hUI/hui/src/draw.rs

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Rust
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use crate::{IfModified, text::{TextRenderer, FontHandle}};
use std::borrow::Cow;
use fontdue::layout::{Layout, CoordinateSystem, TextStyle};
use glam::{Vec2, Vec4, vec2};
#[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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//TODO: rounded corners per side
///Rounded corners
corner_radius: Option<f32>,
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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,
},
}
#[derive(Default)]
pub struct UiDrawCommands {
pub commands: Vec<UiDrawCommand>,
}
impl UiDrawCommands {
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)
// }
// }
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum BindTexture {
FontTexture,
//UserDefined(usize),
}
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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,
}
#[derive(Default)]
pub struct UiDrawCall {
pub vertices: Vec<UiVertex>,
pub indices: Vec<u32>,
pub bind_texture: Option<BindTexture>,
}
#[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 {
pub fn build(draw_commands: &UiDrawCommands, tr: &mut TextRenderer) -> Self {
let mut swapper = CallSwapper::new();
let mut prev_command = None;
for command in &draw_commands.commands {
let do_swap = if let Some(prev_command) = prev_command {
std::mem::discriminant(prev_command) != std::mem::discriminant(command)
} else {
false
};
if do_swap {
swapper.swap();
}
if do_swap || prev_command.is_none() {
match command {
UiDrawCommand::Rectangle { .. } => (),
UiDrawCommand::Text { .. } => {
swapper.current_mut().bind_texture = Some(BindTexture::FontTexture);
}
}
}
match command {
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UiDrawCommand::Rectangle { position, size, color, corner_radius } => {
let corner_radius = corner_radius.unwrap_or(0.0);
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let vidx = swapper.current().vertices.len() as u32;
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if corner_radius > 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: make this configurable or compute dynamically
let rounded_corner_verts = 4;
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 + vec2(size.x - corner_radius, 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 + vec2(size.x, size.y - corner_radius),
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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 + vec2(0., size.y - corner_radius),
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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,
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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:
// swapper.current_mut().indices.extend([
// //Top
// // vidx,
// // vidx + 1 + (rounded_corner_verts - 1),
// // vidx + 1,
// //Right?, i think
// vidx,
// vidx + 1 + (rounded_corner_verts - 1) * 4 + 1,
// vidx + 1 + 1,
// ]);
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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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},
UiDrawCommand::Text { position, size, color, text, font } => {
//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
}
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]);
let p0x = glyph.position.x as f32 / 1024.;
let p1x = (glyph.position.x + glyph.size.x as i32) as f32 / 1024.;
let p0y = glyph.position.y as f32 / 1024.;
let p1y = (glyph.position.y + glyph.size.y as i32) as f32 / 1024.;
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),
},
]);
}
}
}
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,
}
}
}