egui/epaint/src/tessellator.rs

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//! Converts graphics primitives into textured triangles.
//!
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//! This module converts lines, circles, text and more represented by [`Shape`]
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//! into textured triangles represented by [`Triangles`].
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#![allow(clippy::identity_op)]
use crate::{text::Fonts, *};
use emath::*;
use std::f32::consts::TAU;
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// ----------------------------------------------------------------------------
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#[derive(Clone, Debug, Default)]
pub struct PathPoint {
pos: Pos2,
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/// For filled paths the normal is used for anti-aliasing (both strokes and filled areas).
///
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/// For strokes the normal is also used for giving thickness to the path
/// (i.e. in what direction to expand).
///
/// The normal could be estimated by differences between successive points,
/// but that would be less accurate (and in some cases slower).
///
/// Normals are normally unit-length.
normal: Vec2,
}
/// A connected line (without thickness or gaps) which can be tessellated
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/// to either to a stroke (with thickness) or a filled convex area.
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/// Used as a scratch-pad during tessellation.
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#[derive(Clone, Debug, Default)]
struct Path(Vec<PathPoint>);
impl Path {
pub fn clear(&mut self) {
self.0.clear();
}
pub fn reserve(&mut self, additional: usize) {
self.0.reserve(additional)
}
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#[inline(always)]
pub fn add_point(&mut self, pos: Pos2, normal: Vec2) {
self.0.push(PathPoint { pos, normal });
}
pub fn add_circle(&mut self, center: Pos2, radius: f32) {
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let n = (radius * 4.0).round() as i32; // TODO: tweak a bit more
let n = clamp(n, 4..=64);
self.reserve(n as usize);
for i in 0..n {
let angle = remap(i as f32, 0.0..=n as f32, 0.0..=TAU);
let normal = vec2(angle.cos(), angle.sin());
self.add_point(center + radius * normal, normal);
}
}
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pub fn add_line_segment(&mut self, points: [Pos2; 2]) {
self.reserve(2);
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let normal = (points[1] - points[0]).normalized().rot90();
self.add_point(points[0], normal);
self.add_point(points[1], normal);
}
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pub fn add_open_points(&mut self, points: &[Pos2]) {
let n = points.len();
assert!(n >= 2);
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if n == 2 {
// Common case optimization:
self.add_line_segment([points[0], points[1]]);
} else {
// TODO: optimize
self.reserve(n);
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self.add_point(points[0], (points[1] - points[0]).normalized().rot90());
for i in 1..n - 1 {
let mut n0 = (points[i] - points[i - 1]).normalized().rot90();
let mut n1 = (points[i + 1] - points[i]).normalized().rot90();
// Handle duplicated points (but not triplicated...):
if n0 == Vec2::zero() {
n0 = n1;
} else if n1 == Vec2::zero() {
n1 = n0;
}
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let v = (n0 + n1) / 2.0;
let normal = v / v.length_sq(); // TODO: handle VERY sharp turns better
self.add_point(points[i], normal);
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}
self.add_point(
points[n - 1],
(points[n - 1] - points[n - 2]).normalized().rot90(),
);
}
}
pub fn add_line_loop(&mut self, points: &[Pos2]) {
let n = points.len();
assert!(n >= 2);
self.reserve(n);
// TODO: optimize
for i in 0..n {
let mut n0 = (points[i] - points[(i + n - 1) % n]).normalized().rot90();
let mut n1 = (points[(i + 1) % n] - points[i]).normalized().rot90();
// Handle duplicated points (but not triplicated...):
if n0 == Vec2::zero() {
n0 = n1;
} else if n1 == Vec2::zero() {
n1 = n0;
}
// if n1 == Vec2::zero() {
// continue
// }
let v = (n0 + n1) / 2.0;
let normal = v / v.length_sq(); // TODO: handle VERY sharp turns better
self.add_point(points[i], normal);
}
}
}
pub mod path {
//! Helpers for constructing paths
use super::*;
/// overwrites existing points
pub fn rounded_rectangle(path: &mut Vec<Pos2>, rect: Rect, corner_radius: f32) {
path.clear();
let min = rect.min;
let max = rect.max;
let cr = corner_radius
.min(rect.width() * 0.5)
.min(rect.height() * 0.5);
if cr <= 0.0 {
let min = rect.min;
let max = rect.max;
path.reserve(4);
path.push(pos2(min.x, min.y));
path.push(pos2(max.x, min.y));
path.push(pos2(max.x, max.y));
path.push(pos2(min.x, max.y));
} else {
add_circle_quadrant(path, pos2(max.x - cr, max.y - cr), cr, 0.0);
add_circle_quadrant(path, pos2(min.x + cr, max.y - cr), cr, 1.0);
add_circle_quadrant(path, pos2(min.x + cr, min.y + cr), cr, 2.0);
add_circle_quadrant(path, pos2(max.x - cr, min.y + cr), cr, 3.0);
}
}
/// Add one quadrant of a circle
///
/// * quadrant 0: right bottom
/// * quadrant 1: left bottom
/// * quadrant 2: left top
/// * quadrant 3: right top
//
// Derivation:
//
// * angle 0 * TAU / 4 = right
// - quadrant 0: right bottom
// * angle 1 * TAU / 4 = bottom
// - quadrant 1: left bottom
// * angle 2 * TAU / 4 = left
// - quadrant 2: left top
// * angle 3 * TAU / 4 = top
// - quadrant 3: right top
// * angle 4 * TAU / 4 = right
pub fn add_circle_quadrant(path: &mut Vec<Pos2>, center: Pos2, radius: f32, quadrant: f32) {
// TODO: optimize with precalculated vertices for some radii ranges
let n = (radius * 0.75).round() as i32; // TODO: tweak a bit more
let n = clamp(n, 2..=32);
const RIGHT_ANGLE: f32 = TAU / 4.0;
path.reserve(n as usize + 1);
for i in 0..=n {
let angle = remap(
i as f32,
0.0..=n as f32,
quadrant * RIGHT_ANGLE..=(quadrant + 1.0) * RIGHT_ANGLE,
);
path.push(center + radius * Vec2::angled(angle));
}
}
}
// ----------------------------------------------------------------------------
#[derive(Clone, Copy, PartialEq)]
pub enum PathType {
Open,
Closed,
}
use self::PathType::{Closed, Open};
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/// Tessellation quality options
#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "persistence", serde(default))]
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pub struct TessellationOptions {
/// Size of a pixel in points, e.g. 0.5
pub aa_size: f32,
/// Anti-aliasing makes shapes appear smoother, but requires more triangles and is therefore slower.
/// By default this is enabled in release builds and disabled in debug builds.
pub anti_alias: bool,
/// If `true` (default) cull certain primitives before tessellating them
pub coarse_tessellation_culling: bool,
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/// Output the clip rectangles to be painted?
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pub debug_paint_clip_rects: bool,
/// Output the text-containing rectangles
pub debug_paint_text_rects: bool,
/// If true, no clipping will be done
pub debug_ignore_clip_rects: bool,
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}
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impl Default for TessellationOptions {
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fn default() -> Self {
Self {
aa_size: 1.0,
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anti_alias: true,
coarse_tessellation_culling: true,
debug_paint_text_rects: false,
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debug_paint_clip_rects: false,
debug_ignore_clip_rects: false,
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}
}
}
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/// Tessellate the given convex area into a polygon.
fn fill_closed_path(
path: &[PathPoint],
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color: Color32,
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options: TessellationOptions,
out: &mut Triangles,
) {
if color == Color32::TRANSPARENT {
return;
}
let n = path.len() as u32;
if options.anti_alias {
out.reserve_triangles(3 * n as usize);
out.reserve_vertices(2 * n as usize);
let color_outer = Color32::TRANSPARENT;
let idx_inner = out.vertices.len() as u32;
let idx_outer = idx_inner + 1;
for i in 2..n {
out.add_triangle(idx_inner + 2 * (i - 1), idx_inner, idx_inner + 2 * i);
}
let mut i0 = n - 1;
for i1 in 0..n {
let p1 = &path[i1 as usize];
let dm = p1.normal * options.aa_size * 0.5;
out.colored_vertex(p1.pos - dm, color);
out.colored_vertex(p1.pos + dm, color_outer);
out.add_triangle(idx_inner + i1 * 2, idx_inner + i0 * 2, idx_outer + 2 * i0);
out.add_triangle(idx_outer + i0 * 2, idx_outer + i1 * 2, idx_inner + 2 * i1);
i0 = i1;
}
} else {
out.reserve_triangles(n as usize);
let idx = out.vertices.len() as u32;
out.vertices.extend(path.iter().map(|p| Vertex {
pos: p.pos,
uv: WHITE_UV,
color,
}));
for i in 2..n {
out.add_triangle(idx, idx + i - 1, idx + i);
}
}
}
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/// Tessellate the given path as a stroke with thickness.
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fn stroke_path(
path: &[PathPoint],
path_type: PathType,
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stroke: Stroke,
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options: TessellationOptions,
out: &mut Triangles,
) {
if stroke.width <= 0.0 || stroke.color == Color32::TRANSPARENT {
return;
}
let n = path.len() as u32;
let idx = out.vertices.len() as u32;
if options.anti_alias {
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let color_inner = stroke.color;
let color_outer = Color32::TRANSPARENT;
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let thin_line = stroke.width <= options.aa_size;
if thin_line {
/*
We paint the line using three edges: outer, inner, outer.
. o i o outer, inner, outer
. |---| aa_size (pixel width)
*/
// Fade out as it gets thinner:
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let color_inner = mul_color(color_inner, stroke.width / options.aa_size);
if color_inner == Color32::TRANSPARENT {
return;
}
out.reserve_triangles(4 * n as usize);
out.reserve_vertices(3 * n as usize);
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let mut i0 = n - 1;
for i1 in 0..n {
let connect_with_previous = path_type == PathType::Closed || i1 > 0;
let p1 = &path[i1 as usize];
let p = p1.pos;
let n = p1.normal;
out.colored_vertex(p + n * options.aa_size, color_outer);
out.colored_vertex(p, color_inner);
out.colored_vertex(p - n * options.aa_size, color_outer);
if connect_with_previous {
out.add_triangle(idx + 3 * i0 + 0, idx + 3 * i0 + 1, idx + 3 * i1 + 0);
out.add_triangle(idx + 3 * i0 + 1, idx + 3 * i1 + 0, idx + 3 * i1 + 1);
out.add_triangle(idx + 3 * i0 + 1, idx + 3 * i0 + 2, idx + 3 * i1 + 1);
out.add_triangle(idx + 3 * i0 + 2, idx + 3 * i1 + 1, idx + 3 * i1 + 2);
}
i0 = i1;
}
} else {
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// thick line
// TODO: line caps for really thick lines?
/*
We paint the line using four edges: outer, inner, inner, outer
. o i p i o outer, inner, point, inner, outer
. |---| aa_size (pixel width)
. |--------------| width
. |---------| outer_rad
. |-----| inner_rad
*/
out.reserve_triangles(6 * n as usize);
out.reserve_vertices(4 * n as usize);
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let mut i0 = n - 1;
for i1 in 0..n {
let connect_with_previous = path_type == PathType::Closed || i1 > 0;
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let inner_rad = 0.5 * (stroke.width - options.aa_size);
let outer_rad = 0.5 * (stroke.width + options.aa_size);
let p1 = &path[i1 as usize];
let p = p1.pos;
let n = p1.normal;
out.colored_vertex(p + n * outer_rad, color_outer);
out.colored_vertex(p + n * inner_rad, color_inner);
out.colored_vertex(p - n * inner_rad, color_inner);
out.colored_vertex(p - n * outer_rad, color_outer);
if connect_with_previous {
out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
}
i0 = i1;
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}
}
} else {
out.reserve_triangles(2 * n as usize);
out.reserve_vertices(2 * n as usize);
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let last_index = if path_type == Closed { n } else { n - 1 };
for i in 0..last_index {
out.add_triangle(
idx + (2 * i + 0) % (2 * n),
idx + (2 * i + 1) % (2 * n),
idx + (2 * i + 2) % (2 * n),
);
out.add_triangle(
idx + (2 * i + 2) % (2 * n),
idx + (2 * i + 1) % (2 * n),
idx + (2 * i + 3) % (2 * n),
);
}
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let thin_line = stroke.width <= options.aa_size;
if thin_line {
// Fade out thin lines rather than making them thinner
let radius = options.aa_size / 2.0;
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let color = mul_color(stroke.color, stroke.width / options.aa_size);
if color == Color32::TRANSPARENT {
return;
}
for p in path {
out.colored_vertex(p.pos + radius * p.normal, color);
out.colored_vertex(p.pos - radius * p.normal, color);
}
} else {
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let radius = stroke.width / 2.0;
for p in path {
out.colored_vertex(p.pos + radius * p.normal, stroke.color);
out.colored_vertex(p.pos - radius * p.normal, stroke.color);
}
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}
}
}
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fn mul_color(color: Color32, factor: f32) -> Color32 {
debug_assert!(0.0 <= factor && factor <= 1.0);
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// As an unfortunate side-effect of using premultiplied alpha
// we need a somewhat expensive conversion to linear space and back.
color.linear_multiply(factor)
}
// ----------------------------------------------------------------------------
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/// Converts [`Shape`]s into [`Triangles`].
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pub struct Tessellator {
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options: TessellationOptions,
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/// Only used for culling
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clip_rect: Rect,
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scratchpad_points: Vec<Pos2>,
scratchpad_path: Path,
}
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impl Tessellator {
pub fn from_options(options: TessellationOptions) -> Self {
Self {
options,
clip_rect: Rect::everything(),
scratchpad_points: Default::default(),
scratchpad_path: Default::default(),
}
}
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/// Tessellate a single [`Shape`] into a [`Triangles`].
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///
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/// * `shape`: the shape to tessellate
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/// * `options`: tessellation quality
/// * `fonts`: font source when tessellating text
/// * `out`: where the triangles are put
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/// * `scratchpad_path`: if you plan to run `tessellate_shape`
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/// many times, pass it a reference to the same `Path` to avoid excessive allocations.
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pub fn tessellate_shape(&mut self, fonts: &Fonts, shape: Shape, out: &mut Triangles) {
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let clip_rect = self.clip_rect;
let options = self.options;
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match shape {
Shape::Noop => {}
Shape::Vec(vec) => {
for shape in vec {
self.tessellate_shape(fonts, shape, out)
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}
}
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Shape::Circle {
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center,
radius,
fill,
stroke,
} => {
if radius <= 0.0 {
return;
}
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if options.coarse_tessellation_culling
&& !clip_rect.expand(radius + stroke.width).contains(center)
{
return;
}
let path = &mut self.scratchpad_path;
path.clear();
path.add_circle(center, radius);
fill_closed_path(&path.0, fill, options, out);
stroke_path(&path.0, Closed, stroke, options, out);
}
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Shape::Triangles(triangles) => {
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if triangles.is_valid() {
out.append(triangles);
} else {
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debug_assert!(false, "Invalid Triangles in Shape::Triangles");
}
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}
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Shape::LineSegment { points, stroke } => {
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let path = &mut self.scratchpad_path;
path.clear();
path.add_line_segment(points);
stroke_path(&path.0, Open, stroke, options, out);
}
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Shape::Path {
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points,
closed,
fill,
stroke,
} => {
if points.len() >= 2 {
let path = &mut self.scratchpad_path;
path.clear();
if closed {
path.add_line_loop(&points);
} else {
path.add_open_points(&points);
}
if fill != Color32::TRANSPARENT {
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debug_assert!(
closed,
"You asked to fill a path that is not closed. That makes no sense."
);
fill_closed_path(&path.0, fill, options, out);
}
let typ = if closed { Closed } else { Open };
stroke_path(&path.0, typ, stroke, options, out);
}
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}
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Shape::Rect {
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rect,
corner_radius,
fill,
stroke,
} => {
let rect = PaintRect {
rect,
corner_radius,
fill,
stroke,
};
self.tessellate_rect(&rect, out);
}
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Shape::Text {
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pos,
galley,
text_style,
color,
} => {
if options.debug_paint_text_rects {
self.tessellate_rect(
&PaintRect {
rect: Rect::from_min_size(pos, galley.size).expand(0.5),
corner_radius: 2.0,
fill: Default::default(),
stroke: (0.5, color).into(),
},
out,
);
}
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self.tessellate_text(fonts, pos, &galley, text_style, color, out);
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}
}
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}
pub(crate) fn tessellate_rect(&mut self, rect: &PaintRect, out: &mut Triangles) {
let PaintRect {
mut rect,
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corner_radius,
fill,
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stroke,
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} = *rect;
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if self.options.coarse_tessellation_culling
&& !rect.expand(stroke.width).intersects(self.clip_rect)
{
return;
}
if rect.is_empty() {
return;
}
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// It is common to (sometimes accidentally) create an infinitely sized rectangle.
// Make sure we can handle that:
rect.min = rect.min.at_least(pos2(-1e7, -1e7));
rect.max = rect.max.at_most(pos2(1e7, 1e7));
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let path = &mut self.scratchpad_path;
path.clear();
path::rounded_rectangle(&mut self.scratchpad_points, rect, corner_radius);
path.add_line_loop(&self.scratchpad_points);
fill_closed_path(&path.0, fill, self.options, out);
stroke_path(&path.0, Closed, stroke, self.options, out);
}
pub fn tessellate_text(
&mut self,
fonts: &Fonts,
pos: Pos2,
galley: &super::Galley,
text_style: super::TextStyle,
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color: Color32,
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out: &mut Triangles,
) {
if color == Color32::TRANSPARENT {
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return;
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}
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galley.sanity_check();
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let num_chars = galley.text.chars().count();
out.reserve_triangles(num_chars * 2);
out.reserve_vertices(num_chars * 4);
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let tex_w = fonts.texture().width as f32;
let tex_h = fonts.texture().height as f32;
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let clip_rect = self.clip_rect.expand(2.0); // Some fudge to handle letters that are slightly larger than expected.
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let font = &fonts[text_style];
let mut chars = galley.text.chars();
for line in &galley.rows {
let line_min_y = pos.y + line.y_min;
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let line_max_y = line_min_y + font.row_height();
let is_line_visible = line_max_y >= clip_rect.min.y && line_min_y <= clip_rect.max.y;
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for x_offset in line.x_offsets.iter().take(line.x_offsets.len() - 1) {
let c = chars.next().unwrap();
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if self.options.coarse_tessellation_culling && !is_line_visible {
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// culling individual lines of text is important, since a single `Shape::Text`
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// can span hundreds of lines.
continue;
}
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if let Some(glyph) = font.uv_rect(c) {
let mut left_top = pos + glyph.offset + vec2(*x_offset, line.y_min);
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left_top.x = font.round_to_pixel(left_top.x); // Pixel-perfection.
left_top.y = font.round_to_pixel(left_top.y); // Pixel-perfection.
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let pos = Rect::from_min_max(left_top, left_top + glyph.size);
let uv = Rect::from_min_max(
pos2(glyph.min.0 as f32 / tex_w, glyph.min.1 as f32 / tex_h),
pos2(glyph.max.0 as f32 / tex_w, glyph.max.1 as f32 / tex_h),
);
out.add_rect_with_uv(pos, uv, color);
}
}
if line.ends_with_newline {
let newline = chars.next().unwrap();
debug_assert_eq!(newline, '\n');
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}
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}
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assert_eq!(chars.next(), None);
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}
}
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/// Turns [`Shape`]:s into sets of triangles.
///
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/// The given shapes will be painted back-to-front (painters algorithm).
/// They will be batched together by clip rectangle.
///
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/// * `shapes`: the shape to tessellate
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/// * `options`: tessellation quality
/// * `fonts`: font source when tessellating text
///
/// ## Returns
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/// A list of clip rectangles with matching [`Triangles`].
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pub fn tessellate_shapes(
shapes: Vec<ClippedShape>,
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options: TessellationOptions,
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fonts: &Fonts,
) -> Vec<(Rect, Triangles)> {
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let mut tessellator = Tessellator::from_options(options);
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let mut jobs = PaintJobs::default();
for ClippedShape(clip_rect, shape) in shapes {
let start_new_job = match jobs.last() {
None => true,
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Some(job) => job.0 != clip_rect || job.1.texture_id != shape.texture_id(),
};
if start_new_job {
jobs.push((clip_rect, Triangles::default()));
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}
let out = &mut jobs.last_mut().unwrap().1;
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tessellator.clip_rect = clip_rect;
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tessellator.tessellate_shape(fonts, shape, out);
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}
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if options.debug_paint_clip_rects {
for (clip_rect, triangles) in &mut jobs {
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tessellator.clip_rect = Rect::everything();
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tessellator.tessellate_shape(
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fonts,
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Shape::Rect {
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rect: *clip_rect,
corner_radius: 0.0,
fill: Default::default(),
stroke: Stroke::new(2.0, Color32::from_rgb(150, 255, 150)),
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},
triangles,
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)
}
}
if options.debug_ignore_clip_rects {
for (clip_rect, _) in &mut jobs {
*clip_rect = Rect::everything();
}
}
for (_, triangles) in &jobs {
debug_assert!(
triangles.is_valid(),
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"Tessellator generated invalid Triangles"
);
}
jobs
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}