mirror of
https://github.com/griffi-gh/hUI.git
synced 2024-11-23 15:48:42 -06:00
369 lines
14 KiB
Rust
369 lines
14 KiB
Rust
//! 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, TextureFormat};
|
|
|
|
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<Vec4>,
|
|
///Texture
|
|
texture: Option<TextureHandle>,
|
|
///Rounded corners
|
|
rounded_corners: Option<RoundedCorners>,
|
|
},
|
|
/// 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<UiDrawCommand>,
|
|
}
|
|
|
|
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 (vertices + indices), should be handled by the render backend
|
|
#[derive(Default)]
|
|
pub struct UiDrawCall {
|
|
pub vertices: Vec<UiVertex>,
|
|
pub indices: Vec<u32>,
|
|
}
|
|
|
|
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();
|
|
|
|
//HACK: atlas may get resized while creating new glyphs,
|
|
//which invalidates all uvs, causing corrupted-looking texture
|
|
//so we need to pregenerate font textures before generating any vertices
|
|
//we are doing *a lot* of double work here, but it's the easiest way to avoid the issue
|
|
for comamnd in &draw_commands.commands {
|
|
if let UiDrawCommand::Text { text, font: font_handle, size, .. } = comamnd {
|
|
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 }
|
|
text_renderer.glyph(atlas, *font_handle, layout_glyph.parent, layout_glyph.key.px as u8);
|
|
}
|
|
}
|
|
}
|
|
|
|
//note to future self:
|
|
//RESIZING OR ADDING STUFF TO ATLAS AFTER THIS POINT IS A BIG NO-NO,
|
|
//DON'T DO IT EVER AGAIN UNLESS YOU WANT TO SPEND HOURS DEBUGGING
|
|
|
|
atlas.lock_atlas = true;
|
|
|
|
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.,
|
|
//TODO: fix this uv
|
|
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<Vec4>| {
|
|
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()
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
atlas.lock_atlas = false;
|
|
|
|
#[cfg(feature = "pixel_perfect")]
|
|
draw_call.vertices.iter_mut().for_each(|v| {
|
|
v.position = v.position.round()
|
|
});
|
|
|
|
draw_call
|
|
}
|
|
}
|