diff --git a/egui/src/context.rs b/egui/src/context.rs index 536461de..6666ba33 100644 --- a/egui/src/context.rs +++ b/egui/src/context.rs @@ -807,14 +807,16 @@ impl Context { // shapes are the same, but just comparing the shapes takes about 50% of the time // it takes to tessellate them, so it is not a worth optimization. - let mut tessellation_options = *self.tessellation_options(); - tessellation_options.pixels_per_point = self.pixels_per_point(); - tessellation_options.aa_size = 1.0 / self.pixels_per_point(); + let pixels_per_point = self.pixels_per_point(); + let tessellation_options = *self.tessellation_options(); + let font_image_size = self.fonts().font_image_size(); + let paint_stats = PaintStats::from_shapes(&shapes); let clipped_primitives = tessellator::tessellate_shapes( - shapes, + pixels_per_point, tessellation_options, - self.fonts().font_image_size(), + shapes, + font_image_size, ); self.write().paint_stats = paint_stats.with_clipped_primitives(&clipped_primitives); clipped_primitives diff --git a/egui/src/introspection.rs b/egui/src/introspection.rs index 7e286d89..4956918c 100644 --- a/egui/src/introspection.rs +++ b/egui/src/introspection.rs @@ -139,9 +139,8 @@ impl Widget for &mut epaint::TessellationOptions { fn ui(self, ui: &mut Ui) -> Response { ui.vertical(|ui| { let epaint::TessellationOptions { - pixels_per_point: _, - aa_size: _, - anti_alias, + feathering, + feathering_size_in_pixels, coarse_tessellation_culling, round_text_to_pixels, debug_paint_clip_rects, @@ -150,8 +149,15 @@ impl Widget for &mut epaint::TessellationOptions { bezier_tolerance, epsilon: _, } = self; - ui.checkbox(anti_alias, "Antialias") + + ui.checkbox(feathering, "Feathering (antialias)") .on_hover_text("Apply feathering to smooth out the edges of shapes. Turn off for small performance gain."); + let feathering_slider = crate::Slider::new(feathering_size_in_pixels, 0.0..=10.0) + .smallest_positive(0.1) + .logarithmic(true) + .text("Feathering size in pixels"); + ui.add_enabled(*feathering, feathering_slider); + ui.add( crate::widgets::Slider::new(bezier_tolerance, 0.0001..=10.0) .logarithmic(true) diff --git a/egui_demo_lib/benches/benchmark.rs b/egui_demo_lib/benches/benchmark.rs index 9038187f..b3e86bbc 100644 --- a/egui_demo_lib/benches/benchmark.rs +++ b/egui_demo_lib/benches/benchmark.rs @@ -123,7 +123,7 @@ pub fn criterion_benchmark(c: &mut Criterion) { }); let galley = fonts.layout(LOREM_IPSUM_LONG.to_owned(), font_id, color, wrap_width); - let mut tessellator = egui::epaint::Tessellator::from_options(Default::default()); + let mut tessellator = egui::epaint::Tessellator::new(1.0, Default::default()); let mut mesh = egui::epaint::Mesh::default(); let text_shape = TextShape::new(egui::Pos2::ZERO, galley); let font_image_size = fonts.font_image_size(); diff --git a/epaint/CHANGELOG.md b/epaint/CHANGELOG.md index ec709f69..de93bc15 100644 --- a/epaint/CHANGELOG.md +++ b/epaint/CHANGELOG.md @@ -5,6 +5,8 @@ All notable changes to the epaint crate will be documented in this file. ## Unreleased * Add `Shape::Callback` for backend-specific painting ([#1351](https://github.com/emilk/egui/pull/1351)). * Removed the `single_threaded/multi_threaded` flags - epaint is now always thread-safe ([#1390](https://github.com/emilk/egui/pull/1390)). +* `Tessellator::from_options` is now `Tessellator::new` ([#1408](https://github.com/emilk/egui/pull/1408)). +* Renamed `TessellationOptions::anti_alias` to `feathering` ([#1408](https://github.com/emilk/egui/pull/1408)). ## 0.17.0 - 2022-02-22 diff --git a/epaint/src/shadow.rs b/epaint/src/shadow.rs index d8895fee..35ce41cd 100644 --- a/epaint/src/shadow.rs +++ b/epaint/src/shadow.rs @@ -63,11 +63,15 @@ impl Shadow { use crate::tessellator::*; let rect = RectShape::filled(rect.expand(half_ext), ext_rounding, color); - let mut tessellator = Tessellator::from_options(TessellationOptions { - aa_size: extrusion, - anti_alias: true, - ..Default::default() - }); + let pixels_per_point = 1.0; // doesn't matter here + let mut tessellator = Tessellator::new( + pixels_per_point, + TessellationOptions { + feathering: true, + feathering_size_in_pixels: extrusion * pixels_per_point, + ..Default::default() + }, + ); let mut mesh = Mesh::default(); tessellator.tessellate_rect(&rect, &mut mesh); mesh diff --git a/epaint/src/tessellator.rs b/epaint/src/tessellator.rs index 440f356e..1f9fe1a0 100644 --- a/epaint/src/tessellator.rs +++ b/epaint/src/tessellator.rs @@ -163,23 +163,17 @@ impl Path { } /// Open-ended. - pub fn stroke_open(&self, stroke: Stroke, options: &TessellationOptions, out: &mut Mesh) { - stroke_path(&self.0, PathType::Open, stroke, options, out); + pub fn stroke_open(&self, feathering: f32, stroke: Stroke, out: &mut Mesh) { + stroke_path(feathering, &self.0, PathType::Open, stroke, out); } /// A closed path (returning to the first point). - pub fn stroke_closed(&self, stroke: Stroke, options: &TessellationOptions, out: &mut Mesh) { - stroke_path(&self.0, PathType::Closed, stroke, options, out); + pub fn stroke_closed(&self, feathering: f32, stroke: Stroke, out: &mut Mesh) { + stroke_path(feathering, &self.0, PathType::Closed, stroke, out); } - pub fn stroke( - &self, - path_type: PathType, - stroke: Stroke, - options: &TessellationOptions, - out: &mut Mesh, - ) { - stroke_path(&self.0, path_type, stroke, options, out); + pub fn stroke(&self, feathering: f32, path_type: PathType, stroke: Stroke, out: &mut Mesh) { + stroke_path(feathering, &self.0, path_type, stroke, out); } /// The path is taken to be closed (i.e. returning to the start again). @@ -187,8 +181,8 @@ impl Path { /// Calling this may reverse the vertices in the path if they are wrong winding order. /// /// The preferred winding order is clockwise. - pub fn fill(&mut self, color: Color32, options: &TessellationOptions, out: &mut Mesh) { - fill_closed_path(&mut self.0, color, options, out); + pub fn fill(&mut self, feathering: f32, color: Color32, out: &mut Mesh) { + fill_closed_path(feathering, &mut self.0, color, out); } } @@ -286,18 +280,23 @@ pub enum PathType { #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))] #[cfg_attr(feature = "serde", serde(default))] pub struct TessellationOptions { - /// Size of a point in pixels (DPI scaling), e.g. 2.0. Used to snap text to pixel boundaries. - pub pixels_per_point: f32, - - /// The size of a pixel (in points), used for anti-aliasing (smoothing of edges). - /// This is normally the inverse of [`Self::pixels_per_point`], - /// but you can make it larger if you want more blurry edges. - pub aa_size: f32, - - /// Anti-aliasing makes shapes appear smoother, but requires more triangles and is therefore slower. + /// Use "feathering" to smooth out the edges of shapes as a form of anti-aliasing. + /// + /// Feathering works by making each edge into a thin gradient into transparency. + /// The size of this edge is controlled by [`Self::feathering_size_in_pixels`]. + /// + /// This makes shapes appear smoother, but requires more triangles and is therefore slower. + /// /// This setting does not affect text. + /// /// Default: `true`. - pub anti_alias: bool, + pub feathering: bool, + + /// The size of the the feathering, in physical pixels. + /// + /// The default, and suggested, value for this is `1.0`. + /// If you use a larger value, edges will appear blurry. + pub feathering_size_in_pixels: f32, /// If `true` (default) cull certain primitives before tessellating them. /// This likely makes @@ -326,9 +325,8 @@ pub struct TessellationOptions { impl Default for TessellationOptions { fn default() -> Self { Self { - pixels_per_point: 1.0, - aa_size: 1.0, - anti_alias: true, + feathering: true, + feathering_size_in_pixels: 1.0, coarse_tessellation_culling: true, round_text_to_pixels: true, debug_paint_text_rects: false, @@ -340,27 +338,6 @@ impl Default for TessellationOptions { } } -impl TessellationOptions { - pub fn from_pixels_per_point(pixels_per_point: f32) -> Self { - Self { - pixels_per_point, - aa_size: 1.0 / pixels_per_point, - ..Default::default() - } - } -} - -impl TessellationOptions { - #[inline(always)] - pub fn round_to_pixel(&self, point: f32) -> f32 { - if self.round_text_to_pixels { - (point * self.pixels_per_point).round() / self.pixels_per_point - } else { - point - } - } -} - fn cw_signed_area(path: &[PathPoint]) -> f64 { if let Some(last) = path.last() { let mut previous = last.pos; @@ -380,18 +357,13 @@ fn cw_signed_area(path: &[PathPoint]) -> f64 { /// Calling this may reverse the vertices in the path if they are wrong winding order. /// /// The preferred winding order is clockwise. -fn fill_closed_path( - path: &mut [PathPoint], - color: Color32, - options: &TessellationOptions, - out: &mut Mesh, -) { +fn fill_closed_path(feathering: f32, path: &mut [PathPoint], color: Color32, out: &mut Mesh) { if color == Color32::TRANSPARENT { return; } let n = path.len() as u32; - if options.anti_alias { + if feathering > 0.0 { if cw_signed_area(path) < 0.0 { // Wrong winding order - fix: path.reverse(); @@ -415,7 +387,7 @@ fn fill_closed_path( let mut i0 = n - 1; for i1 in 0..n { let p1 = &path[i1 as usize]; - let dm = 0.5 * options.aa_size * p1.normal; + let dm = 0.5 * feathering * p1.normal; 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); @@ -438,10 +410,10 @@ fn fill_closed_path( /// Tessellate the given path as a stroke with thickness. fn stroke_path( + feathering: f32, path: &[PathPoint], path_type: PathType, stroke: Stroke, - options: &TessellationOptions, out: &mut Mesh, ) { let n = path.len() as u32; @@ -452,21 +424,21 @@ fn stroke_path( let idx = out.vertices.len() as u32; - if options.anti_alias { + if feathering > 0.0 { let color_inner = stroke.color; let color_outer = Color32::TRANSPARENT; - let thin_line = stroke.width <= options.aa_size; + let thin_line = stroke.width <= feathering; if thin_line { /* We paint the line using three edges: outer, inner, outer. . o i o outer, inner, outer - . |---| aa_size (pixel width) + . |---| feathering (pixel width) */ // Fade out as it gets thinner: - let color_inner = mul_color(color_inner, stroke.width / options.aa_size); + let color_inner = mul_color(color_inner, stroke.width / feathering); if color_inner == Color32::TRANSPARENT { return; } @@ -480,9 +452,9 @@ fn stroke_path( 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 + n * feathering, color_outer); out.colored_vertex(p, color_inner); - out.colored_vertex(p - n * options.aa_size, color_outer); + out.colored_vertex(p - n * feathering, color_outer); if connect_with_previous { out.add_triangle(idx + 3 * i0 + 0, idx + 3 * i0 + 1, idx + 3 * i1 + 0); @@ -500,14 +472,14 @@ fn stroke_path( 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) + . |---| feathering (pixel width) . |--------------| width . |---------| outer_rad . |-----| inner_rad */ - let inner_rad = 0.5 * (stroke.width - options.aa_size); - let outer_rad = 0.5 * (stroke.width + options.aa_size); + let inner_rad = 0.5 * (stroke.width - feathering); + let outer_rad = 0.5 * (stroke.width + feathering); match path_type { PathType::Closed => { @@ -542,7 +514,7 @@ fn stroke_path( // | aa | | aa | // _________________ ___ - // | \ added / | aa_size + // | \ added / | feathering // | \ ___p___ / | ___ // | | | | // | | opa | | @@ -558,7 +530,7 @@ fn stroke_path( let end = &path[0]; let p = end.pos; let n = end.normal; - let back_extrude = n.rot90() * options.aa_size; + let back_extrude = n.rot90() * feathering; out.colored_vertex(p + n * outer_rad + back_extrude, color_outer); out.colored_vertex(p + n * inner_rad, color_inner); out.colored_vertex(p - n * inner_rad, color_inner); @@ -595,7 +567,7 @@ fn stroke_path( let end = &path[i1 as usize]; let p = end.pos; let n = end.normal; - let back_extrude = -n.rot90() * options.aa_size; + let back_extrude = -n.rot90() * feathering; out.colored_vertex(p + n * outer_rad + back_extrude, color_outer); out.colored_vertex(p + n * inner_rad, color_inner); out.colored_vertex(p - n * inner_rad, color_inner); @@ -640,11 +612,11 @@ fn stroke_path( ); } - let thin_line = stroke.width <= options.aa_size; + let thin_line = stroke.width <= feathering; if thin_line { // Fade out thin lines rather than making them thinner - let radius = options.aa_size / 2.0; - let color = mul_color(stroke.color, stroke.width / options.aa_size); + let radius = feathering / 2.0; + let color = mul_color(stroke.color, stroke.width / feathering); if color == Color32::TRANSPARENT { return; } @@ -677,7 +649,10 @@ fn mul_color(color: Color32, factor: f32) -> Color32 { /// /// Se also [`tessellate_shapes`], a convenient wrapper around [`Tessellator`]. pub struct Tessellator { + pixels_per_point: f32, options: TessellationOptions, + /// size of feathering in points. normally the size of a physical pixel. 0.0 if disabled + feathering: f32, /// Only used for culling clip_rect: Rect, scratchpad_points: Vec, @@ -686,9 +661,17 @@ pub struct Tessellator { impl Tessellator { /// Create a new [`Tessellator`]. - pub fn from_options(options: TessellationOptions) -> Self { + pub fn new(pixels_per_point: f32, options: TessellationOptions) -> Self { + let feathering = if options.feathering { + let pixel_size = 1.0 / pixels_per_point; + options.feathering_size_in_pixels * pixel_size + } else { + 0.0 + }; Self { + pixels_per_point, options, + feathering, clip_rect: Rect::EVERYTHING, scratchpad_points: Default::default(), scratchpad_path: Default::default(), @@ -700,6 +683,15 @@ impl Tessellator { self.clip_rect = clip_rect; } + #[inline(always)] + pub fn round_to_pixel(&self, point: f32) -> f32 { + if self.options.round_text_to_pixels { + (point * self.pixels_per_point).round() / self.pixels_per_point + } else { + point + } + } + /// Tessellate a single [`Shape`] into a [`Mesh`]. /// /// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles). @@ -783,9 +775,9 @@ impl Tessellator { self.scratchpad_path.clear(); self.scratchpad_path.add_circle(center, radius); - self.scratchpad_path.fill(fill, &self.options, out); + self.scratchpad_path.fill(self.feathering, fill, out); self.scratchpad_path - .stroke_closed(stroke, &self.options, out); + .stroke_closed(self.feathering, stroke, out); } /// Tessellate a single [`Mesh`] into a [`Mesh`]. @@ -826,7 +818,8 @@ impl Tessellator { self.scratchpad_path.clear(); self.scratchpad_path.add_line_segment(points); - self.scratchpad_path.stroke_open(stroke, &self.options, out); + self.scratchpad_path + .stroke_open(self.feathering, stroke, out); } /// Tessellate a single [`PathShape`] into a [`Mesh`]. @@ -863,7 +856,7 @@ impl Tessellator { closed, "You asked to fill a path that is not closed. That makes no sense." ); - self.scratchpad_path.fill(*fill, &self.options, out); + self.scratchpad_path.fill(self.feathering, *fill, out); } let typ = if *closed { PathType::Closed @@ -871,7 +864,7 @@ impl Tessellator { PathType::Open }; self.scratchpad_path - .stroke(typ, *stroke, &self.options, out); + .stroke(self.feathering, typ, *stroke, out); } /// Tessellate a single [`Rect`] into a [`Mesh`]. @@ -904,8 +897,8 @@ impl Tessellator { path.clear(); path::rounded_rectangle(&mut self.scratchpad_points, rect, rounding); path.add_line_loop(&self.scratchpad_points); - path.fill(fill, &self.options, out); - path.stroke_closed(stroke, &self.options, out); + path.fill(self.feathering, fill, out); + path.stroke_closed(self.feathering, stroke, out); } /// Tessellate a single [`TextShape`] into a [`Mesh`]. @@ -937,8 +930,8 @@ impl Tessellator { // The contents of the galley is already snapped to pixel coordinates, // but we need to make sure the galley ends up on the start of a physical pixel: let galley_pos = pos2( - self.options.round_to_pixel(galley_pos.x), - self.options.round_to_pixel(galley_pos.y), + self.round_to_pixel(galley_pos.x), + self.round_to_pixel(galley_pos.y), ); let uv_normalizer = vec2(1.0 / tex_size[0] as f32, 1.0 / tex_size[1] as f32); @@ -1006,7 +999,7 @@ impl Tessellator { self.scratchpad_path .add_line_segment([row_rect.left_bottom(), row_rect.right_bottom()]); self.scratchpad_path - .stroke_open(*underline, &self.options, out); + .stroke_open(self.feathering, *underline, out); } } } @@ -1086,14 +1079,15 @@ impl Tessellator { closed, "You asked to fill a path that is not closed. That makes no sense." ); - self.scratchpad_path.fill(fill, &self.options, out); + self.scratchpad_path.fill(self.feathering, fill, out); } let typ = if closed { PathType::Closed } else { PathType::Open }; - self.scratchpad_path.stroke(typ, stroke, &self.options, out); + self.scratchpad_path + .stroke(self.feathering, typ, stroke, out); } } @@ -1102,8 +1096,9 @@ impl Tessellator { /// The given shapes will tessellated in the same order as they are given. /// They will be batched together by clip rectangle. /// -/// * `shapes`: what to tessellate +/// * `pixels_per_point`: number of physical pixels to each logical point /// * `options`: tessellation quality +/// * `shapes`: what to tessellate /// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles) /// /// The implementation uses a [`Tessellator`]. @@ -1111,11 +1106,12 @@ impl Tessellator { /// ## Returns /// A list of clip rectangles with matching [`Mesh`]. pub fn tessellate_shapes( - shapes: Vec, + pixels_per_point: f32, options: TessellationOptions, + shapes: Vec, tex_size: [usize; 2], ) -> Vec { - let mut tessellator = Tessellator::from_options(options); + let mut tessellator = Tessellator::new(pixels_per_point, options); let mut clipped_primitives: Vec = Vec::default(); diff --git a/epaint/src/text/text_layout.rs b/epaint/src/text/text_layout.rs index a70127c7..bac97e17 100644 --- a/epaint/src/text/text_layout.rs +++ b/epaint/src/text/text_layout.rs @@ -599,10 +599,8 @@ fn add_hline(point_scale: PointScale, [start, stop]: [Pos2; 2], stroke: Stroke, if antialiased { let mut path = crate::tessellator::Path::default(); // TODO: reuse this to avoid re-allocations. path.add_line_segment([start, stop]); - let options = crate::tessellator::TessellationOptions::from_pixels_per_point( - point_scale.pixels_per_point(), - ); - path.stroke_open(stroke, &options, mesh); + let feathering = 1.0 / point_scale.pixels_per_point(); + path.stroke_open(feathering, stroke, mesh); } else { // Thin lines often lost, so this is a bad idea