mirror of
https://github.com/griffi-gh/hUI.git
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370 lines
14 KiB
Rust
370 lines
14 KiB
Rust
//! draw commands, tesselation and UI rendering.
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//TODO: 9-slice draw command
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use crate::{
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rectangle::Corners,
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text::{FontHandle, TextRenderer}
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};
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pub(crate) mod atlas;
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use atlas::TextureAtlasManager;
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pub use atlas::{ImageHandle, TextureAtlasMeta, TextureFormat, ImageCtx};
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mod corner_radius;
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pub use corner_radius::RoundedCorners;
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use std::borrow::Cow;
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use fontdue::layout::{Layout, CoordinateSystem, TextStyle};
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use glam::{vec2, Vec2, Affine2, Vec4};
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//TODO: circle draw command
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/// Available draw commands
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/// - Rectangle: Filled, colored rectangle, with optional rounded corners and texture
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/// - Text: Draw text using the specified font, size, color, and position
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#[derive(Clone, Debug, PartialEq)]
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pub enum UiDrawCommand {
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///Filled, colored rectangle
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Rectangle {
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///Position in pixels
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position: Vec2,
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///Size in pixels
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size: Vec2,
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///Color (RGBA)
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color: Corners<Vec4>,
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///Texture
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texture: Option<ImageHandle>,
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///Rounded corners
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rounded_corners: Option<RoundedCorners>,
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},
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/// Draw text using the specified font, size, color, and position
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Text {
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///Position in pixels
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position: Vec2,
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///Font size
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size: u16,
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///Color (RGBA)
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color: Vec4,
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///Text to draw
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text: Cow<'static, str>,
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///Font handle to use
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font: FontHandle,
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},
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/// Push a transformation matrix to the stack
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PushTransform(Affine2),
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/// Pop a transformation matrix from the stack
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PopTransform,
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}
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/// List of draw commands
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#[derive(Default)]
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pub struct UiDrawCommandList {
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pub commands: Vec<UiDrawCommand>,
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}
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impl UiDrawCommandList {
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/// Add a draw command to the list
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pub fn add(&mut self, command: UiDrawCommand) {
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self.commands.push(command);
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}
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}
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// impl UiDrawCommands {
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// pub fn compare(&self, other: &Self) -> bool {
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// // if self.commands.len() != other.commands.len() { return false }
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// // self.commands.iter().zip(other.commands.iter()).all(|(a, b)| a == b)
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// }
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// }
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/// A vertex for UI rendering
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#[derive(Clone, Copy, Debug, PartialEq, Default)]
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pub struct UiVertex {
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pub position: Vec2,
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pub color: Vec4,
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pub uv: Vec2,
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}
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/// Represents a single draw call (vertices + indices), should be handled by the render backend
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#[derive(Default)]
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pub struct UiDrawCall {
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pub vertices: Vec<UiVertex>,
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pub indices: Vec<u32>,
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}
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impl UiDrawCall {
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/// Tesselate the UI and build a complete draw plan from a list of draw commands
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pub(crate) fn build(draw_commands: &UiDrawCommandList, atlas: &mut TextureAtlasManager, text_renderer: &mut TextRenderer) -> Self {
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let mut trans_stack = Vec::new();
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let mut draw_call = UiDrawCall::default();
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//HACK: atlas may get resized while creating new glyphs,
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//which invalidates all uvs, causing corrupted-looking texture
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//so we need to pregenerate font textures before generating any vertices
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//we are doing *a lot* of double work here, but it's the easiest way to avoid the issue
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for comamnd in &draw_commands.commands {
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if let UiDrawCommand::Text { text, font: font_handle, size, .. } = comamnd {
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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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let glyphs = layout.glyphs();
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for layout_glyph in glyphs {
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if !layout_glyph.char_data.rasterize() { continue }
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text_renderer.glyph(atlas, *font_handle, layout_glyph.parent, layout_glyph.key.px as u8);
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}
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}
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}
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//note to future self:
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//RESIZING OR ADDING STUFF TO ATLAS AFTER THIS POINT IS A BIG NO-NO,
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//DON'T DO IT EVER AGAIN UNLESS YOU WANT TO SPEND HOURS DEBUGGING
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atlas.lock_atlas = true;
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for command in &draw_commands.commands {
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match command {
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UiDrawCommand::PushTransform(trans) => {
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//Take note of the current index, and the transformation matrix\
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//We will actually apply the transformation matrix when we pop it,
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//to all vertices between the current index and the index we pushed
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trans_stack.push((trans, draw_call.vertices.len() as u32));
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},
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UiDrawCommand::PopTransform => {
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//Pop the transformation matrix and apply it to all vertices between the current index and the index we pushed
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let (&trans, idx) = trans_stack.pop().expect("Unbalanced push/pop transform");
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//If Push is immediately followed by a pop (which is dumb but possible), we don't need to do anything
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//(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)
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if idx == draw_call.vertices.len() as u32 {
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continue
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}
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//Kinda a hack:
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//We want to apply the transform aronnd the center, so we need to compute the center of the vertices
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//We won't actually do that, we will compute the center of the bounding box of the vertices
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let mut min = Vec2::splat(std::f32::INFINITY);
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let mut max = Vec2::splat(std::f32::NEG_INFINITY);
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for v in &draw_call.vertices[idx as usize..] {
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min = min.min(v.position);
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max = max.max(v.position);
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}
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//TODO: make the point of transform configurable
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let center = (min + max) / 2.;
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//Apply trans mtx to all vertices between idx and the current index
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for v in &mut draw_call.vertices[idx as usize..] {
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v.position -= center;
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v.position = trans.transform_point2(v.position);
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v.position += center;
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}
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},
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UiDrawCommand::Rectangle { position, size, color, texture, rounded_corners } => {
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let uvs = texture
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.map(|x| atlas.get_uv(x))
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.flatten()
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.unwrap_or(Corners::all(Vec2::ZERO));
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let vidx = draw_call.vertices.len() as u32;
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if let Some(corner) = rounded_corners.filter(|x| x.radius.max_f32() > 0.0) {
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//this code is stupid as fuck
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//but it works... i think?
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//maybe some verts end up missing, but it's close enough...
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//Random vert in the center for no reason
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//lol
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draw_call.vertices.push(UiVertex {
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position: *position + *size * vec2(0.5, 0.5),
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color: (color.bottom_left + color.bottom_right + color.top_left + color.top_right) / 4.,
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//TODO: fix this uv
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uv: vec2(0., 0.),
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});
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//TODO: fix some corners tris being invisible (but it's already close enough lol)
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let rounded_corner_verts = corner.point_count.get() as u32;
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for i in 0..rounded_corner_verts {
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let cratio = i as f32 / rounded_corner_verts as f32;
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let angle = cratio * 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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let mut corner_impl = |rp: Vec2, color: &Corners<Vec4>| {
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let rrp = rp / *size;
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let color_at_point =
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color.bottom_right * rrp.x * rrp.y +
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color.top_right * rrp.x * (1. - rrp.y) +
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color.bottom_left * (1. - rrp.x) * rrp.y +
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color.top_left * (1. - rrp.x) * (1. - rrp.y);
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let uv_at_point =
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uvs.bottom_right * rrp.x * rrp.y +
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uvs.top_right * rrp.x * (1. - rrp.y) +
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uvs.bottom_left * (1. - rrp.x) * rrp.y +
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uvs.top_left * (1. - rrp.x) * (1. - rrp.y);
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draw_call.vertices.push(UiVertex {
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position: *position + rp,
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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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//Top-right corner
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corner_impl(
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vec2(x, 1. - y) * corner.radius.top_right + vec2(size.x - corner.radius.top_right, 0.),
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color,
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);
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//Bottom-right corner
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corner_impl(
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vec2(x - 1., y) * corner.radius.bottom_right + vec2(size.x, size.y - corner.radius.bottom_right),
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color,
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);
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//Bottom-left corner
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corner_impl(
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vec2(1. - x, y) * corner.radius.bottom_left + vec2(0., size.y - corner.radius.bottom_left),
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color,
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);
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//Top-left corner
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corner_impl(
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vec2(1. - x, 1. - y) * corner.radius.top_left,
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color,
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);
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// mental illness:
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if i > 0 {
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draw_call.indices.extend([
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//Top-right corner
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vidx,
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vidx + 1 + (i - 1) * 4,
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vidx + 1 + i * 4,
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//Bottom-right corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 1,
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vidx + 1 + i * 4 + 1,
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//Bottom-left corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 2,
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vidx + 1 + i * 4 + 2,
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//Top-left corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 3,
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vidx + 1 + i * 4 + 3,
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]);
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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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draw_call.indices.extend([
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//Top
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vidx,
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vidx + 4,
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vidx + 1,
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//Right?, i think
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vidx,
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vidx + 1 + (rounded_corner_verts - 1) * 4,
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vidx + 1 + (rounded_corner_verts - 1) * 4 + 1,
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//Left???
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vidx,
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vidx + 1 + (rounded_corner_verts - 1) * 4 + 2,
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vidx + 1 + (rounded_corner_verts - 1) * 4 + 3,
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//Bottom???
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vidx,
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vidx + 3,
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vidx + 2,
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]);
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} else {
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//...Normal rectangle
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draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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draw_call.vertices.extend([
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UiVertex {
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position: *position,
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color: color.top_left,
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uv: uvs.top_left,
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},
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UiVertex {
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position: *position + vec2(size.x, 0.0),
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color: color.top_right,
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uv: uvs.top_right,
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},
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UiVertex {
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position: *position + *size,
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color: color.bottom_right,
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uv: uvs.bottom_right,
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},
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UiVertex {
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position: *position + vec2(0.0, size.y),
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color: color.bottom_left,
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uv: uvs.bottom_left,
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},
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]);
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}
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},
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UiDrawCommand::Text { position, size, color, text, font: font_handle } => {
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if text.is_empty() {
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continue
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}
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//XXX: should we be doing this every time?
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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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let glyphs = layout.glyphs();
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for layout_glyph in glyphs {
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if !layout_glyph.char_data.rasterize() {
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continue
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}
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let vidx = draw_call.vertices.len() as u32;
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let glyph = text_renderer.glyph(atlas, *font_handle, layout_glyph.parent, layout_glyph.key.px as u8);
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let uv = atlas.get_uv(glyph.texture).unwrap();
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draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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draw_call.vertices.extend([
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UiVertex {
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position: *position + vec2(layout_glyph.x, layout_glyph.y),
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color: *color,
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uv: uv.top_left,
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},
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UiVertex {
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position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y),
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color: *color,
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uv: uv.top_right,
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},
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UiVertex {
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position: *position + vec2(layout_glyph.x + glyph.metrics.width as f32, layout_glyph.y + glyph.metrics.height as f32),
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color: *color,
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uv: uv.bottom_right,
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},
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UiVertex {
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position: *position + vec2(layout_glyph.x, layout_glyph.y + glyph.metrics.height as f32),
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color: *color,
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uv: uv.bottom_left,
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},
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]);
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#[cfg(all(
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feature = "pixel_perfect_text",
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not(feature = "pixel_perfect")
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))] {
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//Round the position of the vertices to the nearest pixel, unless any transformations are active
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if trans_stack.is_empty() {
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for vtx in &mut draw_call.vertices[(vidx as usize)..] {
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vtx.position = vtx.position.round()
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}
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}
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}
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}
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}
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}
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}
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atlas.lock_atlas = false;
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#[cfg(feature = "pixel_perfect")]
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draw_call.vertices.iter_mut().for_each(|v| {
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v.position = v.position.round()
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});
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draw_call
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}
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}
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