mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Stop recreating vertex buffers for ui
Former-commit-id: 6e9326d1bca942e4da70281e3d86b624f9d2504a
This commit is contained in:
parent
9c07dcfcee
commit
b99a8dea39
@ -10,7 +10,7 @@ mod util;
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pub use self::{
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consts::Consts,
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mesh::{Mesh, Quad, Tri},
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model::Model,
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model::{DynamicModel, Model},
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pipelines::{
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figure::{BoneData as FigureBoneData, FigurePipeline, Locals as FigureLocals},
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postprocess::{
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@ -40,6 +40,7 @@ pub enum RenderError {
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UpdateError(gfx::UpdateError<usize>),
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TexUpdateError(gfx::UpdateError<[u16; 3]>),
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CombinedError(gfx::CombinedError),
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BufferCreationError(gfx::buffer::CreationError),
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}
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/// Used to represent a specific rendering configuration.
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@ -1,8 +1,11 @@
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// Library
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use gfx::{self, traits::FactoryExt};
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// Local
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use super::{gfx_backend, mesh::Mesh, Pipeline};
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use super::{gfx_backend, mesh::Mesh, Pipeline, RenderError};
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use gfx::{
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buffer::Role,
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memory::{Bind, Usage},
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traits::FactoryExt,
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Factory,
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};
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use std::ops::Range;
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/// Represents a mesh that has been sent to the GPU.
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pub struct Model<P: Pipeline> {
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@ -24,3 +27,43 @@ impl<P: Pipeline> Model<P> {
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}
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}
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}
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/// Represents a mesh on the GPU which can be updated dynamically
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pub struct DynamicModel<P: Pipeline> {
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pub vbuf: gfx::handle::Buffer<gfx_backend::Resources, P::Vertex>,
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}
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impl<P: Pipeline> DynamicModel<P> {
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pub fn new(factory: &mut gfx_backend::Factory, size: usize) -> Result<Self, RenderError> {
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Ok(Self {
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vbuf: factory
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.create_buffer(size, Role::Vertex, Usage::Dynamic, Bind::empty())
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.map_err(|err| RenderError::BufferCreationError(err))?,
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})
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}
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/// Create a model with a slice of a portion of this model to send to the renderer
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pub fn submodel(&self, range: Range<usize>) -> Model<P> {
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Model {
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vbuf: self.vbuf.clone(),
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slice: gfx::Slice {
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start: range.start as u32,
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end: range.end as u32,
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base_vertex: 0,
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instances: None,
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buffer: gfx::IndexBuffer::Auto,
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},
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}
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}
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pub fn update(
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&self,
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encoder: &mut gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
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mesh: &Mesh<P>,
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offset: usize,
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) -> Result<(), RenderError> {
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encoder
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.update_buffer(&self.vbuf, mesh.vertices(), offset)
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.map_err(|err| RenderError::UpdateError(err))
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}
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}
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@ -2,7 +2,7 @@ use super::{
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consts::Consts,
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gfx_backend,
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mesh::Mesh,
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model::Model,
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model::{DynamicModel, Model},
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pipelines::{figure, postprocess, skybox, terrain, ui, Globals},
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texture::Texture,
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Pipeline, RenderError,
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@ -12,7 +12,6 @@ use gfx::{
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handle::Sampler,
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traits::{Device, Factory, FactoryExt},
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};
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use image;
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use vek::*;
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/// Represents the format of the pre-processed color target.
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@ -246,6 +245,24 @@ impl Renderer {
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Ok(Model::new(&mut self.factory, mesh))
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}
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/// Create a new dynamic model with the specified size
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pub fn create_dynamic_model<P: Pipeline>(
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&mut self,
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size: usize,
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) -> Result<DynamicModel<P>, RenderError> {
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DynamicModel::new(&mut self.factory, size)
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}
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/// Update a dynamic model with a mesh and a offset
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pub fn update_model<P: Pipeline>(
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&mut self,
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model: &DynamicModel<P>,
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mesh: &Mesh<P>,
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offset: usize,
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) -> Result<(), RenderError> {
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model.update(&mut self.encoder, mesh, offset)
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}
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/// Create a new texture from the provided image.
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pub fn create_texture<P: Pipeline>(
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&mut self,
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@ -17,7 +17,8 @@ pub use widgets::toggle_button::ToggleButton;
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use crate::{
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render::{
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create_ui_quad, create_ui_tri, Mesh, Model, RenderError, Renderer, UiMode, UiPipeline,
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create_ui_quad, create_ui_tri, DynamicModel, Mesh, RenderError, Renderer, UiMode,
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UiPipeline,
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},
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window::Window,
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Error,
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@ -36,6 +37,7 @@ use conrod_core::{
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};
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use graphic::Id as GraphicId;
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use scale::Scale;
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use std::ops::Range;
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use std::sync::Arc;
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use util::{linear_to_srgb, srgb_to_linear};
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use vek::*;
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@ -51,23 +53,20 @@ enum DrawKind {
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Plain,
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}
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enum DrawCommand {
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Draw {
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kind: DrawKind,
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model: Model<UiPipeline>,
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},
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Draw { kind: DrawKind, verts: Range<usize> },
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Scissor(Aabr<u16>),
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}
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impl DrawCommand {
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fn image(model: Model<UiPipeline>) -> DrawCommand {
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fn image(verts: Range<usize>) -> DrawCommand {
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DrawCommand::Draw {
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kind: DrawKind::Image,
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model,
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verts,
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}
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}
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fn plain(model: Model<UiPipeline>) -> DrawCommand {
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fn plain(verts: Range<usize>) -> DrawCommand {
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DrawCommand::Draw {
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kind: DrawKind::Plain,
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model,
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verts,
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}
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}
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}
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@ -87,6 +86,8 @@ pub struct Ui {
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cache: Cache,
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// Draw commands for the next render
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draw_commands: Vec<DrawCommand>,
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// Model for drawing the ui
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model: DynamicModel<UiPipeline>,
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// Stores new window size for updating scaling
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window_resized: Option<Vec2<f64>>,
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// Scaling of the ui
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@ -102,8 +103,9 @@ impl Ui {
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ui: UiBuilder::new(win_dims).build(),
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image_map: Map::new(),
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cache: Cache::new(window.renderer_mut())?,
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window_resized: None,
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draw_commands: vec![],
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model: window.renderer_mut().create_dynamic_model(100)?,
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window_resized: None,
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scale,
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})
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}
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@ -192,308 +194,315 @@ impl Ui {
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}
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pub fn maintain(&mut self, renderer: &mut Renderer) {
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let ref mut ui = self.ui;
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// Regenerate draw commands and associated models only if the ui changed
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if let Some(mut primitives) = ui.draw_if_changed() {
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self.draw_commands.clear();
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let mut mesh = Mesh::new();
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let mut primitives = match self.ui.draw_if_changed() {
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Some(primitives) => primitives,
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None => return,
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};
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// TODO: this could be removed entirely if the draw call just used both textures
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// however this allows for flexibility if we want to interleave other draw calls later
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enum State {
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Image,
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Plain,
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self.draw_commands.clear();
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let mut mesh = Mesh::new();
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// TODO: this could be removed entirely if the draw call just used both textures
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// however this allows for flexibility if we want to interleave other draw calls later
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enum State {
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Image,
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Plain,
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};
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let mut current_state = State::Plain;
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let mut start = 0;
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let window_scizzor = default_scissor(renderer);
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let mut current_scizzor = window_scizzor;
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// Switches to the `Plain` state and completes the previous `Command` if not already in the
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// `Plain` state.
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macro_rules! switch_to_plain_state {
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() => {
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if let State::Image = current_state {
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self.draw_commands
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.push(DrawCommand::image(start..mesh.vertices().len()));
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current_state = State::Plain;
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start = mesh.vertices().len();
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}
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};
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}
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let mut current_state = State::Plain;
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let p_scale_factor = self.scale.scale_factor_physical();
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let window_scizzor = default_scissor(renderer);
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let mut current_scizzor = window_scizzor;
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while let Some(prim) = primitives.next() {
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let Primitive {
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kind,
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scizzor,
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rect,
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..
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} = prim;
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// Switches to the `Plain` state and completes the previous `Command` if not already in the
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// `Plain` state.
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macro_rules! switch_to_plain_state {
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() => {
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if let State::Image = current_state {
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self.draw_commands
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.push(DrawCommand::image(renderer.create_model(&mesh).unwrap()));
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mesh.clear();
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current_state = State::Plain;
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}
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};
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// Check for a change in the scizzor
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let new_scizzor = {
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let (l, b, w, h) = scizzor.l_b_w_h();
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// Calculate minimum x and y coordinates while
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// - flipping y axis (from +up to +down)
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// - moving origin to top-left corner (from middle)
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let min_x = self.ui.win_w / 2.0 + l;
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let min_y = self.ui.win_h / 2.0 - b - h;
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Aabr {
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min: Vec2 {
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x: (min_x * p_scale_factor) as u16,
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y: (min_y * p_scale_factor) as u16,
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},
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max: Vec2 {
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x: ((min_x + w) * p_scale_factor) as u16,
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y: ((min_y + h) * p_scale_factor) as u16,
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},
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}
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.intersection(window_scizzor)
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};
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if new_scizzor != current_scizzor {
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// Finish the current command
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self.draw_commands.push(match current_state {
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State::Plain => DrawCommand::plain(start..mesh.vertices().len()),
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State::Image => DrawCommand::image(start..mesh.vertices().len()),
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});
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start = mesh.vertices().len();
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// Update the scizzor and produce a command.
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current_scizzor = new_scizzor;
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self.draw_commands.push(DrawCommand::Scissor(new_scizzor));
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}
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let p_scale_factor = self.scale.scale_factor_physical();
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while let Some(prim) = primitives.next() {
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let Primitive {
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kind,
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scizzor,
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rect,
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..
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} = prim;
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// Check for a change in the scizzor
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let new_scizzor = {
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let (l, b, w, h) = scizzor.l_b_w_h();
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// Calculate minimum x and y coordinates while
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// - flipping y axis (from +up to +down)
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// - moving origin to top-left corner (from middle)
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let min_x = ui.win_w / 2.0 + l;
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let min_y = ui.win_h / 2.0 - b - h;
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Aabr {
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min: Vec2 {
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x: (min_x * p_scale_factor) as u16,
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y: (min_y * p_scale_factor) as u16,
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},
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max: Vec2 {
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x: ((min_x + w) * p_scale_factor) as u16,
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y: ((min_y + h) * p_scale_factor) as u16,
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},
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}
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.intersection(window_scizzor)
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};
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if new_scizzor != current_scizzor {
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// Finish the current command
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self.draw_commands.push(match current_state {
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State::Plain => DrawCommand::plain(renderer.create_model(&mesh).unwrap()),
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State::Image => DrawCommand::image(renderer.create_model(&mesh).unwrap()),
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});
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mesh.clear();
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// Update the scizzor and produce a command.
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current_scizzor = new_scizzor;
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self.draw_commands.push(DrawCommand::Scissor(new_scizzor));
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// Functions for converting for conrod scalar coords to GL vertex coords (-1.0 to 1.0)
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let ui_win_w = self.ui.win_w;
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let ui_win_h = self.ui.win_h;
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let vx = |x: f64| (x / ui_win_w * 2.0) as f32;
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let vy = |y: f64| (y / ui_win_h * 2.0) as f32;
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let gl_aabr = |rect: conrod_core::Rect| {
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let (l, r, b, t) = rect.l_r_b_t();
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Aabr {
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min: Vec2::new(vx(l), vy(b)),
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max: Vec2::new(vx(r), vy(t)),
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}
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};
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// Functions for converting for conrod scalar coords to GL vertex coords (-1.0 to 1.0)
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let vx = |x: f64| (x / ui.win_w * 2.0) as f32;
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let vy = |y: f64| (y / ui.win_h * 2.0) as f32;
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let gl_aabr = |rect: conrod_core::Rect| {
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let (l, r, b, t) = rect.l_r_b_t();
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Aabr {
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min: Vec2::new(vx(l), vy(b)),
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max: Vec2::new(vx(r), vy(t)),
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use conrod_core::render::PrimitiveKind;
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match kind {
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PrimitiveKind::Image {
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image_id,
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color,
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source_rect,
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} => {
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let graphic_id = self
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.image_map
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.get(&image_id)
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.expect("Image does not exist in image map");
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let (graphic_cache, cache_tex) = self.cache.graphic_cache_mut_and_tex();
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match graphic_cache.get_graphic(*graphic_id) {
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Some(Graphic::Blank) | None => continue,
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_ => {}
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}
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};
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use conrod_core::render::PrimitiveKind;
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match kind {
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PrimitiveKind::Image {
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image_id,
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color,
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source_rect,
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} => {
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let graphic_id = self
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.image_map
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.get(&image_id)
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.expect("Image does not exist in image map");
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let (graphic_cache, cache_tex) = self.cache.graphic_cache_mut_and_tex();
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// Switch to the image state if we are not in it already
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if let State::Plain = current_state {
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self.draw_commands
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.push(DrawCommand::plain(start..mesh.vertices().len()));
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start = mesh.vertices().len();
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current_state = State::Image;
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}
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match graphic_cache.get_graphic(*graphic_id) {
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Some(Graphic::Blank) | None => continue,
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_ => {}
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let color =
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srgb_to_linear(color.unwrap_or(conrod_core::color::WHITE).to_fsa().into());
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let resolution = Vec2::new(
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(rect.w() * p_scale_factor) as u16,
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(rect.h() * p_scale_factor) as u16,
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);
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// Transform the source rectangle into uv coordinate
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// TODO: make sure this is right
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let source_aabr = {
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let (uv_l, uv_r, uv_b, uv_t) = (0.0, 1.0, 0.0, 1.0); /*match source_rect {
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Some(src_rect) => {
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let (l, r, b, t) = src_rect.l_r_b_t();
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((l / image_w) as f32,
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(r / image_w) as f32,
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(b / image_h) as f32,
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(t / image_h) as f32)
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}
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None => (0.0, 1.0, 0.0, 1.0),
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};*/
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Aabr {
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min: Vec2::new(uv_l, uv_b),
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max: Vec2::new(uv_r, uv_t),
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}
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};
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let (cache_w, cache_h) =
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cache_tex.get_dimensions().map(|e| e as f32).into_tuple();
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// Switch to the image state if we are not in it already
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if let State::Plain = current_state {
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self.draw_commands
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.push(DrawCommand::plain(renderer.create_model(&mesh).unwrap()));
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mesh.clear();
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current_state = State::Image;
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}
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// Cache graphic at particular resolution
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let uv_aabr = match graphic_cache.cache_res(
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*graphic_id,
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resolution,
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source_aabr,
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|aabr, data| {
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let offset = aabr.min.into_array();
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let size = aabr.size().into_array();
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renderer.update_texture(cache_tex, offset, size, &data);
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},
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) {
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Some(aabr) => Aabr {
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min: Vec2::new(
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aabr.min.x as f32 / cache_w,
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aabr.max.y as f32 / cache_h,
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),
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max: Vec2::new(
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aabr.max.x as f32 / cache_w,
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aabr.min.y as f32 / cache_h,
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),
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},
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None => continue,
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};
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let color = srgb_to_linear(
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color.unwrap_or(conrod_core::color::WHITE).to_fsa().into(),
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);
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mesh.push_quad(create_ui_quad(gl_aabr(rect), uv_aabr, color, UiMode::Image));
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}
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PrimitiveKind::Text {
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color,
|
||||
text,
|
||||
font_id,
|
||||
} => {
|
||||
switch_to_plain_state!();
|
||||
// Get screen width and height
|
||||
let (screen_w, screen_h) =
|
||||
renderer.get_resolution().map(|e| e as f32).into_tuple();
|
||||
// Calculate dpi factor
|
||||
let dpi_factor = screen_w / ui_win_w as f32;
|
||||
|
||||
let resolution = Vec2::new(
|
||||
(rect.w() * p_scale_factor) as u16,
|
||||
(rect.h() * p_scale_factor) 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),
|
||||
}
|
||||
};
|
||||
let (cache_w, cache_h) =
|
||||
cache_tex.get_dimensions().map(|e| e as f32).into_tuple();
|
||||
let positioned_glyphs = text.positioned_glyphs(dpi_factor);
|
||||
let (glyph_cache, cache_tex) = self.cache.glyph_cache_mut_and_tex();
|
||||
// Queue the glyphs to be cached
|
||||
for glyph in positioned_glyphs {
|
||||
glyph_cache.queue_glyph(font_id.index(), glyph.clone());
|
||||
}
|
||||
|
||||
// Cache graphic at particular resolution
|
||||
let uv_aabr = match graphic_cache.cache_res(
|
||||
*graphic_id,
|
||||
resolution,
|
||||
source_aabr,
|
||||
|aabr, data| {
|
||||
let offset = aabr.min.into_array();
|
||||
let size = aabr.size().into_array();
|
||||
renderer.update_texture(cache_tex, offset, size, &data);
|
||||
},
|
||||
) {
|
||||
Some(aabr) => Aabr {
|
||||
glyph_cache
|
||||
.cache_queued(|rect, data| {
|
||||
let offset = [rect.min.x as u16, rect.min.y as u16];
|
||||
let size = [rect.width() as u16, rect.height() as u16];
|
||||
|
||||
let new_data = data
|
||||
.iter()
|
||||
.map(|x| [255, 255, 255, *x])
|
||||
.collect::<Vec<[u8; 4]>>();
|
||||
|
||||
renderer.update_texture(cache_tex, offset, size, &new_data);
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
let color = srgb_to_linear(color.to_fsa().into());
|
||||
|
||||
for g in positioned_glyphs {
|
||||
if let Ok(Some((uv_rect, screen_rect))) =
|
||||
glyph_cache.rect_for(font_id.index(), g)
|
||||
{
|
||||
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 rect = Aabr {
|
||||
min: Vec2::new(
|
||||
aabr.min.x as f32 / cache_w,
|
||||
aabr.max.y as f32 / cache_h,
|
||||
(screen_rect.min.x as f32 / screen_w - 0.5) * 2.0,
|
||||
(screen_rect.max.y as f32 / screen_h - 0.5) * -2.0,
|
||||
),
|
||||
max: Vec2::new(
|
||||
aabr.max.x as f32 / cache_w,
|
||||
aabr.min.y as f32 / cache_h,
|
||||
(screen_rect.max.x as f32 / screen_w - 0.5) * 2.0,
|
||||
(screen_rect.min.y as f32 / screen_h - 0.5) * -2.0,
|
||||
),
|
||||
},
|
||||
None => continue,
|
||||
};
|
||||
|
||||
mesh.push_quad(create_ui_quad(
|
||||
gl_aabr(rect),
|
||||
uv_aabr,
|
||||
color,
|
||||
UiMode::Image,
|
||||
));
|
||||
};
|
||||
mesh.push_quad(create_ui_quad(rect, uv, color, UiMode::Text));
|
||||
}
|
||||
}
|
||||
PrimitiveKind::Text {
|
||||
}
|
||||
PrimitiveKind::Rectangle { color } => {
|
||||
let color = srgb_to_linear(color.to_fsa().into());
|
||||
// Don't draw a transparent rectangle
|
||||
if color[3] == 0.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
switch_to_plain_state!();
|
||||
|
||||
mesh.push_quad(create_ui_quad(
|
||||
gl_aabr(rect),
|
||||
Aabr {
|
||||
min: Vec2::new(0.0, 0.0),
|
||||
max: Vec2::new(0.0, 0.0),
|
||||
},
|
||||
color,
|
||||
text,
|
||||
font_id,
|
||||
} => {
|
||||
switch_to_plain_state!();
|
||||
// Get screen width and height
|
||||
let (screen_w, screen_h) =
|
||||
renderer.get_resolution().map(|e| e as f32).into_tuple();
|
||||
// Calculate dpi factor
|
||||
let dpi_factor = screen_w / ui.win_w as f32;
|
||||
|
||||
let positioned_glyphs = text.positioned_glyphs(dpi_factor);
|
||||
let (glyph_cache, cache_tex) = self.cache.glyph_cache_mut_and_tex();
|
||||
// Queue the glyphs to be cached
|
||||
for glyph in positioned_glyphs {
|
||||
glyph_cache.queue_glyph(font_id.index(), glyph.clone());
|
||||
}
|
||||
|
||||
glyph_cache
|
||||
.cache_queued(|rect, data| {
|
||||
let offset = [rect.min.x as u16, rect.min.y as u16];
|
||||
let size = [rect.width() as u16, rect.height() as u16];
|
||||
|
||||
let new_data = data
|
||||
.iter()
|
||||
.map(|x| [255, 255, 255, *x])
|
||||
.collect::<Vec<[u8; 4]>>();
|
||||
|
||||
renderer.update_texture(cache_tex, offset, size, &new_data);
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
let color = srgb_to_linear(color.to_fsa().into());
|
||||
|
||||
for g in positioned_glyphs {
|
||||
if let Ok(Some((uv_rect, screen_rect))) =
|
||||
glyph_cache.rect_for(font_id.index(), g)
|
||||
{
|
||||
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 rect = Aabr {
|
||||
min: Vec2::new(
|
||||
(screen_rect.min.x as f32 / screen_w - 0.5) * 2.0,
|
||||
(screen_rect.max.y as f32 / screen_h - 0.5) * -2.0,
|
||||
),
|
||||
max: Vec2::new(
|
||||
(screen_rect.max.x as f32 / screen_w - 0.5) * 2.0,
|
||||
(screen_rect.min.y as f32 / screen_h - 0.5) * -2.0,
|
||||
),
|
||||
};
|
||||
mesh.push_quad(create_ui_quad(rect, uv, color, UiMode::Text));
|
||||
}
|
||||
}
|
||||
UiMode::Geometry,
|
||||
));
|
||||
}
|
||||
PrimitiveKind::TrianglesSingleColor { color, triangles } => {
|
||||
// Don't draw transparent triangle or switch state if there are actually no triangles
|
||||
let color = srgb_to_linear(Rgba::from(Into::<[f32; 4]>::into(color)));
|
||||
if triangles.is_empty() || color[3] == 0.0 {
|
||||
continue;
|
||||
}
|
||||
PrimitiveKind::Rectangle { color } => {
|
||||
let color = srgb_to_linear(color.to_fsa().into());
|
||||
// Don't draw a transparent rectangle
|
||||
if color[3] == 0.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
switch_to_plain_state!();
|
||||
switch_to_plain_state!();
|
||||
|
||||
mesh.push_quad(create_ui_quad(
|
||||
gl_aabr(rect),
|
||||
Aabr {
|
||||
min: Vec2::new(0.0, 0.0),
|
||||
max: Vec2::new(0.0, 0.0),
|
||||
},
|
||||
for tri in triangles {
|
||||
let p1 = Vec2::new(vx(tri[0][0]), vy(tri[0][1]));
|
||||
let p2 = Vec2::new(vx(tri[1][0]), vy(tri[1][1]));
|
||||
let p3 = Vec2::new(vx(tri[2][0]), vy(tri[2][1]));
|
||||
// If triangle is clockwise reverse it
|
||||
let (v1, v2): (Vec3<f32>, Vec3<f32>) = ((p2 - p1).into(), (p3 - p1).into());
|
||||
let triangle = if v1.cross(v2).z > 0.0 {
|
||||
[p1.into_array(), p2.into_array(), p3.into_array()]
|
||||
} else {
|
||||
[p2.into_array(), p1.into_array(), p3.into_array()]
|
||||
};
|
||||
mesh.push_tri(create_ui_tri(
|
||||
triangle,
|
||||
[[0.0; 2]; 3],
|
||||
color,
|
||||
UiMode::Geometry,
|
||||
));
|
||||
}
|
||||
PrimitiveKind::TrianglesSingleColor { color, triangles } => {
|
||||
// Don't draw transparent triangle or switch state if there are actually no triangles
|
||||
let color = srgb_to_linear(Rgba::from(Into::<[f32; 4]>::into(color)));
|
||||
if triangles.is_empty() || color[3] == 0.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
switch_to_plain_state!();
|
||||
|
||||
for tri in triangles {
|
||||
let p1 = Vec2::new(vx(tri[0][0]), vy(tri[0][1]));
|
||||
let p2 = Vec2::new(vx(tri[1][0]), vy(tri[1][1]));
|
||||
let p3 = Vec2::new(vx(tri[2][0]), vy(tri[2][1]));
|
||||
// If triangle is clockwise reverse it
|
||||
let (v1, v2): (Vec3<f32>, Vec3<f32>) =
|
||||
((p2 - p1).into(), (p3 - p1).into());
|
||||
let triangle = if v1.cross(v2).z > 0.0 {
|
||||
[p1.into_array(), p2.into_array(), p3.into_array()]
|
||||
} else {
|
||||
[p2.into_array(), p1.into_array(), p3.into_array()]
|
||||
};
|
||||
mesh.push_tri(create_ui_tri(
|
||||
triangle,
|
||||
[[0.0; 2]; 3],
|
||||
color,
|
||||
UiMode::Geometry,
|
||||
));
|
||||
}
|
||||
}
|
||||
_ => {} // TODO: Add this
|
||||
//PrimitiveKind::TrianglesMultiColor {..} => {println!("primitive kind multicolor with id {:?}", id);}
|
||||
// Other uneeded for now
|
||||
//PrimitiveKind::Other {..} => {println!("primitive kind other with id {:?}", id);}
|
||||
}
|
||||
_ => {} // TODO: Add this
|
||||
//PrimitiveKind::TrianglesMultiColor {..} => {println!("primitive kind multicolor with id {:?}", id);}
|
||||
// Other uneeded for now
|
||||
//PrimitiveKind::Other {..} => {println!("primitive kind other with id {:?}", id);}
|
||||
}
|
||||
// Enter the final command
|
||||
self.draw_commands.push(match current_state {
|
||||
State::Plain => DrawCommand::plain(renderer.create_model(&mesh).unwrap()),
|
||||
State::Image => DrawCommand::image(renderer.create_model(&mesh).unwrap()),
|
||||
});
|
||||
}
|
||||
// Enter the final command
|
||||
self.draw_commands.push(match current_state {
|
||||
State::Plain => DrawCommand::plain(start..mesh.vertices().len()),
|
||||
State::Image => DrawCommand::image(start..mesh.vertices().len()),
|
||||
});
|
||||
|
||||
// Handle window resizing
|
||||
if let Some(new_dims) = self.window_resized.take() {
|
||||
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));
|
||||
// create a larger dynamic model if the mesh is larger than the current model size
|
||||
if self.model.vbuf.len() < mesh.vertices().len() {
|
||||
self.model = renderer
|
||||
.create_dynamic_model(mesh.vertices().len() * 4 / 3)
|
||||
.unwrap();
|
||||
}
|
||||
renderer.update_model(&self.model, &mesh, 0).unwrap();
|
||||
// Update model with new mesh
|
||||
|
||||
let res = renderer.get_resolution();
|
||||
// Avoid panic in graphic cache when minimizing
|
||||
if res.x > 0 && res.y > 0 {
|
||||
self.cache
|
||||
.clear_graphic_cache(renderer, renderer.get_resolution().map(|e| e * 4));
|
||||
}
|
||||
// TODO: probably need to resize glyph cache, see conrod's gfx backend for reference
|
||||
// Handle window resizing
|
||||
if let Some(new_dims) = self.window_resized.take() {
|
||||
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));
|
||||
|
||||
let res = renderer.get_resolution();
|
||||
// Avoid panic in graphic cache when minimizing
|
||||
if res.x > 0 && res.y > 0 {
|
||||
self.cache
|
||||
.clear_graphic_cache(renderer, renderer.get_resolution().map(|e| e * 4));
|
||||
}
|
||||
// TODO: probably need to resize glyph cache, see conrod's gfx backend for reference
|
||||
}
|
||||
}
|
||||
|
||||
@ -504,11 +513,12 @@ impl Ui {
|
||||
DrawCommand::Scissor(scizzor) => {
|
||||
scissor = *scizzor;
|
||||
}
|
||||
DrawCommand::Draw { kind, model } => {
|
||||
DrawCommand::Draw { kind, verts } => {
|
||||
let tex = match kind {
|
||||
DrawKind::Image => self.cache.graphic_cache_tex(),
|
||||
DrawKind::Plain => self.cache.glyph_cache_tex(),
|
||||
};
|
||||
let model = self.model.submodel(verts.clone());
|
||||
renderer.render_ui_element(&model, &tex, scissor);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user