use crate::program;
use crate::quad;
use crate::text;
use crate::triangle;
use crate::{Settings, Transformation, Viewport};
use iced_graphics::backend;
use iced_graphics::font;
use iced_graphics::{Layer, Primitive};
use iced_native::alignment;
use iced_native::{Font, Size};
/// A [`glow`] graphics backend for [`iced`].
///
/// [`glow`]: https://github.com/grovesNL/glow
/// [`iced`]: https://github.com/hecrj/iced
#[derive(Debug)]
pub struct Backend {
quad_pipeline: quad::Pipeline,
text_pipeline: text::Pipeline,
triangle_pipeline: triangle::Pipeline,
default_text_size: u16,
}
impl Backend {
/// Creates a new [`Backend`].
pub fn new(gl: &glow::Context, settings: Settings) -> Self {
let text_pipeline = text::Pipeline::new(
gl,
settings.default_font,
settings.text_multithreading,
);
let shader_version = program::Version::new(gl);
let quad_pipeline = quad::Pipeline::new(gl, &shader_version);
let triangle_pipeline = triangle::Pipeline::new(gl, &shader_version);
Self {
quad_pipeline,
text_pipeline,
triangle_pipeline,
default_text_size: settings.default_text_size,
}
}
/// Draws the provided primitives in the default framebuffer.
///
/// The text provided as overlay will be rendered on top of the primitives.
/// This is useful for rendering debug information.
pub fn present<T: AsRef<str>>(
&mut self,
gl: &glow::Context,
primitives: &[Primitive],
viewport: &Viewport,
overlay_text: &[T],
) {
let viewport_size = viewport.physical_size();
let scale_factor = viewport.scale_factor() as f32;
let projection = viewport.projection();
let mut layers = Layer::generate(primitives, viewport);
layers.push(Layer::overlay(overlay_text, viewport));
for layer in layers {
self.flush(
gl,
scale_factor,
projection,
&layer,
viewport_size.height,
);
}
}
fn flush(
&mut self,
gl: &glow::Context,
scale_factor: f32,
transformation: Transformation,
layer: &Layer<'_>,
target_height: u32,
) {
let mut bounds = (layer.bounds * scale_factor).snap();
if bounds.width < 1 || bounds.height < 1 {
return;
}
bounds.height = bounds.height.min(target_height);
if !layer.quads.is_empty() {
self.quad_pipeline.draw(
gl,
target_height,
&layer.quads,
transformation,
scale_factor,
bounds,
);
}
if !layer.meshes.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.triangle_pipeline.draw(
gl,
target_height,
scaled,
scale_factor,
&layer.meshes,
);
}
if !layer.text.is_empty() {
for text in layer.text.iter() {
// Target physical coordinates directly to avoid blurry text
let text = glow_glyph::Section {
// TODO: We `round` here to avoid rerasterizing text when
// its position changes slightly. This can make text feel a
// bit "jumpy". We may be able to do better once we improve
// our text rendering/caching pipeline.
screen_position: (
(text.bounds.x * scale_factor).round(),
(text.bounds.y * scale_factor).round(),
),
// TODO: Fix precision issues with some scale factors.
//
// The `ceil` here can cause some words to render on the
// same line when they should not.
//
// Ideally, `wgpu_glyph` should be able to compute layout
// using logical positions, and then apply the proper
// scaling when rendering. This would ensure that both
// measuring and rendering follow the same layout rules.
bounds: (
(text.bounds.width * scale_factor).ceil(),
(text.bounds.height * scale_factor).ceil(),
),
text: vec![glow_glyph::Text {
text: text.content,
scale: glow_glyph::ab_glyph::PxScale {
x: text.size * scale_factor,
y: text.size * scale_factor,
},
font_id: self.text_pipeline.find_font(text.font),
extra: glow_glyph::Extra {
color: text.color,
z: 0.0,
},
}],
layout: glow_glyph::Layout::default()
.h_align(match text.horizontal_alignment {
alignment::Horizontal::Left => {
glow_glyph::HorizontalAlign::Left
}
alignment::Horizontal::Center => {
glow_glyph::HorizontalAlign::Center
}
alignment::Horizontal::Right => {
glow_glyph::HorizontalAlign::Right
}
})
.v_align(match text.vertical_alignment {
alignment::Vertical::Top => {
glow_glyph::VerticalAlign::Top
}
alignment::Vertical::Center => {
glow_glyph::VerticalAlign::Center
}
alignment::Vertical::Bottom => {
glow_glyph::VerticalAlign::Bottom
}
}),
..Default::default()
};
self.text_pipeline.queue(text);
}
self.text_pipeline.draw_queued(
gl,
transformation,
glow_glyph::Region {
x: bounds.x,
y: target_height - (bounds.y + bounds.height),
width: bounds.width,
height: bounds.height,
},
);
}
}
}
impl iced_graphics::Backend for Backend {
fn trim_measurements(&mut self) {
self.text_pipeline.trim_measurement_cache()
}
}
impl backend::Text for Backend {
const ICON_FONT: Font = font::ICONS;
const CHECKMARK_ICON: char = font::CHECKMARK_ICON;
const ARROW_DOWN_ICON: char = font::ARROW_DOWN_ICON;
fn default_size(&self) -> u16 {
self.default_text_size
}
fn measure(
&self,
contents: &str,
size: f32,
font: Font,
bounds: Size,
) -> (f32, f32) {
self.text_pipeline.measure(contents, size, font, bounds)
}
fn hit_test(
&self,
contents: &str,
size: f32,
font: Font,
bounds: Size,
point: iced_native::Point,
nearest_only: bool,
) -> Option<text::Hit> {
self.text_pipeline.hit_test(
contents,
size,
font,
bounds,
point,
nearest_only,
)
}
}
#[cfg(feature = "image")]
impl backend::Image for Backend {
fn dimensions(&self, _handle: &iced_native::image::Handle) -> (u32, u32) {
(50, 50)
}
}
#[cfg(feature = "svg")]
impl backend::Svg for Backend {
fn viewport_dimensions(
&self,
_handle: &iced_native::svg::Handle,
) -> (u32, u32) {
(50, 50)
}
}