//! Organize rendering primitives into a flattened list of layers.
use crate::image;
use crate::svg;
use crate::triangle;
use crate::{
Background, Font, HorizontalAlignment, Point, Primitive, Rectangle, Size,
Vector, VerticalAlignment, Viewport,
};
/// A group of primitives that should be clipped together.
#[derive(Debug, Clone)]
pub struct Layer<'a> {
/// The clipping bounds of the [`Layer`].
///
/// [`Layer`]: struct.Layer.html
pub bounds: Rectangle,
/// The quads of the [`Layer`].
///
/// [`Layer`]: struct.Layer.html
pub quads: Vec<Quad>,
/// The triangle meshes of the [`Layer`].
///
/// [`Layer`]: struct.Layer.html
pub meshes: Vec<Mesh<'a>>,
/// The text of the [`Layer`].
///
/// [`Layer`]: struct.Layer.html
pub text: Vec<Text<'a>>,
/// The images of the [`Layer`].
///
/// [`Layer`]: struct.Layer.html
pub images: Vec<Image>,
}
impl<'a> Layer<'a> {
/// Creates a new [`Layer`] with the given clipping bounds.
///
/// [`Layer`]: struct.Layer.html
pub fn new(bounds: Rectangle) -> Self {
Self {
bounds,
quads: Vec::new(),
meshes: Vec::new(),
text: Vec::new(),
images: Vec::new(),
}
}
/// Creates a new [`Layer`] for the provided overlay text.
///
/// This can be useful for displaying debug information.
///
/// [`Layer`]: struct.Layer.html
pub fn overlay(lines: &'a [impl AsRef<str>], viewport: &Viewport) -> Self {
let mut overlay =
Layer::new(Rectangle::with_size(viewport.logical_size()));
for (i, line) in lines.iter().enumerate() {
let text = Text {
content: line.as_ref(),
bounds: Rectangle::new(
Point::new(11.0, 11.0 + 25.0 * i as f32),
Size::INFINITY,
),
color: [0.9, 0.9, 0.9, 1.0],
size: 20.0,
font: Font::Default,
horizontal_alignment: HorizontalAlignment::Left,
vertical_alignment: VerticalAlignment::Top,
};
overlay.text.push(text);
overlay.text.push(Text {
bounds: text.bounds + Vector::new(-1.0, -1.0),
color: [0.0, 0.0, 0.0, 1.0],
..text
});
}
overlay
}
/// Distributes the given [`Primitive`] and generates a list of layers based
/// on its contents.
///
/// [`Primitive`]: ../enum.Primitive.html
pub fn generate(
primitive: &'a Primitive,
viewport: &Viewport,
) -> Vec<Self> {
let first_layer =
Layer::new(Rectangle::with_size(viewport.logical_size()));
let mut layers = vec![first_layer];
Self::process_primitive(&mut layers, Vector::new(0.0, 0.0), primitive);
layers
}
fn process_primitive(
layers: &mut Vec<Self>,
translation: Vector,
primitive: &'a Primitive,
) {
match primitive {
Primitive::None => {}
Primitive::Group { primitives } => {
// TODO: Inspect a bit and regroup (?)
for primitive in primitives {
Self::process_primitive(layers, translation, primitive)
}
}
Primitive::Text {
content,
bounds,
size,
color,
font,
horizontal_alignment,
vertical_alignment,
} => {
let layer = layers.last_mut().unwrap();
layer.text.push(Text {
content,
bounds: *bounds + translation,
size: *size,
color: color.into_linear(),
font: *font,
horizontal_alignment: *horizontal_alignment,
vertical_alignment: *vertical_alignment,
});
}
Primitive::Quad {
bounds,
background,
border_radius,
border_width,
border_color,
} => {
let layer = layers.last_mut().unwrap();
// TODO: Move some of these computations to the GPU (?)
layer.quads.push(Quad {
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
color: match background {
Background::Color(color) => color.into_linear(),
},
border_radius: *border_radius,
border_width: *border_width,
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D { buffers, size } => {
let layer = layers.last_mut().unwrap();
let bounds = Rectangle::new(
Point::new(translation.x, translation.y),
*size,
);
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
layer.meshes.push(Mesh {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
});
}
}
Primitive::Clip {
bounds,
offset,
content,
} => {
let layer = layers.last_mut().unwrap();
let translated_bounds = *bounds + translation;
// Only draw visible content
if let Some(clip_bounds) =
layer.bounds.intersection(&translated_bounds)
{
let clip_layer = Layer::new(clip_bounds);
let new_layer = Layer::new(layer.bounds);
layers.push(clip_layer);
Self::process_primitive(
layers,
translation
- Vector::new(offset.x as f32, offset.y as f32),
content,
);
layers.push(new_layer);
}
}
Primitive::Translate {
translation: new_translation,
content,
} => {
Self::process_primitive(
layers,
translation + *new_translation,
&content,
);
}
Primitive::Cached { cache } => {
Self::process_primitive(layers, translation, &cache);
}
Primitive::Image { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image::Raster {
handle: handle.clone(),
bounds: *bounds + translation,
});
}
Primitive::Svg { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image::Vector {
handle: handle.clone(),
bounds: *bounds + translation,
});
}
}
}
}
/// A colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct Quad {
/// The position of the [`Quad`].
///
/// [`Quad`]: struct.Quad.html
pub position: [f32; 2],
/// The size of the [`Quad`].
///
/// [`Quad`]: struct.Quad.html
pub size: [f32; 2],
/// The color of the [`Quad`], in __linear RGB__.
///
/// [`Quad`]: struct.Quad.html
pub color: [f32; 4],
/// The border color of the [`Quad`], in __linear RGB__.
///
/// [`Quad`]: struct.Quad.html
pub border_color: [f32; 4],
/// The border radius of the [`Quad`].
///
/// [`Quad`]: struct.Quad.html
pub border_radius: f32,
/// The border width of the [`Quad`].
///
/// [`Quad`]: struct.Quad.html
pub border_width: f32,
}
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
///
/// [`Mesh`]: struct.Mesh.html
pub origin: Point,
/// The vertex and index buffers of the [`Mesh`].
///
/// [`Mesh`]: struct.Mesh.html
pub buffers: &'a triangle::Mesh2D,
/// The clipping bounds of the [`Mesh`].
///
/// [`Mesh`]: struct.Mesh.html
pub clip_bounds: Rectangle<f32>,
}
/// A paragraph of text.
#[derive(Debug, Clone, Copy)]
pub struct Text<'a> {
/// The content of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub content: &'a str,
/// The layout bounds of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub bounds: Rectangle,
/// The color of the [`Text`], in __linear RGB_.
///
/// [`Text`]: struct.Text.html
pub color: [f32; 4],
/// The size of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub size: f32,
/// The font of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub font: Font,
/// The horizontal alignment of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub horizontal_alignment: HorizontalAlignment,
/// The vertical alignment of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub vertical_alignment: VerticalAlignment,
}
/// A raster or vector image.
#[derive(Debug, Clone)]
pub enum Image {
/// A raster image.
Raster {
/// The handle of a raster image.
handle: image::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
/// A vector image.
Vector {
/// The handle of a vector image.
handle: svg::Handle,
/// The bounds of the image.
bounds: Rectangle,
},
}
#[allow(unsafe_code)]
unsafe impl bytemuck::Zeroable for Quad {}
#[allow(unsafe_code)]
unsafe impl bytemuck::Pod for Quad {}