egui/emgui/src/painter.rs

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Rust
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#![allow(unused_variables)]
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const ANTI_ALIAS: bool = true;
const AA_SIZE: f32 = 1.0;
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/// Outputs render info in a format suitable for e.g. OpenGL.
use crate::{
font::Font,
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math::{remap, vec2, Vec2, TAU},
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types::{Color, PaintCmd},
};
#[derive(Clone, Copy, Debug, Default)]
pub struct Vertex {
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/// Pixel coordinates
pub pos: Vec2,
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/// Texel indices into the texture
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pub uv: (u16, u16),
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/// sRGBA
pub color: Color,
}
#[derive(Clone, Debug, Default)]
pub struct Frame {
pub clear_color: Option<Color>,
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/// Draw as triangles (i.e. the length is a multiple of three)
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pub indices: Vec<u32>,
pub vertices: Vec<Vertex>,
}
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#[derive(Clone, Copy, PartialEq)]
pub enum PathType {
Open,
Closed,
}
use self::PathType::*;
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impl Frame {
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fn triangle(&mut self, a: u32, b: u32, c: u32) {
self.indices.push(a);
self.indices.push(b);
self.indices.push(c);
}
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/// Uniformly colored rectangle
pub fn add_rect(&mut self, top_left: Vertex, bottom_right: Vertex) {
let idx = self.vertices.len() as u32;
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self.triangle(idx + 0, idx + 1, idx + 2);
self.triangle(idx + 2, idx + 1, idx + 3);
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let top_right = Vertex {
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pos: vec2(bottom_right.pos.x, top_left.pos.y),
uv: (bottom_right.uv.0, top_left.uv.1),
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color: top_left.color,
};
let botom_left = Vertex {
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pos: vec2(top_left.pos.x, bottom_right.pos.y),
uv: (top_left.uv.0, bottom_right.uv.1),
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color: top_left.color,
};
self.vertices.push(top_left);
self.vertices.push(top_right);
self.vertices.push(botom_left);
self.vertices.push(bottom_right);
}
pub fn fill_closed_path(&mut self, points: &[Vec2], normals: &[Vec2], color: Color) {
assert_eq!(points.len(), normals.len());
let n = points.len() as u32;
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let vert = |pos, color| Vertex {
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pos,
uv: (0, 0),
color,
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};
if ANTI_ALIAS {
let color_outer = color.transparent();
let idx_inner = self.vertices.len() as u32;
let idx_outer = idx_inner + 1;
for i in 2..n {
self.triangle(idx_inner + 2 * (i - 1), idx_inner, idx_inner + 2 * i);
}
let mut i0 = n - 1;
for i1 in 0..n {
let dm = normals[i1 as usize] * AA_SIZE * 0.5;
self.vertices.push(vert(points[i1 as usize] - dm, color));
self.vertices
.push(vert(points[i1 as usize] + dm, color_outer));
self.triangle(idx_inner + i1 * 2, idx_inner + i0 * 2, idx_outer + 2 * i0);
self.triangle(idx_outer + i0 * 2, idx_outer + i1 * 2, idx_inner + 2 * i1);
i0 = i1;
}
} else {
let idx = self.vertices.len() as u32;
self.vertices
.extend(points.iter().map(|&pos| vert(pos, color)));
for i in 2..n {
self.triangle(idx, idx + i - 1, idx + i);
}
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}
}
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pub fn paint_path(
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&mut self,
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path_type: PathType,
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points: &[Vec2],
normals: &[Vec2],
color: Color,
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width: f32,
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) {
assert_eq!(points.len(), normals.len());
let n = points.len() as u32;
let hw = width / 2.0;
let idx = self.vertices.len() as u32;
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let vert = |pos, color| Vertex {
pos,
uv: (0, 0),
color,
};
if ANTI_ALIAS {
let color_outer = color.transparent();
let thin_line = width <= 1.0;
let mut color_inner = color;
if thin_line {
// Fade out as it gets thinner:
color_inner.a = (color_inner.a as f32 * width).round() as u8;
}
// TODO: line caps ?
let mut i0 = n - 1;
for i1 in 0..n {
let connect_with_previous = path_type == PathType::Closed || i1 > 0;
if thin_line {
let hw = (width - AA_SIZE) * 0.5;
let p = points[i1 as usize];
let n = normals[i1 as usize];
self.vertices.push(vert(p + n * AA_SIZE, color_outer));
self.vertices.push(vert(p, color_inner));
self.vertices.push(vert(p - n * AA_SIZE, color_outer));
if connect_with_previous {
self.triangle(idx + 3 * i0 + 0, idx + 3 * i0 + 1, idx + 3 * i1 + 0);
self.triangle(idx + 3 * i0 + 1, idx + 3 * i1 + 0, idx + 3 * i1 + 1);
self.triangle(idx + 3 * i0 + 1, idx + 3 * i0 + 2, idx + 3 * i1 + 1);
self.triangle(idx + 3 * i0 + 2, idx + 3 * i1 + 1, idx + 3 * i1 + 2);
}
} else {
let hw = (width - AA_SIZE) * 0.5;
let p = points[i1 as usize];
let n = normals[i1 as usize];
self.vertices
.push(vert(p + n * (hw + AA_SIZE), color_outer));
self.vertices.push(vert(p + n * (hw + 0.0), color_inner));
self.vertices.push(vert(p - n * (hw + 0.0), color_inner));
self.vertices
.push(vert(p - n * (hw + AA_SIZE), color_outer));
if connect_with_previous {
self.triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
self.triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);
self.triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
self.triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
self.triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
self.triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
}
}
i0 = i1;
}
} else {
let last_index = if path_type == Closed { n } else { n - 1 };
for i in 0..last_index {
self.triangle(
idx + (2 * i + 0) % (2 * n),
idx + (2 * i + 1) % (2 * n),
idx + (2 * i + 2) % (2 * n),
);
self.triangle(
idx + (2 * i + 2) % (2 * n),
idx + (2 * i + 1) % (2 * n),
idx + (2 * i + 3) % (2 * n),
);
}
for (&p, &n) in points.iter().zip(normals) {
self.vertices.push(vert(p + hw * n, color));
self.vertices.push(vert(p - hw * n, color));
}
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}
}
}
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#[derive(Clone)]
pub struct Painter {
font: Font,
}
impl Painter {
pub fn new() -> Painter {
Painter {
font: Font::new(13),
}
}
/// 8-bit row-major font atlas texture, (width, height, pixels).
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pub fn texture(&self) -> (u16, u16, &[u8]) {
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self.font.texture()
}
pub fn paint(&self, commands: &[PaintCmd]) -> Frame {
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let mut path_points = Vec::new();
let mut path_normals = Vec::new();
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let mut frame = Frame::default();
for cmd in commands {
match cmd {
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PaintCmd::Circle {
center,
fill_color,
outline,
radius,
} => {
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path_points.clear();
path_normals.clear();
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let n = 32; // TODO: parameter
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());
path_normals.push(normal);
path_points.push(*center + *radius * normal);
}
if let Some(color) = fill_color {
frame.fill_closed_path(&path_points, &path_normals, *color);
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}
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if let Some(outline) = outline {
frame.paint_path(
Closed,
&path_points,
&path_normals,
outline.color,
outline.width,
);
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}
}
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PaintCmd::Clear { fill_color } => {
frame.clear_color = Some(*fill_color);
}
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PaintCmd::Line {
points,
color,
width,
} => {
let n = points.len();
if n >= 2 {
path_points = points.clone();
path_normals.clear();
path_normals.push((path_points[1] - path_points[0]).normalized().rot90());
for i in 1..n - 1 {
let n0 = (path_points[i] - path_points[i - 1]).normalized().rot90();
let n1 = (path_points[i + 1] - path_points[i]).normalized().rot90();
let v = (n0 + n1) / 2.0;
let normal = v / v.length_sq();
path_normals.push(normal); // TODO: handle VERY sharp turns better
}
path_normals.push(
(path_points[n - 1] - path_points[n - 2])
.normalized()
.rot90(),
);
frame.paint_path(Open, &path_points, &path_normals, *color, *width);
}
}
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PaintCmd::Rect {
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corner_radius,
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fill_color,
outline,
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pos,
size,
} => {
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path_points.clear();
path_normals.clear();
let min = *pos;
let max = *pos + *size;
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let cr = corner_radius.min(size.x * 0.5).min(size.y * 0.5);
if cr < 1.0 {
path_points.push(vec2(min.x, min.y));
path_normals.push(vec2(-1.0, -1.0));
path_points.push(vec2(max.x, min.y));
path_normals.push(vec2(1.0, -1.0));
path_points.push(vec2(max.x, max.y));
path_normals.push(vec2(1.0, 1.0));
path_points.push(vec2(min.x, max.y));
path_normals.push(vec2(-1.0, 1.0));
} else {
let n = 8;
let mut add_arc = |c, quadrant| {
let quadrant = quadrant as f32;
const RIGHT_ANGLE: f32 = TAU / 4.0;
for i in 0..=n {
let angle = remap(
i as f32,
0.0,
n as f32,
quadrant * RIGHT_ANGLE,
(quadrant + 1.0) * RIGHT_ANGLE,
);
let normal = vec2(angle.cos(), angle.sin());
path_points.push(c + cr * normal);
path_normals.push(normal);
}
};
add_arc(vec2(max.x - cr, max.y - cr), 0);
add_arc(vec2(min.x + cr, max.y - cr), 1);
add_arc(vec2(min.x + cr, min.y + cr), 2);
add_arc(vec2(max.x - cr, min.y + cr), 3);
}
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if let Some(color) = fill_color {
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frame.fill_closed_path(&path_points, &path_normals, *color);
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}
if let Some(outline) = outline {
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frame.paint_path(
Closed,
&path_points,
&path_normals,
outline.color,
outline.width,
);
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}
}
PaintCmd::Text {
color,
pos,
text,
x_offsets,
} => {
for (c, x_offset) in text.chars().zip(x_offsets.iter()) {
if let Some(glyph) = self.font.glyph_info(c) {
let top_left = Vertex {
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pos: *pos
+ vec2(
x_offset + (glyph.offset_x as f32),
glyph.offset_y as f32,
),
uv: (glyph.min_x, glyph.min_y),
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color: *color,
};
let bottom_right = Vertex {
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pos: top_left.pos
+ vec2(
(1 + glyph.max_x - glyph.min_x) as f32,
(1 + glyph.max_y - glyph.min_y) as f32,
),
uv: (glyph.max_x + 1, glyph.max_y + 1),
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color: *color,
};
frame.add_rect(top_left, bottom_right);
}
}
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}
}
}
frame
}
}