ruffle/render/wgpu/src/lib.rs

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use lyon::path::Path;
use lyon::tessellation::{
self,
geometry_builder::{BuffersBuilder, FillVertexConstructor, VertexBuffers},
FillAttributes, FillTessellator, StrokeAttributes, StrokeTessellator, StrokeVertexConstructor,
};
use ruffle_core::backend::render::swf::{self, FillStyle};
use ruffle_core::backend::render::{
BitmapHandle, BitmapInfo, Color, Letterbox, RenderBackend, ShapeHandle, Transform,
};
use ruffle_core::shape_utils::{DrawCommand, DrawPath};
use std::convert::TryInto;
use swf::{CharacterId, DefineBitsLossless, Glyph, Shape, Twips};
use bytemuck::{Pod, Zeroable};
use futures::executor::block_on;
use std::rc::Rc;
use wgpu::{vertex_attr_array, BindGroupDescriptor, BufferDescriptor, PipelineLayout, TimeOut};
use winit::window::Window;
type Error = Box<dyn std::error::Error>;
pub struct WGPURenderBackend {
window_surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
swap_chain_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
color_bind_layout: wgpu::BindGroupLayout,
color_pipeline: wgpu::RenderPipeline,
bitmap_bind_layout: wgpu::BindGroupLayout,
bitmap_pipeline: wgpu::RenderPipeline,
gradient_bind_layout: wgpu::BindGroupLayout,
gradient_pipeline: wgpu::RenderPipeline,
depth_texture_view: wgpu::TextureView,
current_frame: Option<(wgpu::SwapChainOutput, wgpu::CommandEncoder)>,
meshes: Vec<Mesh>,
viewport_width: f32,
viewport_height: f32,
view_matrix: [[f32; 4]; 4],
textures: Vec<(swf::CharacterId, Texture)>,
}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct Transforms {
view_matrix: [[f32; 4]; 4],
world_matrix: [[f32; 4]; 4],
}
unsafe impl Pod for Transforms {}
unsafe impl Zeroable for Transforms {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct TextureTransforms {
u_matrix: [[f32; 4]; 4],
}
unsafe impl Pod for TextureTransforms {}
unsafe impl Zeroable for TextureTransforms {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct ColorAdjustments {
mult_color: [f32; 4],
add_color: [f32; 4],
}
unsafe impl Pod for ColorAdjustments {}
unsafe impl Zeroable for ColorAdjustments {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct GPUVertex {
position: [f32; 2],
color: [f32; 4],
}
unsafe impl Pod for GPUVertex {}
unsafe impl Zeroable for GPUVertex {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct GradientUniforms {
gradient_type: i32,
num_colors: u32,
repeat_mode: i32,
focal_point: f32,
// TODO: pack this more efficiently. Alignment forces a float[16] to be aligned as a float4[16].
ratios: [[f32; 4]; 16],
colors: [[f32; 4]; 16],
}
unsafe impl Pod for GradientUniforms {}
unsafe impl Zeroable for GradientUniforms {}
fn create_pipeline_descriptor<'a>(
vertex_shader: &'a wgpu::ShaderModule,
fragment_shader: &'a wgpu::ShaderModule,
pipeline_layout: &'a PipelineLayout,
depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
color_states: &'a [wgpu::ColorStateDescriptor],
) -> wgpu::RenderPipelineDescriptor<'a> {
wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vertex_shader,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fragment_shader,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states,
depth_stencil_state,
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: std::mem::size_of::<GPUVertex>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &vertex_attr_array![
0 => Float2,
1 => Float4
],
}],
},
}
}
fn create_color_pipeline(
device: &wgpu::Device,
vertex_shader: &wgpu::ShaderModule,
fragment_shader: &wgpu::ShaderModule,
depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
],
label: None,
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let pipeline_descriptor = create_pipeline_descriptor(
vertex_shader,
fragment_shader,
&pipeline_layout,
depth_stencil_state,
&[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8Unorm,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
);
(
bind_group_layout,
device.create_render_pipeline(&pipeline_descriptor),
)
}
fn create_bitmap_pipeline(
device: &wgpu::Device,
vertex_shader: &wgpu::ShaderModule,
fragment_shader: &wgpu::ShaderModule,
depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
},
},
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
},
],
label: None,
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let pipeline_descriptor = create_pipeline_descriptor(
vertex_shader,
fragment_shader,
&pipeline_layout,
depth_stencil_state,
&[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8Unorm,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
);
(
bind_group_layout,
device.create_render_pipeline(&pipeline_descriptor),
)
}
fn create_gradient_pipeline(
device: &wgpu::Device,
vertex_shader: &wgpu::ShaderModule,
fragment_shader: &wgpu::ShaderModule,
depth_stencil_state: Option<wgpu::DepthStencilStateDescriptor>,
) -> (wgpu::BindGroupLayout, wgpu::RenderPipeline) {
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
],
label: None,
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let pipeline_descriptor = create_pipeline_descriptor(
vertex_shader,
fragment_shader,
&pipeline_layout,
depth_stencil_state,
&[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8Unorm,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
);
(
bind_group_layout,
device.create_render_pipeline(&pipeline_descriptor),
)
}
impl WGPURenderBackend {
pub fn new(window: Rc<Window>) -> Result<Self, Error> {
let size = window.inner_size().to_logical(window.scale_factor());
let window_surface = wgpu::Surface::create(window.as_ref());
let adapter = block_on(wgpu::Adapter::request(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
compatible_surface: None,
},
wgpu::BackendBit::PRIMARY,
))
.unwrap();
let (device, queue) = block_on(adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits::default(),
}));
let swap_chain_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8Unorm,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
};
let swap_chain = device.create_swap_chain(&window_surface, &swap_chain_desc);
let color_vs_bytes = include_bytes!("../shaders/color.vert.spv");
let color_vs = device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(
&color_vs_bytes[..],
))?);
let color_fs_bytes = include_bytes!("../shaders/color.frag.spv");
let color_fs = device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(
&color_fs_bytes[..],
))?);
let texture_vs_bytes = include_bytes!("../shaders/texture.vert.spv");
let texture_vs = device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(
&texture_vs_bytes[..],
))?);
let gradient_fs_bytes = include_bytes!("../shaders/gradient.frag.spv");
let gradient_fs = device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(
&gradient_fs_bytes[..],
))?);
let bitmap_fs_bytes = include_bytes!("../shaders/bitmap.frag.spv");
let bitmap_fs = device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(
&bitmap_fs_bytes[..],
))?);
let depth_stencil_state = Some(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Greater,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
});
let (color_bind_layout, color_pipeline) =
create_color_pipeline(&device, &color_vs, &color_fs, depth_stencil_state.clone());
let (bitmap_bind_layout, bitmap_pipeline) = create_bitmap_pipeline(
&device,
&texture_vs,
&bitmap_fs,
depth_stencil_state.clone(),
);
let (gradient_bind_layout, gradient_pipeline) =
create_gradient_pipeline(&device, &texture_vs, &gradient_fs, depth_stencil_state);
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: swap_chain_desc.width,
height: swap_chain_desc.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
let depth_texture_view = depth_texture.create_default_view();
Ok(Self {
window_surface,
device,
queue,
swap_chain_desc,
swap_chain,
color_bind_layout,
color_pipeline,
bitmap_bind_layout,
bitmap_pipeline,
gradient_bind_layout,
gradient_pipeline,
depth_texture_view,
current_frame: None,
meshes: Vec::new(),
viewport_width: size.width as f32,
viewport_height: size.height as f32,
view_matrix: [[0.0; 4]; 4],
textures: Vec::new(),
})
}
#[allow(clippy::cognitive_complexity)]
fn register_shape_internal(&mut self, shape: &swf::Shape) -> ShapeHandle {
let handle = ShapeHandle(self.meshes.len());
let paths = ruffle_core::shape_utils::swf_shape_to_paths(shape);
use lyon::tessellation::{FillOptions, StrokeOptions};
let transforms_ubo = self.device.create_buffer(&BufferDescriptor {
label: None,
size: std::mem::size_of::<Transforms>() as u64,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let colors_ubo = self.device.create_buffer(&BufferDescriptor {
label: Some("colors_ubo"),
size: std::mem::size_of::<ColorAdjustments>() as u64,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let mut draws = Vec::new();
let mut fill_tess = FillTessellator::new();
let mut stroke_tess = StrokeTessellator::new();
let mut lyon_mesh: VertexBuffers<_, u16> = VertexBuffers::new();
#[allow(clippy::too_many_arguments)]
fn flush_draw(
draw: IncompleteDrawType,
draws: &mut Vec<Draw>,
lyon_mesh: &mut VertexBuffers<GPUVertex, u16>,
device: &wgpu::Device,
transforms_ubo: &wgpu::Buffer,
colors_ubo: &wgpu::Buffer,
color_bind_layout: &wgpu::BindGroupLayout,
bitmap_bind_layout: &wgpu::BindGroupLayout,
gradient_bind_layout: &wgpu::BindGroupLayout,
) {
if lyon_mesh.vertices.is_empty() {
return;
}
let vbo = device.create_buffer_with_data(
bytemuck::cast_slice(&lyon_mesh.vertices),
wgpu::BufferUsage::VERTEX,
);
let ibo = device.create_buffer_with_data(
bytemuck::cast_slice(&lyon_mesh.indices),
wgpu::BufferUsage::INDEX,
);
draws.push(draw.build(
device,
transforms_ubo,
colors_ubo,
vbo,
ibo,
lyon_mesh.indices.len() as u32,
color_bind_layout,
bitmap_bind_layout,
gradient_bind_layout,
));
*lyon_mesh = VertexBuffers::new();
}
for path in paths {
match path {
DrawPath::Fill { style, commands } => match style {
FillStyle::Color(color) => {
let color = [
f32::from(color.r) / 255.0,
f32::from(color.g) / 255.0,
f32::from(color.b) / 255.0,
f32::from(color.a) / 255.0,
];
let mut buffers_builder =
BuffersBuilder::new(&mut lyon_mesh, RuffleVertexCtor { color });
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
}
FillStyle::LinearGradient(gradient) => {
flush_draw(
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
let mut colors: [[f32; 4]; 16] = Default::default();
let mut ratios: [[f32; 4]; 16] = Default::default();
for (i, record) in gradient.records.iter().enumerate() {
if i >= 16 {
// TODO: we need to support these!
break;
}
colors[i] = [
f32::from(record.color.r) / 255.0,
f32::from(record.color.g) / 255.0,
f32::from(record.color.b) / 255.0,
f32::from(record.color.a) / 255.0,
];
ratios[i] = [f32::from(record.ratio) / 255.0, 0.0, 0.0, 0.0];
}
let uniforms = GradientUniforms {
gradient_type: 0,
ratios,
colors,
num_colors: gradient.records.len() as u32,
repeat_mode: 0,
focal_point: 0.0,
};
let matrix = swf_to_gl_matrix(gradient.matrix.clone());
flush_draw(
IncompleteDrawType::Gradient {
texture_transform: matrix,
gradient: uniforms,
},
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
}
FillStyle::RadialGradient(gradient) => {
flush_draw(
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
let mut colors: [[f32; 4]; 16] = Default::default();
let mut ratios: [[f32; 4]; 16] = Default::default();
for (i, record) in gradient.records.iter().enumerate() {
if i >= 16 {
// TODO: we need to support these!
break;
}
colors[i] = [
f32::from(record.color.r) / 255.0,
f32::from(record.color.g) / 255.0,
f32::from(record.color.b) / 255.0,
f32::from(record.color.a) / 255.0,
];
ratios[i] = [f32::from(record.ratio) / 255.0, 0.0, 0.0, 0.0];
}
let uniforms = GradientUniforms {
gradient_type: 1,
ratios,
colors,
num_colors: gradient.records.len() as u32,
repeat_mode: 0,
focal_point: 0.0,
};
let matrix = swf_to_gl_matrix(gradient.matrix.clone());
flush_draw(
IncompleteDrawType::Gradient {
texture_transform: matrix,
gradient: uniforms,
},
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
}
FillStyle::FocalGradient {
gradient,
focal_point,
} => {
flush_draw(
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
let mut colors: [[f32; 4]; 16] = Default::default();
let mut ratios: [[f32; 4]; 16] = Default::default();
for (i, record) in gradient.records.iter().enumerate() {
if i >= 16 {
// TODO: we need to support these!
break;
}
colors[i] = [
f32::from(record.color.r) / 255.0,
f32::from(record.color.g) / 255.0,
f32::from(record.color.b) / 255.0,
f32::from(record.color.a) / 255.0,
];
ratios[i] = [f32::from(record.ratio) / 255.0, 0.0, 0.0, 0.0];
}
let uniforms = GradientUniforms {
gradient_type: 1,
ratios,
colors,
num_colors: gradient.records.len() as u32,
repeat_mode: 0,
focal_point: *focal_point,
};
let matrix = swf_to_gl_matrix(gradient.matrix.clone());
flush_draw(
IncompleteDrawType::Gradient {
texture_transform: matrix,
gradient: uniforms,
},
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
}
FillStyle::Bitmap {
id,
matrix,
is_smoothed,
is_repeating,
} => {
flush_draw(
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
let texture = &self
.textures
.iter()
.find(|(other_id, _tex)| *other_id == *id)
.unwrap()
.1;
let texture_view = texture.texture.create_default_view();
flush_draw(
IncompleteDrawType::Bitmap {
texture_transform: swf_bitmap_to_gl_matrix(
matrix.clone(),
texture.width,
texture.height,
),
is_smoothed: *is_smoothed,
is_repeating: *is_repeating,
texture_view,
id: *id,
},
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
}
},
DrawPath::Stroke {
style,
commands,
is_closed,
} => {
let color = [
f32::from(style.color.r) / 255.0,
f32::from(style.color.g) / 255.0,
f32::from(style.color.b) / 255.0,
f32::from(style.color.a) / 255.0,
];
let mut buffers_builder =
BuffersBuilder::new(&mut lyon_mesh, RuffleVertexCtor { color });
// TODO(Herschel): 0 width indicates "hairline".
let width = if style.width.to_pixels() >= 1.0 {
style.width.to_pixels() as f32
} else {
1.0
};
let mut options = StrokeOptions::default()
.with_line_width(width)
.with_line_join(match style.join_style {
swf::LineJoinStyle::Round => tessellation::LineJoin::Round,
swf::LineJoinStyle::Bevel => tessellation::LineJoin::Bevel,
swf::LineJoinStyle::Miter(_) => tessellation::LineJoin::MiterClip,
})
.with_start_cap(match style.start_cap {
swf::LineCapStyle::None => tessellation::LineCap::Butt,
swf::LineCapStyle::Round => tessellation::LineCap::Round,
swf::LineCapStyle::Square => tessellation::LineCap::Square,
})
.with_end_cap(match style.end_cap {
swf::LineCapStyle::None => tessellation::LineCap::Butt,
swf::LineCapStyle::Round => tessellation::LineCap::Round,
swf::LineCapStyle::Square => tessellation::LineCap::Square,
});
if let swf::LineJoinStyle::Miter(limit) = style.join_style {
options = options.with_miter_limit(limit);
}
if let Err(e) = stroke_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, is_closed),
&options,
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
}
}
}
flush_draw(
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.device,
&transforms_ubo,
&colors_ubo,
&self.color_bind_layout,
&self.bitmap_bind_layout,
&self.gradient_bind_layout,
);
self.meshes.push(Mesh {
draws,
transforms: transforms_ubo,
colors: colors_ubo,
});
handle
}
fn build_matrices(&mut self) {
self.view_matrix = [
[1.0 / (self.viewport_width as f32 / 2.0), 0.0, 0.0, 0.0],
[0.0, -1.0 / (self.viewport_height as f32 / 2.0), 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[-1.0, 1.0, 0.0, 1.0],
];
}
}
impl RenderBackend for WGPURenderBackend {
fn set_viewport_dimensions(&mut self, width: u32, height: u32) {
self.swap_chain_desc.width = width;
self.swap_chain_desc.height = height;
self.swap_chain = self
.device
.create_swap_chain(&self.window_surface, &self.swap_chain_desc);
let depth_texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
self.depth_texture_view = depth_texture.create_default_view();
self.viewport_width = width as f32;
self.viewport_height = height as f32;
self.build_matrices();
}
fn register_shape(&mut self, shape: &Shape) -> ShapeHandle {
self.register_shape_internal(shape)
}
fn register_glyph_shape(&mut self, glyph: &Glyph) -> ShapeHandle {
let shape = swf::Shape {
version: 2,
id: 0,
shape_bounds: Default::default(),
edge_bounds: Default::default(),
has_fill_winding_rule: false,
has_non_scaling_strokes: false,
has_scaling_strokes: true,
styles: swf::ShapeStyles {
fill_styles: vec![FillStyle::Color(Color {
r: 255,
g: 255,
b: 255,
a: 255,
})],
line_styles: vec![],
},
shape: glyph.shape_records.clone(),
};
self.register_shape_internal(&shape)
}
fn register_bitmap_jpeg(
&mut self,
id: u16,
data: &[u8],
jpeg_tables: Option<&[u8]>,
) -> BitmapInfo {
let data = ruffle_core::backend::render::glue_tables_to_jpeg(data, jpeg_tables);
self.register_bitmap_jpeg_2(id, &data[..])
}
fn register_bitmap_jpeg_2(&mut self, id: u16, data: &[u8]) -> BitmapInfo {
let data = ruffle_core::backend::render::remove_invalid_jpeg_data(data);
let mut decoder = jpeg_decoder::Decoder::new(&data[..]);
decoder.read_info().unwrap();
let metadata = decoder.info().unwrap();
let decoded_data = decoder.decode().expect("failed to decode image");
let extent = wgpu::Extent3d {
width: metadata.width as u32,
height: metadata.height as u32,
depth: 1,
};
let mut as_rgba = Vec::with_capacity((extent.width * extent.height * 4) as usize);
for i in (0..decoded_data.len()).step_by(3) {
as_rgba.push(decoded_data[i]);
as_rgba.push(decoded_data[i + 1]);
as_rgba.push(decoded_data[i + 2]);
as_rgba.push(255);
}
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some("JPEG2 image"),
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let buffer = self
.device
.create_buffer_with_data(&as_rgba[..], wgpu::BufferUsage::COPY_SRC);
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("JPEG2 image encoder"),
});
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
bytes_per_row: 4 * extent.width,
rows_per_image: 0,
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
extent,
);
self.queue.submit(&[encoder.finish()]);
let handle = BitmapHandle(self.textures.len());
self.textures.push((
id,
Texture {
texture,
width: metadata.width.into(),
height: metadata.height.into(),
},
));
BitmapInfo {
handle,
width: metadata.width,
height: metadata.height,
}
}
fn register_bitmap_jpeg_3(
&mut self,
id: u16,
jpeg_data: &[u8],
alpha_data: &[u8],
) -> BitmapInfo {
let (width, height, rgba) =
ruffle_core::backend::render::define_bits_jpeg_to_rgba(jpeg_data, alpha_data)
.expect("Error decoding DefineBitsJPEG3");
let extent = wgpu::Extent3d {
width: width as u32,
height: height as u32,
depth: 1,
};
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let buffer = self
.device
.create_buffer_with_data(&rgba[..], wgpu::BufferUsage::COPY_SRC);
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
bytes_per_row: 4 * extent.width,
rows_per_image: 0,
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
extent,
);
self.queue.submit(&[encoder.finish()]);
let handle = BitmapHandle(self.textures.len());
self.textures.push((
id,
Texture {
texture,
width,
height,
},
));
BitmapInfo {
handle,
width: width.try_into().unwrap(),
height: height.try_into().unwrap(),
}
}
fn register_bitmap_png(&mut self, swf_tag: &DefineBitsLossless) -> BitmapInfo {
let decoded_data = ruffle_core::backend::render::define_bits_lossless_to_rgba(swf_tag)
.expect("Error decoding DefineBitsLossless");
let extent = wgpu::Extent3d {
width: swf_tag.width as u32,
height: swf_tag.height as u32,
depth: 1,
};
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let buffer = self
.device
.create_buffer_with_data(&decoded_data[..], wgpu::BufferUsage::COPY_SRC);
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
bytes_per_row: 4 * extent.width,
rows_per_image: 0,
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
extent,
);
self.queue.submit(&[encoder.finish()]);
let handle = BitmapHandle(self.textures.len());
self.textures.push((
swf_tag.id,
Texture {
texture,
width: swf_tag.width.into(),
height: swf_tag.height.into(),
},
));
BitmapInfo {
handle,
width: swf_tag.width,
height: swf_tag.height,
}
}
fn begin_frame(&mut self) {
assert!(self.current_frame.is_none());
self.current_frame = match self.swap_chain.get_next_texture() {
Ok(frame) => Some((
frame,
self.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }),
)),
Err(TimeOut) => {
log::warn!("Couldn't begin new render frame: timed out whilst aquiring new swapchain output");
None
}
};
}
fn clear(&mut self, color: Color) {
if let Some((swap_chain_output, encoder)) = &mut self.current_frame {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &swap_chain_output.view,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: f64::from(color.r) / 255.0,
g: f64::from(color.g) / 255.0,
b: f64::from(color.b) / 255.0,
a: f64::from(color.a) / 255.0,
},
resolve_target: None,
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture_view,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 0.0,
clear_stencil: 0,
}),
});
}
}
fn render_bitmap(&mut self, _bitmap: BitmapHandle, _transform: &Transform) {}
fn render_shape(&mut self, shape: ShapeHandle, transform: &Transform) {
let (swap_chain_output, encoder) =
if let Some((swap_chain_output, encoder)) = &mut self.current_frame {
(swap_chain_output, encoder)
} else {
return;
};
let mesh = &self.meshes[shape.0];
let world_matrix = [
[transform.matrix.a, transform.matrix.b, 0.0, 0.0],
[transform.matrix.c, transform.matrix.d, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[
transform.matrix.tx.to_pixels() as f32,
transform.matrix.ty.to_pixels() as f32,
0.0,
1.0,
],
];
let mult_color = [
transform.color_transform.r_mult,
transform.color_transform.g_mult,
transform.color_transform.b_mult,
transform.color_transform.a_mult,
];
let add_color = [
transform.color_transform.r_add,
transform.color_transform.g_add,
transform.color_transform.b_add,
transform.color_transform.a_add,
];
let transforms_temp = self.device.create_buffer_with_data(
bytemuck::cast_slice(&[Transforms {
view_matrix: self.view_matrix,
world_matrix,
}]),
wgpu::BufferUsage::COPY_SRC,
);
let colors_temp = self.device.create_buffer_with_data(
bytemuck::cast_slice(&[ColorAdjustments {
mult_color,
add_color,
}]),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(
&transforms_temp,
0,
&mesh.transforms,
0,
std::mem::size_of::<Transforms>() as u64,
);
encoder.copy_buffer_to_buffer(
&colors_temp,
0,
&mesh.colors,
0,
std::mem::size_of::<ColorAdjustments>() as u64,
);
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &swap_chain_output.view,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::WHITE,
resolve_target: None,
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture_view,
depth_load_op: wgpu::LoadOp::Load,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Load,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 0.0,
clear_stencil: 0,
}),
});
for draw in &mesh.draws {
match &draw.draw_type {
DrawType::Color => {
render_pass.set_pipeline(&self.color_pipeline);
}
DrawType::Gradient { .. } => {
render_pass.set_pipeline(&self.gradient_pipeline);
}
DrawType::Bitmap { .. } => {
render_pass.set_pipeline(&self.bitmap_pipeline);
}
}
render_pass.set_bind_group(0, &draw.bind_group, &[]);
render_pass.set_vertex_buffer(0, &draw.vertex_buffer, 0, 0);
render_pass.set_index_buffer(&draw.index_buffer, 0, 0);
render_pass.draw_indexed(0..draw.index_count, 0, 0..1);
}
}
fn end_frame(&mut self) {
if let Some((_frame, encoder)) = self.current_frame.take() {
self.queue.submit(&[encoder.finish()]);
}
}
fn draw_letterbox(&mut self, _letterbox: Letterbox) {}
fn push_mask(&mut self) {}
fn activate_mask(&mut self) {}
fn pop_mask(&mut self) {}
}
fn point(x: Twips, y: Twips) -> lyon::math::Point {
lyon::math::Point::new(x.to_pixels() as f32, y.to_pixels() as f32)
}
fn ruffle_path_to_lyon_path(commands: Vec<DrawCommand>, is_closed: bool) -> Path {
let mut builder = Path::builder();
for cmd in commands {
match cmd {
DrawCommand::MoveTo { x, y } => {
builder.move_to(point(x, y));
}
DrawCommand::LineTo { x, y } => {
builder.line_to(point(x, y));
}
DrawCommand::CurveTo { x1, y1, x2, y2 } => {
builder.quadratic_bezier_to(point(x1, y1), point(x2, y2));
}
}
}
if is_closed {
builder.close();
}
builder.build()
}
#[derive(Debug)]
struct Texture {
width: u32,
height: u32,
texture: wgpu::Texture,
}
#[derive(Debug)]
struct Mesh {
draws: Vec<Draw>,
transforms: wgpu::Buffer,
colors: wgpu::Buffer,
}
#[derive(Debug)]
struct Draw {
draw_type: DrawType,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
index_count: u32,
}
#[derive(Debug)]
enum DrawType {
Color,
Gradient {
texture_transforms: wgpu::Buffer,
gradient: wgpu::Buffer,
},
Bitmap {
texture_transforms: wgpu::Buffer,
texture_view: wgpu::TextureView,
id: CharacterId,
},
}
#[derive(Debug)]
#[allow(clippy::large_enum_variant)]
enum IncompleteDrawType {
Color,
Gradient {
texture_transform: [[f32; 4]; 4],
gradient: GradientUniforms,
},
Bitmap {
texture_transform: [[f32; 4]; 4],
is_smoothed: bool,
is_repeating: bool,
texture_view: wgpu::TextureView,
id: CharacterId,
},
}
impl IncompleteDrawType {
#[allow(clippy::too_many_arguments)]
pub fn build(
self,
device: &wgpu::Device,
transforms_ubo: &wgpu::Buffer,
colors_ubo: &wgpu::Buffer,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
index_count: u32,
color_bind_layout: &wgpu::BindGroupLayout,
bitmap_bind_layout: &wgpu::BindGroupLayout,
gradient_bind_layout: &wgpu::BindGroupLayout,
) -> Draw {
match self {
IncompleteDrawType::Color => {
let bind_group = device.create_bind_group(&BindGroupDescriptor {
layout: color_bind_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: transforms_ubo,
range: 0..std::mem::size_of::<Transforms>() as u64,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: colors_ubo,
range: 0..std::mem::size_of::<ColorAdjustments>() as u64,
},
},
],
label: None,
});
Draw {
draw_type: DrawType::Color,
vertex_buffer,
index_buffer,
bind_group,
index_count,
}
}
IncompleteDrawType::Gradient {
texture_transform,
gradient,
} => {
let tex_transforms_ubo = device.create_buffer_with_data(
bytemuck::cast_slice(&[texture_transform]),
wgpu::BufferUsage::UNIFORM,
);
let gradient_ubo = device.create_buffer_with_data(
bytemuck::cast_slice(&[gradient]),
wgpu::BufferUsage::UNIFORM,
);
let bind_group = device.create_bind_group(&BindGroupDescriptor {
layout: gradient_bind_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: transforms_ubo,
range: 0..std::mem::size_of::<Transforms>() as u64,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &tex_transforms_ubo,
range: 0..std::mem::size_of::<TextureTransforms>() as u64,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::Buffer {
buffer: colors_ubo,
range: 0..std::mem::size_of::<ColorAdjustments>() as u64,
},
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Buffer {
buffer: &gradient_ubo,
range: 0..std::mem::size_of::<GradientUniforms>() as u64,
},
},
],
label: None,
});
Draw {
draw_type: DrawType::Gradient {
texture_transforms: tex_transforms_ubo,
gradient: gradient_ubo,
},
vertex_buffer,
index_buffer,
bind_group,
index_count,
}
}
IncompleteDrawType::Bitmap {
texture_transform,
is_smoothed,
is_repeating,
texture_view,
id,
} => {
let tex_transforms_ubo = device.create_buffer_with_data(
bytemuck::cast_slice(&[texture_transform]),
wgpu::BufferUsage::UNIFORM,
);
let address_mode = if is_repeating {
wgpu::AddressMode::Repeat
} else {
wgpu::AddressMode::ClampToEdge
};
let filter = if is_smoothed {
wgpu::FilterMode::Linear
} else {
wgpu::FilterMode::Nearest
};
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: address_mode,
address_mode_v: address_mode,
address_mode_w: address_mode,
mag_filter: filter,
min_filter: filter,
mipmap_filter: filter,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
compare: wgpu::CompareFunction::Undefined,
});
let bind_group = device.create_bind_group(&BindGroupDescriptor {
layout: bitmap_bind_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: transforms_ubo,
range: 0..std::mem::size_of::<Transforms>() as u64,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &tex_transforms_ubo,
range: 0..std::mem::size_of::<TextureTransforms>() as u64,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::Buffer {
buffer: colors_ubo,
range: 0..std::mem::size_of::<ColorAdjustments>() as u64,
},
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::Binding {
binding: 4,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
label: None,
});
Draw {
draw_type: DrawType::Bitmap {
texture_transforms: tex_transforms_ubo,
texture_view,
id,
},
vertex_buffer,
index_buffer,
bind_group,
index_count,
}
}
}
}
}
#[allow(clippy::many_single_char_names)]
fn swf_to_gl_matrix(m: swf::Matrix) -> [[f32; 4]; 4] {
let tx = m.translate_x.get() as f32;
let ty = m.translate_y.get() as f32;
let det = m.scale_x * m.scale_y - m.rotate_skew_1 * m.rotate_skew_0;
let mut a = m.scale_y / det;
let mut b = -m.rotate_skew_1 / det;
let mut c = -(tx * m.scale_y - m.rotate_skew_1 * ty) / det;
let mut d = -m.rotate_skew_0 / det;
let mut e = m.scale_x / det;
let mut f = (tx * m.rotate_skew_0 - m.scale_x * ty) / det;
a *= 20.0 / 32768.0;
b *= 20.0 / 32768.0;
d *= 20.0 / 32768.0;
e *= 20.0 / 32768.0;
c /= 32768.0;
f /= 32768.0;
c += 0.5;
f += 0.5;
[
[a, d, 0.0, 0.0],
[b, e, 0., 0.0],
[c, f, 1.0, 0.0],
[0.0, 0.0, 0.0, 0.0],
]
}
#[allow(clippy::many_single_char_names)]
fn swf_bitmap_to_gl_matrix(m: swf::Matrix, bitmap_width: u32, bitmap_height: u32) -> [[f32; 4]; 4] {
let bitmap_width = bitmap_width as f32;
let bitmap_height = bitmap_height as f32;
let tx = m.translate_x.get() as f32;
let ty = m.translate_y.get() as f32;
let det = m.scale_x * m.scale_y - m.rotate_skew_1 * m.rotate_skew_0;
let mut a = m.scale_y / det;
let mut b = -m.rotate_skew_1 / det;
let mut c = -(tx * m.scale_y - m.rotate_skew_1 * ty) / det;
let mut d = -m.rotate_skew_0 / det;
let mut e = m.scale_x / det;
let mut f = (tx * m.rotate_skew_0 - m.scale_x * ty) / det;
a *= 20.0 / bitmap_width;
b *= 20.0 / bitmap_width;
d *= 20.0 / bitmap_height;
e *= 20.0 / bitmap_height;
c /= bitmap_width;
f /= bitmap_height;
[
[a, d, 0.0, 0.0],
[b, e, 0.0, 0.0],
[c, f, 1.0, 0.0],
[0.0, 0.0, 0.0, 0.0],
]
}
struct RuffleVertexCtor {
color: [f32; 4],
}
impl FillVertexConstructor<GPUVertex> for RuffleVertexCtor {
fn new_vertex(&mut self, position: lyon::math::Point, _: FillAttributes) -> GPUVertex {
GPUVertex {
position: [position.x, position.y],
color: self.color,
}
}
}
impl StrokeVertexConstructor<GPUVertex> for RuffleVertexCtor {
fn new_vertex(&mut self, position: lyon::math::Point, _: StrokeAttributes) -> GPUVertex {
GPUVertex {
position: [position.x, position.y],
color: self.color,
}
}
}