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mod.rs
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mod cursor2d;
mod framebuffer2d;
mod screen2d;
use crate::data;
use crate::draw;
use crate::execution::Execution;
use crate::font::TextBatch;
use crate::image;
use crate::platform::{self, LogicalSize};
use crate::renderer;
use crate::resources::{Pixels, ResourceManager};
use crate::session::{self, Effect, Mode, PresentMode, Session};
use crate::sprite;
use crate::view::{View, ViewId, ViewManager, ViewOp};
use rgx::core::transform;
use rgx::core::Renderable;
use rgx::core::{self, Blending, Filter, Op, PassOp, Rgba};
use rgx::kit::{self, shape2d, sprite2d};
use rgx::kit::{Bgra8, Origin, Rgba8, ZDepth};
use rgx::math::{Matrix4, Vector2};
use rgx::rect::Rect;
use std::cell::RefCell;
use std::collections::BTreeMap;
use std::rc::Rc;
use std::time;
/// 2D Renderer. Renders the [`Session`] to screen.
pub struct Renderer {
/// Renderer backend.
r: core::Renderer,
/// Swap chain.
swap_chain: core::SwapChain,
/// Presentation mode, eg. vsync.
present_mode: PresentMode,
/// HiDPI scaling factor.
scale_factor: f64,
/// UI scaling factor.
scale: f64,
/// Window size.
pub win_size: LogicalSize,
/// The font used to render text.
font: Font,
cursors: Cursors,
checker: Checker,
/// View transforms. These are sorted by [`ViewId`].
view_transforms: Vec<Matrix4<f32>>,
/// View transform buffer, created from the transform matrices. This is bound
/// as a dynamic uniform buffer, to render all views in a single pass.
view_transforms_buf: transform::TransformBuffer,
/// Sampler used for literally everything.
sampler: core::Sampler,
/// Pipeline for shapes, eg. UI elements.
shape2d: kit::shape2d::Pipeline,
/// Pipeline for sprites, eg. text and views.
sprite2d: kit::sprite2d::Pipeline,
/// Pipeline for off-screen rendering.
framebuffer2d: framebuffer2d::Pipeline,
/// Pipeline for brush strokes.
brush2d: kit::shape2d::Pipeline,
/// Pipeline for eraser strokes and other use-cases that require
/// "constant" blending.
const2d: kit::shape2d::Pipeline,
/// Pipeline for pasting to the view.
paste2d: kit::sprite2d::Pipeline,
/// Pipeline for rendering the cursor.
cursor2d: cursor2d::Pipeline,
/// Pipeline used to render to the screen/window.
screen2d: screen2d::Pipeline,
/// Screen framebuffer. Everything seen by the user is rendered here first.
/// This allows us to do things like UI scaling.
screen_fb: core::Framebuffer,
screen_vb: core::VertexBuffer,
screen_binding: core::BindingGroup,
/// Resources shared between the renderer and session.
resources: ResourceManager,
/// View data, such as buffers, bindings etc.
view_data: BTreeMap<ViewId, ViewData>,
/// Paste buffer.
paste: Paste,
final_batch: shape2d::Batch,
staging_batch: shape2d::Batch,
blending: Blending,
cache: Cache,
}
struct Cache {
ortho: Option<Matrix4<f32>>,
view_ortho: Option<Matrix4<f32>>,
scale: f32,
}
/// Paste buffer.
struct Paste {
binding: core::BindingGroup,
texture: core::Texture,
outputs: Vec<core::VertexBuffer>,
}
pub struct Font {
gw: f32,
gh: f32,
width: u32,
height: u32,
binding: core::BindingGroup,
texture: core::Texture,
}
impl Font {
pub fn new(texture: core::Texture, binding: core::BindingGroup, gw: f32, gh: f32) -> Font {
let width = texture.w;
let height = texture.h;
Font {
gw,
gh,
width,
height,
texture,
binding,
}
}
}
struct Checker {
binding: core::BindingGroup,
texture: core::Texture,
}
struct Cursors {
texture: core::Texture,
binding: core::BindingGroup,
}
/// View data used for rendering.
struct ViewData {
/// View framebuffer. Brush strokes and edits are written to this buffer.
fb: core::Framebuffer,
/// View staging framebuffer. Brush strokes are rendered here first, before
/// being rendered to the "real" framebuffer.
staging_fb: core::Framebuffer,
/// Vertex buffer. This holds the vertices that form the view quad.
vb: core::VertexBuffer,
/// Texture/sampler binding for the "real" framebuffer.
binding: core::BindingGroup,
/// Texture/sampler binding for the staging framebuffer.
staging_binding: core::BindingGroup,
/// Animation quad.
anim_vb: Option<core::VertexBuffer>,
/// Animation texture/sampler binding.
anim_binding: core::BindingGroup,
}
impl ViewData {
fn new(
w: u32,
h: u32,
framebuffer2d: &framebuffer2d::Pipeline,
sprite2d: &sprite2d::Pipeline,
r: &core::Renderer,
) -> Self {
let sampler = r.sampler(Filter::Nearest, Filter::Nearest);
let vb = framebuffer2d::Pipeline::vertex_buffer(w, h, ZDepth::ZERO, r);
let fb = r.framebuffer(w, h);
let binding = framebuffer2d.binding(r, &fb, &sampler);
let staging_fb = r.framebuffer(w, h);
let staging_binding = framebuffer2d.binding(r, &staging_fb, &sampler);
let anim_binding = sprite2d.binding(r, &fb.texture, &sampler);
ViewData {
fb,
vb,
binding,
staging_fb,
staging_binding,
anim_vb: None,
anim_binding,
}
}
}
impl session::Blending {
fn to_wgpu(&self) -> core::Blending {
match self {
Self::Alpha => core::Blending::default(),
Self::Constant => core::Blending::constant(),
}
}
}
impl PresentMode {
fn to_wgpu(&self) -> core::PresentMode {
match self {
Self::Vsync => core::PresentMode::Vsync,
Self::NoVsync => core::PresentMode::NoVsync,
}
}
}
///////////////////////////////////////////////////////////////////////////////
impl renderer::Renderer for Renderer {
fn new<T>(
win: &mut platform::backend::Window<T>,
win_size: LogicalSize,
scale_factor: f64,
present_mode: PresentMode,
resources: ResourceManager,
) -> std::io::Result<Self> {
let (win_w, win_h) = (win_size.width as u32, win_size.height as u32);
let mut r = core::Renderer::new(win.handle())?;
let sprite2d: kit::sprite2d::Pipeline = r.pipeline(Blending::default());
let shape2d: kit::shape2d::Pipeline = r.pipeline(Blending::default());
let framebuffer2d: framebuffer2d::Pipeline = r.pipeline(Blending::default());
let screen2d: screen2d::Pipeline = r.pipeline(Blending::default());
let sampler = r.sampler(Filter::Nearest, Filter::Nearest);
let view_transforms_buf = transform::TransformBuffer::with_capacity(
Session::MAX_VIEWS,
&framebuffer2d.pipeline.layout.sets[1],
&r.device,
);
let view_transforms = Vec::with_capacity(Session::MAX_VIEWS);
let (font, font_img) = {
let (img, width, height) = image::decode(data::GLYPHS).unwrap();
let texture = r.texture(width, height);
let binding = sprite2d.binding(&r, &texture, &sampler);
(
Font::new(texture, binding, draw::GLYPH_WIDTH, draw::GLYPH_HEIGHT),
img,
)
};
let mut cursor2d: cursor2d::Pipeline = r.pipeline(Blending::default());
let (cursors, cursors_img) = {
let (img, width, height) = image::decode(data::CURSORS).unwrap();
let texture = r.texture(width, height);
let binding = sprite2d.binding(&r, &texture, &sampler);
cursor2d.set_cursor(&texture, &sampler, &r);
(Cursors { texture, binding }, img)
};
let (checker, checker_img) = {
let texture = r.texture(2, 2);
let binding = sprite2d.binding(&r, &texture, &sampler);
(Checker { texture, binding }, draw::CHECKER)
};
let brush2d = r.pipeline(Blending::default());
let const2d = r.pipeline(Blending::constant());
let paste2d: sprite2d::Pipeline = r.pipeline(Blending::default());
let paste = {
let texture = r.texture(1, 1);
let binding = paste2d.binding(&r, &texture, &sampler);
Paste {
texture,
binding,
outputs: Vec::new(),
}
};
let screen_vb = screen2d::Pipeline::vertex_buffer(&r);
let screen_fb = r.framebuffer(win_w, win_h);
let screen_binding = screen2d.binding(&r, &screen_fb, &sampler);
r.submit(&[
Op::Fill(&font.texture, Rgba8::align(&font_img)),
Op::Fill(&cursors.texture, Rgba8::align(&cursors_img)),
Op::Fill(&checker.texture, Rgba8::align(&checker_img)),
]);
let physical = win_size.to_physical(scale_factor);
let swap_chain = r.swap_chain(
physical.width as u32,
physical.height as u32,
present_mode.to_wgpu(),
);
Ok(Self {
r,
swap_chain,
present_mode,
scale_factor,
scale: 1.,
win_size,
font,
cursors,
checker,
view_transforms,
view_transforms_buf,
sampler,
shape2d,
sprite2d,
framebuffer2d,
brush2d,
const2d,
paste2d,
screen2d,
cursor2d,
resources,
screen_fb,
screen_vb,
screen_binding,
view_data: BTreeMap::new(),
paste,
staging_batch: shape2d::Batch::new(),
final_batch: shape2d::Batch::new(),
blending: Blending::default(),
cache: Cache {
ortho: None,
view_ortho: None,
scale: 0.,
},
})
}
fn init(&mut self, effects: Vec<Effect>) {
self.handle_effects(effects);
}
fn frame(
&mut self,
session: &Session,
execution: Rc<RefCell<Execution>>,
effects: Vec<session::Effect>,
avg_frametime: &time::Duration,
) {
if session.state != session::State::Running {
return;
}
self.staging_batch.clear();
self.final_batch.clear();
// Handle effects produced by the session.
self.handle_effects(effects);
let mut ctx = draw::Context {
ui_batch: shape2d::Batch::new(),
text_batch: TextBatch::new(
self.font.width,
self.font.height,
self.font.gw,
self.font.gh,
),
overlay_batch: TextBatch::new(
self.font.width,
self.font.height,
self.font.gw,
self.font.gh,
),
cursor_sprite: sprite::Sprite::new(self.cursors.texture.w, self.cursors.texture.h),
tool_batch: sprite2d::Batch::new(self.cursors.texture.w, self.cursors.texture.h),
paste_batch: sprite2d::Batch::new(self.paste.texture.w, self.paste.texture.h),
checker_batch: sprite2d::Batch::new(self.checker.texture.w, self.checker.texture.h),
};
// TODO: Don't re-create the context every frame. Just clear it.
ctx.clear();
ctx.draw(&session, avg_frametime, execution.clone());
let ui_buf = ctx.ui_batch.finish(&self.r);
let cursor_buf = ctx.cursor_sprite.finish(&self.r);
let tool_buf = if ctx.tool_batch.is_empty() {
None
} else {
Some(ctx.tool_batch.finish(&self.r))
};
let checker_buf = ctx.checker_batch.finish(&self.r);
let text_buf = ctx.text_batch.finish(&self.r);
let overlay_buf = ctx.overlay_batch.finish(&self.r);
let staging_buf = if self.staging_batch.is_empty() {
None
} else {
Some(self.staging_batch.buffer(&self.r))
};
let final_buf = if self.final_batch.is_empty() {
None
} else {
Some(self.final_batch.buffer(&self.r))
};
let paste_buf = if ctx.paste_batch.is_empty() {
None
} else {
Some(ctx.paste_batch.finish(&self.r))
};
// Start the render frame.
let mut f = self.r.frame();
self.update_view_animations(session);
self.update_view_transforms(session.views.iter(), session.offset, &mut f);
self.cursor2d.set_framebuffer(&self.screen_fb, &self.r);
let v = session.active_view();
let view_data = self
.view_data
.get(&v.id)
.expect("the view data for the active view must exist");
let view_ortho = kit::ortho(v.width(), v.height(), Origin::TopLeft);
let ortho = kit::ortho(
self.screen_fb.width() as u32,
self.screen_fb.height() as u32,
Origin::TopLeft,
);
let pixel_ratio = platform::pixel_ratio(self.scale_factor);
let scale = (session.settings["scale"].to_f64() * pixel_ratio) as f32;
if (scale - self.cache.scale).abs() > std::f32::EPSILON {
self.r
.update_pipeline(&self.cursor2d, cursor2d::context(ortho, scale), &mut f);
self.cache.scale = scale;
}
if self.cache.ortho.map_or(true, |m| m != ortho) {
self.r.update_pipeline(&self.shape2d, ortho, &mut f);
self.r.update_pipeline(&self.sprite2d, ortho, &mut f);
self.r.update_pipeline(&self.framebuffer2d, ortho, &mut f);
self.r.update_pipeline(
&self.cursor2d,
cursor2d::context(ortho, self.cache.scale),
&mut f,
);
self.cache.ortho = Some(ortho);
}
if self.cache.view_ortho.map_or(true, |m| m != view_ortho) {
self.r.update_pipeline(&self.brush2d, view_ortho, &mut f);
self.r.update_pipeline(&self.const2d, view_ortho, &mut f);
self.r.update_pipeline(&self.paste2d, view_ortho, &mut f);
self.cache.view_ortho = Some(view_ortho);
}
{
// Draw to view staging buffer.
{
// Always clear the active view staging buffer. We do this because
// it may not get drawn to this frame, and hence may remain dirty
// from a previous frame.
let mut p = f.pass(PassOp::Clear(Rgba::TRANSPARENT), &view_data.staging_fb);
// Render brush strokes to view staging framebuffers.
if let Some(buf) = &staging_buf {
self.render_brush_strokes(buf, &Blending::default(), &mut p);
}
// Draw paste buffer to view staging buffer.
if let Some(buf) = paste_buf {
p.set_pipeline(&self.paste2d);
p.draw(&buf, &self.paste.binding);
}
}
// Draw to view display buffer.
{
let mut p = f.pass(PassOp::Load(), &view_data.fb);
// Render brush strokes to view framebuffers.
if let Some(buf) = &final_buf {
self.render_brush_strokes(buf, &self.blending, &mut p);
}
// Draw paste buffer to view framebuffer.
if !self.paste.outputs.is_empty() {
p.set_pipeline(&self.paste2d);
for out in self.paste.outputs.drain(..) {
p.draw(&out, &self.paste.binding);
}
}
}
}
{
let mut p = f.pass(PassOp::Clear(Rgba::TRANSPARENT), &self.screen_fb);
// Draw view checkers to screen framebuffer.
if session.settings["checker"].is_set() {
p.set_pipeline(&self.sprite2d);
p.draw(&checker_buf, &self.checker.binding);
}
// Draw view framebuffers to screen framebuffer.
p.set_pipeline(&self.framebuffer2d);
self.render_views(&mut p);
// Draw UI elements to screen framebuffer.
p.set_pipeline(&self.shape2d);
p.draw_buffer(&ui_buf);
// Draw text & cursor to screen framebuffer.
p.set_pipeline(&self.sprite2d);
p.draw(&text_buf, &self.font.binding);
if let Some(tool_buf) = tool_buf {
p.draw(&tool_buf, &self.cursors.binding);
}
// Draw view animations to screen framebuffer.
if session.settings["animation"].is_set() {
self.render_view_animations(&session.views, &mut p);
}
// Draw help menu.
if session.mode == Mode::Help {
self.render_help(&session, &mut p);
}
}
// Present screen framebuffer to screen.
let present = &self.swap_chain.next();
{
let bg = Rgba::from(session.settings["background"].to_rgba8());
let mut p = f.pass(PassOp::Clear(bg), present);
p.set_pipeline(&self.screen2d);
p.set_binding(&self.screen_binding, &[]);
p.draw_buffer(&self.screen_vb);
if session.settings["debug"].is_set() || !execution.borrow().is_normal() {
p.set_pipeline(&self.sprite2d);
p.draw(&overlay_buf, &self.font.binding);
}
{
if let (Some(fb), Some(cursor)) = (
&self.cursor2d.framebuffer_binding,
&self.cursor2d.cursor_binding,
) {
p.set_pipeline(&self.cursor2d);
p.set_binding(cursor, &[]);
p.set_binding(fb, &[]);
p.draw_buffer(&cursor_buf);
}
}
}
// Submit frame to device.
self.r.present(f);
// If active view is dirty, record a snapshot of it.
if v.is_dirty() {
let id = v.id;
let extent = v.extent();
let resources = self.resources.clone();
self.r.read(&view_data.fb, move |data| {
if let Some(s) = resources.lock_mut().get_view_mut(id) {
s.push_snapshot(Pixels::Bgra(data.into()), extent);
}
});
}
if !execution.borrow().is_normal() {
self.r.read(&self.screen_fb, move |data| {
execution.borrow_mut().record(data);
});
}
}
fn handle_present_mode_changed(&mut self, present_mode: PresentMode) {
if self.present_mode == present_mode {
return;
}
self.present_mode = present_mode;
self.swap_chain = self.r.swap_chain(
self.swap_chain.width as u32,
self.swap_chain.height as u32,
present_mode.to_wgpu(),
);
}
fn handle_scale_factor_changed(&mut self, scale_factor: f64) {
self.scale_factor = scale_factor;
self.handle_resized(self.win_size);
}
}
impl Renderer {
fn handle_effects(&mut self, mut effects: Vec<Effect>) {
for eff in effects.drain(..) {
// When switching views, or when the view is dirty (eg. it has been resized),
// we have to resize the brush pipelines, for the brush strokes to
// render properly in the view framebuffer. When a snapshot is restored,
// the view size might also have changed, and therefore we resize
// on "damaged" too.
match eff {
Effect::SessionResized(size) => {
self.handle_resized(size);
}
Effect::SessionScaled(scale) => {
self.handle_session_scale_changed(scale);
}
Effect::ViewActivated(_) => {}
Effect::ViewAdded(id) => {
self.add_views(&[id]);
}
Effect::ViewRemoved(id) => {
self.view_data.remove(&id);
}
Effect::ViewOps(id, ops) => {
self.handle_view_ops(id, &ops);
}
Effect::ViewTouched(_) => {}
Effect::ViewDamaged(id, extent) => {
self.handle_view_damaged(id, extent.width(), extent.height());
}
Effect::ViewBlendingChanged(blending) => {
self.blending = blending.to_wgpu();
}
Effect::ViewPaintDraft(shapes) => {
shapes.into_iter().for_each(|s| self.staging_batch.add(s));
}
Effect::ViewPaintFinal(shapes) => {
shapes.into_iter().for_each(|s| self.final_batch.add(s));
}
}
}
}
fn handle_view_damaged(&mut self, id: ViewId, vw: u32, vh: u32) {
let fb = &self
.view_data
.get(&id)
.expect("views must have associated view data")
.fb;
if fb.width() != vw || fb.height() != vh {
return self.resize_view(id, vw, vh);
}
// View is damaged, but its size hasn't changed. This happens when a snapshot
// with the same size as the view was restored.
let pixels = {
let rs = self.resources.lock();
let (_, pixels) = rs.get_snapshot(id);
pixels.to_owned()
};
self.r.submit(&[Op::Fill(fb, &pixels.into_bgra8())]);
}
fn resize_view(&mut self, id: ViewId, vw: u32, vh: u32) {
// View size changed. Re-create view resources.
// This condition is triggered when the size of the view doesn't match the size
// of the view framebuffer. This can happen in two cases:
//
// 1. The view was resized (it's dirty).
// 2. A snapshot was restored with a different size than the view (it's damaged).
//
// Either way, we handle it equally, by re-creating the view-data and restoring
// the current snapshot.
let view_data = ViewData::new(vw, vh, &self.framebuffer2d, &self.sprite2d, &self.r);
// We don't want the lock to be held when `submit` is called below,
// because in some cases it'll trigger the read-back which claims
// a write lock on resources.
let (sw, sh) = {
let resources = self.resources.lock();
let (snapshot, _) = resources.get_snapshot(id);
(snapshot.width(), snapshot.height())
};
// Ensure not to transfer more data than can fit
// in the view buffer.
let tw = u32::min(sw, vw);
let th = u32::min(sh, vh);
let texels = self
.resources
.lock()
.get_snapshot_rect(id, &Rect::origin(tw as i32, th as i32));
self.r.submit(&[
Op::Clear(&view_data.fb, Bgra8::TRANSPARENT),
Op::Clear(&view_data.staging_fb, Bgra8::TRANSPARENT),
Op::Transfer(
&view_data.fb,
&Pixels::Rgba(texels.into()).into_bgra8(),
tw, // Source width
th, // Source height
Rect::origin(tw as i32, th as i32),
),
]);
self.view_data.insert(id, view_data);
}
fn handle_view_ops(&mut self, id: ViewId, ops: &[ViewOp]) {
for op in ops {
match op {
ViewOp::Resize(w, h) => {
self.resize_view(id, *w, *h);
}
ViewOp::Clear(color) => {
let fb = &self
.view_data
.get(&id)
.expect("views must have associated view data")
.fb;
self.r.submit(&[Op::Clear(fb, (*color).into())]);
}
ViewOp::Blit(src, dst) => {
let fb = &self
.view_data
.get(&id)
.expect("views must have associated view data")
.fb;
self.r.submit(&[Op::Blit(fb, *src, *dst)]);
}
ViewOp::Yank(src) => {
let resources = self.resources.lock();
let pixels = resources.get_snapshot_rect(id, src);
let (w, h) = (src.width() as u32, src.height() as u32);
if self.paste.texture.w != w || self.paste.texture.h != h {
self.paste.texture = self.r.texture(w as u32, h as u32);
self.paste.binding =
self.paste2d
.binding(&self.r, &self.paste.texture, &self.sampler);
}
self.r.submit(&[Op::Fill(&self.paste.texture, &pixels)]);
}
ViewOp::Paste(dst) => {
let buffer = sprite2d::Batch::singleton(
self.paste.texture.w,
self.paste.texture.h,
self.paste.texture.rect(),
dst.map(|n| n as f32),
ZDepth::default(),
Rgba::TRANSPARENT,
1.,
kit::Repeat::default(),
)
.finish(&self.r);
self.paste.outputs.push(buffer);
}
}
}
}
fn add_views(&mut self, views: &[ViewId]) {
for id in views {
let resources = self.resources.lock();
let (s, pixels) = resources.get_snapshot(*id);
let (w, h) = (s.width(), s.height());
let view_data = ViewData::new(w, h, &self.framebuffer2d, &self.sprite2d, &self.r);
debug_assert!(!pixels.is_empty());
self.r.submit(&[
Op::Clear(&view_data.fb, Bgra8::TRANSPARENT),
Op::Clear(&view_data.staging_fb, Bgra8::TRANSPARENT),
Op::Fill(&view_data.fb, &pixels.clone().into_bgra8()),
]);
self.view_data.insert(*id, view_data);
}
}
fn render_views(&self, p: &mut core::Pass) {
for ((_, v), off) in self
.view_data
.iter()
.zip(self.view_transforms_buf.offsets())
{
// FIXME: (rgx) Why is it that ommitting this line yields an obscure error
// message?
p.set_binding(&self.view_transforms_buf.binding, &[off]);
p.set_binding(&v.binding, &[]);
p.draw_buffer(&v.vb);
p.set_binding(&v.staging_binding, &[]);
p.draw_buffer(&v.vb);
}
}
fn render_view_animations(&self, views: &ViewManager, p: &mut core::Pass) {
for (id, v) in self.view_data.iter() {
if let (Some(vb), Some(view)) = (&v.anim_vb, views.get(*id)) {
if view.animation.len() > 1 {
p.draw(vb, &v.anim_binding);
}
}
}
}
fn render_brush_strokes(
&self,
paint_buf: &core::VertexBuffer,
blending: &Blending,
p: &mut core::Pass,
) {
if blending == &Blending::constant() {
p.set_pipeline(&self.const2d);
} else {
p.set_pipeline(&self.brush2d);
}
p.draw_buffer(&paint_buf);
}
fn render_help(&self, session: &Session, p: &mut core::Pass) {
let mut win = shape2d::Batch::new();
let mut text = TextBatch::new(
self.font.width,
self.font.height,
self.font.gw,
self.font.gh,
);
draw::draw_help(session, &mut text, &mut win);
let win_buf = win.finish(&self.r);
let text_buf = text.finish(&self.r);
p.set_pipeline(&self.shape2d);
p.draw_buffer(&win_buf);
p.set_pipeline(&self.sprite2d);
p.draw(&text_buf, &self.font.binding);
}
pub fn handle_resized(&mut self, size: platform::LogicalSize) {
let physical = size.to_physical(self.scale_factor);
self.swap_chain = self.r.swap_chain(
physical.width as u32,
physical.height as u32,
self.present_mode.to_wgpu(),
);
self.win_size = size;
self.handle_session_scale_changed(self.scale);
}
pub fn handle_session_scale_changed(&mut self, scale: f64) {
let (fb_w, fb_h) = (self.win_size.width / scale, self.win_size.height / scale);
self.screen_fb = self.r.framebuffer(fb_w as u32, fb_h as u32);
self.screen_binding = self
.screen2d
.binding(&self.r, &self.screen_fb, &self.sampler);
self.scale = scale;
}
fn update_view_transforms<'a, I>(&mut self, views: I, offset: Vector2<f32>, f: &mut core::Frame)
where
I: Iterator<Item = &'a View>,
{
self.view_transforms.clear();
for v in views {
self.view_transforms.push(
Matrix4::from_translation((offset + v.offset).extend(*draw::VIEW_LAYER))
* Matrix4::from_nonuniform_scale(v.zoom, v.zoom, 1.0),
);
}
self.view_transforms_buf
.update(self.view_transforms.as_slice(), &self.r, f);
}
fn update_view_animations(&mut self, s: &Session) {
if !s.settings["animation"].is_set() {
return;
}
for v in s.views.iter() {
if !v.animation.is_playing() {
continue;
}
// FIXME: When `v.animation.val()` doesn't change, we don't need
// to re-create the buffer.
let buf = draw::draw_view_animation(s, &v).finish(&self.r);
if let Some(d) = self.view_data.get_mut(&v.id) {
d.anim_vb = Some(buf);
}
}
}
}