2020-03-18 16:36:06 +00:00
|
|
|
mod background_container;
|
2019-12-15 17:13:52 +00:00
|
|
|
mod column;
|
2020-04-16 04:27:25 +00:00
|
|
|
mod compound_graphic;
|
2020-03-18 16:36:06 +00:00
|
|
|
mod container;
|
2019-12-15 17:13:52 +00:00
|
|
|
mod image;
|
2020-03-17 06:31:55 +00:00
|
|
|
mod row;
|
2020-04-20 03:39:58 +00:00
|
|
|
mod space;
|
2019-12-15 17:13:52 +00:00
|
|
|
|
|
|
|
use super::{
|
|
|
|
super::{
|
|
|
|
cache::Cache,
|
|
|
|
graphic::{self, Graphic, TexId},
|
|
|
|
},
|
2020-03-18 16:36:06 +00:00
|
|
|
widget, Rotation,
|
2019-12-15 17:13:52 +00:00
|
|
|
};
|
|
|
|
use crate::{
|
|
|
|
render::{
|
|
|
|
create_ui_quad, Consts, DynamicModel, Globals, Mesh, Renderer, UiLocals, UiMode, UiPipeline,
|
|
|
|
},
|
|
|
|
Error,
|
|
|
|
};
|
2020-03-18 16:36:06 +00:00
|
|
|
use common::util::srgba_to_linear;
|
2019-12-15 17:13:52 +00:00
|
|
|
//use log::warn;
|
|
|
|
use std::ops::Range;
|
|
|
|
use vek::*;
|
|
|
|
|
|
|
|
enum DrawKind {
|
|
|
|
Image(TexId),
|
|
|
|
// Text and non-textured geometry
|
|
|
|
Plain,
|
|
|
|
}
|
|
|
|
enum DrawCommand {
|
|
|
|
Draw { kind: DrawKind, verts: Range<usize> },
|
|
|
|
Scissor(Aabr<u16>),
|
|
|
|
WorldPos(Option<usize>),
|
|
|
|
}
|
|
|
|
impl DrawCommand {
|
|
|
|
fn image(verts: Range<usize>, id: TexId) -> DrawCommand {
|
|
|
|
DrawCommand::Draw {
|
|
|
|
kind: DrawKind::Image(id),
|
|
|
|
verts,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn plain(verts: Range<usize>) -> DrawCommand {
|
|
|
|
DrawCommand::Draw {
|
|
|
|
kind: DrawKind::Plain,
|
|
|
|
verts,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-16 04:27:25 +00:00
|
|
|
#[derive(PartialEq)]
|
2019-12-15 17:13:52 +00:00
|
|
|
enum State {
|
|
|
|
Image(TexId),
|
|
|
|
Plain,
|
|
|
|
}
|
|
|
|
|
|
|
|
pub enum Primitive {
|
|
|
|
// Allocation :(
|
|
|
|
Group {
|
|
|
|
primitives: Vec<Primitive>,
|
|
|
|
},
|
|
|
|
Image {
|
2020-03-18 16:36:06 +00:00
|
|
|
handle: (widget::image::Handle, Rotation),
|
2019-12-15 17:13:52 +00:00
|
|
|
bounds: iced::Rectangle,
|
2020-03-18 16:36:06 +00:00
|
|
|
color: Rgba<u8>,
|
2019-12-15 17:13:52 +00:00
|
|
|
},
|
2020-04-16 04:27:25 +00:00
|
|
|
Rectangle {
|
|
|
|
bounds: iced::Rectangle,
|
|
|
|
color: Rgba<u8>,
|
|
|
|
},
|
2020-04-20 03:39:58 +00:00
|
|
|
Nothing,
|
2019-12-15 17:13:52 +00:00
|
|
|
}
|
|
|
|
|
2020-03-18 16:36:06 +00:00
|
|
|
// 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
|
|
|
|
|
2019-12-15 17:13:52 +00:00
|
|
|
pub struct IcedRenderer {
|
|
|
|
//image_map: Map<(Image, Rotation)>,
|
|
|
|
cache: Cache,
|
|
|
|
// Model for drawing the ui
|
|
|
|
model: DynamicModel<UiPipeline>,
|
|
|
|
// Consts to specify positions of ingame elements (e.g. Nametags)
|
|
|
|
ingame_locals: Vec<Consts<UiLocals>>,
|
|
|
|
// Consts for default ui drawing position (ie the interface)
|
|
|
|
interface_locals: Consts<UiLocals>,
|
|
|
|
default_globals: Consts<Globals>,
|
|
|
|
|
|
|
|
// Used to delay cache resizing until after current frame is drawn
|
|
|
|
//need_cache_resize: bool,
|
|
|
|
half_res: Vec2<f32>,
|
|
|
|
// Pixel perfection alignment
|
|
|
|
align: Vec2<f32>,
|
|
|
|
// Pretend dims :) (i.e. scaled)
|
|
|
|
win_dims: Vec2<f32>,
|
|
|
|
|
|
|
|
// Per-frame/update
|
|
|
|
current_state: State,
|
|
|
|
mesh: Mesh<UiPipeline>,
|
|
|
|
start: usize,
|
|
|
|
// Draw commands for the next render
|
|
|
|
draw_commands: Vec<DrawCommand>,
|
|
|
|
//current_scissor: Aabr<u16>,
|
|
|
|
}
|
|
|
|
impl IcedRenderer {
|
2020-03-16 21:56:50 +00:00
|
|
|
pub fn new(renderer: &mut Renderer, scaled_dims: Vec2<f32>) -> Result<Self, Error> {
|
|
|
|
let (half_res, align) = Self::calculate_resolution_dependents(renderer.get_resolution());
|
2019-12-15 17:13:52 +00:00
|
|
|
|
|
|
|
Ok(Self {
|
|
|
|
cache: Cache::new(renderer)?,
|
|
|
|
draw_commands: Vec::new(),
|
|
|
|
model: renderer.create_dynamic_model(100)?,
|
|
|
|
interface_locals: renderer.create_consts(&[UiLocals::default()])?,
|
|
|
|
default_globals: renderer.create_consts(&[Globals::default()])?,
|
|
|
|
ingame_locals: Vec::new(),
|
|
|
|
mesh: Mesh::new(),
|
|
|
|
current_state: State::Plain,
|
|
|
|
half_res,
|
|
|
|
align,
|
2020-03-16 21:56:50 +00:00
|
|
|
win_dims: scaled_dims,
|
2019-12-15 17:13:52 +00:00
|
|
|
start: 0,
|
|
|
|
//current_scissor: default_scissor(renderer),
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn add_graphic(&mut self, graphic: Graphic) -> graphic::Id {
|
|
|
|
self.cache.add_graphic(graphic)
|
|
|
|
}
|
|
|
|
|
2020-03-16 21:56:50 +00:00
|
|
|
pub fn resize(&mut self, scaled_dims: Vec2<f32>, renderer: &mut Renderer) {
|
|
|
|
self.win_dims = scaled_dims;
|
2019-12-15 17:13:52 +00:00
|
|
|
|
2020-03-16 21:56:50 +00:00
|
|
|
self.update_resolution_dependents(renderer.get_resolution());
|
|
|
|
|
|
|
|
// Resize graphic cache
|
|
|
|
self.cache.resize_graphic_cache(renderer);
|
|
|
|
// Resize glyph cache
|
|
|
|
self.cache.resize_glyph_cache(renderer).unwrap();
|
|
|
|
}
|
2019-12-15 17:13:52 +00:00
|
|
|
|
2020-03-16 21:56:50 +00:00
|
|
|
pub fn draw(&mut self, primitive: Primitive, renderer: &mut Renderer) {
|
2019-12-15 17:13:52 +00:00
|
|
|
// Re-use memory
|
|
|
|
self.draw_commands.clear();
|
|
|
|
self.mesh.clear();
|
|
|
|
|
|
|
|
self.current_state = State::Plain;
|
|
|
|
self.start = 0;
|
|
|
|
|
|
|
|
//self.current_scissor = default_scissor(renderer);
|
|
|
|
|
|
|
|
self.draw_primitive(primitive, renderer);
|
|
|
|
|
|
|
|
// 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(default_scissor(renderer)));
|
|
|
|
start = mesh.vertices().len();
|
|
|
|
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, 0.8),
|
|
|
|
UiMode::Text,
|
|
|
|
));
|
|
|
|
self.draw_commands
|
|
|
|
.push(DrawCommand::plain(start..mesh.vertices().len()));*/
|
|
|
|
|
|
|
|
// Create a larger dynamic model if the mesh is larger than the current model
|
|
|
|
// size.
|
|
|
|
if self.model.vbuf.len() < self.mesh.vertices().len() {
|
|
|
|
self.model = renderer
|
|
|
|
.create_dynamic_model(self.mesh.vertices().len() * 4 / 3)
|
|
|
|
.unwrap();
|
|
|
|
}
|
|
|
|
// Update model with new mesh.
|
|
|
|
renderer.update_model(&self.model, &self.mesh, 0).unwrap();
|
|
|
|
|
|
|
|
// Handle window resizing.
|
|
|
|
/*if let Some(new_dims) = self.window_resized.take() {
|
|
|
|
let (old_w, old_h) = self.scale.scaled_window_size().into_tuple();
|
|
|
|
self.scale.window_resized(new_dims, renderer);
|
|
|
|
let (w, h) = self.scale.scaled_window_size().into_tuple();
|
|
|
|
self.ui.handle_event(Input::Resize(w, h));
|
|
|
|
|
|
|
|
// Avoid panic in graphic cache when minimizing.
|
|
|
|
// Avoid resetting cache if window size didn't change
|
|
|
|
// Somewhat inefficient for elements that won't change size after a window resize
|
|
|
|
let res = renderer.get_resolution();
|
|
|
|
self.need_cache_resize = res.x > 0 && res.y > 0 && !(old_w == w && old_h == h);
|
|
|
|
}*/
|
|
|
|
}
|
|
|
|
|
2020-03-16 21:56:50 +00:00
|
|
|
// Returns (half_res, align)
|
|
|
|
fn calculate_resolution_dependents(res: Vec2<u16>) -> (Vec2<f32>, Vec2<f32>) {
|
|
|
|
let half_res = res.map(|e| e as f32 / 2.0);
|
|
|
|
let align = align(res);
|
|
|
|
|
|
|
|
(half_res, align)
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_resolution_dependents(&mut self, res: Vec2<u16>) {
|
|
|
|
let (half_res, align) = Self::calculate_resolution_dependents(res);
|
|
|
|
self.half_res = half_res;
|
|
|
|
self.align = align;
|
|
|
|
}
|
|
|
|
|
2019-12-15 17:13:52 +00:00
|
|
|
fn gl_aabr(&self, bounds: iced::Rectangle) -> Aabr<f32> {
|
|
|
|
/*let (ui_win_w, ui_win_h) = self.win_dims.into_tuple();
|
|
|
|
let (l, b) = aabr.min.into_tuple();
|
|
|
|
let (r, t) = aabr.max.into_tuple();
|
|
|
|
let vx = |x: f64| (x / ui_win_w * 2.0) as f32;
|
|
|
|
let vy = |y: f64| (y / ui_win_h * 2.0) as f32;
|
|
|
|
let min = Vec2::new(
|
|
|
|
((vx(l) * half_res.x + x_align).round() - x_align) / half_res.x,
|
|
|
|
((vy(b) * half_res.y + y_align).round() - y_align) / half_res.y,
|
|
|
|
);
|
|
|
|
let max = Vec2::new(
|
|
|
|
((vx(r) * half_res.x + x_align).round() - x_align) / half_res.x,
|
|
|
|
((vy(t) * half_res.y + y_align).round() - y_align) / half_res.y,
|
|
|
|
);*/
|
|
|
|
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 draw_primitive(&mut self, primitive: Primitive, renderer: &mut Renderer) {
|
|
|
|
match primitive {
|
|
|
|
Primitive::Group { primitives } => {
|
|
|
|
primitives
|
|
|
|
.into_iter()
|
|
|
|
.for_each(|p| self.draw_primitive(p, renderer));
|
|
|
|
},
|
2020-03-18 16:36:06 +00:00
|
|
|
Primitive::Image {
|
|
|
|
handle,
|
|
|
|
bounds,
|
|
|
|
color,
|
|
|
|
} => {
|
2019-12-15 17:13:52 +00:00
|
|
|
let (graphic_id, rotation) = handle;
|
|
|
|
let gl_aabr = self.gl_aabr(bounds);
|
|
|
|
|
|
|
|
let graphic_cache = self.cache.graphic_cache_mut();
|
|
|
|
|
|
|
|
match graphic_cache.get_graphic(graphic_id) {
|
|
|
|
Some(Graphic::Blank) | None => return,
|
|
|
|
_ => {},
|
|
|
|
}
|
|
|
|
|
2020-03-18 16:36:06 +00:00
|
|
|
let color = srgba_to_linear(color.map(|e| e as f32 / 255.0));
|
2020-04-16 04:27:25 +00:00
|
|
|
// Don't draw a transparent image.
|
|
|
|
if color[3] == 0.0 {
|
|
|
|
return;
|
|
|
|
}
|
2019-12-15 17:13:52 +00:00
|
|
|
|
|
|
|
let resolution = Vec2::new(
|
|
|
|
(gl_aabr.size().w * self.half_res.x).round() as u16,
|
|
|
|
(gl_aabr.size().h * self.half_res.y).round() as u16,
|
|
|
|
);
|
|
|
|
// Transform the source rectangle into uv coordinate.
|
|
|
|
// TODO: Make sure this is right.
|
|
|
|
let source_aabr = {
|
|
|
|
let (uv_l, uv_r, uv_b, uv_t) = (0.0, 1.0, 0.0, 1.0);
|
|
|
|
/*match source_rect {
|
|
|
|
Some(src_rect) => {
|
|
|
|
let (l, r, b, t) = src_rect.l_r_b_t();
|
|
|
|
((l / image_w) as f32,
|
|
|
|
(r / image_w) as f32,
|
|
|
|
(b / image_h) as f32,
|
|
|
|
(t / image_h) as f32)
|
|
|
|
}
|
|
|
|
None => (0.0, 1.0, 0.0, 1.0),
|
|
|
|
};*/
|
|
|
|
Aabr {
|
|
|
|
min: Vec2::new(uv_l, uv_b),
|
|
|
|
max: Vec2::new(uv_r, uv_t),
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// Cache graphic at particular resolution.
|
|
|
|
let (uv_aabr, tex_id) = match graphic_cache.cache_res(
|
|
|
|
renderer,
|
|
|
|
graphic_id,
|
|
|
|
resolution,
|
|
|
|
source_aabr,
|
|
|
|
rotation,
|
|
|
|
) {
|
|
|
|
// TODO: get dims from graphic_cache (or have it return floats directly)
|
|
|
|
Some((aabr, tex_id)) => {
|
|
|
|
let cache_dims = graphic_cache
|
|
|
|
.get_tex(tex_id)
|
|
|
|
.get_dimensions()
|
|
|
|
.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 }, tex_id)
|
|
|
|
},
|
|
|
|
None => return,
|
|
|
|
};
|
|
|
|
|
2020-04-16 04:27:25 +00:00
|
|
|
// 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));
|
2019-12-15 17:13:52 +00:00
|
|
|
|
|
|
|
self.mesh
|
|
|
|
.push_quad(create_ui_quad(gl_aabr, uv_aabr, color, UiMode::Image));
|
|
|
|
},
|
2020-04-16 04:27:25 +00:00
|
|
|
Primitive::Rectangle { bounds, color } => {
|
|
|
|
let color = srgba_to_linear(color.map(|e| e as f32 / 255.0));
|
|
|
|
// Don't draw a transparent rectangle.
|
|
|
|
if color[3] == 0.0 {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
self.switch_state(State::Plain);
|
|
|
|
|
|
|
|
self.mesh.push_quad(create_ui_quad(
|
|
|
|
self.gl_aabr(bounds),
|
|
|
|
Aabr {
|
|
|
|
min: Vec2::zero(),
|
|
|
|
max: Vec2::zero(),
|
|
|
|
},
|
|
|
|
color,
|
|
|
|
UiMode::Geometry,
|
|
|
|
));
|
|
|
|
},
|
2020-04-20 03:39:58 +00:00
|
|
|
Primitive::Nothing => {},
|
2020-04-16 04:27:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
2019-12-15 17:13:52 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn render(&self, renderer: &mut Renderer, maybe_globals: Option<&Consts<Globals>>) {
|
|
|
|
let mut scissor = default_scissor(renderer);
|
|
|
|
let globals = maybe_globals.unwrap_or(&self.default_globals);
|
|
|
|
let mut locals = &self.interface_locals;
|
|
|
|
for draw_command in self.draw_commands.iter() {
|
|
|
|
match draw_command {
|
|
|
|
DrawCommand::Scissor(new_scissor) => {
|
|
|
|
scissor = *new_scissor;
|
|
|
|
},
|
|
|
|
DrawCommand::WorldPos(index) => {
|
|
|
|
locals = index.map_or(&self.interface_locals, |i| &self.ingame_locals[i]);
|
|
|
|
},
|
|
|
|
DrawCommand::Draw { kind, verts } => {
|
|
|
|
let tex = match kind {
|
|
|
|
DrawKind::Image(tex_id) => self.cache.graphic_cache().get_tex(*tex_id),
|
|
|
|
DrawKind::Plain => self.cache.glyph_cache_tex(),
|
|
|
|
};
|
|
|
|
let model = self.model.submodel(verts.clone());
|
|
|
|
renderer.render_ui_element(&model, tex, scissor, globals, locals);
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Given the the resolution determines the offset needed to align integer
|
|
|
|
// offsets from the center of the sceen to pixels
|
2020-03-16 21:56:50 +00:00
|
|
|
#[inline(always)]
|
2019-12-15 17:13:52 +00:00
|
|
|
fn align(res: Vec2<u16>) -> Vec2<f32> {
|
2020-03-18 16:36:06 +00:00
|
|
|
// TODO: does this logic still apply in iced's coordinate system?
|
2019-12-15 17:13:52 +00:00
|
|
|
// 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(renderer: &Renderer) -> Aabr<u16> {
|
|
|
|
let (screen_w, screen_h) = renderer.get_resolution().map(|e| e as u16).into_tuple();
|
|
|
|
Aabr {
|
|
|
|
min: Vec2 { x: 0, y: 0 },
|
|
|
|
max: Vec2 {
|
|
|
|
x: screen_w,
|
|
|
|
y: screen_h,
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl iced::Renderer for IcedRenderer {
|
|
|
|
// Default styling
|
|
|
|
type Defaults = ();
|
|
|
|
// TODO: use graph of primitives to enable diffing???
|
|
|
|
type Output = (Primitive, iced::MouseCursor);
|
|
|
|
|
|
|
|
fn layout<'a, M>(
|
|
|
|
&mut self,
|
|
|
|
element: &iced::Element<'a, M, Self>,
|
|
|
|
limits: &iced::layout::Limits,
|
|
|
|
) -> iced::layout::Node {
|
|
|
|
let node = element.layout(self, limits);
|
|
|
|
|
|
|
|
// Trim text measurements cache?
|
|
|
|
|
|
|
|
node
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: impl Debugger
|