2024-02-20 11:19:10 -06:00
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//! Stuff related to tesselation and UI rendering.
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use crate::{
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rectangle::Corners,
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text::{FontHandle, TextRenderer}
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};
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2024-02-17 14:43:46 -06:00
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2024-02-24 16:32:09 -06:00
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pub(crate) mod atlas;
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2024-02-24 21:02:10 -06:00
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use atlas::TextureAtlasManager;
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pub use atlas::{TextureHandle, TextureAtlasMeta};
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2024-02-24 16:32:09 -06:00
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mod corner_radius;
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pub use corner_radius::RoundedCorners;
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use std::borrow::Cow;
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use fontdue::layout::{Layout, CoordinateSystem, TextStyle};
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use glam::{Vec2, Vec4, vec2};
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2024-02-19 14:12:12 -06:00
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/// Available draw commands
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/// - Rectangle: Filled, colored rectangle, with optional rounded corners
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/// - Circle: Simple filled, colored circle
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/// - Text: Draw text using the specified font, size, color, and position
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#[derive(Clone, Debug, PartialEq)]
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pub enum UiDrawCommand {
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///Filled, colored rectangle
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Rectangle {
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///Position in pixels
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position: Vec2,
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///Size in pixels
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size: Vec2,
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///Color (RGBA)
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color: Corners<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 {
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///Position in pixels
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position: Vec2,
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///Radius in pixels
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radius: f32,
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///Color (RGBA)
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color: Vec4,
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},
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/// Draw text using the specified font, size, color, and position
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Text {
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///Position in pixels
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position: Vec2,
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///Font size
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size: u16,
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///Color (RGBA)
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color: Vec4,
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///Text to draw
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text: Cow<'static, str>,
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///Font handle to use
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font: FontHandle,
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},
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}
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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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}
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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) {
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self.commands.push(command);
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}
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}
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// impl UiDrawCommands {
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// pub fn compare(&self, other: &Self) -> bool {
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// // if self.commands.len() != other.commands.len() { return false }
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// // self.commands.iter().zip(other.commands.iter()).all(|(a, b)| a == b)
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// }
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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 {
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pub position: Vec2,
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pub color: Vec4,
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pub uv: Vec2,
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}
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/// Represents a single draw call, should be handled by the render backend
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2024-02-17 14:43:46 -06:00
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#[derive(Default)]
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pub struct UiDrawCall {
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pub vertices: Vec<UiVertex>,
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pub indices: Vec<u32>,
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}
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impl UiDrawCall {
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/// Tesselate the UI and build a complete draw plan from a list of draw commands
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pub(crate) fn build(draw_commands: &UiDrawCommandList, atlas: &mut TextureAtlasManager, text_renderer: &mut TextRenderer) -> Self {
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let mut draw_call = UiDrawCall::default();
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for command in &draw_commands.commands {
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match command {
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UiDrawCommand::Rectangle { position, size, color, rounded_corners } => {
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let vidx = draw_call.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
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//Random vert in the center for no reason
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//lol
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draw_call.vertices.push(UiVertex {
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position: *position + *size * vec2(0.5, 0.5),
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color: (color.bottom_left + color.bottom_right + color.top_left + color.top_right) / 4.,
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uv: vec2(0., 0.),
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});
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2024-02-18 21:37:28 -06:00
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2024-02-20 13:24:36 -06:00
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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 {
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let cratio = i as f32 / rounded_corner_verts as f32;
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let angle = cratio * std::f32::consts::PI * 0.5;
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let x = angle.sin();
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let y = angle.cos();
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//Top-right corner
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draw_call.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.top_right,
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uv: vec2(0.0, 0.0),
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});
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//Bottom-right corner
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draw_call.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.bottom_right,
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uv: vec2(0.0, 0.0),
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});
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//Bottom-left corner
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draw_call.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.bottom_left,
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uv: vec2(0.0, 0.0),
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});
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//Top-left corner
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draw_call.vertices.push(UiVertex {
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position: *position + vec2(1. - x, 1. - y) * corner.radius.top_left,
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color: color.top_left,
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uv: vec2(0.0, 0.0),
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});
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// mental illness:
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if i > 0 {
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draw_call.indices.extend([
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//Top-right corner
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vidx,
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vidx + 1 + (i - 1) * 4,
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vidx + 1 + i * 4,
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//Bottom-right corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 1,
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vidx + 1 + i * 4 + 1,
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//Bottom-left corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 2,
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vidx + 1 + i * 4 + 2,
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//Top-left corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 3,
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vidx + 1 + i * 4 + 3,
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]);
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}
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}
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2024-02-18 22:36:38 -06:00
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//Fill in the rest
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//mental illness 2:
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2024-02-21 13:13:58 -06:00
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draw_call.indices.extend([
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//Top
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vidx,
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vidx + 4,
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vidx + 1,
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//Right?, i think
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vidx,
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vidx + 1 + (rounded_corner_verts - 1) * 4,
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vidx + 1 + (rounded_corner_verts - 1) * 4 + 1,
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//Left???
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vidx,
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vidx + 1 + (rounded_corner_verts - 1) * 4 + 2,
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vidx + 1 + (rounded_corner_verts - 1) * 4 + 3,
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//Bottom???
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vidx,
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vidx + 3,
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vidx + 2,
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]);
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} else {
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draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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draw_call.vertices.extend([
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UiVertex {
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position: *position,
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color: color.top_left,
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uv: vec2(0.0, 0.0),
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},
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UiVertex {
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position: *position + vec2(size.x, 0.0),
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2024-02-20 13:56:58 -06:00
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color: color.top_right,
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uv: vec2(0.0, 0.0), // vec2(1.0, 0.0),
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2024-02-18 20:41:48 -06:00
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},
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UiVertex {
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position: *position + *size,
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color: color.bottom_right,
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2024-02-24 21:02:10 -06:00
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uv: vec2(0.0, 0.0), // vec2(1.0, 1.0),
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},
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UiVertex {
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position: *position + vec2(0.0, size.y),
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color: color.bottom_left,
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2024-02-24 21:02:10 -06:00
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uv: vec2(0.0, 0.0), // vec2(0.0, 1.0),
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},
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]);
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}
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2024-02-17 14:43:46 -06:00
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},
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2024-02-19 14:12:12 -06:00
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UiDrawCommand::Circle { .. } => {
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todo!("circle draw command not implemented yet")
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},
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2024-02-24 21:02:10 -06:00
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UiDrawCommand::Text { position, size, color, text, font: font_handle } => {
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2024-02-20 10:30:26 -06:00
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if text.is_empty() {
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continue
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}
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2024-02-17 14:43:46 -06:00
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//XXX: should we be doing this every time?
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let mut layout = Layout::new(CoordinateSystem::PositiveYDown);
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layout.append(
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2024-02-24 21:02:10 -06:00
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&[text_renderer.internal_font(*font_handle)],
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2024-02-17 14:43:46 -06:00
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&TextStyle::new(text, *size as f32, 0)
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);
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let glyphs = layout.glyphs();
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//let mut rpos_x = 0.;
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for layout_glyph in glyphs {
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if !layout_glyph.char_data.rasterize() {
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continue
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}
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2024-02-24 21:02:10 -06:00
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let atlas_size = atlas.meta().size.as_vec2();
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2024-02-21 13:13:58 -06:00
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let vidx = draw_call.vertices.len() as u32;
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2024-02-24 21:02:10 -06:00
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let glyph = text_renderer.glyph(atlas, *font_handle, layout_glyph.parent, layout_glyph.key.px as u8);
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let uv = atlas.get_uv(glyph.texture);
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2024-02-17 14:43:46 -06:00
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//rpos_x += glyph.metrics.advance_width;//glyph.metrics.advance_width;
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2024-02-21 13:13:58 -06:00
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draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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draw_call.vertices.extend([
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2024-02-17 14:43:46 -06:00
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UiVertex {
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position: *position + vec2(layout_glyph.x, layout_glyph.y),
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color: *color,
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2024-02-24 21:02:10 -06:00
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uv: uv.top_left,
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2024-02-17 14:43:46 -06:00
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},
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UiVertex {
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position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y),
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color: *color,
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2024-02-24 21:02:10 -06:00
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uv: uv.top_right,
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2024-02-17 14:43:46 -06:00
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},
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UiVertex {
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position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y + glyph.metrics.height as f32),
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color: *color,
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2024-02-24 21:02:10 -06:00
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uv: uv.bottom_right,
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2024-02-17 14:43:46 -06:00
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},
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UiVertex {
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position: *position + vec2(layout_glyph.x, layout_glyph.y + glyph.metrics.height as f32),
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color: *color,
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2024-02-24 21:02:10 -06:00
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uv: uv.bottom_left,
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2024-02-17 14:43:46 -06:00
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},
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]);
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2024-02-20 10:30:26 -06:00
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#[cfg(all(
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feature = "pixel_perfect_text",
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not(feature = "pixel_perfect")
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))] {
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for vtx in &mut draw_call.vertices[(vidx as usize)..] {
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vtx.position = vtx.position.round()
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}
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}
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2024-02-17 14:43:46 -06:00
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}
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}
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}
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}
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2024-02-21 13:13:58 -06:00
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#[cfg(feature = "pixel_perfect")]
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draw_call.vertices.iter_mut().for_each(|v| {
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v.position = v.position.round()
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});
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draw_call
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2024-02-17 14:43:46 -06:00
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}
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}
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