//! draw commands, tesselation and UI rendering. //TODO: 9-slice draw command use crate::{ rectangle::Corners, text::{FontHandle, TextRenderer} }; pub(crate) mod atlas; use atlas::TextureAtlasManager; pub use atlas::{TextureHandle, TextureAtlasMeta}; mod corner_radius; pub use corner_radius::RoundedCorners; use std::borrow::Cow; use fontdue::layout::{Layout, CoordinateSystem, TextStyle}; use glam::{vec2, Vec2, Affine2, Vec4}; //TODO: circle draw command /// Available draw commands /// - Rectangle: Filled, colored rectangle, with optional rounded corners and texture /// - Text: Draw text using the specified font, size, color, and position #[derive(Clone, Debug, PartialEq)] pub enum UiDrawCommand { ///Filled, colored rectangle Rectangle { ///Position in pixels position: Vec2, ///Size in pixels size: Vec2, ///Color (RGBA) color: Corners, ///Texture texture: Option, ///Rounded corners rounded_corners: Option, }, /// Draw text using the specified font, size, color, and position Text { ///Position in pixels position: Vec2, ///Font size size: u16, ///Color (RGBA) color: Vec4, ///Text to draw text: Cow<'static, str>, ///Font handle to use font: FontHandle, }, /// Push a transformation matrix to the stack PushTransform(Affine2), /// Pop a transformation matrix from the stack PopTransform, } /// List of draw commands #[derive(Default)] pub struct UiDrawCommandList { pub commands: Vec, } impl UiDrawCommandList { /// Add a draw command to the list 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) // } // } /// A vertex for UI rendering #[derive(Clone, Copy, Debug, PartialEq, Default)] pub struct UiVertex { pub position: Vec2, pub color: Vec4, pub uv: Vec2, } /// Represents a single draw call, should be handled by the render backend #[derive(Default)] pub struct UiDrawCall { pub vertices: Vec, pub indices: Vec, } impl UiDrawCall { /// Tesselate the UI and build a complete draw plan from a list of draw commands pub(crate) fn build(draw_commands: &UiDrawCommandList, atlas: &mut TextureAtlasManager, text_renderer: &mut TextRenderer) -> Self { let mut trans_stack = Vec::new(); let mut draw_call = UiDrawCall::default(); for command in &draw_commands.commands { match command { UiDrawCommand::PushTransform(trans) => { //Take note of the current index, and the transformation matrix\ //We will actually apply the transformation matrix when we pop it, //to all vertices between the current index and the index we pushed trans_stack.push((trans, draw_call.vertices.len() as u32)); }, UiDrawCommand::PopTransform => { //Pop the transformation matrix and apply it to all vertices between the current index and the index we pushed let (&trans, idx) = trans_stack.pop().expect("Unbalanced push/pop transform"); //If Push is immediately followed by a pop (which is dumb but possible), we don't need to do anything //(this can also happen if push and pop are separated by a draw command that doesn't add any vertices, like a text command with an empty string) if idx == draw_call.vertices.len() as u32 { continue } //Kinda a hack: //We want to apply the transform aronnd the center, so we need to compute the center of the vertices //We won't actually do that, we will compute the center of the bounding box of the vertices let mut min = Vec2::splat(std::f32::INFINITY); let mut max = Vec2::splat(std::f32::NEG_INFINITY); for v in &draw_call.vertices[idx as usize..] { min = min.min(v.position); max = max.max(v.position); } //TODO: make the point of transform configurable let center = (min + max) / 2.; //Apply trans mtx to all vertices between idx and the current index for v in &mut draw_call.vertices[idx as usize..] { v.position -= center; v.position = trans.transform_point2(v.position); v.position += center; } }, UiDrawCommand::Rectangle { position, size, color, texture, rounded_corners } => { let uvs = texture .map(|x| atlas.get_uv(x)) .flatten() .unwrap_or(Corners::all(Vec2::ZERO)); let vidx = draw_call.vertices.len() as u32; if let Some(corner) = rounded_corners.filter(|x| x.radius.max_f32() > 0.0) { //this code is stupid as fuck //but it works... i think? //maybe some verts end up missing, but it's close enough... //Random vert in the center for no reason //lol draw_call.vertices.push(UiVertex { position: *position + *size * vec2(0.5, 0.5), color: (color.bottom_left + color.bottom_right + color.top_left + color.top_right) / 4., uv: vec2(0., 0.), }); //TODO: fix some corners tris being invisible (but it's already close enough lol) let rounded_corner_verts = corner.point_count.get() as u32; 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(); let mut corner_impl = |rp: Vec2, color: &Corners| { let rrp = rp / *size; let color_at_point = color.bottom_right * rrp.x * rrp.y + color.top_right * rrp.x * (1. - rrp.y) + color.bottom_left * (1. - rrp.x) * rrp.y + color.top_left * (1. - rrp.x) * (1. - rrp.y); let uv_at_point = uvs.bottom_right * rrp.x * rrp.y + uvs.top_right * rrp.x * (1. - rrp.y) + uvs.bottom_left * (1. - rrp.x) * rrp.y + uvs.top_left * (1. - rrp.x) * (1. - rrp.y); draw_call.vertices.push(UiVertex { position: *position + rp, color: color_at_point, uv: uv_at_point, }); }; //Top-right corner corner_impl( vec2(x, 1. - y) * corner.radius.top_right + vec2(size.x - corner.radius.top_right, 0.), color, ); //Bottom-right corner corner_impl( vec2(x - 1., y) * corner.radius.bottom_right + vec2(size.x, size.y - corner.radius.bottom_right), color, ); //Bottom-left corner corner_impl( vec2(1. - x, y) * corner.radius.bottom_left + vec2(0., size.y - corner.radius.bottom_left), color, ); //Top-left corner corner_impl( vec2(1. - x, 1. - y) * corner.radius.top_left, color, ); // mental illness: if i > 0 { draw_call.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, ]); } } //Fill in the rest //mental illness 2: draw_call.indices.extend([ //Top vidx, vidx + 4, 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, ]); } else { //...Normal rectangle draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]); draw_call.vertices.extend([ UiVertex { position: *position, color: color.top_left, uv: uvs.top_left, }, UiVertex { position: *position + vec2(size.x, 0.0), color: color.top_right, uv: uvs.top_right, }, UiVertex { position: *position + *size, color: color.bottom_right, uv: uvs.bottom_right, }, UiVertex { position: *position + vec2(0.0, size.y), color: color.bottom_left, uv: uvs.bottom_left, }, ]); } }, UiDrawCommand::Text { position, size, color, text, font: font_handle } => { if text.is_empty() { continue } //XXX: should we be doing this every time? let mut layout = Layout::new(CoordinateSystem::PositiveYDown); layout.append( &[text_renderer.internal_font(*font_handle)], &TextStyle::new(text, *size as f32, 0) ); let glyphs = layout.glyphs(); for layout_glyph in glyphs { if !layout_glyph.char_data.rasterize() { continue } let vidx = draw_call.vertices.len() as u32; let glyph = text_renderer.glyph(atlas, *font_handle, layout_glyph.parent, layout_glyph.key.px as u8); let uv = atlas.get_uv(glyph.texture).unwrap(); draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]); draw_call.vertices.extend([ UiVertex { position: *position + vec2(layout_glyph.x, layout_glyph.y), color: *color, uv: uv.top_left, }, UiVertex { position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y), color: *color, uv: uv.top_right, }, UiVertex { position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y + glyph.metrics.height as f32), color: *color, uv: uv.bottom_right, }, UiVertex { position: *position + vec2(layout_glyph.x, layout_glyph.y + glyph.metrics.height as f32), color: *color, uv: uv.bottom_left, }, ]); #[cfg(all( feature = "pixel_perfect_text", not(feature = "pixel_perfect") ))] { //Round the position of the vertices to the nearest pixel, unless any transformations are active if trans_stack.is_empty() { for vtx in &mut draw_call.vertices[(vidx as usize)..] { vtx.position = vtx.position.round() } } } } } } } #[cfg(feature = "pixel_perfect")] draw_call.vertices.iter_mut().for_each(|v| { v.position = v.position.round() }); draw_call } }