_dimension: wgpu::TextureViewDimension::D2, + multisampled: false, + }, + count: None, + }, + ], + }); + + let uniform_bind_group = + device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("cubes uniform bind group"), + layout: &uniform_bind_group_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: uniforms.as_entire_binding(), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: wgpu::BindingResource::TextureView(&sky_view), + }, + wgpu::BindGroupEntry { + binding: 2, + resource: wgpu::BindingResource::Sampler(&sky_sampler), + }, + wgpu::BindGroupEntry { + binding: 3, + resource: wgpu::BindingResource::TextureView( + &normal_view, + ), + }, + ], + }); + + let layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("cubes pipeline layout"), + bind_group_layouts: &[&uniform_bind_group_layout], + push_constant_ranges: &[], + }); + + let shader = + device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("cubes shader"), + source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( + include_str!("../shaders/cubes.wgsl"), + )), + }); + + let pipeline = + device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + label: Some("cubes pipeline"), + layout: Some(&layout), + vertex: wgpu::VertexState { + module: &shader, + entry_point: "vs_main", + buffers: &[Vertex::desc(), cube::Raw::desc()], + }, + primitive: wgpu::PrimitiveState::default(), + depth_stencil: Some(wgpu::DepthStencilState { + format: wgpu::TextureFormat::Depth32Float, + depth_write_enabled: true, + depth_compare: wgpu::CompareFunction::Less, + stencil: wgpu::StencilState::default(), + bias: wgpu::DepthBiasState::default(), + }), + multisample: wgpu::MultisampleState { + count: 1, + mask: !0, + alpha_to_coverage_enabled: false, + }, + fragment: Some(wgpu::FragmentState { + module: &shader, + entry_point: "fs_main", + targets: &[Some(wgpu::ColorTargetState { + format, + blend: Some(wgpu::BlendState { + color: wgpu::BlendComponent { + src_factor: wgpu::BlendFactor::SrcAlpha, + dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha, + operation: wgpu::BlendOperation::Add, + }, + alpha: wgpu::BlendComponent { + src_factor: wgpu::BlendFactor::One, + dst_factor: wgpu::BlendFactor::One, + operation: wgpu::BlendOperation::Max, + }, + }), + write_mask: wgpu::ColorWrites::ALL, + })], + }), + multiview: None, + }); + + let depth_pipeline = DepthPipeline::new( + device, + format, + depth_texture.create_view(&wgpu::TextureViewDescriptor::default()), + ); + + Self { + pipeline, + cubes: cubes_buffer, + uniforms, + uniform_bind_group, + vertices, + depth_texture_size: target_size, + depth_view, + depth_pipeline, + } + } + + fn update_depth_texture(&mut self, device: &wgpu::Device, size: Size) { + if self.depth_texture_size.height != size.height + || self.depth_texture_size.width != size.width + { + let text = device.create_texture(&wgpu::TextureDescriptor { + label: Some("cubes depth texture"), + size: wgpu::Extent3d { + width: size.width, + height: size.height, + depth_or_array_layers: 1, + }, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: wgpu::TextureFormat::Depth32Float, + usage: wgpu::TextureUsages::RENDER_ATTACHMENT + | wgpu::TextureUsages::TEXTURE_BINDING, + view_formats: &[], + }); + + self.depth_view = + text.create_view(&wgpu::TextureViewDescriptor::default()); + self.depth_texture_size = size; + + self.depth_pipeline.update(device, &text); + } + } + + pub fn update( + &mut self, + device: &wgpu::Device, + queue: &wgpu::Queue, + target_size: Size, + uniforms: &Uniforms, + num_cubes: usize, + cubes: &[cube::Raw], + ) { + //recreate depth texture if surface texture size has changed + self.update_depth_texture(device, target_size); + + // update uniforms + queue.write_buffer(&self.uniforms, 0, bytemuck::bytes_of(uniforms)); + + //resize cubes vertex buffer if cubes amount changed + let new_size = num_cubes * std::mem::size_of::(); + self.cubes.resize(device, new_size as u64); + + //always write new cube data since they are constantly rotating + queue.write_buffer(&self.cubes.raw, 0, bytemuck::cast_slice(cubes)); + } + + pub fn render( + &self, + target: &wgpu::TextureView, + encoder: &mut wgpu::CommandEncoder, + bounds: Rectangle, + num_cubes: u32, + show_depth: bool, + ) { + { + let mut pass = + encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("cubes.pipeline.pass"), + color_attachments: &[Some( + wgpu::RenderPassColorAttachment { + view: target, + resolve_target: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Load, + store: wgpu::StoreOp::Store, + }, + }, + )], + depth_stencil_attachment: Some( + wgpu::RenderPassDepthStencilAttachment { + view: &self.depth_view, + depth_ops: Some(wgpu::Operations { + load: wgpu::LoadOp::Clear(1.0), + store: wgpu::StoreOp::Store, + }), + stencil_ops: None, + }, + ), + timestamp_writes: None, + occlusion_query_set: None, + }); + + pass.set_scissor_rect( + bounds.x, + bounds.y, + bounds.width, + bounds.height, + ); + pass.set_pipeline(&self.pipeline); + pass.set_bind_group(0, &self.uniform_bind_group, &[]); + pass.set_vertex_buffer(0, self.vertices.slice(..)); + pass.set_vertex_buffer(1, self.cubes.raw.slice(..)); + pass.draw(0..36, 0..num_cubes); + } + + if show_depth { + self.depth_pipeline.render(encoder, target, bounds); + } + } +} + +struct DepthPipeline { + pipeline: wgpu::RenderPipeline, + bind_group_layout: wgpu::BindGroupLayout, + bind_group: wgpu::BindGroup, + sampler: wgpu::Sampler, + depth_view: wgpu::TextureView, +} + +impl DepthPipeline { + pub fn new( + device: &wgpu::Device, + format: wgpu::TextureFormat, + depth_texture: wgpu::TextureView, + ) -> Self { + let sampler = device.create_sampler(&wgpu::SamplerDescriptor { + label: Some("cubes.depth_pipeline.sampler"), + ..Default::default() + }); + + let bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: Some("cubes.depth_pipeline.bind_group_layout"), + entries: &[ + wgpu::BindGroupLayoutEntry { + binding: 0, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Sampler( + wgpu::SamplerBindingType::NonFiltering, + ), + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Texture { + sample_type: wgpu::TextureSampleType::Float { + filterable: false, + }, + view_dimension: wgpu::TextureViewDimension::D2, + multisampled: false, + }, + count: None, + }, + ], + }); + + let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("cubes.depth_pipeline.bind_group"), + layout: &bind_group_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::Sampler(&sampler), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: wgpu::BindingResource::TextureView( + &depth_texture, + ), + }, + ], + }); + + let layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("cubes.depth_pipeline.layout"), + bind_group_layouts: &[&bind_group_layout], + push_constant_ranges: &[], + }); + + let shader = + device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("cubes.depth_pipeline.shader"), + source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed( + include_str!("../shaders/depth.wgsl"), + )), + }); + + let pipeline = + device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + label: Some("cubes.depth_pipeline.pipeline"), + layout: Some(&layout), + vertex: wgpu::VertexState { + module: &shader, + entry_point: "vs_main", + buffers: &[], + }, + primitive: wgpu::PrimitiveState::default(), + depth_stencil: Some(wgpu::DepthStencilState { + format: wgpu::TextureFormat::Depth32Float, + depth_write_enabled: false, + depth_compare: wgpu::CompareFunction::Less, + stencil: wgpu::StencilState::default(), + bias: wgpu::DepthBiasState::default(), + }), + multisample: wgpu::MultisampleState::default(), + fragment: Some(wgpu::FragmentState { + module: &shader, + entry_point: "fs_main", + targets: &[Some(wgpu::ColorTargetState { + format, + blend: Some(wgpu::BlendState::REPLACE), + write_mask: wgpu::ColorWrites::ALL, + })], + }), + multiview: None, + }); + + Self { + pipeline, + bind_group_layout, + bind_group, + sampler, + depth_view: depth_texture, + } + } + + pub fn update( + &mut self, + device: &wgpu::Device, + depth_texture: &wgpu::Texture, + ) { + self.depth_view = + depth_texture.create_view(&wgpu::TextureViewDescriptor::default()); + + self.bind_group = + device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("cubes.depth_pipeline.bind_group"), + layout: &self.bind_group_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::Sampler(&self.sampler), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: wgpu::BindingResource::TextureView( + &self.depth_view, + ), + }, + ], + }); + } + + pub fn render( + &self, + encoder: &mut wgpu::CommandEncoder, + target: &wgpu::TextureView, + bounds: Rectangle, + ) { + let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("cubes.pipeline.depth_pass"), + color_attachments: &[Some(wgpu::RenderPassColorAttachment { + view: target, + resolve_target: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Load, + store: wgpu::StoreOp::Store, + }, + })], + depth_stencil_attachment: Some( + wgpu::RenderPassDepthStencilAttachment { + view: &self.depth_view, + depth_ops: None, + stencil_ops: None, + }, + ), + timestamp_writes: None, + occlusion_query_set: None, + }); + + pass.set_scissor_rect(bounds.x, bounds.y, bounds.width, bounds.height); + pass.set_pipeline(&self.pipeline); + pass.set_bind_group(0, &self.bind_group, &[]); + pass.draw(0..6, 0..1); + } +} + +fn load_skybox_data() -> Vec { + let pos_x: &[u8] = include_bytes!("../../textures/skybox/pos_x.jpg"); + let neg_x: &[u8] = include_bytes!("../../textures/skybox/neg_x.jpg"); + let pos_y: &[u8] = include_bytes!("../../textures/skybox/pos_y.jpg"); + let neg_y: &[u8] = include_bytes!("../../textures/skybox/neg_y.jpg"); + let pos_z: &[u8] = include_bytes!("../../textures/skybox/pos_z.jpg"); + let neg_z: &[u8] = include_bytes!("../../textures/skybox/neg_z.jpg"); + + let data: [&[u8]; 6] = [pos_x, neg_x, pos_y, neg_y, pos_z, neg_z]; + + data.iter().fold(vec![], |mut acc, bytes| { + let i = image::load_from_memory_with_format( + bytes, + image::ImageFormat::Jpeg, + ) + .unwrap() + .to_rgba8() + .into_raw(); + + acc.extend(i); + acc + }) +} + +fn load_normal_map_data() -> Vec { + let bytes: &[u8] = include_bytes!("../../textures/ice_cube_normal_map.png"); + + image::load_from_memory_with_format(bytes, image::ImageFormat::Png) + .unwrap() + .to_rgba8() + .into_raw() +} diff --git a/examples/custom_shader/src/scene/pipeline/buffer.rs b/examples/custom_shader/src/scene/pipeline/buffer.rs new file mode 100644 index 0000000000..ef4c41c9d1 --- /dev/null +++ b/examples/custom_shader/src/scene/pipeline/buffer.rs @@ -0,0 +1,41 @@ +use crate::wgpu; + +// A custom buffer container for dynamic resizing. +pub struct Buffer { + pub raw: wgpu::Buffer, + label: &'static str, + size: u64, + usage: wgpu::BufferUsages, +} + +impl Buffer { + pub fn new( + device: &wgpu::Device, + label: &'static str, + size: u64, + usage: wgpu::BufferUsages, + ) -> Self { + Self { + raw: device.create_buffer(&wgpu::BufferDescriptor { + label: Some(label), + size, + usage, + mapped_at_creation: false, + }), + label, + size, + usage, + } + } + + pub fn resize(&mut self, device: &wgpu::Device, new_size: u64) { + if new_size > self.size { + self.raw = device.create_buffer(&wgpu::BufferDescriptor { + label: Some(self.label), + size: new_size, + usage: self.usage, + mapped_at_creation: false, + }); + } + } +} diff --git a/examples/custom_shader/src/scene/pipeline/cube.rs b/examples/custom_shader/src/scene/pipeline/cube.rs new file mode 100644 index 0000000000..de8bad6c29 --- /dev/null +++ b/examples/custom_shader/src/scene/pipeline/cube.rs @@ -0,0 +1,326 @@ +use crate::scene::pipeline::Vertex; +use crate::wgpu; + +use glam::{vec2, vec3, Vec3}; +use rand::{thread_rng, Rng}; + +/// A single instance of a cube. +#[derive(Debug, Clone)] +pub struct Cube { + pub rotation: glam::Quat, + pub position: Vec3, + pub size: f32, + rotation_dir: f32, + rotation_axis: glam::Vec3, +} + +impl Default for Cube { + fn default() -> Self { + Self { + rotation: glam::Quat::IDENTITY, + position: glam::Vec3::ZERO, + size: 0.1, + rotation_dir: 1.0, + rotation_axis: glam::Vec3::Y, + } + } +} + +impl Cube { + pub fn new(size: f32, origin: Vec3) -> Self { + let rnd = thread_rng().gen_range(0.0..=1.0f32); + + Self { + rotation: glam::Quat::IDENTITY, + position: origin + Vec3::new(0.1, 0.1, 0.1), + size, + rotation_dir: if rnd <= 0.5 { -1.0 } else { 1.0 }, + rotation_axis: if rnd <= 0.33 { + glam::Vec3::Y + } else if rnd <= 0.66 { + glam::Vec3::X + } else { + glam::Vec3::Z + }, + } + } + + pub fn update(&mut self, size: f32, time: f32) { + self.rotation = glam::Quat::from_axis_angle( + self.rotation_axis, + time / 2.0 * self.rotation_dir, + ); + self.size = size; + } +} + +#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable, Debug)] +#[repr(C)] +pub struct Raw { + transformation: glam::Mat4, + normal: glam::Mat3, + _padding: [f32; 3], +} + +impl Raw { + const ATTRIBS: [wgpu::VertexAttribute; 7] = wgpu::vertex_attr_array![ + //cube transformation matrix + 4 => Float32x4, + 5 => Float32x4, + 6 => Float32x4, + 7 => Float32x4, + //normal rotation matrix + 8 => Float32x3, + 9 => Float32x3, + 10 => Float32x3, + ]; + + pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Instance, + attributes: &Self::ATTRIBS, + } + } +} + +impl Raw { + pub fn from_cube(cube: &Cube) -> Raw { + Raw { + transformation: glam::Mat4::from_scale_rotation_translation( + glam::vec3(cube.size, cube.size, cube.size), + cube.rotation, + cube.position, + ), + normal: glam::Mat3::from_quat(cube.rotation), + _padding: [0.0; 3], + } + } + + pub fn vertices() -> [Vertex; 36] { + [ + //face 1 + Vertex { + pos: vec3(-0.5, -0.5, -0.5), + normal: vec3(0.0, 0.0, -1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + Vertex { + pos: vec3(0.5, -0.5, -0.5), + normal: vec3(0.0, 0.0, -1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 1.0), + }, + Vertex { + pos: vec3(0.5, 0.5, -0.5), + normal: vec3(0.0, 0.0, -1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(0.5, 0.5, -0.5), + normal: vec3(0.0, 0.0, -1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, 0.5, -0.5), + normal: vec3(0.0, 0.0, -1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, -0.5), + normal: vec3(0.0, 0.0, -1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + //face 2 + Vertex { + pos: vec3(-0.5, -0.5, 0.5), + normal: vec3(0.0, 0.0, 1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + Vertex { + pos: vec3(0.5, -0.5, 0.5), + normal: vec3(0.0, 0.0, 1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 1.0), + }, + Vertex { + pos: vec3(0.5, 0.5, 0.5), + normal: vec3(0.0, 0.0, 1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(0.5, 0.5, 0.5), + normal: vec3(0.0, 0.0, 1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, 0.5, 0.5), + normal: vec3(0.0, 0.0, 1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, 0.5), + normal: vec3(0.0, 0.0, 1.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + //face 3 + Vertex { + pos: vec3(-0.5, 0.5, 0.5), + normal: vec3(-1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(0.0, 1.0), + }, + Vertex { + pos: vec3(-0.5, 0.5, -0.5), + normal: vec3(-1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(1.0, 1.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, -0.5), + normal: vec3(-1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, -0.5), + normal: vec3(-1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, 0.5), + normal: vec3(-1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(0.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, 0.5, 0.5), + normal: vec3(-1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(0.0, 1.0), + }, + //face 4 + Vertex { + pos: vec3(0.5, 0.5, 0.5), + normal: vec3(1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(0.0, 1.0), + }, + Vertex { + pos: vec3(0.5, 0.5, -0.5), + normal: vec3(1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(1.0, 1.0), + }, + Vertex { + pos: vec3(0.5, -0.5, -0.5), + normal: vec3(1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(0.5, -0.5, -0.5), + normal: vec3(1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(0.5, -0.5, 0.5), + normal: vec3(1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(0.0, 0.0), + }, + Vertex { + pos: vec3(0.5, 0.5, 0.5), + normal: vec3(1.0, 0.0, 0.0), + tangent: vec3(0.0, 0.0, -1.0), + uv: vec2(0.0, 1.0), + }, + //face 5 + Vertex { + pos: vec3(-0.5, -0.5, -0.5), + normal: vec3(0.0, -1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + Vertex { + pos: vec3(0.5, -0.5, -0.5), + normal: vec3(0.0, -1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 1.0), + }, + Vertex { + pos: vec3(0.5, -0.5, 0.5), + normal: vec3(0.0, -1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(0.5, -0.5, 0.5), + normal: vec3(0.0, -1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, 0.5), + normal: vec3(0.0, -1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, -0.5, -0.5), + normal: vec3(0.0, -1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + //face 6 + Vertex { + pos: vec3(-0.5, 0.5, -0.5), + normal: vec3(0.0, 1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + Vertex { + pos: vec3(0.5, 0.5, -0.5), + normal: vec3(0.0, 1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 1.0), + }, + Vertex { + pos: vec3(0.5, 0.5, 0.5), + normal: vec3(0.0, 1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(0.5, 0.5, 0.5), + normal: vec3(0.0, 1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(1.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, 0.5, 0.5), + normal: vec3(0.0, 1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 0.0), + }, + Vertex { + pos: vec3(-0.5, 0.5, -0.5), + normal: vec3(0.0, 1.0, 0.0), + tangent: vec3(1.0, 0.0, 0.0), + uv: vec2(0.0, 1.0), + }, + ] + } +} diff --git a/examples/custom_shader/src/scene/pipeline/uniforms.rs b/examples/custom_shader/src/scene/pipeline/uniforms.rs new file mode 100644 index 0000000000..1eac82928c --- /dev/null +++ b/examples/custom_shader/src/scene/pipeline/uniforms.rs @@ -0,0 +1,23 @@ +use crate::scene::Camera; + +use iced::{Color, Rectangle}; + +#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] +#[repr(C)] +pub struct Uniforms { + camera_proj: glam::Mat4, + camera_pos: glam::Vec4, + light_color: glam::Vec4, +} + +impl Uniforms { + pub fn new(camera: &Camera, bounds: Rectangle, light_color: Color) -> Self { + let camera_proj = camera.build_view_proj_matrix(bounds); + + Self { + camera_proj, + camera_pos: camera.position(), + light_color: glam::Vec4::from(light_color.into_linear()), + } + } +} diff --git a/examples/custom_shader/src/scene/pipeline/vertex.rs b/examples/custom_shader/src/scene/pipeline/vertex.rs new file mode 100644 index 0000000000..e64cd92688 --- /dev/null +++ b/examples/custom_shader/src/scene/pipeline/vertex.rs @@ -0,0 +1,31 @@ +use crate::wgpu; + +#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] +#[repr(C)] +pub struct Vertex { + pub pos: glam::Vec3, + pub normal: glam::Vec3, + pub tangent: glam::Vec3, + pub uv: glam::Vec2, +} + +impl Vertex { + const ATTRIBS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![ + //position + 0 => Float32x3, + //normal + 1 => Float32x3, + //tangent + 2 => Float32x3, + //uv + 3 => Float32x2, + ]; + + pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Vertex, + attributes: &Self::ATTRIBS, + } + } +} diff --git a/examples/custom_shader/src/shaders/cubes.wgsl b/examples/custom_shader/src/shaders/cubes.wgsl new file mode 100644 index 0000000000..cd7f94d8e9 --- /dev/null +++ b/examples/custom_shader/src/shaders/cubes.wgsl @@ -0,0 +1,123 @@ +struct Uniforms { + projection: mat4x4, + camera_pos: vec4, + light_color: vec4, +} + +const LIGHT_POS: vec3 = vec3(0.0, 3.0, 3.0); + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var sky_texture: texture_cube; +@group(0) @binding(2) var tex_sampler: sampler; +@group(0) @binding(3) var normal_texture: texture_2d; + +struct Vertex { + @location(0) position: vec3, + @location(1) normal: vec3, + @location(2) tangent: vec3, + @location(3) uv: vec2, +} + +struct Cube { + @location(4) matrix_0: vec4, + @location(5) matrix_1: vec4, + @location(6) matrix_2: vec4, + @location(7) matrix_3: vec4, + @location(8) normal_matrix_0: vec3, + @location(9) normal_matrix_1: vec3, + @location(10) normal_matrix_2: vec3, +} + +struct Output { + @builtin(position) clip_pos: vec4, + @location(0) uv: vec2, + @location(1) tangent_pos: vec3, + @location(2) tangent_camera_pos: vec3, + @location(3) tangent_light_pos: vec3, +} + +@vertex +fn vs_main(vertex: Vertex, cube: Cube) -> Output { + let cube_matrix = mat4x4( + cube.matrix_0, + cube.matrix_1, + cube.matrix_2, + cube.matrix_3, + ); + + let normal_matrix = mat3x3( + cube.normal_matrix_0, + cube.normal_matrix_1, + cube.normal_matrix_2, + ); + + //convert to tangent space to calculate lighting in same coordinate space as normal map sample + let tangent = normalize(normal_matrix * vertex.tangent); + let normal = normalize(normal_matrix * vertex.normal); + let bitangent = cross(tangent, normal); + + //shift everything into tangent space + let tbn = transpose(mat3x3(tangent, bitangent, normal)); + + let world_pos = cube_matrix * vec4(vertex.position, 1.0); + + var out: Output; + out.clip_pos = uniforms.projection * world_pos; + out.uv = vertex.uv; + out.tangent_pos = tbn * world_pos.xyz; + out.tangent_camera_pos = tbn * uniforms.camera_pos.xyz; + out.tangent_light_pos = tbn * LIGHT_POS; + + return out; +} + +//cube properties +const CUBE_BASE_COLOR: vec4 = vec4(0.294118, 0.462745, 0.611765, 0.6); +const SHINE_DAMPER: f32 = 1.0; +const REFLECTIVITY: f32 = 0.8; +const REFRACTION_INDEX: f32 = 1.31; + +//fog, for the ~* cinematic effect *~ +const FOG_DENSITY: f32 = 0.15; +const FOG_GRADIENT: f32 = 8.0; +const FOG_COLOR: vec4 = vec4(1.0, 1.0, 1.0, 1.0); + +@fragment +fn fs_main(in: Output) -> @location(0) vec4 { + let to_camera = in.tangent_camera_pos - in.tangent_pos; + + //normal sample from texture + var normal = textureSample(normal_texture, tex_sampler, in.uv).xyz; + normal = normal * 2.0 - 1.0; + + //diffuse + let dir_to_light: vec3 = normalize(in.tangent_light_pos - in.tangent_pos); + let brightness = max(dot(normal, dir_to_light), 0.0); + let diffuse: vec3 = brightness * uniforms.light_color.xyz; + + //specular + let dir_to_camera = normalize(to_camera); + let light_dir = -dir_to_light; + let reflected_light_dir = reflect(light_dir, normal); + let specular_factor = max(dot(reflected_light_dir, dir_to_camera), 0.0); + let damped_factor = pow(specular_factor, SHINE_DAMPER); + let specular: vec3 = damped_factor * uniforms.light_color.xyz * REFLECTIVITY; + + //fog + let distance = length(to_camera); + let visibility = clamp(exp(-pow((distance * FOG_DENSITY), FOG_GRADIENT)), 0.0, 1.0); + + //reflection + let reflection_dir = reflect(dir_to_camera, normal); + let reflection_color = textureSample(sky_texture, tex_sampler, reflection_dir); + let refraction_dir = refract(dir_to_camera, normal, REFRACTION_INDEX); + let refraction_color = textureSample(sky_texture, tex_sampler, refraction_dir); + let final_reflect_color = mix(reflection_color, refraction_color, 0.5); + + //mix it all together! + var color = vec4(CUBE_BASE_COLOR.xyz * diffuse + specular, CUBE_BASE_COLOR.w); + color = mix(color, final_reflect_color, 0.8); + color = mix(FOG_COLOR, color, visibility); + + return color; +} diff --git a/examples/custom_shader/src/shaders/depth.wgsl b/examples/custom_shader/src/shaders/depth.wgsl new file mode 100644 index 0000000000..a3f7e5ec49 --- /dev/null +++ b/examples/custom_shader/src/shaders/depth.wgsl @@ -0,0 +1,48 @@ +var positions: array, 6> = array, 6>( + vec2(-1.0, 1.0), + vec2(-1.0, -1.0), + vec2(1.0, -1.0), + vec2(-1.0, 1.0), + vec2(1.0, 1.0), + vec2(1.0, -1.0) +); + +var uvs: array, 6> = array, 6>( + vec2(0.0, 0.0), + vec2(0.0, 1.0), + vec2(1.0, 1.0), + vec2(0.0, 0.0), + vec2(1.0, 0.0), + vec2(1.0, 1.0) +); + +@group(0) @binding(0) var depth_sampler: sampler; +@group(0) @binding(1) var depth_texture: texture_2d; + +struct Output { + @builtin(position) position: vec4, + @location(0) uv: vec2, +} + +@vertex +fn vs_main(@builtin(vertex_index) v_index: u32) -> Output { + var out: Output; + + out.position = vec4(positions[v_index], 0.0, 1.0); + out.uv = uvs[v_index]; + + return out; +} + +@fragment +fn fs_main(input: Output) -> @location(0) vec4 { + let depth = textureSample(depth_texture, depth_sampler, input.uv).r; + + if (depth > .9999) { + discard; + } + + let c = 1.0 - depth; + + return vec4(c, c, c, 1.0); +} diff --git a/examples/custom_shader/textures/ice_cube_normal_map.png b/examples/custom_shader/textures/ice_cube_normal_map.png new file mode 100644 index 0000000000..7b4b7228a7 Binary files /dev/null and b/examples/custom_shader/textures/ice_cube_normal_map.png differ diff --git a/examples/custom_shader/textures/skybox/neg_x.jpg b/examples/custom_shader/textures/skybox/neg_x.jpg new file mode 100644 index 0000000000..00cc783d6f Binary files /dev/null and b/examples/custom_shader/textures/skybox/neg_x.jpg differ diff --git a/examples/custom_shader/textures/skybox/neg_y.jpg b/examples/custom_shader/textures/skybox/neg_y.jpg new file mode 100644 index 0000000000..548f6445df Binary files /dev/null and b/examples/custom_shader/textures/skybox/neg_y.jpg differ diff --git a/examples/custom_shader/textures/skybox/neg_z.jpg b/examples/custom_shader/textures/skybox/neg_z.jpg new file mode 100644 index 0000000000..5698512e64 Binary files /dev/null and b/examples/custom_shader/textures/skybox/neg_z.jpg differ diff --git a/examples/custom_shader/textures/skybox/pos_x.jpg b/examples/custom_shader/textures/skybox/pos_x.jpg new file mode 100644 index 0000000000..dddecba711 Binary files /dev/null and b/examples/custom_shader/textures/skybox/pos_x.jpg differ diff --git a/examples/custom_shader/textures/skybox/pos_y.jpg b/examples/custom_shader/textures/skybox/pos_y.jpg new file mode 100644 index 0000000000..361427fd64 Binary files /dev/null and b/examples/custom_shader/textures/skybox/pos_y.jpg differ diff --git a/examples/custom_shader/textures/skybox/pos_z.jpg b/examples/custom_shader/textures/skybox/pos_z.jpg new file mode 100644 index 0000000000..0085a49e23 Binary files /dev/null and b/examples/custom_shader/textures/skybox/pos_z.jpg differ diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs index c26d52fe98..0f32fca005 100644 --- a/examples/integration/src/main.rs +++ b/examples/integration/src/main.rs @@ -271,6 +271,7 @@ pub fn main() -> Result<(), Box> { &queue, &mut encoder, None, + frame.texture.format(), &view, primitive, &viewport, diff --git a/graphics/Cargo.toml b/graphics/Cargo.toml index a7aea35202..6741d7cfb9 100644 --- a/graphics/Cargo.toml +++ b/graphics/Cargo.toml @@ -16,7 +16,6 @@ all-features = true [features] geometry = ["lyon_path"] -opengl = [] image = ["dep:image", "kamadak-exif"] web-colors = [] diff --git a/renderer/src/lib.rs b/renderer/src/lib.rs index 78dec84707..1fc4c86ba7 100644 --- a/renderer/src/lib.rs +++ b/renderer/src/lib.rs @@ -1,6 +1,9 @@ #![forbid(rust_2018_idioms)] #![deny(unsafe_code, unused_results, rustdoc::broken_intra_doc_links)] #![cfg_attr(docsrs, feature(doc_auto_cfg))] +#[cfg(feature = "wgpu")] +pub use iced_wgpu as wgpu; + pub mod compositor; #[cfg(feature = "geometry")] @@ -271,3 +274,23 @@ impl crate::graphics::geometry::Renderer for Renderer { } } } + +#[cfg(feature = "wgpu")] +impl iced_wgpu::primitive::pipeline::Renderer for Renderer { + fn draw_pipeline_primitive( + &mut self, + bounds: Rectangle, + primitive: impl wgpu::primitive::pipeline::Primitive, + ) { + match self { + Self::TinySkia(_renderer) => { + log::warn!( + "Custom shader primitive is unavailable with tiny-skia." + ); + } + Self::Wgpu(renderer) => { + renderer.draw_pipeline_primitive(bounds, primitive); + } + } + } +} diff --git a/renderer/src/widget.rs b/renderer/src/widget.rs deleted file mode 100644 index 6c0c2a833f..0000000000 --- a/renderer/src/widget.rs +++ /dev/null @@ -1,11 +0,0 @@ -#[cfg(feature = "canvas")] -pub mod canvas; - -#[cfg(feature = "canvas")] -pub use canvas::Canvas; - -#[cfg(feature = "qr_code")] -pub mod qr_code; - -#[cfg(feature = "qr_code")] -pub use qr_code::QRCode; diff --git a/wgpu/src/backend.rs b/wgpu/src/backend.rs index 2bd29f42c4..88caad0606 100644 --- a/wgpu/src/backend.rs +++ b/wgpu/src/backend.rs @@ -2,6 +2,7 @@ use crate::core::{Color, Size}; use crate::graphics::backend; use crate::graphics::color; use crate::graphics::{Transformation, Viewport}; +use crate::primitive::pipeline; use crate::primitive::{self, Primitive}; use crate::quad; use crate::text; @@ -25,6 +26,7 @@ pub struct Backend { quad_pipeline: quad::Pipeline, text_pipeline: text::Pipeline, triangle_pipeline: triangle::Pipeline, + pipeline_storage: pipeline::Storage, #[cfg(any(feature = "image", feature = "svg"))] image_pipeline: image::Pipeline, @@ -50,6 +52,7 @@ impl Backend { quad_pipeline, text_pipeline, triangle_pipeline, + pipeline_storage: pipeline::Storage::default(), #[cfg(any(feature = "image", feature = "svg"))] image_pipeline, @@ -66,6 +69,7 @@ impl Backend { queue: &wgpu::Queue, encoder: &mut wgpu::CommandEncoder, clear_color: Option, + format: wgpu::TextureFormat, frame: &wgpu::TextureView, primitives: &[Primitive], viewport: &Viewport, @@ -88,6 +92,7 @@ impl Backend { self.prepare( device, queue, + format, encoder, scale_factor, target_size, @@ -117,6 +122,7 @@ impl Backend { &mut self, device: &wgpu::Device, queue: &wgpu::Queue, + format: wgpu::TextureFormat, _encoder: &mut wgpu::CommandEncoder, scale_factor: f32, target_size: Size, @@ -179,6 +185,20 @@ impl Backend { target_size, ); } + + if !layer.pipelines.is_empty() { + for pipeline in &layer.pipelines { + pipeline.primitive.prepare( + format, + device, + queue, + target_size, + scale_factor, + transformation, + &mut self.pipeline_storage, + ); + } + } } } @@ -202,7 +222,7 @@ impl Backend { let mut render_pass = ManuallyDrop::new(encoder.begin_render_pass( &wgpu::RenderPassDescriptor { - label: Some("iced_wgpu::quad render pass"), + label: Some("iced_wgpu render pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: target, resolve_target: None, @@ -265,7 +285,7 @@ impl Backend { render_pass = ManuallyDrop::new(encoder.begin_render_pass( &wgpu::RenderPassDescriptor { - label: Some("iced_wgpu::quad render pass"), + label: Some("iced_wgpu render pass"), color_attachments: &[Some( wgpu::RenderPassColorAttachment { view: target, @@ -302,6 +322,45 @@ impl Backend { text_layer += 1; } + + if !layer.pipelines.is_empty() { + let _ = ManuallyDrop::into_inner(render_pass); + + for pipeline in &layer.pipelines { + let bounds = (pipeline.bounds * scale_factor).snap(); + + if bounds.width < 1 || bounds.height < 1 { + continue; + } + + pipeline.primitive.render( + &self.pipeline_storage, + bounds, + target, + target_size, + encoder, + ); + } + + render_pass = ManuallyDrop::new(encoder.begin_render_pass( + &wgpu::RenderPassDescriptor { + label: Some("iced_wgpu render pass"), + color_attachments: &[Some( + wgpu::RenderPassColorAttachment { + view: target, + resolve_target: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Load, + store: wgpu::StoreOp::Store, + }, + }, + )], + depth_stencil_attachment: None, + timestamp_writes: None, + occlusion_query_set: None, + }, + )); + } } let _ = ManuallyDrop::into_inner(render_pass); diff --git a/wgpu/src/layer.rs b/wgpu/src/layer.rs index 286801e695..33aaf67070 100644 --- a/wgpu/src/layer.rs +++ b/wgpu/src/layer.rs @@ -34,6 +34,9 @@ pub struct Layer<'a> { /// The images of the [`Layer`]. pub images: Vec, + + /// The custom pipelines of this [`Layer`]. + pub pipelines: Vec, } impl<'a> Layer<'a> { @@ -45,6 +48,7 @@ impl<'a> Layer<'a> { meshes: Vec::new(), text: Vec::new(), images: Vec::new(), + pipelines: Vec::new(), } } @@ -308,6 +312,23 @@ impl<'a> Layer<'a> { } } }, + primitive::Custom::Pipeline(pipeline) => { + let layer = &mut layers[current_layer]; + + let bounds = Rectangle::new( + Point::new(translation.x, translation.y), + pipeline.bounds.size(), + ); + + if let Some(clip_bounds) = + layer.bounds.intersection(&bounds) + { + layer.pipelines.push(primitive::Pipeline { + bounds: clip_bounds, + primitive: pipeline.primitive.clone(), + }); + } + } }, } } diff --git a/wgpu/src/primitive.rs b/wgpu/src/primitive.rs index 8dbf3008a7..fff927ea97 100644 --- a/wgpu/src/primitive.rs +++ b/wgpu/src/primitive.rs @@ -1,7 +1,13 @@ //! Draw using different graphical primitives. +pub mod pipeline; + +pub use pipeline::Pipeline; + use crate::core::Rectangle; use crate::graphics::{Damage, Mesh}; +use std::fmt::Debug; + /// The graphical primitives supported by `iced_wgpu`. pub type Primitive = crate::graphics::Primitive; @@ -10,12 +16,15 @@ pub type Primitive = crate::graphics::Primitive; pub enum Custom { /// A mesh primitive. Mesh(Mesh), + /// A custom pipeline primitive. + Pipeline(Pipeline), } impl Damage for Custom { fn bounds(&self) -> Rectangle { match self { Self::Mesh(mesh) => mesh.bounds(), + Self::Pipeline(pipeline) => pipeline.bounds, } } } diff --git a/wgpu/src/primitive/pipeline.rs b/wgpu/src/primitive/pipeline.rs new file mode 100644 index 0000000000..5dbd6697b6 --- /dev/null +++ b/wgpu/src/primitive/pipeline.rs @@ -0,0 +1,117 @@ +//! Draw primitives using custom pipelines. +use crate::core::{Rectangle, Size}; +use crate::graphics::Transformation; + +use std::any::{Any, TypeId}; +use std::collections::HashMap; +use std::fmt::Debug; +use std::sync::Arc; + +#[derive(Clone, Debug)] +/// A custom primitive which can be used to render primitives associated with a custom pipeline. +pub struct Pipeline { + /// The bounds of the [`Pipeline`]. + pub bounds: Rectangle, + + /// The [`Primitive`] to render. + pub primitive: Arc, +} + +impl Pipeline { + /// Creates a new [`Pipeline`] with the given [`Primitive`]. + pub fn new(bounds: Rectangle, primitive: impl Primitive) -> Self { + Pipeline { + bounds, + primitive: Arc::new(primitive), + } + } +} + +impl PartialEq for Pipeline { + fn eq(&self, other: &Self) -> bool { + self.primitive.type_id() == other.primitive.type_id() + } +} + +/// A set of methods which allows a [`Primitive`] to be rendered. +pub trait Primitive: Debug + Send + Sync + 'static { + /// Processes the [`Primitive`], allowing for GPU buffer allocation. + fn prepare( + &self, + format: wgpu::TextureFormat, + device: &wgpu::Device, + queue: &wgpu::Queue, + target_size: Size, + scale_factor: f32, + transform: Transformation, + storage: &mut Storage, + ); + + /// Renders the [`Primitive`]. + fn render( + &self, + storage: &Storage, + bounds: Rectangle, + target: &wgpu::TextureView, + target_size: Size, + encoder: &mut wgpu::CommandEncoder, + ); +} + +/// A renderer than can draw custom pipeline primitives. +pub trait Renderer: crate::core::Renderer { + /// Draws a custom pipeline primitive. + fn draw_pipeline_primitive( + &mut self, + bounds: Rectangle, + primitive: impl Primitive, + ); +} + +impl Renderer for crate::Renderer { + fn draw_pipeline_primitive( + &mut self, + bounds: Rectangle, + primitive: impl Primitive, + ) { + self.draw_primitive(super::Primitive::Custom(super::Custom::Pipeline( + Pipeline::new(bounds, primitive), + ))); + } +} + +/// Stores custom, user-provided pipelines. +#[derive(Default, Debug)] +pub struct Storage { + pipelines: HashMap>, +} + +impl Storage { + /// Returns `true` if `Storage` contains a pipeline with type `T`. + pub fn has(&self) -> bool { + self.pipelines.get(&TypeId::of::()).is_some() + } + + /// Inserts the pipeline `T` in to [`Storage`]. + pub fn store(&mut self, pipeline: T) { + let _ = self.pipelines.insert(TypeId::of::(), Box::new(pipeline)); + } + + /// Returns a reference to pipeline with type `T` if it exists in [`Storage`]. + pub fn get(&self) -> Option<&T> { + self.pipelines.get(&TypeId::of::()).map(|pipeline| { + pipeline + .downcast_ref::() + .expect("Pipeline with this type does not exist in Storage.") + }) + } + + /// Returns a mutable reference to pipeline `T` if it exists in [`Storage`]. + pub fn get_mut(&mut self) -> Option<&mut T> { + self.pipelines.get_mut(&TypeId::of::()).map(|pipeline| { + pipeline + .downcast_mut::() + .expect("Pipeline with this type does not exist in Storage.") + }) + } +} diff --git a/wgpu/src/window/compositor.rs b/wgpu/src/window/compositor.rs index 1ddbe5fe0f..90d64e172e 100644 --- a/wgpu/src/window/compositor.rs +++ b/wgpu/src/window/compositor.rs @@ -178,6 +178,7 @@ pub fn present>( &compositor.queue, &mut encoder, Some(background_color), + frame.texture.format(), view, primitives, viewport, @@ -357,6 +358,7 @@ pub fn screenshot>( &compositor.queue, &mut encoder, Some(background_color), + texture.format(), &view, primitives, viewport, diff --git a/widget/Cargo.toml b/widget/Cargo.toml index 6d62c181c2..e8e363c41d 100644 --- a/widget/Cargo.toml +++ b/widget/Cargo.toml @@ -20,6 +20,7 @@ image = ["iced_renderer/image"] svg = ["iced_renderer/svg"] canvas = ["iced_renderer/geometry"] qr_code = ["canvas", "qrcode"] +wgpu = ["iced_renderer/wgpu"] [dependencies] iced_renderer.workspace = true diff --git a/widget/src/helpers.rs b/widget/src/helpers.rs index e0b587225a..115198fbac 100644 --- a/widget/src/helpers.rs +++ b/widget/src/helpers.rs @@ -385,6 +385,17 @@ where crate::Canvas::new(program) } +/// Creates a new [`Shader`]. +/// +/// [`Shader`]: crate::Shader +#[cfg(feature = "wgpu")] +pub fn shader(program: P) -> crate::Shader +where + P: crate::shader::Program, +{ + crate::Shader::new(program) +} + /// Focuses the previous focusable widget. pub fn focus_previous() -> Command where diff --git a/widget/src/lib.rs b/widget/src/lib.rs index 2f959370c8..07378d8349 100644 --- a/widget/src/lib.rs +++ b/widget/src/lib.rs @@ -97,6 +97,13 @@ pub use tooltip::Tooltip; #[doc(no_inline)] pub use vertical_slider::VerticalSlider; +#[cfg(feature = "wgpu")] +pub mod shader; + +#[cfg(feature = "wgpu")] +#[doc(no_inline)] +pub use shader::Shader; + #[cfg(feature = "svg")] pub mod svg; diff --git a/widget/src/shader.rs b/widget/src/shader.rs new file mode 100644 index 0000000000..ca140627d7 --- /dev/null +++ b/widget/src/shader.rs @@ -0,0 +1,221 @@ +//! A custom shader widget for wgpu applications. +mod event; +mod program; + +pub use event::Event; +pub use program::Program; + +use crate::core; +use crate::core::layout::{self, Layout}; +use crate::core::mouse; +use crate::core::renderer; +use crate::core::widget::tree::{self, Tree}; +use crate::core::widget::{self, Widget}; +use crate::core::window; +use crate::core::{Clipboard, Element, Length, Rectangle, Shell, Size}; +use crate::renderer::wgpu::primitive::pipeline; + +use std::marker::PhantomData; + +pub use crate::graphics::Transformation; +pub use crate::renderer::wgpu::wgpu; +pub use pipeline::{Primitive, Storage}; + +/// A widget which can render custom shaders with Iced's `wgpu` backend. +/// +/// Must be initialized with a [`Program`], which describes the internal widget state & how +/// its [`Program::Primitive`]s are drawn. +#[allow(missing_debug_implementations)] +pub struct Shader> { + width: Length, + height: Length, + program: P, + _message: PhantomData, +} + +impl> Shader { + /// Create a new custom [`Shader`]. + pub fn new(program: P) -> Self { + Self { + width: Length::Fixed(100.0), + height: Length::Fixed(100.0), + program, + _message: PhantomData, + } + } + + /// Set the `width` of the custom [`Shader`]. + pub fn width(mut self, width: impl Into) -> Self { + self.width = width.into(); + self + } + + /// Set the `height` of the custom [`Shader`]. + pub fn height(mut self, height: impl Into) -> Self { + self.height = height.into(); + self + } +} + +impl Widget for Shader +where + P: Program, + Renderer: pipeline::Renderer, +{ + fn tag(&self) -> tree::Tag { + struct Tag(T); + tree::Tag::of::>() + } + + fn state(&self) -> tree::State { + tree::State::new(P::State::default()) + } + + fn width(&self) -> Length { + self.width + } + + fn height(&self) -> Length { + self.height + } + + fn layout( + &self, + _tree: &mut Tree, + _renderer: &Renderer, + limits: &layout::Limits, + ) -> layout::Node { + let limits = limits.width(self.width).height(self.height); + let size = limits.resolve(Size::ZERO); + + layout::Node::new(size) + } + + fn on_event( + &mut self, + tree: &mut Tree, + event: crate::core::Event, + layout: Layout<'_>, + cursor: mouse::Cursor, + _renderer: &Renderer, + _clipboard: &mut dyn Clipboard, + shell: &mut Shell<'_, Message>, + _viewport: &Rectangle, + ) -> event::Status { + let bounds = layout.bounds(); + + let custom_shader_event = match event { + core::Event::Mouse(mouse_event) => Some(Event::Mouse(mouse_event)), + core::Event::Keyboard(keyboard_event) => { + Some(Event::Keyboard(keyboard_event)) + } + core::Event::Touch(touch_event) => Some(Event::Touch(touch_event)), + core::Event::Window(window::Event::RedrawRequested(instant)) => { + Some(Event::RedrawRequested(instant)) + } + _ => None, + }; + + if let Some(custom_shader_event) = custom_shader_event { + let state = tree.state.downcast_mut::(); + + let (event_status, message) = self.program.update( + state, + custom_shader_event, + bounds, + cursor, + shell, + ); + + if let Some(message) = message { + shell.publish(message); + } + + return event_status; + } + + event::Status::Ignored + } + + fn mouse_interaction( + &self, + tree: &Tree, + layout: Layout<'_>, + cursor: mouse::Cursor, + _viewport: &Rectangle, + _renderer: &Renderer, + ) -> mouse::Interaction { + let bounds = layout.bounds(); + let state = tree.state.downcast_ref::(); + + self.program.mouse_interaction(state, bounds, cursor) + } + + fn draw( + &self, + tree: &widget::Tree, + renderer: &mut Renderer, + _theme: &Renderer::Theme, + _style: &renderer::Style, + layout: Layout<'_>, + cursor_position: mouse::Cursor, + _viewport: &Rectangle, + ) { + let bounds = layout.bounds(); + let state = tree.state.downcast_ref::(); + + renderer.draw_pipeline_primitive( + bounds, + self.program.draw(state, cursor_position, bounds), + ); + } +} + +impl<'a, Message, Renderer, P> From> + for Element<'a, Message, Renderer> +where + Message: 'a, + Renderer: pipeline::Renderer, + P: Program + 'a, +{ + fn from(custom: Shader) -> Element<'a, Message, Renderer> { + Element::new(custom) + } +} + +impl Program for &T +where + T: Program, +{ + type State = T::State; + type Primitive = T::Primitive; + + fn update( + &self, + state: &mut Self::State, + event: Event, + bounds: Rectangle, + cursor: mouse::Cursor, + shell: &mut Shell<'_, Message>, + ) -> (event::Status, Option) { + T::update(self, state, event, bounds, cursor, shell) + } + + fn draw( + &self, + state: &Self::State, + cursor: mouse::Cursor, + bounds: Rectangle, + ) -> Self::Primitive { + T::draw(self, state, cursor, bounds) + } + + fn mouse_interaction( + &self, + state: &Self::State, + bounds: Rectangle, + cursor: mouse::Cursor, + ) -> mouse::Interaction { + T::mouse_interaction(self, state, bounds, cursor) + } +} diff --git a/widget/src/shader/event.rs b/widget/src/shader/event.rs new file mode 100644 index 0000000000..1cc484fb94 --- /dev/null +++ b/widget/src/shader/event.rs @@ -0,0 +1,25 @@ +//! Handle events of a custom shader widget. +use crate::core::keyboard; +use crate::core::mouse; +use crate::core::time::Instant; +use crate::core::touch; + +pub use crate::core::event::Status; + +/// A [`Shader`] event. +/// +/// [`Shader`]: crate::Shader +#[derive(Debug, Clone, Copy, PartialEq)] +pub enum Event { + /// A mouse event. + Mouse(mouse::Event), + + /// A touch event. + Touch(touch::Event), + + /// A keyboard event. + Keyboard(keyboard::Event), + + /// A window requested a redraw. + RedrawRequested(Instant), +} diff --git a/widget/src/shader/program.rs b/widget/src/shader/program.rs new file mode 100644 index 0000000000..6dd50404aa --- /dev/null +++ b/widget/src/shader/program.rs @@ -0,0 +1,62 @@ +use crate::core::event; +use crate::core::mouse; +use crate::core::{Rectangle, Shell}; +use crate::renderer::wgpu::primitive::pipeline; +use crate::shader; + +/// The state and logic of a [`Shader`] widget. +/// +/// A [`Program`] can mutate the internal state of a [`Shader`] widget +/// and produce messages for an application. +/// +/// [`Shader`]: crate::Shader +pub trait Program { + /// The internal state of the [`Program`]. + type State: Default + 'static; + + /// The type of primitive this [`Program`] can draw. + type Primitive: pipeline::Primitive + 'static; + + /// Update the internal [`State`] of the [`Program`]. This can be used to reflect state changes + /// based on mouse & other events. You can use the [`Shell`] to publish messages, request a + /// redraw for the window, etc. + /// + /// By default, this method does and returns nothing. + /// + /// [`State`]: Self::State + fn update( + &self, + _state: &mut Self::State, + _event: shader::Event, + _bounds: Rectangle, + _cursor: mouse::Cursor, + _shell: &mut Shell<'_, Message>, + ) -> (event::Status, Option) { + (event::Status::Ignored, None) + } + + /// Draws the [`Primitive`]. + /// + /// [`Primitive`]: Self::Primitive + fn draw( + &self, + state: &Self::State, + cursor: mouse::Cursor, + bounds: Rectangle, + ) -> Self::Primitive; + + /// Returns the current mouse interaction of the [`Program`]. + /// + /// The interaction returned will be in effect even if the cursor position is out of + /// bounds of the [`Shader`]'s program. + /// + /// [`Shader`]: crate::Shader + fn mouse_interaction( + &self, + _state: &Self::State, + _bounds: Rectangle, + _cursor: mouse::Cursor, + ) -> mouse::Interaction { + mouse::Interaction::default() + } +}