egui/egui/src/paint/tessellator.rs

885 lines
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//! Converts graphics primitives into textured triangles.
//!
//! This module converts lines, circles, text and more represented by `PaintCmd`
//! into textured triangles represented by `Triangles`.
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#![allow(clippy::identity_op)]
use {
super::{
color::{self, srgba, Rgba, Srgba, TRANSPARENT},
fonts::Fonts,
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PaintCmd, Stroke,
},
crate::math::*,
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};
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/// What texture to use in a `Triangles` mesh.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum TextureId {
/// The Egui font texture.
/// If you don't want to use a texture, pick this and the `WHITE_UV` for uv-coord.
Egui,
/// Your own texture, defined in any which way you want.
/// Egui won't care. The backend renderer will presumably use this to look up what texture to use.
User(u64),
}
impl Default for TextureId {
fn default() -> Self {
Self::Egui
}
}
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/// The UV coordinate of a white region of the texture mesh.
/// The default Egui texture has the top-left corner pixel fully white.
/// You need need use a clamping texture sampler for this to work
/// (so it doesn't do bilinear blending with bottom right corner).
pub const WHITE_UV: Pos2 = pos2(0.0, 0.0);
/// The vertex type.
///
/// Should be friendly to send to GPU as is.
#[repr(C)]
#[derive(Clone, Copy, Debug, Default)]
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pub struct Vertex {
/// Logical pixel coordinates (points).
/// (0,0) is the top left corner of the screen.
pub pos: Pos2, // 64 bit
/// Normalized texture coordinates.
/// (0, 0) is the top left corner of the texture.
/// (1, 1) is the bottom right corner of the texture.
pub uv: Pos2, // 64 bit
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/// sRGBA with premultiplied alpha
pub color: Srgba, // 32 bit
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}
/// Textured triangles.
#[derive(Clone, Debug, Default)]
pub struct Triangles {
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/// Draw as triangles (i.e. the length is always multiple of three).
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pub indices: Vec<u32>,
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/// The vertex data indexed by `indices`.
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pub vertices: Vec<Vertex>,
/// The texture to use when drawing these triangles
pub texture_id: TextureId,
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}
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/// A clip triangle and some textured triangles.
pub type PaintJob = (Rect, Triangles);
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/// Grouped by clip rectangles, in pixel coordinates
pub type PaintJobs = Vec<PaintJob>;
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// ----------------------------------------------------------------------------
/// ## Helpers for adding
impl Triangles {
pub fn with_texture(texture_id: TextureId) -> Self {
Self {
texture_id,
..Default::default()
}
}
pub fn bytes_used(&self) -> usize {
std::mem::size_of::<Self>()
+ self.vertices.len() * std::mem::size_of::<Vertex>()
+ self.indices.len() * std::mem::size_of::<u32>()
}
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
let n = self.vertices.len() as u32;
self.indices.iter().all(|&i| i < n)
}
pub fn is_empty(&self) -> bool {
self.indices.is_empty() && self.vertices.is_empty()
}
/// Append all the indices and vertices of `other` to `self`.
pub fn append(&mut self, other: &Triangles) {
if self.is_empty() {
self.texture_id = other.texture_id;
} else {
assert_eq!(
self.texture_id, other.texture_id,
"Can't merge Triangles using different textures"
);
}
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let index_offset = self.vertices.len() as u32;
for index in &other.indices {
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self.indices.push(index_offset + index);
}
self.vertices.extend(other.vertices.iter());
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}
pub fn colored_vertex(&mut self, pos: Pos2, color: Srgba) {
debug_assert!(self.texture_id == TextureId::Egui);
self.vertices.push(Vertex {
pos,
uv: WHITE_UV,
color,
});
}
/// Add a triangle.
pub fn add_triangle(&mut self, a: u32, b: u32, c: u32) {
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self.indices.push(a);
self.indices.push(b);
self.indices.push(c);
}
/// Make room for this many additional triangles (will reserve 3x as many indices).
/// See also `reserve_vertices`.
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pub fn reserve_triangles(&mut self, additional_triangles: usize) {
self.indices.reserve(3 * additional_triangles);
}
/// Make room for this many additional vertices.
/// See also `reserve_triangles`.
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pub fn reserve_vertices(&mut self, additional: usize) {
self.vertices.reserve(additional);
}
/// Rectangle with a texture and color.
pub fn add_rect_with_uv(&mut self, pos: Rect, uv: Rect, color: Srgba) {
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let idx = self.vertices.len() as u32;
self.add_triangle(idx + 0, idx + 1, idx + 2);
self.add_triangle(idx + 2, idx + 1, idx + 3);
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let right_top = Vertex {
pos: pos.right_top(),
uv: uv.right_top(),
color,
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};
let left_top = Vertex {
pos: pos.left_top(),
uv: uv.left_top(),
color,
};
let left_bottom = Vertex {
pos: pos.left_bottom(),
uv: uv.left_bottom(),
color,
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};
let right_bottom = Vertex {
pos: pos.right_bottom(),
uv: uv.right_bottom(),
color,
};
self.vertices.push(left_top);
self.vertices.push(right_top);
self.vertices.push(left_bottom);
self.vertices.push(right_bottom);
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}
/// Uniformly colored rectangle.
pub fn add_colored_rect(&mut self, rect: Rect, color: Srgba) {
debug_assert!(self.texture_id == TextureId::Egui);
self.add_rect_with_uv(rect, [WHITE_UV, WHITE_UV].into(), color)
}
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/// This is for platforms that only support 16-bit index buffers.
///
/// Splits this mesh into many smaller meshes (if needed).
/// All the returned meshes will have indices that fit into a `u16`.
pub fn split_to_u16(self) -> Vec<Triangles> {
const MAX_SIZE: u32 = 1 << 16;
if self.vertices.len() < MAX_SIZE as usize {
return vec![self]; // Common-case optimization
}
let mut output = vec![];
let mut index_cursor = 0;
while index_cursor < self.indices.len() {
let span_start = index_cursor;
let mut min_vindex = self.indices[index_cursor];
let mut max_vindex = self.indices[index_cursor];
while index_cursor < self.indices.len() {
let (mut new_min, mut new_max) = (min_vindex, max_vindex);
for i in 0..3 {
let idx = self.indices[index_cursor + i];
new_min = new_min.min(idx);
new_max = new_max.max(idx);
}
if new_max - new_min < MAX_SIZE {
// Triangle fits
min_vindex = new_min;
max_vindex = new_max;
index_cursor += 3;
} else {
break;
}
}
assert!(
index_cursor > span_start,
"One triangle spanned more than {} vertices",
MAX_SIZE
);
output.push(Triangles {
indices: self.indices[span_start..index_cursor]
.iter()
.map(|vi| vi - min_vindex)
.collect(),
vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
texture_id: self.texture_id,
});
}
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output
}
}
// ----------------------------------------------------------------------------
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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.
/// Used as a scratch-pad during tesselation.
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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(crate) 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};
/// Tesselation quality options
#[derive(Clone, Copy, Debug)]
pub struct PaintOptions {
/// 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.
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,
/// If true, no clipping will be done
pub debug_ignore_clip_rects: bool,
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}
impl Default for PaintOptions {
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fn default() -> Self {
Self {
aa_size: 1.0,
anti_alias: true,
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debug_paint_clip_rects: false,
debug_ignore_clip_rects: false,
coarse_tessellation_culling: true,
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}
}
}
/// Tesselate the given convex area into a polygon.
fn fill_closed_path(path: &[PathPoint], color: Srgba, options: PaintOptions, out: &mut Triangles) {
if color == color::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 = color::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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/// Tesselate the given path as a stroke with thickness.
fn stroke_path(
path: &[PathPoint],
path_type: PathType,
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stroke: Stroke,
options: PaintOptions,
out: &mut Triangles,
) {
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if stroke.width <= 0.0 || stroke.color == color::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 = color::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 == color::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 == color::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: Srgba, factor: f32) -> Srgba {
debug_assert!(0.0 <= factor && factor <= 1.0);
// sRGBA correct fading requires conversion to linear space and back again because of premultiplied alpha
Rgba::from(color).multiply(factor).into()
}
// ----------------------------------------------------------------------------
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/// Tesselate a single `PaintCmd` into a `Triangles`.
///
/// * `command`: the command to tesselate
/// * `options`: tesselation quality
/// * `fonts`: font source when tessellating text
/// * `out`: where the triangles are put
/// * `scratchpad_path`: if you plan to run `tessellate_paint_command`
/// many times, pass it a reference to the same `Path` to avoid excessive allocations.
fn tessellate_paint_command(
clip_rect: Rect,
command: PaintCmd,
options: PaintOptions,
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fonts: &Fonts,
out: &mut Triangles,
scratchpad_points: &mut Vec<Pos2>,
scratchpad_path: &mut Path,
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) {
let path = scratchpad_path;
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path.clear();
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match command {
PaintCmd::Noop => {}
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PaintCmd::Circle {
center,
radius,
fill,
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stroke,
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} => {
if radius <= 0.0 {
return;
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}
if options.coarse_tessellation_culling
&& !clip_rect.expand(radius + stroke.width).contains(center)
{
return;
}
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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}
PaintCmd::Triangles(triangles) => {
out.append(&triangles);
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}
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PaintCmd::LineSegment { points, stroke } => {
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path.add_line_segment(points);
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stroke_path(&path.0, Open, stroke, options, out);
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}
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PaintCmd::Path {
points,
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closed,
fill,
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stroke,
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} => {
if points.len() >= 2 {
if closed {
path.add_line_loop(&points);
} else {
path.add_open_points(&points);
}
if fill != TRANSPARENT {
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 };
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stroke_path(&path.0, typ, stroke, options, out);
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}
}
PaintCmd::Rect {
mut rect,
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corner_radius,
fill,
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stroke,
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} => {
if rect.is_empty() {
return;
}
if options.coarse_tessellation_culling
&& !rect.expand(stroke.width).intersects(clip_rect)
{
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));
path::rounded_rectangle(scratchpad_points, rect, corner_radius);
path.add_line_loop(scratchpad_points);
fill_closed_path(&path.0, fill, options, out);
stroke_path(&path.0, Closed, stroke, options, out);
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}
PaintCmd::Text {
pos,
galley,
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text_style,
color,
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} => {
if color == TRANSPARENT {
return;
}
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);
let tex_w = fonts.texture().width as f32;
let tex_h = fonts.texture().height as f32;
let text_offset = vec2(0.0, 1.0); // Eye-balled for buttons. TODO: why is this needed?
let clip_rect = clip_rect.expand(2.0); // Some fudge to handle letter slightly larger than expected.
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let font = &fonts[text_style];
let mut chars = galley.text.chars();
for line in &galley.lines {
let line_min_y = pos.y + line.y_min + text_offset.x;
let line_max_y = line_min_y + font.height();
let is_line_visible =
line_max_y >= clip_rect.min.y && line_min_y <= clip_rect.max.y;
for x_offset in line.x_offsets.iter().take(line.x_offsets.len() - 1) {
let c = chars.next().unwrap();
if options.coarse_tessellation_culling && !is_line_visible {
// culling individual lines of text is important, since a single `PaintCmd::Text`
// can span hundreds of lines.
continue;
}
if let Some(glyph) = font.uv_rect(c) {
let mut left_top =
pos + glyph.offset + vec2(*x_offset, line.y_min) + text_offset;
left_top.x = font.round_to_pixel(left_top.x); // Pixel-perfection.
left_top.y = font.round_to_pixel(left_top.y); // Pixel-perfection.
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);
}
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}
}
assert_eq!(chars.next(), None);
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}
}
}
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/// Turns `PaintCmd`:s into sets of triangles.
///
/// The given commands will be painted back-to-front (painters algorithm).
/// They will be batched together by clip rectangle.
///
/// * `commands`: the command to tesselate
/// * `options`: tesselation quality
/// * `fonts`: font source when tessellating text
///
/// ## Returns
/// A list of clip rectangles with matching `Triangles`.
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pub fn tessellate_paint_commands(
commands: Vec<(Rect, PaintCmd)>,
options: PaintOptions,
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fonts: &Fonts,
) -> Vec<(Rect, Triangles)> {
let mut scratchpad_points = Vec::new();
let mut scratchpad_path = Path::default();
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let mut jobs = PaintJobs::default();
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for (clip_rect, cmd) in commands {
// TODO: cull(clip_rect, cmd)
if let PaintCmd::Triangles(triangles) = cmd {
// Assume non-Egui texture, which means own paint job:
jobs.push((clip_rect, triangles));
continue;
}
if jobs.is_empty()
|| jobs.last().unwrap().0 != clip_rect
|| jobs.last().unwrap().1.texture_id != TextureId::Egui
{
jobs.push((clip_rect, Triangles::default()));
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}
let out = &mut jobs.last_mut().unwrap().1;
tessellate_paint_command(
clip_rect,
cmd,
options,
fonts,
out,
&mut scratchpad_points,
&mut scratchpad_path,
);
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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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tessellate_paint_command(
Rect::everything(),
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PaintCmd::Rect {
rect: *clip_rect,
corner_radius: 0.0,
fill: Default::default(),
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stroke: Stroke::new(2.0, srgba(150, 255, 150, 255)),
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},
options,
fonts,
triangles,
&mut scratchpad_points,
&mut scratchpad_path,
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)
}
}
if options.debug_ignore_clip_rects {
for (clip_rect, _) in &mut jobs {
*clip_rect = Rect::everything();
}
}
jobs
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}