Group all solid triangles independently of color

This commit is contained in:
Héctor Ramón Jiménez 2022-11-14 00:02:42 +01:00
parent 5b0dfcd0b0
commit 33c3c0c0aa
No known key found for this signature in database
GPG key ID: 140CC052C94F138E
23 changed files with 1343 additions and 1084 deletions

View file

@ -166,10 +166,27 @@ impl<'a> Layer<'a> {
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D {
Primitive::SolidMesh { buffers, size } => {
let layer = &mut layers[current_layer];
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::Solid {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
});
}
}
Primitive::GradientMesh {
buffers,
size,
style,
gradient,
} => {
let layer = &mut layers[current_layer];
@ -180,11 +197,11 @@ impl<'a> Layer<'a> {
// Only draw visible content
if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
layer.meshes.push(Mesh {
layer.meshes.push(Mesh::Gradient {
origin: Point::new(translation.x, translation.y),
buffers,
clip_bounds,
style,
gradient,
});
}
}

View file

@ -1,31 +1,93 @@
//! A collection of triangle primitives.
use crate::triangle;
use crate::{Point, Rectangle};
use crate::{Gradient, Point, Rectangle};
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub struct Mesh<'a> {
/// The origin of the vertices of the [`Mesh`].
pub origin: Point,
pub enum Mesh<'a> {
/// A mesh of triangles with a solid color.
Solid {
/// The origin of the vertices of the [`Mesh`].
origin: Point,
/// The vertex and index buffers of the [`Mesh`].
pub buffers: &'a triangle::Mesh2D,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a triangle::Mesh2D<triangle::ColoredVertex2D>,
/// The clipping bounds of the [`Mesh`].
pub clip_bounds: Rectangle<f32>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
},
/// A mesh of triangles with a gradient color.
Gradient {
/// The origin of the vertices of the [`Mesh`].
origin: Point,
/// The shader of the [`Mesh`].
pub style: &'a triangle::Style,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a triangle::Mesh2D<triangle::Vertex2D>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
/// The gradient to apply to the [`Mesh`].
gradient: &'a Gradient,
},
}
impl Mesh<'_> {
/// Returns the origin of the [`Mesh`].
pub fn origin(&self) -> Point {
match self {
Self::Solid { origin, .. } | Self::Gradient { origin, .. } => {
*origin
}
}
}
/// Returns the indices of the [`Mesh`].
pub fn indices(&self) -> &[u32] {
match self {
Self::Solid { buffers, .. } => &buffers.indices,
Self::Gradient { buffers, .. } => &buffers.indices,
}
}
/// Returns the clip bounds of the [`Mesh`].
pub fn clip_bounds(&self) -> Rectangle<f32> {
match self {
Self::Solid { clip_bounds, .. }
| Self::Gradient { clip_bounds, .. } => *clip_bounds,
}
}
}
/// The result of counting the attributes of a set of meshes.
#[derive(Debug, Clone, Copy, Default)]
pub struct AttributeCount {
/// The total amount of solid vertices.
pub solid_vertices: usize,
/// The total amount of gradient vertices.
pub gradient_vertices: usize,
/// The total amount of indices.
pub indices: usize,
}
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> (usize, usize) {
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> AttributeCount {
meshes
.iter()
.map(|Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
.fold(AttributeCount::default(), |mut count, mesh| {
match mesh {
Mesh::Solid { buffers, .. } => {
count.solid_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
Mesh::Gradient { buffers, .. } => {
count.gradient_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
}
count
})
}

View file

@ -3,6 +3,7 @@ use iced_native::svg;
use iced_native::{Background, Color, Font, Rectangle, Size, Vector};
use crate::alignment;
use crate::gradient::Gradient;
use crate::triangle;
use std::sync::Arc;
@ -77,20 +78,32 @@ pub enum Primitive {
/// The primitive to translate
content: Box<Primitive>,
},
/// A low-level primitive to render a mesh of triangles.
/// A low-level primitive to render a mesh of triangles with a solid color.
///
/// It can be used to render many kinds of geometry freely.
Mesh2D {
/// The vertex and index buffers of the mesh
buffers: triangle::Mesh2D,
SolidMesh {
/// The vertices and indices of the mesh.
buffers: triangle::Mesh2D<triangle::ColoredVertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
},
/// A low-level primitive to render a mesh of triangles with a gradient.
///
/// It can be used to render many kinds of geometry freely.
GradientMesh {
/// The vertices and indices of the mesh.
buffers: triangle::Mesh2D<triangle::Vertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
/// The shader of the mesh
style: triangle::Style,
/// The [`Gradient`] to apply to the mesh.
gradient: Gradient,
},
/// A cached primitive.
///

View file

@ -1,15 +1,12 @@
//! Draw geometry using meshes of triangles.
use crate::Color;
#[cfg(not(target_arch = "wasm32"))]
use crate::Gradient;
use bytemuck::{Pod, Zeroable};
/// A set of [`Vertex2D`] and indices representing a list of triangles.
#[derive(Clone, Debug)]
pub struct Mesh2D {
pub struct Mesh2D<T> {
/// The vertices of the mesh
pub vertices: Vec<Vertex2D>,
pub vertices: Vec<T>,
/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of 3.
@ -24,25 +21,13 @@ pub struct Vertex2D {
pub position: [f32; 2],
}
#[derive(Debug, Clone, PartialEq)]
/// Supported shaders for triangle primitives.
pub enum Style {
/// Fill a primitive with a solid color.
Solid(Color),
#[cfg(not(target_arch = "wasm32"))]
/// Fill a primitive with an interpolated color.
Gradient(Gradient),
}
/// A two-dimensional vertex with a color.
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
#[repr(C)]
pub struct ColoredVertex2D {
/// The vertex position in 2D space.
pub position: [f32; 2],
impl From<Color> for Style {
fn from(color: Color) -> Self {
Self::Solid(color)
}
}
#[cfg(not(target_arch = "wasm32"))]
impl From<Gradient> for Style {
fn from(gradient: Gradient) -> Self {
Self::Gradient(gradient)
}
/// The color of the vertex in __linear__ RGBA.
pub color: [f32; 4],
}

View file

@ -13,6 +13,7 @@ mod cursor;
mod frame;
mod geometry;
mod program;
mod style;
mod text;
pub use crate::gradient::{self, Gradient};
@ -25,6 +26,7 @@ pub use geometry::Geometry;
pub use path::Path;
pub use program::Program;
pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
pub use style::Style;
pub use text::Text;
use crate::{Backend, Primitive, Renderer};

View file

@ -1,7 +1,7 @@
//! Fill [crate::widget::canvas::Geometry] with a certain style.
use crate::{Color, Gradient};
pub use crate::triangle::Style;
pub use crate::widget::canvas::Style;
/// The style used to fill geometry.
#[derive(Debug, Clone)]

View file

@ -1,7 +1,6 @@
use crate::gradient::Gradient;
use crate::triangle;
use crate::triangle::Vertex2D;
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Text};
use crate::widget::canvas::{path, Fill, Geometry, Path, Stroke, Style, Text};
use crate::Primitive;
use iced_native::{Point, Rectangle, Size, Vector};
@ -23,8 +22,16 @@ pub struct Frame {
stroke_tessellator: tessellation::StrokeTessellator,
}
enum Buffer {
Solid(tessellation::VertexBuffers<triangle::ColoredVertex2D, u32>),
Gradient(
tessellation::VertexBuffers<triangle::Vertex2D, u32>,
Gradient,
),
}
struct BufferStack {
stack: Vec<(tessellation::VertexBuffers<Vertex2D, u32>, triangle::Style)>,
stack: Vec<Buffer>,
}
impl BufferStack {
@ -32,22 +39,64 @@ impl BufferStack {
Self { stack: Vec::new() }
}
fn get(
&mut self,
mesh_style: triangle::Style,
) -> tessellation::BuffersBuilder<'_, Vertex2D, u32, Vertex2DBuilder> {
match self.stack.last_mut() {
Some((_, current_style)) if current_style == &mesh_style => {}
_ => {
self.stack
.push((tessellation::VertexBuffers::new(), mesh_style));
}
};
fn get_mut(&mut self, style: &Style) -> &mut Buffer {
match style {
Style::Solid(_) => match self.stack.last() {
Some(Buffer::Solid(_)) => {}
_ => {
self.stack.push(Buffer::Solid(
tessellation::VertexBuffers::new(),
));
}
},
Style::Gradient(gradient) => match self.stack.last() {
Some(Buffer::Gradient(_, last)) if gradient == last => {}
_ => {
self.stack.push(Buffer::Gradient(
tessellation::VertexBuffers::new(),
gradient.clone(),
));
}
},
}
tessellation::BuffersBuilder::new(
&mut self.stack.last_mut().unwrap().0,
Vertex2DBuilder,
)
self.stack.last_mut().unwrap()
}
fn get_fill<'a>(
&'a mut self,
style: &Style,
) -> Box<dyn tessellation::FillGeometryBuilder + 'a> {
match (style, self.get_mut(style)) {
(Style::Solid(color), Buffer::Solid(buffer)) => {
Box::new(tessellation::BuffersBuilder::new(
buffer,
TriangleVertex2DBuilder(color.into_linear()),
))
}
(Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
),
_ => unreachable!(),
}
}
fn get_stroke<'a>(
&'a mut self,
style: &Style,
) -> Box<dyn tessellation::StrokeGeometryBuilder + 'a> {
match (style, self.get_mut(style)) {
(Style::Solid(color), Buffer::Solid(buffer)) => {
Box::new(tessellation::BuffersBuilder::new(
buffer,
TriangleVertex2DBuilder(color.into_linear()),
))
}
(Style::Gradient(_), Buffer::Gradient(buffer, _)) => Box::new(
tessellation::BuffersBuilder::new(buffer, Vertex2DBuilder),
),
_ => unreachable!(),
}
}
}
@ -73,12 +122,11 @@ impl Transform {
point.y = transformed.y;
}
fn transform_style(&self, style: triangle::Style) -> triangle::Style {
fn transform_style(&self, style: Style) -> Style {
match style {
triangle::Style::Solid(color) => triangle::Style::Solid(color),
#[cfg(not(target_arch = "wasm32"))]
triangle::Style::Gradient(gradient) => {
triangle::Style::Gradient(self.transform_gradient(gradient))
Style::Solid(color) => Style::Solid(color),
Style::Gradient(gradient) => {
Style::Gradient(self.transform_gradient(gradient))
}
}
}
@ -146,7 +194,7 @@ impl Frame {
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(style));
.get_fill(&self.transforms.current.transform_style(style));
let options =
tessellation::FillOptions::default().with_fill_rule(rule.into());
@ -155,7 +203,7 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@ -163,7 +211,7 @@ impl Frame {
self.fill_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
}
.expect("Tessellate path.");
@ -181,7 +229,7 @@ impl Frame {
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(style));
.get_fill(&self.transforms.current.transform_style(style));
let top_left =
self.transforms.current.raw.transform_point(
@ -200,7 +248,7 @@ impl Frame {
.tessellate_rectangle(
&lyon::math::Box2D::new(top_left, top_left + size),
&options,
&mut buffer,
buffer.as_mut(),
)
.expect("Fill rectangle");
}
@ -212,7 +260,7 @@ impl Frame {
let mut buffer = self
.buffers
.get(self.transforms.current.transform_style(stroke.style));
.get_stroke(&self.transforms.current.transform_style(stroke.style));
let mut options = tessellation::StrokeOptions::default();
options.line_width = stroke.width;
@ -230,7 +278,7 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
} else {
let path = path.transformed(&self.transforms.current.raw);
@ -238,7 +286,7 @@ impl Frame {
self.stroke_tessellator.tessellate_path(
path.raw(),
&options,
&mut buffer,
buffer.as_mut(),
)
}
.expect("Stroke path");
@ -383,16 +431,31 @@ impl Frame {
}
fn into_primitives(mut self) -> Vec<Primitive> {
for (buffer, style) in self.buffers.stack {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
style,
})
for buffer in self.buffers.stack {
match buffer {
Buffer::Solid(buffer) => {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::SolidMesh {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
})
}
}
Buffer::Gradient(buffer, gradient) => {
if !buffer.indices.is_empty() {
self.primitives.push(Primitive::GradientMesh {
buffers: triangle::Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
size: self.size,
gradient,
})
}
}
}
}
@ -402,25 +465,66 @@ impl Frame {
struct Vertex2DBuilder;
impl tessellation::FillVertexConstructor<Vertex2D> for Vertex2DBuilder {
fn new_vertex(&mut self, vertex: tessellation::FillVertex<'_>) -> Vertex2D {
impl tessellation::FillVertexConstructor<triangle::Vertex2D>
for Vertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::FillVertex<'_>,
) -> triangle::Vertex2D {
let position = vertex.position();
Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
}
}
}
impl tessellation::StrokeVertexConstructor<Vertex2D> for Vertex2DBuilder {
impl tessellation::StrokeVertexConstructor<triangle::Vertex2D>
for Vertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::StrokeVertex<'_, '_>,
) -> Vertex2D {
) -> triangle::Vertex2D {
let position = vertex.position();
Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
}
}
}
struct TriangleVertex2DBuilder([f32; 4]);
impl tessellation::FillVertexConstructor<triangle::ColoredVertex2D>
for TriangleVertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::FillVertex<'_>,
) -> triangle::ColoredVertex2D {
let position = vertex.position();
triangle::ColoredVertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
impl tessellation::StrokeVertexConstructor<triangle::ColoredVertex2D>
for TriangleVertex2DBuilder
{
fn new_vertex(
&mut self,
vertex: tessellation::StrokeVertex<'_, '_>,
) -> triangle::ColoredVertex2D {
let position = vertex.position();
triangle::ColoredVertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}

View file

@ -1,5 +1,5 @@
//! Create lines from a [crate::widget::canvas::Path] and assigns them various attributes/styles.
pub use crate::triangle::Style;
pub use crate::widget::canvas::Style;
use iced_native::Color;

View file

@ -0,0 +1,11 @@
use crate::{Color, Gradient};
/// The coloring style of some drawing.
#[derive(Debug, Clone, PartialEq)]
pub enum Style {
/// A solid [`Color`].
Solid(Color),
/// A [`Gradient`] color.
Gradient(Gradient),
}