//! Converts graphics primitives into textured triangles. //! //! This module converts lines, circles, text and more represented by [`Shape`] //! into textured triangles represented by [`Mesh`]. #![allow(clippy::identity_op)] use crate::*; use emath::*; use std::f32::consts::TAU; // ---------------------------------------------------------------------------- #[derive(Clone, Debug, Default)] pub struct PathPoint { pos: Pos2, /// For filled paths the normal is used for anti-aliasing (both strokes and filled areas). /// /// 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 /// to either to a stroke (with thickness) or a filled convex area. /// Used as a scratch-pad during tessellation. #[derive(Clone, Debug, Default)] struct Path(Vec); impl Path { #[inline(always)] pub fn clear(&mut self) { self.0.clear(); } #[inline(always)] pub fn reserve(&mut self, additional: usize) { self.0.reserve(additional) } #[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) { let n = (radius * 4.0).round() as i32; // TODO: tweak a bit more let n = n.clamp(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); } } pub fn add_line_segment(&mut self, points: [Pos2; 2]) { self.reserve(2); let normal = (points[1] - points[0]).normalized().rot90(); self.add_point(points[0], normal); self.add_point(points[1], normal); } pub fn add_open_points(&mut self, points: &[Pos2]) { let n = points.len(); assert!(n >= 2); if n == 2 { // Common case optimization: self.add_line_segment([points[0], points[1]]); } else { self.reserve(n); self.add_point(points[0], (points[1] - points[0]).normalized().rot90()); let mut n0 = (points[1] - points[0]).normalized().rot90(); for i in 1..n - 1 { 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; } let normal = (n0 + n1) / 2.0; let length_sq = normal.length_sq(); let right_angle_length_sq = 0.5; let sharper_than_a_right_angle = length_sq < right_angle_length_sq; if sharper_than_a_right_angle { // cut off the sharp corner let center_normal = normal.normalized(); let n0c = (n0 + center_normal) / 2.0; let n1c = (n1 + center_normal) / 2.0; self.add_point(points[i], n0c / n0c.length_sq()); self.add_point(points[i], n1c / n1c.length_sq()); } else { // miter join self.add_point(points[i], normal / length_sq); } n0 = n1; } 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); let mut n0 = (points[0] - points[n - 1]).normalized().rot90(); for i in 0..n { let next_i = if i + 1 == n { 0 } else { i + 1 }; let mut n1 = (points[next_i] - points[i]).normalized().rot90(); // Handle duplicated points (but not triplicated...): if n0 == Vec2::ZERO { n0 = n1; } else if n1 == Vec2::ZERO { n1 = n0; } let normal = (n0 + n1) / 2.0; let length_sq = normal.length_sq(); let right_angle_length_sq = 0.5; let sharper_than_a_right_angle = length_sq < right_angle_length_sq; if sharper_than_a_right_angle { // cut off the sharp corner let center_normal = normal.normalized(); let n0c = (n0 + center_normal) / 2.0; let n1c = (n1 + center_normal) / 2.0; self.add_point(points[i], n0c / n0c.length_sq()); self.add_point(points[i], n1c / n1c.length_sq()); } else { // miter join self.add_point(points[i], normal / length_sq); } n0 = n1; } } } pub mod path { //! Helpers for constructing paths use super::*; /// overwrites existing points pub fn rounded_rectangle(path: &mut Vec, 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, 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 = n.clamp(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}; /// Tessellation quality options #[derive(Clone, Copy, Debug, PartialEq)] #[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))] #[cfg_attr(feature = "persistence", serde(default))] pub struct TessellationOptions { /// Size of a point in pixels, e.g. 2.0. Used to snap text to pixel boundaries. pub pixels_per_point: f32, /// Size of a pixel in points, e.g. 0.5, or 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. /// 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, /// Output the clip rectangles to be painted? 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, } impl Default for TessellationOptions { fn default() -> Self { Self { pixels_per_point: 1.0, aa_size: 1.0, anti_alias: true, coarse_tessellation_culling: true, debug_paint_text_rects: false, debug_paint_clip_rects: false, debug_ignore_clip_rects: false, } } } impl TessellationOptions { #[inline(always)] pub fn round_to_pixel(&self, point: f32) -> f32 { (point * self.pixels_per_point).round() / self.pixels_per_point } } /// Tessellate the given convex area into a polygon. fn fill_closed_path( path: &[PathPoint], color: Color32, options: TessellationOptions, out: &mut Mesh, ) { 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 = 0.5 * options.aa_size * 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); 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); } } } /// Tessellate the given path as a stroke with thickness. fn stroke_path( path: &[PathPoint], path_type: PathType, stroke: Stroke, options: TessellationOptions, out: &mut Mesh, ) { 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 { let color_inner = stroke.color; let color_outer = Color32::TRANSPARENT; 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: 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); 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 { // 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); let mut i0 = n - 1; for i1 in 0..n { let connect_with_previous = path_type == PathType::Closed || i1 > 0; 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; } } } else { out.reserve_triangles(2 * n as usize); out.reserve_vertices(2 * n as usize); 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), ); } 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; 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 { 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); } } } } fn mul_color(color: Color32, factor: f32) -> Color32 { crate::epaint_assert!(0.0 <= factor && factor <= 1.0); // As an unfortunate side-effect of using premultiplied alpha // we need a somewhat expensive conversion to linear space and back. color.linear_multiply(factor) } // ---------------------------------------------------------------------------- /// Converts [`Shape`]s into [`Mesh`]. pub struct Tessellator { options: TessellationOptions, /// Only used for culling clip_rect: Rect, scratchpad_points: Vec, scratchpad_path: Path, } impl Tessellator { pub fn from_options(options: TessellationOptions) -> Self { Self { options, clip_rect: Rect::EVERYTHING, scratchpad_points: Default::default(), scratchpad_path: Default::default(), } } /// Tessellate a single [`Shape`] into a [`Mesh`]. /// /// * `shape`: the shape to tessellate /// * `options`: tessellation quality /// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles) /// * `out`: where the triangles are put /// * `scratchpad_path`: if you plan to run `tessellate_shape` /// many times, pass it a reference to the same `Path` to avoid excessive allocations. pub fn tessellate_shape(&mut self, tex_size: [usize; 2], shape: Shape, out: &mut Mesh) { let clip_rect = self.clip_rect; let options = self.options; match shape { Shape::Noop => {} Shape::Vec(vec) => { for shape in vec { self.tessellate_shape(tex_size, shape, out) } } Shape::Circle { center, radius, fill, stroke, } => { if radius <= 0.0 { return; } 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); } Shape::Mesh(mesh) => { if mesh.is_valid() { out.append(mesh); } else { crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh"); } } Shape::LineSegment { points, stroke } => { let path = &mut self.scratchpad_path; path.clear(); path.add_line_segment(points); stroke_path(&path.0, Open, stroke, options, out); } Shape::Path { 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 { crate::epaint_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); } } Shape::Rect { rect, corner_radius, fill, stroke, } => { let rect = PaintRect { rect, corner_radius, fill, stroke, }; self.tessellate_rect(&rect, out); } Shape::Text { pos, galley, color, fake_italics, } => { 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, ); } self.tessellate_text(tex_size, pos, &galley, color, fake_italics, out); } } } pub(crate) fn tessellate_rect(&mut self, rect: &PaintRect, out: &mut Mesh) { let PaintRect { mut rect, corner_radius, fill, stroke, } = *rect; if self.options.coarse_tessellation_culling && !rect.expand(stroke.width).intersects(self.clip_rect) { return; } if rect.is_negative() { return; } // 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)); 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, tex_size: [usize; 2], pos: Pos2, galley: &super::Galley, color: Color32, fake_italics: bool, out: &mut Mesh, ) { if color == Color32::TRANSPARENT || galley.is_empty() { return; } if cfg!(any( feature = "extra_asserts", all(feature = "extra_debug_asserts", debug_assertions), )) { galley.sanity_check(); } // 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 pos = pos2( self.options.round_to_pixel(pos.x), self.options.round_to_pixel(pos.y), ); let num_chars = galley.char_count_excluding_newlines(); out.reserve_triangles(num_chars * 2); out.reserve_vertices(num_chars * 4); let inv_tex_w = 1.0 / tex_size[0] as f32; let inv_tex_h = 1.0 / tex_size[1] as f32; let clip_slack = 2.0; // Some fudge to handle letters that are slightly larger than expected. let clip_rect_min_y = self.clip_rect.min.y - clip_slack; let clip_rect_max_y = self.clip_rect.max.y + clip_slack; for row in &galley.rows { let row_min_y = pos.y + row.y_min; let row_max_y = pos.y + row.y_max; let is_line_visible = clip_rect_min_y <= row_max_y && row_min_y <= clip_rect_max_y; if self.options.coarse_tessellation_culling && !is_line_visible { // culling individual lines of text is important, since a single `Shape::Text` // can span hundreds of lines. continue; } for (x_offset, uv_rect) in row.x_offsets.iter().zip(&row.uv_rects) { if let Some(glyph) = uv_rect { let mut left_top = pos + glyph.offset + vec2(*x_offset, row.y_min); left_top.x = self.options.round_to_pixel(left_top.x); // Pixel-perfection. left_top.y = self.options.round_to_pixel(left_top.y); // Pixel-perfection. let rect = Rect::from_min_max(left_top, left_top + glyph.size); let uv = Rect::from_min_max( pos2( glyph.min.0 as f32 * inv_tex_w, glyph.min.1 as f32 * inv_tex_h, ), pos2( glyph.max.0 as f32 * inv_tex_w, glyph.max.1 as f32 * inv_tex_h, ), ); if fake_italics { let idx = out.vertices.len() as u32; out.add_triangle(idx, idx + 1, idx + 2); out.add_triangle(idx + 2, idx + 1, idx + 3); let top_offset = rect.height() * 0.25 * Vec2::X; out.vertices.push(Vertex { pos: rect.left_top() + top_offset, uv: uv.left_top(), color, }); out.vertices.push(Vertex { pos: rect.right_top() + top_offset, uv: uv.right_top(), color, }); out.vertices.push(Vertex { pos: rect.left_bottom(), uv: uv.left_bottom(), color, }); out.vertices.push(Vertex { pos: rect.right_bottom(), uv: uv.right_bottom(), color, }); } else { out.add_rect_with_uv(rect, uv, color); } } } } } } /// Turns [`Shape`]:s into sets of triangles. /// /// The given shapes will be painted back-to-front (painters algorithm). /// They will be batched together by clip rectangle. /// /// * `shapes`: the shape to tessellate /// * `options`: tessellation quality /// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles) /// /// ## Returns /// A list of clip rectangles with matching [`Mesh`]. pub fn tessellate_shapes( shapes: Vec, options: TessellationOptions, tex_size: [usize; 2], ) -> Vec { let mut tessellator = Tessellator::from_options(options); let mut clipped_meshes: Vec = Vec::default(); for ClippedShape(clip_rect, shape) in shapes { if !clip_rect.is_positive() { continue; // skip empty clip rectangles } let start_new_mesh = match clipped_meshes.last() { None => true, Some(cm) => cm.0 != clip_rect || cm.1.texture_id != shape.texture_id(), }; if start_new_mesh { clipped_meshes.push(ClippedMesh(clip_rect, Mesh::default())); } let out = &mut clipped_meshes.last_mut().unwrap().1; tessellator.clip_rect = clip_rect; tessellator.tessellate_shape(tex_size, shape, out); } if options.debug_paint_clip_rects { for ClippedMesh(clip_rect, mesh) in &mut clipped_meshes { tessellator.clip_rect = Rect::EVERYTHING; tessellator.tessellate_shape( tex_size, Shape::Rect { rect: *clip_rect, corner_radius: 0.0, fill: Default::default(), stroke: Stroke::new(2.0, Color32::from_rgb(150, 255, 150)), }, mesh, ) } } if options.debug_ignore_clip_rects { for ClippedMesh(clip_rect, _) in &mut clipped_meshes { *clip_rect = Rect::EVERYTHING; } } for ClippedMesh(_, mesh) in &clipped_meshes { crate::epaint_assert!(mesh.is_valid(), "Tessellator generated invalid Mesh"); } clipped_meshes }