//! Organize rendering primitives into a flattened list of layers.
mod image;
mod text;
pub mod mesh;
pub mod quad;
pub use image::Image;
pub use mesh::Mesh;
pub use quad::Quad;
pub use text::Text;
use crate::core;
use crate::core::alignment;
use crate::core::{Background, Color, Font, Point, Rectangle, Size, Vector};
use crate::graphics::gradient;
use crate::graphics::{Primitive, Viewport};
/// A group of primitives that should be clipped together.
#[derive(Debug)]
pub struct Layer<'a> {
/// The clipping bounds of the [`Layer`].
pub bounds: Rectangle,
/// The quads of the [`Layer`].
pub quads: Quads,
/// The triangle meshes of the [`Layer`].
pub meshes: Vec<Mesh<'a>>,
/// The text of the [`Layer`].
pub text: Vec<Text<'a>>,
/// The images of the [`Layer`].
pub images: Vec<Image>,
}
/// The quads of the [`Layer`].
#[derive(Default, Debug)]
pub struct Quads {
/// The solid quads of the [`Layer`].
pub solids: Vec<quad::Solid>,
/// The gradient quads of the [`Layer`].
pub gradients: Vec<quad::Gradient>,
}
impl Quads {
/// Returns true if there are no quads of any type in [`Quads`].
pub fn is_empty(&self) -> bool {
self.solids.is_empty() && self.gradients.is_empty()
}
}
impl<'a> Layer<'a> {
/// Creates a new [`Layer`] with the given clipping bounds.
pub fn new(bounds: Rectangle) -> Self {
Self {
bounds,
quads: Quads::default(),
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.
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: Color::new(0.9, 0.9, 0.9, 1.0),
size: 20.0,
line_height: core::text::LineHeight::default(),
font: Font::MONOSPACE,
horizontal_alignment: alignment::Horizontal::Left,
vertical_alignment: alignment::Vertical::Top,
shaping: core::text::Shaping::Basic,
};
overlay.text.push(text);
overlay.text.push(Text {
bounds: text.bounds + Vector::new(-1.0, -1.0),
color: Color::BLACK,
..text
});
}
overlay
}
/// Distributes the given [`Primitive`] and generates a list of layers based
/// on its contents.
pub fn generate(
primitives: &'a [Primitive],
viewport: &Viewport,
) -> Vec<Self> {
let first_layer =
Layer::new(Rectangle::with_size(viewport.logical_size()));
let mut layers = vec![first_layer];
for primitive in primitives {
Self::process_primitive(
&mut layers,
Vector::new(0.0, 0.0),
primitive,
0,
);
}
layers
}
fn process_primitive(
layers: &mut Vec<Self>,
translation: Vector,
primitive: &'a Primitive,
current_layer: usize,
) {
match primitive {
Primitive::Text {
content,
bounds,
size,
line_height,
color,
font,
horizontal_alignment,
vertical_alignment,
shaping,
} => {
let layer = &mut layers[current_layer];
layer.text.push(Text {
content,
bounds: *bounds + translation,
size: *size,
line_height: *line_height,
color: *color,
font: *font,
horizontal_alignment: *horizontal_alignment,
vertical_alignment: *vertical_alignment,
shaping: *shaping,
});
}
Primitive::Quad {
bounds,
background,
border_radius,
border_width,
border_color,
} => {
let layer = &mut layers[current_layer];
let quad = Quad {
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
border_color: border_color.into_linear(),
border_radius: *border_radius,
border_width: *border_width,
};
match background {
Background::Color(color) => {
layer.quads.solids.push(quad::Solid {
color: color.into_linear(),
quad,
});
}
Background::Gradient(gradient) => {
let quad = quad::Gradient {
gradient: pack_gradient(
gradient,
Rectangle::new(
quad.position.into(),
quad.size.into(),
),
),
quad,
};
layer.quads.gradients.push(quad);
}
};
}
Primitive::Image { handle, bounds } => {
let layer = &mut layers[current_layer];
layer.images.push(Image::Raster {
handle: handle.clone(),
bounds: *bounds + translation,
});
}
Primitive::Svg {
handle,
color,
bounds,
} => {
let layer = &mut layers[current_layer];
layer.images.push(Image::Vector {
handle: handle.clone(),
color: *color,
bounds: *bounds + translation,
});
}
Primitive::SolidMesh { buffers, size } => {
let layer = &mut layers[current_layer];
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::Solid {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
});
}
}
Primitive::GradientMesh { buffers, size } => {
let layer = &mut layers[current_layer];
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::Gradient {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
});
}
}
Primitive::Group { primitives } => {
// TODO: Inspect a bit and regroup (?)
for primitive in primitives {
Self::process_primitive(
layers,
translation,
primitive,
current_layer,
)
}
}
Primitive::Clip { bounds, content } => {
let layer = &mut layers[current_layer];
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);
layers.push(clip_layer);
Self::process_primitive(
layers,
translation,
content,
layers.len() - 1,
);
}
}
Primitive::Translate {
translation: new_translation,
content,
} => {
Self::process_primitive(
layers,
translation + *new_translation,
content,
current_layer,
);
}
Primitive::Cache { content } => {
Self::process_primitive(
layers,
translation,
content,
current_layer,
);
}
_ => {
// Not supported!
log::warn!(
"Unsupported primitive in `iced_wgpu`: {:?}",
primitive
);
}
}
}
}
/// Packs the [`Gradient`] for use in shader code.
fn pack_gradient(
gradient: &core::Gradient,
bounds: Rectangle,
) -> gradient::Packed {
match gradient {
core::Gradient::Linear(linear) => {
let mut data: [f32; 44] = [0.0; 44];
for (index, stop) in linear.stops.iter().enumerate() {
let [r, g, b, a] =
stop.map_or(Color::default(), |s| s.color).into_linear();
data[index * 4] = r;
data[(index * 4) + 1] = g;
data[(index * 4) + 2] = b;
data[(index * 4) + 3] = a;
data[32 + index] = stop.map_or(2.0, |s| s.offset);
}
let (start, end) = linear.angle.to_distance(&bounds);
data[40] = start.x;
data[41] = start.y;
data[42] = end.x;
data[43] = end.y;
data.into()
}
}
}