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mod defaults;
mod primitive;
pub mod style;
mod widget;
pub use defaults::Defaults;
use primitive::Primitive;
use super::{
super::graphic::{self, Graphic, TexId},
cache::Cache,
widget::image,
Font, FontId, RawFont, Rotation,
};
use crate::{
error::Error,
render::{
create_ui_quad, create_ui_quad_vert_gradient, DynamicModel, Mesh, Renderer, UiBoundLocals,
UiDrawer, UiLocals, UiMode, UiVertex,
},
};
use common::{slowjob::SlowJobPool, util::srgba_to_linear};
use common_base::span;
use std::{convert::TryInto, ops::Range};
use vek::*;
enum DrawKind {
Image(TexId),
// Text and non-textured geometry
Plain,
}
#[allow(dead_code)] // TODO: remove once WorldPos is used
enum DrawCommand {
Draw { kind: DrawKind, verts: Range<u32> },
Scissor(Aabr<u16>),
WorldPos(Option<usize>),
}
impl DrawCommand {
fn image(verts: Range<usize>, id: TexId) -> DrawCommand {
DrawCommand::Draw {
kind: DrawKind::Image(id),
// TODO: move conversion into helper method so we don't have to write it out so many
// times
verts: verts
.start
.try_into()
.expect("Vertex count for UI rendering does not fit in a u32!")
..verts
.end
.try_into()
.expect("Vertex count for UI rendering does not fit in a u32!"),
}
}
fn plain(verts: Range<usize>) -> DrawCommand {
DrawCommand::Draw {
kind: DrawKind::Plain,
verts: verts
.start
.try_into()
.expect("Vertex count for UI rendering does not fit in a u32!")
..verts
.end
.try_into()
.expect("Vertex count for UI rendering does not fit in a u32!"),
}
}
}
#[derive(PartialEq)]
enum State {
Image(TexId),
Plain,
}
// Optimization idea inspired by what I think iced wgpu renderer may be doing:
// Could have layers of things which don't intersect and thus can be reordered
// arbitrarily
pub struct IcedRenderer {
//image_map: Map<(Image, Rotation)>,
cache: Cache,
// Model for drawing the ui
model: DynamicModel<UiVertex>,
// Consts to specify positions of ingame elements (e.g. Nametags)
ingame_locals: Vec<UiBoundLocals>,
// Consts for default ui drawing position (ie the interface)
interface_locals: UiBoundLocals,
// Used to delay cache resizing until after current frame is drawn
//need_cache_resize: bool,
// Half of physical resolution
half_res: Vec2<f32>,
// Pixel perfection alignment
align: Vec2<f32>,
// Scale factor between physical and win dims
p_scale: f32,
// Pretend dims :) (i.e. scaled)
win_dims: Vec2<f32>,
// Scissor for the whole window
window_scissor: Aabr<u16>,
// Per-frame/update
current_state: State,
mesh: Mesh<UiVertex>,
glyphs: Vec<(usize, usize, Rgba<f32>, Vec2<u32>)>,
// Output from glyph_brush in the previous frame
// It can sometimes ask you to redraw with these instead (idk if that is done with
// pre-positioned glyphs)
last_glyph_verts: Vec<(Aabr<f32>, Aabr<f32>)>,
start: usize,
// Draw commands for the next render
draw_commands: Vec<DrawCommand>,
}
impl IcedRenderer {
pub fn new(
renderer: &mut Renderer,
scaled_resolution: Vec2<f32>,
physical_resolution: Vec2<u32>,
default_font: Font,
) -> Result<Self, Error> {
let (half_res, align, p_scale) =
Self::calculate_resolution_dependents(physical_resolution, scaled_resolution);
let interface_locals = renderer.create_ui_bound_locals(&[UiLocals::default()]);
Ok(Self {
cache: Cache::new(renderer, default_font)?,
draw_commands: Vec::new(),
model: renderer.create_dynamic_model(100),
interface_locals,
ingame_locals: Vec::new(),
mesh: Mesh::new(),
glyphs: Vec::new(),
last_glyph_verts: Vec::new(),
current_state: State::Plain,
half_res,
align,
p_scale,
win_dims: scaled_resolution,
window_scissor: default_scissor(physical_resolution),
start: 0,
})
}
pub fn add_font(&mut self, font: RawFont) -> FontId { self.cache.add_font(font) }
/// Allows clearing out the fonts when switching languages
pub fn clear_fonts(&mut self, default_font: Font) { self.cache.clear_fonts(default_font); }
pub fn add_graphic(&mut self, graphic: Graphic) -> graphic::Id {
self.cache.add_graphic(graphic)
}
pub fn replace_graphic(&mut self, id: graphic::Id, graphic: Graphic) {
self.cache.replace_graphic(id, graphic);
}
fn image_dims(&self, handle: image::Handle) -> (u32, u32) {
self
.cache
.graphic_cache()
.get_graphic_dims((handle, Rotation::None))
// TODO: don't unwrap
.unwrap()
}
pub fn resize(
&mut self,
scaled_resolution: Vec2<f32>,
physical_resolution: Vec2<u32>,
renderer: &mut Renderer,
) {
self.win_dims = scaled_resolution;
self.window_scissor = default_scissor(physical_resolution);
self.update_resolution_dependents(physical_resolution);
// Resize graphic cache
self.cache.resize_graphic_cache(renderer);
// Resize glyph cache
self.cache.resize_glyph_cache(renderer).unwrap();
}
pub fn draw(
&mut self,
primitive: Primitive,
renderer: &mut Renderer,
pool: Option<&SlowJobPool>,
) {
span!(_guard, "draw", "IcedRenderer::draw");
// Re-use memory
self.draw_commands.clear();
self.mesh.clear();
self.glyphs.clear();
self.current_state = State::Plain;
self.start = 0;
self.draw_primitive(primitive, Vec2::zero(), 1.0, renderer, pool);
// Enter the final command.
self.draw_commands.push(match self.current_state {
State::Plain => DrawCommand::plain(self.start..self.mesh.vertices().len()),
State::Image(id) => DrawCommand::image(self.start..self.mesh.vertices().len(), id),
});
// Draw glyph cache (use for debugging).
/*self.draw_commands
.push(DrawCommand::Scissor(self.window_scissor));
self.start = self.mesh.vertices().len();
self.mesh.push_quad(create_ui_quad(
Aabr {
min: (-1.0, -1.0).into(),
max: (1.0, 1.0).into(),
},
Aabr {
min: (0.0, 1.0).into(),
max: (1.0, 0.0).into(),
},
Rgba::new(1.0, 1.0, 1.0, 0.3),
UiMode::Text,
));
self.draw_commands
.push(DrawCommand::plain(self.start..self.mesh.vertices().len()));*/
// Fill in placeholder glyph quads
let (glyph_cache, (cache_tex, _)) = self.cache.glyph_cache_mut_and_tex();
let half_res = self.half_res;
let brush_result = glyph_cache.process_queued(
|rect, tex_data| {
let offset = rect.min;
let size = [rect.width(), rect.height()];
let new_data = tex_data
.iter()
.map(|x| [255, 255, 255, *x])
.collect::<Vec<[u8; 4]>>();
renderer.update_texture(cache_tex, offset, size, &new_data);
},
// Urgh more allocation we don't need
|vertex_data| {
let uv_rect = vertex_data.tex_coords;
let uv = Aabr {
min: Vec2::new(uv_rect.min.x, uv_rect.max.y),
max: Vec2::new(uv_rect.max.x, uv_rect.min.y),
};
let pixel_coords = vertex_data.pixel_coords;
let rect = Aabr {
min: Vec2::new(
pixel_coords.min.x / half_res.x - 1.0,
1.0 - pixel_coords.max.y / half_res.y,
),
max: Vec2::new(
pixel_coords.max.x / half_res.x - 1.0,
1.0 - pixel_coords.min.y / half_res.y,
),
};
(uv, rect)
},
);
match brush_result {
Ok(brush_action) => {
match brush_action {
glyph_brush::BrushAction::Draw(verts) => self.last_glyph_verts = verts,
glyph_brush::BrushAction::ReDraw => {},
}
let glyphs = &self.glyphs;
let mesh = &mut self.mesh;
let p_scale = self.p_scale;
let half_res = self.half_res;
glyphs
.iter()
.flat_map(|(mesh_index, glyph_count, linear_color, offset)| {
let mesh_index = *mesh_index;
let linear_color = *linear_color;
// Could potentially pass this in as part of the extras
let offset =
offset.map(|e| e as f32 * p_scale) / half_res * Vec2::new(-1.0, 1.0);
(0..*glyph_count).map(move |i| (mesh_index + i * 6, linear_color, offset))
})
.zip(self.last_glyph_verts.iter())
.for_each(|((mesh_index, linear_color, offset), (uv, rect))| {
// TODO: add function to vek for this
let rect = Aabr {
min: rect.min + offset,
max: rect.max + offset,
};
mesh.replace_quad(
mesh_index,
create_ui_quad(rect, *uv, linear_color, UiMode::Text),
)
});
},
Err(glyph_brush::BrushError::TextureTooSmall { suggested: (x, y) }) => {
tracing::error!(
"Texture to small for all glyphs, would need one of the size: ({}, {})",
x,
y
);
},
}
// Create a larger dynamic model if the mesh is larger than the current model
// size.
if self.model.len() < self.mesh.vertices().len() {
self.model = renderer.create_dynamic_model(self.mesh.vertices().len() * 4 / 3);
}
// Update model with new mesh.
renderer.update_model(&self.model, &self.mesh, 0);
}
// Returns (half_res, align)
fn calculate_resolution_dependents(
res: Vec2<u32>,
win_dims: Vec2<f32>,
) -> (Vec2<f32>, Vec2<f32>, f32) {
let half_res = res.map(|e| e as f32 / 2.0);
let align = align(res);
// Assume to be the same in x and y for now...
let p_scale = res.x as f32 / win_dims.x;
(half_res, align, p_scale)
}
fn update_resolution_dependents(&mut self, res: Vec2<u32>) {
let (half_res, align, p_scale) = Self::calculate_resolution_dependents(res, self.win_dims);
self.half_res = half_res;
self.align = align;
self.p_scale = p_scale;
}
fn gl_aabr(&self, bounds: iced::Rectangle) -> Aabr<f32> {
let flipped_y = self.win_dims.y - bounds.y;
let half_win_dims = self.win_dims.map(|e| e / 2.0);
let half_res = self.half_res;
let min = (((Vec2::new(bounds.x, flipped_y - bounds.height) - half_win_dims)
/ half_win_dims
* half_res
+ self.align)
.map(|e| e.round())
- self.align)
/ half_res;
let max = (((Vec2::new(bounds.x + bounds.width, flipped_y) - half_win_dims)
/ half_win_dims
* half_res
+ self.align)
.map(|e| e.round())
- self.align)
/ half_res;
Aabr { min, max }
}
fn position_glyphs(
&mut self,
bounds: iced::Rectangle,
horizontal_alignment: iced::HorizontalAlignment,
vertical_alignment: iced::VerticalAlignment,
text: &str,
size: u16,
font: FontId,
) -> Vec<glyph_brush::SectionGlyph> {
use glyph_brush::{GlyphCruncher, HorizontalAlign, VerticalAlign};
// TODO: add option to align based on the geometry of the rendered glyphs
// instead of all possible glyphs
let (x, h_align) = match horizontal_alignment {
iced::HorizontalAlignment::Left => (bounds.x, HorizontalAlign::Left),
iced::HorizontalAlignment::Center => (bounds.center_x(), HorizontalAlign::Center),
iced::HorizontalAlignment::Right => (bounds.x + bounds.width, HorizontalAlign::Right),
};
let (y, v_align) = match vertical_alignment {
iced::VerticalAlignment::Top => (bounds.y, VerticalAlign::Top),
iced::VerticalAlignment::Center => (bounds.center_y(), VerticalAlign::Center),
iced::VerticalAlignment::Bottom => (bounds.y + bounds.height, VerticalAlign::Bottom),
};
let p_scale = self.p_scale;
let section = glyph_brush::Section {
screen_position: (x * p_scale, y * p_scale),
bounds: (bounds.width * p_scale, bounds.height * p_scale),
layout: glyph_brush::Layout::Wrap {
line_breaker: Default::default(),
h_align,
v_align,
},
text: vec![glyph_brush::Text {
text,
scale: (size as f32 * p_scale).into(),
font_id: font.0,
extra: (),
}],
};
self
.cache
.glyph_cache_mut()
.glyphs(section)
// We would still have to generate vertices for these even if they have no pixels
// Note: this is somewhat hacky and could fail if there is a non-whitespace character
// that is not visible (to solve this we could use the extra values in
// queue_pre_positioned to keep track of which glyphs are actually returned by
// proccess_queued)
.filter(|g| {
!text[g.byte_index..]
.chars()
.next()
.unwrap()
.is_whitespace()
})
.cloned()
.collect()
}
fn draw_primitive(
&mut self,
primitive: Primitive,
offset: Vec2<u32>,
alpha: f32,
renderer: &mut Renderer,
pool: Option<&SlowJobPool>,
) {
match primitive {
Primitive::Group { primitives } => {
primitives
.into_iter()
.for_each(|p| self.draw_primitive(p, offset, alpha, renderer, pool));
},
Primitive::Image {
handle,
bounds,
color,
source_rect,
} => {
let color = srgba_to_linear(color.map(|e| e as f32 / 255.0));
let color = apply_alpha(color, alpha);
// Don't draw a transparent image.
if color.a == 0.0 {
return;
}
let (graphic_id, rotation) = handle;
let gl_aabr = self.gl_aabr(iced::Rectangle {
x: bounds.x - offset.x as f32,
y: bounds.y - offset.y as f32,
..bounds
});
let graphic_cache = self.cache.graphic_cache_mut();
let half_res = self.half_res; // Make borrow checker happy by avoiding self in closure
let (source_aabr, gl_size) = {
// Transform the source rectangle into uv coordinate.
// TODO: Make sure this is right. Especially the conversions.
let ((uv_l, uv_r, uv_b, uv_t), gl_size) = match graphic_cache
.get_graphic(graphic_id)
{
Some(Graphic::Blank) | None => return,
Some(Graphic::Image(image, ..)) => {
source_rect.and_then(|src_rect| {
#[rustfmt::skip] use ::image::GenericImageView;
let (image_w, image_h) = image.dimensions();
let (source_w, source_h) = src_rect.size().into_tuple();
let gl_size = gl_aabr.size();
if image_w == 0
|| image_h == 0
|| source_w < 1.0
|| source_h < 1.0
|| gl_size.reduce_partial_min() < f32::EPSILON
{
None
} else {
// TODO: do this earlier
// Multiply drawn image size by ratio of original image
// size to
// source rectangle size (since as the proportion of the
// image gets
// smaller, the drawn size should get bigger), up to the
// actual
// size of the original image.
let ratio_x = (image_w as f32 / source_w)
.min((image_w as f32 / (gl_size.w * half_res.x)).max(1.0));
let ratio_y = (image_h as f32 / source_h)
.min((image_h as f32 / (gl_size.h * half_res.y)).max(1.0));
let (l, b) = src_rect.min.into_tuple();
let (r, t) = src_rect.max.into_tuple();
Some((
(
l / image_w as f32, /* * ratio_x */
r / image_w as f32, /* * ratio_x */
b / image_h as f32, /* * ratio_y */
t / image_h as f32, /* * ratio_y */
),
Extent2::new(gl_size.w * ratio_x, gl_size.h * ratio_y),
))
/* ((l / image_w as f32),
(r / image_w as f32),
(b / image_h as f32),
(t / image_h as f32)) */
}
})
},
// No easy way to interpret source_rect for voxels...
Some(Graphic::Voxel(..)) => None,
}
.unwrap_or_else(|| ((0.0, 1.0, 0.0, 1.0), gl_aabr.size()));
(
Aabr {
min: Vec2::new(uv_l, uv_b),
max: Vec2::new(uv_r, uv_t),
},
gl_size,
)
};
let resolution = Vec2::new(
(gl_size.w * self.half_res.x).round() as u16,
(gl_size.h * self.half_res.y).round() as u16,
);
// Don't do anything if resolution is zero
if resolution.map(|e| e == 0).reduce_or() {
return;
// TODO: consider logging uneeded elements
}
// Cache graphic at particular resolution.
let (uv_aabr, scale, tex_id) = match graphic_cache.cache_res(
renderer,
pool,
graphic_id,
resolution,
// TODO: take f32 here
source_aabr.map(|e| e as f64),
rotation,
) {
// TODO: get dims from graphic_cache (or have it return floats directly)
Some(((aabr, scale), tex_id)) => {
let cache_dims = graphic_cache
.get_tex(tex_id)
.0
.get_dimensions()
.xy()
.map(|e| e as f32);
let min = Vec2::new(aabr.min.x as f32, aabr.max.y as f32) / cache_dims;
let max = Vec2::new(aabr.max.x as f32, aabr.min.y as f32) / cache_dims;
(Aabr { min, max }, scale, tex_id)
},
None => return,
};
// Switch to the image state if we are not in it already or if a different
// texture id was being used.
self.switch_state(State::Image(tex_id));
self.mesh
.push_quad(create_ui_quad(gl_aabr, uv_aabr, color, UiMode::Image {
scale,
}));
},
Primitive::Gradient {
bounds,
top_linear_color,
bottom_linear_color,
} => {
// Don't draw a transparent rectangle.
let top_linear_color = apply_alpha(top_linear_color, alpha);
let bottom_linear_color = apply_alpha(bottom_linear_color, alpha);
if top_linear_color.a == 0.0 && bottom_linear_color.a == 0.0 {
return;
}
self.switch_state(State::Plain);
let gl_aabr = self.gl_aabr(iced::Rectangle {
x: bounds.x - offset.x as f32,
y: bounds.y - offset.y as f32,
..bounds
});
self.mesh.push_quad(create_ui_quad_vert_gradient(
gl_aabr,
Aabr {
min: Vec2::zero(),
max: Vec2::zero(),
},
top_linear_color,
bottom_linear_color,
UiMode::Geometry,
));
},
Primitive::Rectangle {
bounds,
linear_color,
} => {
let linear_color = apply_alpha(linear_color, alpha);
// Don't draw a transparent rectangle.
if linear_color.a == 0.0 {
return;
}
self.switch_state(State::Plain);
let gl_aabr = self.gl_aabr(iced::Rectangle {
x: bounds.x - offset.x as f32,
y: bounds.y - offset.y as f32,
..bounds
});
self.mesh.push_quad(create_ui_quad(
gl_aabr,
Aabr {
min: Vec2::zero(),
max: Vec2::zero(),
},
linear_color,
UiMode::Geometry,
));
},
Primitive::Text {
glyphs,
bounds: _, // iced::Rectangle
linear_color,
} => {
let linear_color = apply_alpha(linear_color, alpha);
self.switch_state(State::Plain);
// TODO: makes sure we are not doing all this work for hidden text
// e.g. in chat
let glyph_cache = self.cache.glyph_cache_mut();
// Count glyphs
let glyph_count = glyphs.len();
// Queue the glyphs to be cached.
glyph_cache.queue_pre_positioned(
glyphs,
// TODO: glyph_brush should document that these need to be the same length
vec![(); glyph_count],
// Since we already passed in `bounds` to position the glyphs some of this
// seems redundant...
// Note: we can't actually use this because dropping glyphs messeses up the
// counting and there is not a method provided to drop out of bounds
// glyphs while positioning them
// Note: keeping commented code in case how we handle text changes
glyph_brush::ab_glyph::Rect {
min: glyph_brush::ab_glyph::point(
-10000.0, //bounds.x * self.p_scale,
-10000.0, //bounds.y * self.p_scale,
),
max: glyph_brush::ab_glyph::point(
10000.0, //(bounds.x + bounds.width) * self.p_scale,
10000.0, //(bounds.y + bounds.height) * self.p_scale,
),
},
);
// Leave ui and verts blank to fill in when processing cached glyphs
let zero_aabr = Aabr {
min: Vec2::broadcast(0.0),
max: Vec2::broadcast(0.0),
};
self.glyphs.push((
self.mesh.vertices().len(),
glyph_count,
linear_color,
offset,
));
for _ in 0..glyph_count {
// Push placeholder quad
// Note: moving to some sort of layering / z based system would be an
// alternative to this (and might help with reducing draw
// calls)
self.mesh.push_quad(create_ui_quad(
zero_aabr,
zero_aabr,
linear_color,
UiMode::Text,
));
}
},
Primitive::Clip {
bounds,
offset: clip_offset,
content,
} => {
let new_scissor = {
// TODO: incorporate current offset for nested Clips
let intersection = Aabr {
min: Vec2 {
x: (bounds.x * self.p_scale) as u16,
y: (bounds.y * self.p_scale) as u16,
},
max: Vec2 {
x: ((bounds.x + bounds.width) * self.p_scale) as u16,
y: ((bounds.y + bounds.height) * self.p_scale) as u16,
},
}
.intersection(self.window_scissor);
if intersection.is_valid() && intersection.size().map(|s| s > 0).reduce_and() {
intersection
} else {
// If the intersection is invalid or zero sized we don't need to process
// the content primitive
return;
}
};
// Not expecting this case: new_scissor == current_scissor
// So not optimizing for it
// Finish the current command.
// TODO: ensure we never push empty commands
self.draw_commands.push(match self.current_state {
State::Plain => DrawCommand::plain(self.start..self.mesh.vertices().len()),
State::Image(id) => {
DrawCommand::image(self.start..self.mesh.vertices().len(), id)
},
});
self.start = self.mesh.vertices().len();
self.draw_commands.push(DrawCommand::Scissor(new_scissor));
// TODO: support nested clips?
// TODO: if previous command was a clip changing back to the default replace it
// with this
// TODO: cull primitives outside the current scissor
// Renderer child
self.draw_primitive(*content, offset + clip_offset, alpha, renderer, pool);
// Reset scissor
self.draw_commands.push(match self.current_state {
State::Plain => DrawCommand::plain(self.start..self.mesh.vertices().len()),
State::Image(id) => {
DrawCommand::image(self.start..self.mesh.vertices().len(), id)
},
});
self.start = self.mesh.vertices().len();
self.draw_commands
.push(DrawCommand::Scissor(self.window_scissor));
},
Primitive::Opacity { alpha: a, content } => {
self.draw_primitive(*content, offset, alpha * a, renderer, pool);
},
Primitive::Nothing => {},
}
}
// Switches to the specified state if not already in it
// If switch occurs current state is converted into a draw command
fn switch_state(&mut self, state: State) {
if self.current_state != state {
let vert_range = self.start..self.mesh.vertices().len();
let draw_command = match self.current_state {
State::Plain => DrawCommand::plain(vert_range),
State::Image(id) => DrawCommand::image(vert_range, id),
};
self.draw_commands.push(draw_command);
self.start = self.mesh.vertices().len();
self.current_state = state;
}
}
pub fn render<'a>(&'a self, drawer: &mut UiDrawer<'_, 'a>) {
span!(_guard, "render", "IcedRenderer::render");
let mut drawer = drawer.prepare(&self.interface_locals, &self.model, self.window_scissor);
for draw_command in self.draw_commands.iter() {
match draw_command {
DrawCommand::Scissor(new_scissor) => {
drawer.set_scissor(*new_scissor);
},
DrawCommand::WorldPos(index) => {
drawer.set_locals(
index.map_or(&self.interface_locals, |i| &self.ingame_locals[i]),
);
},
DrawCommand::Draw { kind, verts } => {
// TODO: don't make these: assert!(!verts.is_empty());
let tex = match kind {
DrawKind::Image(tex_id) => self.cache.graphic_cache().get_tex(*tex_id),
DrawKind::Plain => self.cache.glyph_cache_tex(),
};
drawer.draw(tex.1, verts.clone()); // Note: trivial clone
},
}
}
}
}
// Given the the resolution determines the offset needed to align integer
// offsets from the center of the sceen to pixels
#[inline(always)]
fn align(res: Vec2<u32>) -> Vec2<f32> {
// TODO: does this logic still apply in iced's coordinate system?
// If the resolution is odd then the center of the screen will be within the
// middle of a pixel so we need to offset by 0.5 pixels to be on the edge of
// a pixel
res.map(|e| (e & 1) as f32 * 0.5)
}
fn default_scissor(physical_resolution: Vec2<u32>) -> Aabr<u16> {
let (screen_w, screen_h) = physical_resolution.into_tuple();
Aabr {
min: Vec2 { x: 0, y: 0 },
max: Vec2 {
x: screen_w as u16,
y: screen_h as u16,
},
}
}
impl iced::Renderer for IcedRenderer {
// Default styling
type Defaults = Defaults;
// TODO: use graph of primitives to enable diffing???
type Output = (Primitive, iced::mouse::Interaction);
fn layout<M>(
&mut self,
element: &iced::Element<'_, M, Self>,
limits: &iced::layout::Limits,
) -> iced::layout::Node {
span!(_guard, "layout", "IcedRenderer::layout");
// Trim text measurements cache?
element.layout(self, limits)
}
fn overlay(
&mut self,
(base_primitive, base_interaction): Self::Output,
(overlay_primitive, overlay_interaction): Self::Output,
overlay_bounds: iced::Rectangle,
) -> Self::Output {
span!(_guard, "overlay", "IcedRenderer::overlay");
(
Primitive::Group {
primitives: vec![base_primitive, Primitive::Clip {
bounds: iced::Rectangle {
// TODO: do we need this + 0.5?
width: overlay_bounds.width + 0.5,
height: overlay_bounds.height + 0.5,
..overlay_bounds
},
offset: Vec2::new(0, 0),
content: Box::new(overlay_primitive),
}],
},
base_interaction.max(overlay_interaction),
)
}
}
fn apply_alpha(color: Rgba<f32>, alpha: f32) -> Rgba<f32> {
Rgba {
a: alpha * color.a,
..color
}
}
// TODO: impl Debugger