use crate::{
quad, text, triangle, Defaults, Primitive, Quad, Settings, Target,
Transformation,
};
#[cfg(any(feature = "image", feature = "svg"))]
use crate::image::{self, Image};
use iced_native::{
layout, mouse, Background, Color, Layout, Point, Rectangle, Vector, Widget,
};
mod widget;
/// A [`wgpu`] renderer.
///
/// [`wgpu`]: https://github.com/gfx-rs/wgpu-rs
#[derive(Debug)]
pub struct Renderer {
quad_pipeline: quad::Pipeline,
text_pipeline: text::Pipeline,
triangle_pipeline: triangle::Pipeline,
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline: image::Pipeline,
}
struct Layer<'a> {
bounds: Rectangle<u32>,
quads: Vec<Quad>,
meshes: Vec<(Vector, Rectangle<u32>, &'a triangle::Mesh2D)>,
text: Vec<wgpu_glyph::Section<'a>>,
#[cfg(any(feature = "image", feature = "svg"))]
images: Vec<Image>,
}
impl<'a> Layer<'a> {
pub fn new(bounds: Rectangle<u32>) -> Self {
Self {
bounds,
quads: Vec::new(),
text: Vec::new(),
meshes: Vec::new(),
#[cfg(any(feature = "image", feature = "svg"))]
images: Vec::new(),
}
}
pub fn intersection(&self, rectangle: Rectangle) -> Option<Rectangle<u32>> {
let layer_bounds: Rectangle<f32> = self.bounds.into();
layer_bounds.intersection(&rectangle).map(Into::into)
}
}
impl Renderer {
/// Creates a new [`Renderer`].
///
/// [`Renderer`]: struct.Renderer.html
pub fn new(device: &wgpu::Device, settings: Settings) -> Self {
let text_pipeline =
text::Pipeline::new(device, settings.format, settings.default_font);
let quad_pipeline = quad::Pipeline::new(device, settings.format);
let triangle_pipeline = triangle::Pipeline::new(
device,
settings.format,
settings.antialiasing,
);
#[cfg(any(feature = "image", feature = "svg"))]
let image_pipeline = image::Pipeline::new(device, settings.format);
Self {
quad_pipeline,
text_pipeline,
triangle_pipeline,
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline,
}
}
/// Draws the provided primitives in the given [`Target`].
///
/// The text provided as overlay will be renderer on top of the primitives.
/// This is useful for rendering debug information.
///
/// [`Target`]: struct.Target.html
pub fn draw<T: AsRef<str>>(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: Target<'_>,
(primitive, mouse_interaction): &(Primitive, mouse::Interaction),
scale_factor: f64,
overlay: &[T],
) -> mouse::Interaction {
log::debug!("Drawing");
let (width, height) = target.viewport.dimensions();
let scale_factor = scale_factor as f32;
let transformation = target.viewport.transformation();
let mut layers = Vec::new();
layers.push(Layer::new(Rectangle {
x: 0,
y: 0,
width,
height,
}));
self.draw_primitive(Vector::new(0.0, 0.0), primitive, &mut layers);
self.draw_overlay(overlay, &mut layers);
for layer in layers {
self.flush(
device,
scale_factor,
transformation,
&layer,
encoder,
target.texture,
width,
height,
);
}
#[cfg(any(feature = "image", feature = "svg"))]
self.image_pipeline.trim_cache();
*mouse_interaction
}
fn draw_primitive<'a>(
&mut self,
translation: Vector,
primitive: &'a Primitive,
layers: &mut Vec<Layer<'a>>,
) {
match primitive {
Primitive::None => {}
Primitive::Group { primitives } => {
// TODO: Inspect a bit and regroup (?)
for primitive in primitives {
self.draw_primitive(translation, primitive, layers)
}
}
Primitive::Text {
content,
bounds,
size,
color,
font,
horizontal_alignment,
vertical_alignment,
} => {
let layer = layers.last_mut().unwrap();
layer.text.push(wgpu_glyph::Section {
text: &content,
screen_position: (
bounds.x + translation.x,
bounds.y + translation.y,
),
bounds: (bounds.width, bounds.height),
scale: wgpu_glyph::Scale { x: *size, y: *size },
color: color.into_linear(),
font_id: self.text_pipeline.find_font(*font),
layout: wgpu_glyph::Layout::default()
.h_align(match horizontal_alignment {
iced_native::HorizontalAlignment::Left => {
wgpu_glyph::HorizontalAlign::Left
}
iced_native::HorizontalAlignment::Center => {
wgpu_glyph::HorizontalAlign::Center
}
iced_native::HorizontalAlignment::Right => {
wgpu_glyph::HorizontalAlign::Right
}
})
.v_align(match vertical_alignment {
iced_native::VerticalAlignment::Top => {
wgpu_glyph::VerticalAlign::Top
}
iced_native::VerticalAlignment::Center => {
wgpu_glyph::VerticalAlign::Center
}
iced_native::VerticalAlignment::Bottom => {
wgpu_glyph::VerticalAlign::Bottom
}
}),
..Default::default()
})
}
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,
],
scale: [bounds.width, bounds.height],
color: match background {
Background::Color(color) => color.into_linear(),
},
border_radius: *border_radius as f32,
border_width: *border_width as f32,
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D { size, buffers } => {
let layer = layers.last_mut().unwrap();
// Only draw visible content
if let Some(clip_bounds) = layer.intersection(Rectangle::new(
Point::new(translation.x, translation.y),
*size,
)) {
layer.meshes.push((
translation,
clip_bounds.into(),
buffers,
));
}
}
Primitive::Clip {
bounds,
offset,
content,
} => {
let layer = layers.last_mut().unwrap();
// Only draw visible content
if let Some(clip_bounds) =
layer.intersection(*bounds + translation)
{
let clip_layer = Layer::new(clip_bounds.into());
let new_layer = Layer::new(layer.bounds);
layers.push(clip_layer);
self.draw_primitive(
translation
- Vector::new(offset.x as f32, offset.y as f32),
content,
layers,
);
layers.push(new_layer);
}
}
Primitive::Translate {
translation: new_translation,
content,
} => {
self.draw_primitive(
translation + *new_translation,
&content,
layers,
);
}
Primitive::Cached { cache } => {
self.draw_primitive(translation, &cache, layers);
}
#[cfg(feature = "image")]
Primitive::Image { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image {
handle: image::Handle::Raster(handle.clone()),
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
});
}
#[cfg(not(feature = "image"))]
Primitive::Image { .. } => {}
#[cfg(feature = "svg")]
Primitive::Svg { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image {
handle: image::Handle::Vector(handle.clone()),
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
});
}
#[cfg(not(feature = "svg"))]
Primitive::Svg { .. } => {}
}
}
fn draw_overlay<'a, T: AsRef<str>>(
&mut self,
lines: &'a [T],
layers: &mut Vec<Layer<'a>>,
) {
let first = layers.first().unwrap();
let mut overlay = Layer::new(first.bounds);
let font_id = self.text_pipeline.overlay_font();
let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 };
for (i, line) in lines.iter().enumerate() {
overlay.text.push(wgpu_glyph::Section {
text: line.as_ref(),
screen_position: (11.0, 11.0 + 25.0 * i as f32),
color: [0.9, 0.9, 0.9, 1.0],
scale,
font_id,
..wgpu_glyph::Section::default()
});
overlay.text.push(wgpu_glyph::Section {
text: line.as_ref(),
screen_position: (10.0, 10.0 + 25.0 * i as f32),
color: [0.0, 0.0, 0.0, 1.0],
scale,
font_id,
..wgpu_glyph::Section::default()
});
}
layers.push(overlay);
}
fn flush(
&mut self,
device: &wgpu::Device,
scale_factor: f32,
transformation: Transformation,
layer: &Layer<'_>,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_width: u32,
target_height: u32,
) {
let bounds = layer.bounds * scale_factor;
if !layer.quads.is_empty() {
self.quad_pipeline.draw(
device,
encoder,
&layer.quads,
transformation,
scale_factor,
bounds,
target,
);
}
if !layer.meshes.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.triangle_pipeline.draw(
device,
encoder,
target,
target_width,
target_height,
scaled,
scale_factor,
&layer.meshes,
);
}
#[cfg(any(feature = "image", feature = "svg"))]
{
if !layer.images.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.image_pipeline.draw(
device,
encoder,
&layer.images,
scaled,
bounds,
target,
scale_factor,
);
}
}
if !layer.text.is_empty() {
for text in layer.text.iter() {
// Target physical coordinates directly to avoid blurry text
let text = wgpu_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.screen_position.0 * scale_factor).round(),
(text.screen_position.1 * 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.0 * scale_factor).ceil(),
(text.bounds.1 * scale_factor).ceil(),
),
scale: wgpu_glyph::Scale {
x: text.scale.x * scale_factor,
y: text.scale.y * scale_factor,
},
..*text
};
self.text_pipeline.queue(text);
}
self.text_pipeline.draw_queued(
device,
encoder,
target,
transformation,
wgpu_glyph::Region {
x: bounds.x,
y: bounds.y,
width: bounds.width,
height: bounds.height,
},
);
}
}
}
impl iced_native::Renderer for Renderer {
type Output = (Primitive, mouse::Interaction);
type Defaults = Defaults;
fn layout<'a, Message>(
&mut self,
element: &iced_native::Element<'a, Message, Self>,
limits: &iced_native::layout::Limits,
) -> iced_native::layout::Node {
let node = element.layout(self, limits);
self.text_pipeline.clear_measurement_cache();
node
}
}
impl layout::Debugger for Renderer {
fn explain<Message>(
&mut self,
defaults: &Defaults,
widget: &dyn Widget<Message, Self>,
layout: Layout<'_>,
cursor_position: Point,
color: Color,
) -> Self::Output {
let mut primitives = Vec::new();
let (primitive, cursor) =
widget.draw(self, defaults, layout, cursor_position);
explain_layout(layout, color, &mut primitives);
primitives.push(primitive);
(Primitive::Group { primitives }, cursor)
}
}
fn explain_layout(
layout: Layout<'_>,
color: Color,
primitives: &mut Vec<Primitive>,
) {
primitives.push(Primitive::Quad {
bounds: layout.bounds(),
background: Background::Color(Color::TRANSPARENT),
border_radius: 0,
border_width: 1,
border_color: [0.6, 0.6, 0.6, 0.5].into(),
});
for child in layout.children() {
explain_layout(child, color, primitives);
}
}