mirror of
https://github.com/griffi-gh/hUI.git
synced 2025-04-17 04:57:20 -05:00
304 lines
9.8 KiB
Rust
304 lines
9.8 KiB
Rust
use core::{hash::Hasher, num::NonZeroU16};
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use glam::{vec2, Vec2};
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use hui_shared::{color, rect::{Corners, FillColor, Rect}};
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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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util::{hash_vec2, hash_vec4},
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PainterInstance,
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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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///
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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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/// Border width.
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pub border_radius: Corners<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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top_right: vec2(1., 0.),
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bottom_left: vec2(0., 1.),
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bottom_right: vec2(1., 1.),
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},
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border_radius: Corners::all(0.0),
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border_radius_points_override: None,
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}
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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, ctx: &mut PainterInstance, into: &mut PaintBuffer) {
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// Offset from (0, 0) to the actual origin
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// We calculate positions in the range of [0, size] for simplicity
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// And then subtract this offset to get the actual position of a rectangle centered at (0, 0)
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// let origin_offset = self.size / 2.;
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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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.and_then(|handle| ctx.textures.get_uv(handle))
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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,
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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, // - origin_offset,
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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, // - origin_offset,
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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, // - origin_offset,
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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, // - origin_offset,
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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, // - origin_offset,
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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 * core::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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fn bounds(&self, _: &PainterInstance) -> Rect {
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// Rect {
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// position: -self.size / 2.,
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// size: self.size / 2.,
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// }
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Rect {
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position: Vec2::ZERO,
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size: self.size,
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}
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}
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fn cache_hash(&self) -> u64 {
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let mut hasher = rustc_hash::FxHasher::default();
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hash_vec2(&mut hasher, self.size);
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for corner in self.color.corners() {
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hash_vec4(&mut hasher, corner);
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}
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hasher.finish()
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}
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}
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