mirror of
https://github.com/griffi-gh/hUI.git
synced 2024-11-23 15:48:42 -06:00
hui-painter stuff :3
This commit is contained in:
parent
8890c2c0a3
commit
9dcdd26fdb
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@ -7,6 +7,7 @@ publish = false
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[dev-dependencies]
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hui = { path = "../hui" }
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hui-painter = { path = "../hui-painter" }
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hui-glium = { path = "../hui-glium" }
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hui-winit = { path = "../hui-winit" }
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kubi-logging = { git = "https://github.com/griffi-gh/kubi", rev = "be1e24ba0c9e6d24128e7d0e74bebd8b90c23be7" }
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@ -21,3 +21,4 @@ log = "0.4"
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rect_packer = "0.2" # TODO: use sth else like `crunch` instead?
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hashbrown = "0.14"
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nohash-hasher = "0.2"
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fontdue = "0.9"
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@ -5,7 +5,8 @@ use texture::TextureAtlas;
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#[derive(Default)]
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pub struct Painter {
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atlas: TextureAtlas,
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pub(crate) atlas: TextureAtlas,
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// ftm: FontTextureManager,
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}
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impl Painter {
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@ -1,4 +1,4 @@
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use crate::paint::buffer::PaintBuffer;
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use crate::{paint::buffer::PaintBuffer, Painter};
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mod transform;
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pub use transform::PaintTransform;
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@ -10,5 +10,5 @@ mod text;
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pub use text::PaintText;
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pub trait PaintCommand {
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fn paint(&self, into: &mut PaintBuffer);
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fn paint(&self, ctx: &mut Painter, into: &mut PaintBuffer);
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}
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@ -1,16 +1,37 @@
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use glam::{Vec2, vec2};
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use std::num::NonZeroU16;
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use glam::{vec2, Vec2, Vec4};
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use hui_shared::{color, rect::{Corners, FillColor}};
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use crate::paint::{
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buffer::PaintBuffer,
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use crate::{
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paint::{
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buffer::{PaintBuffer, Vertex},
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command::PaintCommand,
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},
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texture::TextureHandle,
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Painter
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};
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/// Calculate the number of points based on the maximum corner radius
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fn point_count(corners: Corners<f32>) -> NonZeroU16 {
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//Increase for higher quality
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const VTX_PER_CORER_RADIUS_PIXEL: f32 = 0.5;
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NonZeroU16::new(
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(corners.max_f32() * VTX_PER_CORER_RADIUS_PIXEL).round() as u16 + 2
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).unwrap()
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}
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pub struct PaintRectangle {
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/// Color of the rectangle.
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pub color: FillColor,
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/// Size of the rectangle.
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///
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/// (Only different from using transform if the rectangle has border radius.)
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pub size: Vec2,
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/// Texture to use for the rectangle.
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pub texture: Option<u32>,
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///
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/// Invalid handles will be ignored.
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pub texture: Option<TextureHandle>,
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/// UV coords inside the texture
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pub texture_uv: Corners<Vec2>,
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@ -18,14 +39,20 @@ pub struct PaintRectangle {
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/// Border width.
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pub border_radius: Corners<f32>,
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/// Border color.
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pub border_radius_points_override: Option<f32>,
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// TODO per-corner border radius point count override
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/// Border radius point count.
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///
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/// - If not set, it will be calculated based on the maximum radius.
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/// - If set, it will be used for all corners.
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pub border_radius_points_override: Option<NonZeroU16>,
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}
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impl Default for PaintRectangle {
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fn default() -> Self {
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Self {
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color: color::WHITE.into(),
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size: Vec2::ONE,
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texture: None,
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texture_uv: Corners {
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top_left: vec2(0., 0.),
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@ -39,8 +66,213 @@ impl Default for PaintRectangle {
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}
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}
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impl PaintRectangle {
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pub fn from_color(color: impl Into<FillColor>) -> Self {
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Self {
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color: color.into(),
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..Default::default()
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}
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}
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pub fn from_texture(texture: TextureHandle) -> Self {
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Self {
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texture: Some(texture),
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color: color::WHITE.into(),
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..Default::default()
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}
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}
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pub fn from_texture_color(texture: TextureHandle, color: impl Into<FillColor>) -> Self {
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Self {
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texture: Some(texture),
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color: color.into(),
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..Default::default()
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}
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}
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}
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impl PaintCommand for PaintRectangle {
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fn paint(&self, into: &mut PaintBuffer) {
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todo!()
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fn paint(&self, ctx: &mut Painter, into: &mut PaintBuffer) {
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// If texture is set:
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// - Get texture UV
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// - Map local UVs to texture UV coords
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// Otherwise, if texture handle is not set or invalid, use the bottom left
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// corner of the texture which contains a white pixel.
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let uvs = self.texture
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.map(|handle| ctx.atlas.get_uv(handle))
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.flatten()
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.map(|global_uv| {
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let texture_uv = self.texture_uv;
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let texture_uv_is_default =
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texture_uv.top_left == vec2(0., 0.) &&
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texture_uv.top_right == vec2(1., 0.) &&
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texture_uv.bottom_left == vec2(0., 1.) &&
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texture_uv.bottom_right == vec2(1., 1.);
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if texture_uv_is_default {
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global_uv
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} else {
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let top = global_uv.top_left
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.lerp(global_uv.top_right, texture_uv.top_left.x);
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let bottom = global_uv.bottom_left
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.lerp(global_uv.bottom_right, texture_uv.top_left.x);
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let top_left = top
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.lerp(bottom, texture_uv.top_left.y);
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let top = global_uv.top_left
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.lerp(global_uv.top_right, texture_uv.top_right.x);
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let bottom = global_uv.bottom_left
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.lerp(global_uv.bottom_right, texture_uv.top_right.x);
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let top_right = top
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.lerp(bottom, texture_uv.top_right.y);
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let top = global_uv.top_left
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.lerp(global_uv.top_right, texture_uv.bottom_left.x);
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let bottom = global_uv.bottom_left
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.lerp(global_uv.bottom_right, texture_uv.bottom_left.x);
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let bottom_left = top
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.lerp(bottom, texture_uv.bottom_left.y);
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let top = global_uv.top_left
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.lerp(global_uv.top_right, texture_uv.bottom_right.x);
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let bottom = global_uv.bottom_left
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.lerp(global_uv.bottom_right, texture_uv.bottom_right.x);
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let bottom_right = top
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.lerp(bottom, texture_uv.bottom_right.y);
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Corners { top_left, top_right, bottom_left, bottom_right }
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}
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})
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.unwrap_or(Corners::all(Vec2::ZERO)); // For non-textured rectangles
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// Get corner colors
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let colors = self.color.corners();
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// Get the base index for the vertices
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let idx_base = into.vertices.len() as u32;
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if self.border_radius.max_f32() == 0. {
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// No border radius:
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// Draw a simple quad (2 tris)
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let indices = Corners {
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top_left: idx_base + 0,
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top_right: idx_base + 1,
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bottom_left: idx_base + 2,
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bottom_right: idx_base + 3,
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};
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into.indices.extend([
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indices.top_left, indices.bottom_left, indices.top_right,
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indices.top_right, indices.bottom_left, indices.bottom_right,
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]);
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into.vertices.extend([
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Vertex {
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position: vec2(0., 0.) * self.size,
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uv: uvs.top_left,
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color: colors.top_left,
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},
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Vertex {
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position: vec2(1., 0.) * self.size,
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uv: uvs.top_right,
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color: colors.top_right,
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},
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Vertex {
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position: vec2(0., 1.) * self.size,
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uv: uvs.bottom_left,
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color: colors.bottom_left,
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},
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Vertex {
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position: vec2(1., 1.) * self.size,
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uv: uvs.bottom_right,
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color: colors.bottom_right,
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},
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]);
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} else {
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// Yes border radius :3
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// Draw a rounded rectangle with the given border radius and point count
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let point_count = self.border_radius_points_override
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.unwrap_or(point_count(self.border_radius))
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.get();
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// Get vertex for a point in scaled pixel space
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let point_impl = |point: Vec2| {
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let point_uv = point / self.size;
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let color_at_point =
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colors.bottom_right * point_uv.x * point_uv.y +
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colors.top_right * point_uv.x * (1. - point_uv.y) +
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colors.bottom_left * (1. - point_uv.x) * point_uv.y +
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colors.top_left * (1. - point_uv.x) * (1. - point_uv.y);
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let uv_at_point =
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uvs.bottom_right * point_uv.x * point_uv.y +
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uvs.top_right * point_uv.x * (1. - point_uv.y) +
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uvs.bottom_left * (1. - point_uv.x) * point_uv.y +
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uvs.top_left * (1. - point_uv.x) * (1. - point_uv.y);
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Vertex {
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position: point,
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color: color_at_point,
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uv: uv_at_point,
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}
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};
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into.vertices.reserve(point_count as usize * 4);
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into.indices.reserve((point_count as usize - 1) * 12 * 4);
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for i in 0..point_count as u32 {
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let frac = i as f32 / (point_count - 1) as f32;
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let angle = frac * 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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into.vertices.extend([
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point_impl(vec2(x, 1. - y) * self.border_radius.top_right + vec2(self.size.x - self.border_radius.top_right, 0.)),
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point_impl(vec2(x - 1., y) * self.border_radius.bottom_right + vec2(self.size.x, self.size.y - self.border_radius.bottom_right)),
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point_impl(vec2(1. - x, y) * self.border_radius.bottom_left + vec2(0., self.size.y - self.border_radius.bottom_left)),
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point_impl(vec2(1. - x, 1. - y) * self.border_radius.top_left),
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]);
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if i > 0 {
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// mental illness:
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into.indices.extend([
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//Top-right corner
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idx_base,
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idx_base + 1 + (i - 1) * 4,
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idx_base + 1 + i * 4,
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//Bottom-right corner
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idx_base,
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idx_base + 1 + (i - 1) * 4 + 1,
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idx_base + 1 + i * 4 + 1,
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//Bottom-left corner
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idx_base,
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idx_base + 1 + (i - 1) * 4 + 2,
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idx_base + 1 + i * 4 + 2,
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//Top-left corner
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idx_base,
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idx_base + 1 + (i - 1) * 4 + 3,
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idx_base + 1 + i * 4 + 3,
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]);
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}
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//Fill in the rest
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//mental illness 2:
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into.indices.extend([
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//Top
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idx_base,
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idx_base + 4,
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idx_base + 1,
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//Right?, i think
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idx_base,
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idx_base + 1 + (point_count as u32 - 1) * 4,
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idx_base + 1 + (point_count as u32 - 1) * 4 + 1,
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//Left???
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idx_base,
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idx_base + 1 + (point_count as u32 - 1) * 4 + 2,
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idx_base + 1 + (point_count as u32 - 1) * 4 + 3,
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//Bottom???
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idx_base,
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idx_base + 3,
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idx_base + 2,
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]);
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}
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unimplemented!("Border radius is not supported yet");
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}
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}
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}
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@ -1,14 +1,43 @@
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use crate::paint::{
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use std::{borrow::Cow, sync::Arc};
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use fontdue::layout::{CoordinateSystem, Layout};
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use crate::{paint::{
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buffer::PaintBuffer,
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command::PaintCommand,
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};
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}, Painter};
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pub struct FontHandle(Arc<fontdue::Font>);
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pub struct TextChunk {
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pub text: Cow<'static, str>,
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pub font: FontHandle,
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pub size: f32,
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}
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pub struct PaintText {
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//TODO: PaintText command
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// TODO multiple text chunks
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pub text: TextChunk,
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}
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impl PaintText {
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pub fn new(text: impl Into<Cow<'static, str>>, size: f32) -> Self {
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Self {
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text: TextChunk {
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text: text.into(),
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font: todo!(),
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size,
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}
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}
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}
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}
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impl PaintCommand for PaintText {
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fn paint(&self, into: &mut PaintBuffer) {
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fn paint(&self, ctx: &mut Painter, into: &mut PaintBuffer) {
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// let mut layout = Layout::new(CoordinateSystem::PositiveYDown);
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// layout.append(
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// &[text_renderer.internal_font(*font_handle)],
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// &TextStyle::new(text, *size as f32, 0)
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// );
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todo!()
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}
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}
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@ -1,7 +1,7 @@
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use crate::paint::{
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use crate::{paint::{
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buffer::PaintBuffer,
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command::PaintCommand,
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};
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}, Painter};
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//TODO: use generics instead
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@ -11,19 +11,30 @@ pub struct PaintTransform {
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}
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impl PaintCommand for PaintTransform {
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fn paint(&self, into: &mut PaintBuffer) {
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fn paint(&self, ctx: &mut Painter, into: &mut PaintBuffer) {
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// remember the starting index
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let starting_index = into.vertices.len();
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// paint children nodes
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for child in &self.children {
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child.paint(into);
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child.paint(ctx, into);
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}
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let mut min_point = glam::Vec2::splat(f32::MAX);
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let mut max_point = glam::Vec2::splat(f32::MIN);
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for vtx in &into.vertices[starting_index..] {
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min_point = min_point.min(vtx.position);
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max_point = max_point.max(vtx.position);
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}
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// trans the children in-place
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for vtx in &mut into.vertices[starting_index..] {
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//TODO fix for rotation around the center of the object
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//HACK: to match the old behavior:
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//(shift the origin to the center before transforming)
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let offset = (max_point + min_point) / 2.0;
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vtx.position -= offset;
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vtx.position = self.transform.transform_point2(vtx.position);
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vtx.position += offset;
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}
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}
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}
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@ -1,4 +1,5 @@
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use glam::{UVec2, uvec2, ivec2};
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use glam::{ivec2, uvec2, vec2, UVec2, Vec2};
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use hui_shared::rect::Corners;
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use rect_packer::DensePacker;
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use hashbrown::HashMap;
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use nohash_hasher::BuildNoHashHasher;
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@ -342,6 +343,22 @@ impl TextureAtlas {
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handle
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}
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/// Get uv coordinates for the texture handle.
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pub(crate) fn get_uv(&self, handle: TextureHandle) -> Option<Corners<Vec2>> {
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let TextureAllocation { offset, size, .. } = self.allocations
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.get(&handle.id)?;
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let p0x = offset.x as f32 / self.size.x as f32;
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let p1x = (offset.x as f32 + size.x as f32) / self.size.x as f32;
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let p0y = offset.y as f32 / self.size.y as f32;
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let p1y = (offset.y as f32 + size.y as f32) / self.size.y as f32;
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Some(Corners {
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top_left: vec2(p0x, p0y),
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top_right: vec2(p1x, p0y),
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bottom_left: vec2(p0x, p1y),
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bottom_right: vec2(p1x, p1y),
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})
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}
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}
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impl Default for TextureAtlas {
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