hUI/hui/src/draw.rs

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Rust
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//! Stuff related to tesselation and UI rendering.
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use crate::{IfModified, text::{TextRenderer, FontHandle}};
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mod corner_radius;
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pub use corner_radius::RoundedCorners;
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use std::borrow::Cow;
use fontdue::layout::{Layout, CoordinateSystem, TextStyle};
use glam::{Vec2, Vec4, vec2};
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/// Available draw commands
/// - Rectangle: Filled, colored rectangle, with optional rounded corners
/// - Circle: Simple filled, colored circle
/// - Text: Draw text using the specified font, size, color, and position
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#[derive(Clone, Debug, PartialEq)]
pub enum UiDrawCommand {
///Filled, colored rectangle
Rectangle {
///Position in pixels
position: Vec2,
///Size in pixels
size: Vec2,
///Color (RGBA)
color: Vec4,
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///Rounded corners
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rounded_corners: Option<RoundedCorners>,
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},
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/// Filled, colored circle
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Circle {
///Position in pixels
position: Vec2,
///Radius in pixels
radius: f32,
///Color (RGBA)
color: Vec4,
},
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/// Draw text using the specified font, size, color, and position
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Text {
///Position in pixels
position: Vec2,
///Font size
size: u8,
///Color (RGBA)
color: Vec4,
///Text to draw
text: Cow<'static, str>,
///Font handle to use
font: FontHandle,
},
}
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impl UiDrawCommand {
fn texture_eq_index(&self) -> u64 {
match self {
UiDrawCommand::Rectangle { .. } |
UiDrawCommand::Circle { .. } => u64::MAX - 1,
UiDrawCommand::Text { .. } => u64::MAX - 2,
}
}
}
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/// List of draw commands
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#[derive(Default)]
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pub struct UiDrawCommandList {
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pub commands: Vec<UiDrawCommand>,
}
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impl UiDrawCommandList {
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/// Add a draw command to the list
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pub fn add(&mut self, command: UiDrawCommand) {
self.commands.push(command);
}
}
// impl UiDrawCommands {
// pub fn compare(&self, other: &Self) -> bool {
// // if self.commands.len() != other.commands.len() { return false }
// // self.commands.iter().zip(other.commands.iter()).all(|(a, b)| a == b)
// }
// }
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/// Texture to bind for a draw call
///
/// - FontTexture: The internally managed font texture
/// - UserDefined: User-defined texture, value is user-defined and usually depends on the render backend
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum BindTexture {
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/// The internally managed font texture
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FontTexture,
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/// User-defined texture, value is user-defined and usually depends on the render backend
UserDefined(usize),
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}
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/// A vertex for UI rendering
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#[derive(Clone, Copy, Debug, PartialEq, Default)]
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pub struct UiVertex {
pub position: Vec2,
pub color: Vec4,
pub uv: Vec2,
}
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/// Represents a single draw call, should be handled by the render backend
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#[derive(Default)]
pub struct UiDrawCall {
pub vertices: Vec<UiVertex>,
pub indices: Vec<u32>,
pub bind_texture: Option<BindTexture>,
}
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/// Represents a complete UI rendering plan (a list of optimized draw calls).
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#[derive(Default)]
pub struct UiDrawPlan {
pub calls: Vec<UiDrawCall>
}
struct CallSwapper {
calls: Vec<UiDrawCall>,
call: UiDrawCall,
}
impl CallSwapper {
pub fn new() -> Self {
Self {
calls: vec![],
call: UiDrawCall::default(),
}
}
pub fn current(&self) -> &UiDrawCall {
&self.call
}
pub fn current_mut(&mut self) -> &mut UiDrawCall {
&mut self.call
}
pub fn swap(&mut self) {
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self.calls.push(std::mem::take(&mut self.call));
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}
pub fn finish(mut self) -> Vec<UiDrawCall> {
self.calls.push(self.call);
self.calls
}
}
impl UiDrawPlan {
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/// Tesselate the UI and build a complete draw plan from a list of draw commands
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pub fn build(draw_commands: &UiDrawCommandList, tr: &mut TextRenderer) -> Self {
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let mut swapper = CallSwapper::new();
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let mut prev_command: Option<&UiDrawCommand> = None;
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for command in &draw_commands.commands {
let do_swap = if let Some(prev_command) = prev_command {
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//std::mem::discriminant(prev_command) != std::mem::discriminant(command)
prev_command.texture_eq_index() != command.texture_eq_index()
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} else {
false
};
if do_swap {
swapper.swap();
}
if do_swap || prev_command.is_none() {
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swapper.current_mut().bind_texture = match command {
UiDrawCommand::Rectangle { .. } |
UiDrawCommand::Circle { .. } => None,
UiDrawCommand::Text { .. } => Some(BindTexture::FontTexture),
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}
}
match command {
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UiDrawCommand::Rectangle { position, size, color, rounded_corners } => {
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let vidx = swapper.current().vertices.len() as u32;
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if let Some(corner) = rounded_corners.filter(|x| x.radius.max_f32() > 0.0) {
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//this code is stupid as fuck
//Random vert in the center for no reason
//lol
swapper.current_mut().vertices.push(UiVertex {
position: *position + *size * vec2(0.5, 0.5),
color: *color,
uv: vec2(0., 0.),
});
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//TODO: fix some corners tris being invisible (but it's already close enough lol)
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let rounded_corner_verts = corner.point_count.get() as u32;
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for i in 0..rounded_corner_verts {
let cratio = i as f32 / rounded_corner_verts as f32;
let angle = cratio * std::f32::consts::PI * 0.5;
let x = angle.sin();
let y = angle.cos();
//Top-right corner
swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(x, 1. - y) * corner.radius.top_right + vec2(size.x - corner.radius.top_right, 0.),
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color: *color,
uv: vec2(0.0, 0.0),
});
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//Bottom-right corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(x - 1., y) * corner.radius.bottom_right + vec2(size.x, size.y - corner.radius.bottom_right),
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color: *color,
uv: vec2(0.0, 0.0),
});
//Bottom-left corner
swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(1. - x, y) * corner.radius.bottom_left + vec2(0., size.y - corner.radius.bottom_left),
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color: *color,
uv: vec2(0.0, 0.0),
});
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//Top-left corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(1. - x, 1. - y) * corner.radius.top_left,
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color: *color,
uv: vec2(0.0, 0.0),
});
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// mental illness:
if i > 0 {
swapper.current_mut().indices.extend([
//Top-right corner
vidx,
vidx + 1 + (i - 1) * 4,
vidx + 1 + i * 4,
//Bottom-right corner
vidx,
vidx + 1 + (i - 1) * 4 + 1,
vidx + 1 + i * 4 + 1,
//Bottom-left corner
vidx,
vidx + 1 + (i - 1) * 4 + 2,
vidx + 1 + i * 4 + 2,
//Top-left corner
vidx,
vidx + 1 + (i - 1) * 4 + 3,
vidx + 1 + i * 4 + 3,
]);
}
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}
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//Fill in the rest
//mental illness 2:
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swapper.current_mut().indices.extend([
//Top
vidx,
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vidx + 4,
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vidx + 1,
//Right?, i think
vidx,
vidx + 1 + (rounded_corner_verts - 1) * 4,
vidx + 1 + (rounded_corner_verts - 1) * 4 + 1,
//Left???
vidx,
vidx + 1 + (rounded_corner_verts - 1) * 4 + 2,
vidx + 1 + (rounded_corner_verts - 1) * 4 + 3,
//Bottom???
vidx,
vidx + 3,
vidx + 2,
]);
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} else {
swapper.current_mut().indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
swapper.current_mut().vertices.extend([
UiVertex {
position: *position,
color: *color,
uv: vec2(0.0, 0.0),
},
UiVertex {
position: *position + vec2(size.x, 0.0),
color: *color,
uv: vec2(1.0, 0.0),
},
UiVertex {
position: *position + *size,
color: *color,
uv: vec2(1.0, 1.0),
},
UiVertex {
position: *position + vec2(0.0, size.y),
color: *color,
uv: vec2(0.0, 1.0),
},
]);
}
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},
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UiDrawCommand::Circle { .. } => {
todo!("circle draw command not implemented yet")
},
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UiDrawCommand::Text { position, size, color, text, font } => {
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if text.is_empty() {
continue
}
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//XXX: should we be doing this every time?
let mut layout = Layout::new(CoordinateSystem::PositiveYDown);
layout.append(
&[tr.internal_font(*font)],
&TextStyle::new(text, *size as f32, 0)
);
let glyphs = layout.glyphs();
//let mut rpos_x = 0.;
for layout_glyph in glyphs {
if !layout_glyph.char_data.rasterize() {
continue
}
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let font_texture_size = (
tr.font_texture().size.x as f32,
tr.font_texture().size.y as f32
);
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let vidx = swapper.current().vertices.len() as u32;
let glyph = tr.glyph(*font, layout_glyph.parent, layout_glyph.key.px as u8);
//rpos_x += glyph.metrics.advance_width;//glyph.metrics.advance_width;
swapper.current_mut().indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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let p0x = glyph.position.x as f32 / font_texture_size.0;
let p1x = (glyph.position.x + glyph.size.x as i32) as f32 / font_texture_size.0;
let p0y = glyph.position.y as f32 / font_texture_size.1;
let p1y = (glyph.position.y + glyph.size.y as i32) as f32 / font_texture_size.1;
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swapper.current_mut().vertices.extend([
UiVertex {
position: *position + vec2(layout_glyph.x, layout_glyph.y),
color: *color,
uv: vec2(p0x, p0y),
},
UiVertex {
position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y),
color: *color,
uv: vec2(p1x, p0y),
},
UiVertex {
position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y + glyph.metrics.height as f32),
color: *color,
uv: vec2(p1x, p1y),
},
UiVertex {
position: *position + vec2(layout_glyph.x, layout_glyph.y + glyph.metrics.height as f32),
color: *color,
uv: vec2(p0x, p1y),
},
]);
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#[cfg(all(
feature = "pixel_perfect_text",
not(feature = "pixel_perfect")
))] {
for vtx in &mut swapper.current_mut().vertices[(vidx as usize)..] {
vtx.position = vtx.position.round()
}
}
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}
}
}
#[cfg(feature = "pixel_perfect")]
swapper.current_mut().vertices.iter_mut().for_each(|v| {
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v.position = v.position.round()
});
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prev_command = Some(command);
}
Self {
calls: swapper.finish()
}
}
}
impl IfModified<UiDrawPlan> for (bool, &UiDrawPlan) {
fn if_modified(&self) -> Option<&UiDrawPlan> {
match self.0 {
true => Some(self.1),
false => None,
}
}
}