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-rw-r--r--graphics/src/layer.rs359
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diff --git a/graphics/src/layer.rs b/graphics/src/layer.rs
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+//! 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 as f32,
+ border_width: *border_width as f32,
+ 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 {}