//! 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)] 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)] pub 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(); // We can't just cut off corners for filled shapes like this, // because the feather will both expand and contract the corner along the provided normals // to make sure it doesn't grow, and the shrinking will make the inner points cross each other. // // A better approach is to shrink the vertices in by half the feather-width here // and then only expand during feathering. // // See https://github.com/emilk/egui/issues/1226 const CUT_OFF_SHARP_CORNERS: bool = false; let right_angle_length_sq = 0.5; let sharper_than_a_right_angle = length_sq < right_angle_length_sq; if CUT_OFF_SHARP_CORNERS && 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; } } /// Open-ended. 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, feathering: f32, stroke: Stroke, out: &mut Mesh) { stroke_path(feathering, &self.0, PathType::Closed, stroke, 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). /// /// 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, feathering: f32, color: Color32, out: &mut Mesh) { fill_closed_path(feathering, &mut self.0, color, out); } } pub mod path { //! Helpers for constructing paths use crate::shape::Rounding; use super::*; /// overwrites existing points pub fn rounded_rectangle(path: &mut Vec, rect: Rect, rounding: Rounding) { path.clear(); let min = rect.min; let max = rect.max; let r = clamp_radius(rounding, rect); if r == Rounding::none() { let min = rect.min; let max = rect.max; path.reserve(4); path.push(pos2(min.x, min.y)); // left top path.push(pos2(max.x, min.y)); // right top path.push(pos2(max.x, max.y)); // right bottom path.push(pos2(min.x, max.y)); // left bottom } else { add_circle_quadrant(path, pos2(max.x - r.se, max.y - r.se), r.se, 0.0); add_circle_quadrant(path, pos2(min.x + r.sw, max.y - r.sw), r.sw, 1.0); add_circle_quadrant(path, pos2(min.x + r.nw, min.y + r.nw), r.nw, 2.0); add_circle_quadrant(path, pos2(max.x - r.ne, min.y + r.ne), r.ne, 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)); } } // Ensures the radius of each corner is within a valid range fn clamp_radius(rounding: Rounding, rect: Rect) -> Rounding { let half_width = rect.width() * 0.5; let half_height = rect.height() * 0.5; let max_cr = half_width.min(half_height); Rounding { nw: rounding.nw.at_most(max_cr).at_least(0.0), ne: rounding.ne.at_most(max_cr).at_least(0.0), sw: rounding.sw.at_most(max_cr).at_least(0.0), se: rounding.se.at_most(max_cr).at_least(0.0), } } } // ---------------------------------------------------------------------------- #[derive(Clone, Copy, PartialEq)] pub enum PathType { Open, Closed, } /// Tessellation quality options #[derive(Clone, Copy, Debug, PartialEq)] #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))] #[cfg_attr(feature = "serde", serde(default))] pub struct TessellationOptions { /// 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 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 pub coarse_tessellation_culling: bool, /// If `true` (default) align text to mesh grid. /// This makes the text sharper on most platforms. pub round_text_to_pixels: 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, /// The maximum distance between the original curve and the flattened curve. pub bezier_tolerance: f32, /// The default value will be 1.0e-5, it will be used during float compare. pub epsilon: f32, } impl Default for TessellationOptions { fn default() -> Self { Self { feathering: true, feathering_size_in_pixels: 1.0, coarse_tessellation_culling: true, round_text_to_pixels: true, debug_paint_text_rects: false, debug_paint_clip_rects: false, debug_ignore_clip_rects: false, bezier_tolerance: 0.1, epsilon: 1.0e-5, } } } fn cw_signed_area(path: &[PathPoint]) -> f64 { if let Some(last) = path.last() { let mut previous = last.pos; let mut area = 0.0; for p in path { area += (previous.x * p.pos.y - p.pos.x * previous.y) as f64; previous = p.pos; } area } else { 0.0 } } /// Tessellate the given convex area into a polygon. /// /// 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(feathering: f32, path: &mut [PathPoint], color: Color32, out: &mut Mesh) { if color == Color32::TRANSPARENT { return; } let n = path.len() as u32; if feathering > 0.0 { if cw_signed_area(path) < 0.0 { // Wrong winding order - fix: path.reverse(); for point in path.iter_mut() { point.normal = -point.normal; } } 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; // The fill: for i in 2..n { out.add_triangle(idx_inner + 2 * (i - 1), idx_inner, idx_inner + 2 * i); } // The feathering: let mut i0 = n - 1; for i1 in 0..n { let p1 = &path[i1 as usize]; 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); 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( feathering: f32, path: &[PathPoint], path_type: PathType, stroke: Stroke, out: &mut Mesh, ) { let n = path.len() as u32; if stroke.width <= 0.0 || stroke.color == Color32::TRANSPARENT || n < 2 { return; } let idx = out.vertices.len() as u32; if feathering > 0.0 { let color_inner = stroke.color; let color_outer = Color32::TRANSPARENT; 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 . |---| feathering (pixel width) */ // Fade out as it gets thinner: let color_inner = mul_color(color_inner, stroke.width / feathering); 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 * feathering, color_outer); out.colored_vertex(p, color_inner); 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); 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 anti-aliased line /* We paint the line using four edges: outer, inner, inner, outer . o i p i o outer, inner, point, inner, outer . |---| feathering (pixel width) . |--------------| width . |---------| outer_rad . |-----| inner_rad */ let inner_rad = 0.5 * (stroke.width - feathering); let outer_rad = 0.5 * (stroke.width + feathering); match path_type { PathType::Closed => { 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 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); 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; } } PathType::Open => { // Anti-alias the ends by extruding the outer edge and adding // two more triangles to each end: // | aa | | aa | // _________________ ___ // | \ added / | feathering // | \ ___p___ / | ___ // | | | | // | | opa | | // | | que | | // | | | | // (in the future it would be great with an option to add a circular end instead) out.reserve_triangles(6 * n as usize + 4); out.reserve_vertices(4 * n as usize); { let end = &path[0]; let p = end.pos; let n = end.normal; 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); out.colored_vertex(p - n * outer_rad + back_extrude, color_outer); out.add_triangle(idx + 0, idx + 1, idx + 2); out.add_triangle(idx + 0, idx + 2, idx + 3); } let mut i0 = 0; for i1 in 1..n - 1 { let point = &path[i1 as usize]; let p = point.pos; let n = point.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); 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; } { let i1 = n - 1; let end = &path[i1 as usize]; let p = end.pos; let n = end.normal; 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); out.colored_vertex(p - n * outer_rad + back_extrude, color_outer); 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); // The extension: out.add_triangle(idx + 4 * i1 + 0, idx + 4 * i1 + 1, idx + 4 * i1 + 2); out.add_triangle(idx + 4 * i1 + 0, idx + 4 * i1 + 2, idx + 4 * i1 + 3); } } } } } else { // not anti-aliased: out.reserve_triangles(2 * n as usize); out.reserve_vertices(2 * n as usize); let last_index = if path_type == PathType::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 <= feathering; if thin_line { // Fade out thin lines rather than making them thinner let radius = feathering / 2.0; let color = mul_color(stroke.color, stroke.width / feathering); 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 triangles ([`Mesh`]). /// /// For performance reasons it is smart to reuse the same `Tessellator`. /// /// Se also [`tessellate_shapes`], a convenient wrapper around [`Tessellator`]. pub struct Tessellator { pixels_per_point: f32, options: TessellationOptions, font_tex_size: [usize; 2], /// 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, scratchpad_path: Path, } impl Tessellator { /// Create a new [`Tessellator`]. /// /// * `font_tex_size`: size of the font texture. Required to normalize glyph uv rectangles when tessellating text. pub fn new( pixels_per_point: f32, options: TessellationOptions, font_tex_size: [usize; 2], ) -> 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, font_tex_size, feathering, clip_rect: Rect::EVERYTHING, scratchpad_points: Default::default(), scratchpad_path: Default::default(), } } /// Set the `Rect` to use for culling. pub fn set_clip_rect(&mut self, clip_rect: Rect) { 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 clipped shape into a list of primitives. pub fn tessellate_clipped_shape( &mut self, clipped_shape: ClippedShape, out_primitives: &mut Vec, ) { let ClippedShape(new_clip_rect, new_shape) = clipped_shape; if !new_clip_rect.is_positive() { return; // skip empty clip rectangles } if let Shape::Vec(shapes) = new_shape { for shape in shapes { self.tessellate_clipped_shape(ClippedShape(new_clip_rect, shape), out_primitives); } return; } if let Shape::Callback(callback) = new_shape { out_primitives.push(ClippedPrimitive { clip_rect: new_clip_rect, primitive: Primitive::Callback(callback), }); return; } let start_new_mesh = match out_primitives.last() { None => true, Some(output_clipped_primitive) => { output_clipped_primitive.clip_rect != new_clip_rect || if let Primitive::Mesh(output_mesh) = &output_clipped_primitive.primitive { output_mesh.texture_id != new_shape.texture_id() } else { true } } }; if start_new_mesh { out_primitives.push(ClippedPrimitive { clip_rect: new_clip_rect, primitive: Primitive::Mesh(Mesh::default()), }); } let out = out_primitives.last_mut().unwrap(); if let Primitive::Mesh(out_mesh) = &mut out.primitive { self.clip_rect = new_clip_rect; self.tessellate_shape(new_shape, out_mesh); } else { unreachable!(); } } /// Tessellate a single [`Shape`] into a [`Mesh`]. /// /// This call can panic the given shape is of [`Shape::Vec`] or [`Shape::Callback`]. /// For that, use [`Self::tessellate_clipped_shape`] instead. /// * `shape`: the shape to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_shape(&mut self, shape: Shape, out: &mut Mesh) { match shape { Shape::Noop => {} Shape::Vec(vec) => { for shape in vec { self.tessellate_shape(shape, out); } } Shape::Circle(circle) => { self.tessellate_circle(circle, out); } Shape::Mesh(mesh) => { if !mesh.is_valid() { crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh"); return; } if self.options.coarse_tessellation_culling && !self.clip_rect.intersects(mesh.calc_bounds()) { return; } out.append(mesh); } Shape::LineSegment { points, stroke } => self.tessellate_line(points, stroke, out), Shape::Path(path_shape) => { self.tessellate_path(&path_shape, out); } Shape::Rect(rect_shape) => { self.tessellate_rect(&rect_shape, out); } Shape::Text(text_shape) => { if self.options.debug_paint_text_rects { let rect = text_shape.galley.rect.translate(text_shape.pos.to_vec2()); self.tessellate_rect( &RectShape::stroke(rect.expand(0.5), 2.0, (0.5, Color32::GREEN)), out, ); } self.tessellate_text(&text_shape, out); } Shape::QuadraticBezier(quadratic_shape) => { self.tessellate_quadratic_bezier(quadratic_shape, out); } Shape::CubicBezier(cubic_shape) => self.tessellate_cubic_bezier(cubic_shape, out), Shape::Callback(_) => { panic!("Shape::Callback passed to Tessellator"); } } } /// Tessellate a single [`CircleShape`] into a [`Mesh`]. /// /// * `shape`: the circle to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_circle(&mut self, shape: CircleShape, out: &mut Mesh) { let CircleShape { center, radius, fill, stroke, } = shape; if radius <= 0.0 { return; } if self.options.coarse_tessellation_culling && !self .clip_rect .expand(radius + stroke.width) .contains(center) { return; } self.scratchpad_path.clear(); self.scratchpad_path.add_circle(center, radius); self.scratchpad_path.fill(self.feathering, fill, out); self.scratchpad_path .stroke_closed(self.feathering, stroke, out); } /// Tessellate a single [`Mesh`] into a [`Mesh`]. /// /// * `mesh`: the mesh to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_mesh(&mut self, mesh: &Mesh, out: &mut Mesh) { if !mesh.is_valid() { crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh"); return; } if self.options.coarse_tessellation_culling && !self.clip_rect.intersects(mesh.calc_bounds()) { return; } out.append_ref(mesh); } /// Tessellate a line segment between the two points with the given stoken into a [`Mesh`]. /// /// * `shape`: the mesh to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_line(&mut self, points: [Pos2; 2], stroke: Stroke, out: &mut Mesh) { if stroke.is_empty() { return; } if self.options.coarse_tessellation_culling && !self .clip_rect .intersects(Rect::from_two_pos(points[0], points[1]).expand(stroke.width)) { return; } self.scratchpad_path.clear(); self.scratchpad_path.add_line_segment(points); self.scratchpad_path .stroke_open(self.feathering, stroke, out); } /// Tessellate a single [`PathShape`] into a [`Mesh`]. /// /// * `path_shape`: the path to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_path(&mut self, path_shape: &PathShape, out: &mut Mesh) { if path_shape.points.len() < 2 { return; } if self.options.coarse_tessellation_culling && !path_shape.visual_bounding_rect().intersects(self.clip_rect) { return; } let PathShape { points, closed, fill, stroke, } = path_shape; self.scratchpad_path.clear(); if *closed { self.scratchpad_path.add_line_loop(points); } else { self.scratchpad_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." ); self.scratchpad_path.fill(self.feathering, *fill, out); } let typ = if *closed { PathType::Closed } else { PathType::Open }; self.scratchpad_path .stroke(self.feathering, typ, *stroke, out); } /// Tessellate a single [`Rect`] into a [`Mesh`]. /// /// * `rect`: the rectangle to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_rect(&mut self, rect: &RectShape, out: &mut Mesh) { let RectShape { mut rect, rounding, 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, rounding); path.add_line_loop(&self.scratchpad_points); path.fill(self.feathering, fill, out); path.stroke_closed(self.feathering, stroke, out); } /// Tessellate a single [`TextShape`] into a [`Mesh`]. /// * `text_shape`: the text to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_text(&mut self, text_shape: &TextShape, out: &mut Mesh) { let TextShape { pos: galley_pos, galley, underline, override_text_color, angle, } = text_shape; if galley.is_empty() { return; } out.vertices.reserve(galley.num_vertices); out.indices.reserve(galley.num_indices); // 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.round_to_pixel(galley_pos.x), self.round_to_pixel(galley_pos.y), ); let uv_normalizer = vec2( 1.0 / self.font_tex_size[0] as f32, 1.0 / self.font_tex_size[1] as f32, ); let rotator = Rot2::from_angle(*angle); for row in &galley.rows { if row.visuals.mesh.is_empty() { continue; } let mut row_rect = row.visuals.mesh_bounds; if *angle != 0.0 { row_rect = row_rect.rotate_bb(rotator); } row_rect = row_rect.translate(galley_pos.to_vec2()); if self.options.coarse_tessellation_culling && !self.clip_rect.intersects(row_rect) { // culling individual lines of text is important, since a single `Shape::Text` // can span hundreds of lines. continue; } let index_offset = out.vertices.len() as u32; out.indices.extend( row.visuals .mesh .indices .iter() .map(|index| index + index_offset), ); out.vertices.extend( row.visuals .mesh .vertices .iter() .enumerate() .map(|(i, vertex)| { let Vertex { pos, uv, mut color } = *vertex; if let Some(override_text_color) = override_text_color { if row.visuals.glyph_vertex_range.contains(&i) { color = *override_text_color; } } let offset = if *angle == 0.0 { pos.to_vec2() } else { rotator * pos.to_vec2() }; Vertex { pos: galley_pos + offset, uv: (uv.to_vec2() * uv_normalizer).to_pos2(), color, } }), ); if *underline != Stroke::none() { self.scratchpad_path.clear(); self.scratchpad_path .add_line_segment([row_rect.left_bottom(), row_rect.right_bottom()]); self.scratchpad_path .stroke_open(self.feathering, *underline, out); } } } /// Tessellate a single [`QuadraticBezierShape`] into a [`Mesh`]. /// /// * `quadratic_shape`: the shape to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_quadratic_bezier( &mut self, quadratic_shape: QuadraticBezierShape, out: &mut Mesh, ) { let options = &self.options; let clip_rect = self.clip_rect; if options.coarse_tessellation_culling && !quadratic_shape.visual_bounding_rect().intersects(clip_rect) { return; } let points = quadratic_shape.flatten(Some(options.bezier_tolerance)); self.tessellate_bezier_complete( &points, quadratic_shape.fill, quadratic_shape.closed, quadratic_shape.stroke, out, ); } /// Tessellate a single [`CubicBezierShape`] into a [`Mesh`]. /// /// * `cubic_shape`: the shape to tessellate. /// * `out`: triangles are appended to this. pub fn tessellate_cubic_bezier(&mut self, cubic_shape: CubicBezierShape, out: &mut Mesh) { let options = &self.options; let clip_rect = self.clip_rect; if options.coarse_tessellation_culling && !cubic_shape.visual_bounding_rect().intersects(clip_rect) { return; } let points_vec = cubic_shape.flatten_closed(Some(options.bezier_tolerance), Some(options.epsilon)); for points in points_vec { self.tessellate_bezier_complete( &points, cubic_shape.fill, cubic_shape.closed, cubic_shape.stroke, out, ); } } fn tessellate_bezier_complete( &mut self, points: &[Pos2], fill: Color32, closed: bool, stroke: Stroke, out: &mut Mesh, ) { self.scratchpad_path.clear(); if closed { self.scratchpad_path.add_line_loop(points); } else { self.scratchpad_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." ); self.scratchpad_path.fill(self.feathering, fill, out); } let typ = if closed { PathType::Closed } else { PathType::Open }; self.scratchpad_path .stroke(self.feathering, typ, stroke, out); } } /// Turns [`Shape`]:s into sets of triangles. /// /// The given shapes will tessellated in the same order as they are given. /// They will be batched together by clip rectangle. /// /// * `pixels_per_point`: number of physical pixels to each logical point /// * `options`: tessellation quality /// * `shapes`: what to tessellate /// * `font_tex_size`: size of the font texture (required to normalize glyph uv rectangles) /// /// The implementation uses a [`Tessellator`]. /// /// ## Returns /// A list of clip rectangles with matching [`Mesh`]. pub fn tessellate_shapes( pixels_per_point: f32, options: TessellationOptions, shapes: Vec, font_tex_size: [usize; 2], ) -> Vec { let mut tessellator = Tessellator::new(pixels_per_point, options, font_tex_size); let mut clipped_primitives: Vec = Vec::default(); for clipped_shape in shapes { tessellator.tessellate_clipped_shape(clipped_shape, &mut clipped_primitives); } if options.debug_paint_clip_rects { clipped_primitives = add_clip_rects(&mut tessellator, clipped_primitives); } if options.debug_ignore_clip_rects { for clipped_primitive in &mut clipped_primitives { clipped_primitive.clip_rect = Rect::EVERYTHING; } } for clipped_primitive in &clipped_primitives { if let Primitive::Mesh(mesh) = &clipped_primitive.primitive { crate::epaint_assert!(mesh.is_valid(), "Tessellator generated invalid Mesh"); } } clipped_primitives } fn add_clip_rects( tessellator: &mut Tessellator, clipped_primitives: Vec, ) -> Vec { tessellator.clip_rect = Rect::EVERYTHING; let stroke = Stroke::new(2.0, Color32::from_rgb(150, 255, 150)); clipped_primitives .into_iter() .flat_map(|clipped_primitive| { let mut clip_rect_mesh = Mesh::default(); tessellator.tessellate_shape( Shape::rect_stroke(clipped_primitive.clip_rect, 0.0, stroke), &mut clip_rect_mesh, ); [ clipped_primitive, ClippedPrimitive { clip_rect: Rect::EVERYTHING, // whatever primitive: Primitive::Mesh(clip_rect_mesh), }, ] }) .collect() } #[test] fn test_tessellator() { use crate::*; let mut shapes = Vec::with_capacity(2); let rect = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0)); let uv = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0)); let mut mesh = Mesh::with_texture(TextureId::Managed(1)); mesh.add_rect_with_uv(rect, uv, Color32::WHITE); shapes.push(Shape::mesh(mesh)); let mut mesh = Mesh::with_texture(TextureId::Managed(2)); mesh.add_rect_with_uv(rect, uv, Color32::WHITE); shapes.push(Shape::mesh(mesh)); let shape = Shape::Vec(shapes); let clipped_shapes = vec![ClippedShape(rect, shape)]; let primitives = tessellate_shapes(1.0, Default::default(), clipped_shapes, [100, 100]); assert_eq!(primitives.len(), 2); }