Move Layer to iced_graphics
This commit is contained in:
parent
e618091248
commit
720e7756f2
18 changed files with 433 additions and 616 deletions
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@ -1,12 +1,13 @@
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use crate::quad;
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use crate::text;
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use crate::triangle;
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use crate::{Quad, Settings, Transformation, Viewport};
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use crate::{Settings, Transformation, Viewport};
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use iced_graphics::backend;
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use iced_graphics::font;
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use iced_graphics::Layer;
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use iced_graphics::Primitive;
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use iced_native::mouse;
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use iced_native::{Background, Font, Point, Rectangle, Size, Vector};
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use iced_native::{Font, HorizontalAlignment, Size, VerticalAlignment};
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/// A [`glow`] renderer.
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///
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@ -18,30 +19,6 @@ pub struct Backend {
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triangle_pipeline: triangle::Pipeline,
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}
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struct Layer<'a> {
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bounds: Rectangle<u32>,
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quads: Vec<Quad>,
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text: Vec<glow_glyph::Section<'a>>,
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meshes: Vec<(Vector, Rectangle<u32>, &'a triangle::Mesh2D)>,
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}
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impl<'a> Layer<'a> {
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pub fn new(bounds: Rectangle<u32>) -> Self {
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Self {
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bounds,
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quads: Vec::new(),
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text: Vec::new(),
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meshes: Vec::new(),
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}
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}
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pub fn intersection(&self, rectangle: Rectangle) -> Option<Rectangle<u32>> {
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let layer_bounds: Rectangle<f32> = self.bounds.into();
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layer_bounds.intersection(&rectangle).map(Into::into)
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}
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}
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impl Backend {
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/// Creates a new [`Renderer`].
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///
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@ -71,23 +48,14 @@ impl Backend {
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viewport: &Viewport,
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(primitive, mouse_interaction): &(Primitive, mouse::Interaction),
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scale_factor: f64,
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overlay: &[T],
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overlay_text: &[T],
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) -> mouse::Interaction {
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let (width, height) = viewport.dimensions();
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let scale_factor = scale_factor as f32;
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let transformation = viewport.transformation();
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let mut layers = Vec::new();
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layers.push(Layer::new(Rectangle {
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x: 0,
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y: 0,
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width: (width as f32 / scale_factor).round() as u32,
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height: (height as f32 / scale_factor).round() as u32,
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}));
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self.draw_primitive(Vector::new(0.0, 0.0), primitive, &mut layers);
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self.draw_overlay(overlay, &mut layers);
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let mut layers = Layer::generate(primitive, viewport);
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layers.push(Layer::overlay(overlay_text, viewport));
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for layer in layers {
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self.flush(
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@ -104,213 +72,6 @@ impl Backend {
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*mouse_interaction
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}
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fn draw_primitive<'a>(
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&mut self,
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translation: Vector,
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primitive: &'a Primitive,
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layers: &mut Vec<Layer<'a>>,
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) {
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match primitive {
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Primitive::None => {}
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Primitive::Group { primitives } => {
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// TODO: Inspect a bit and regroup (?)
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for primitive in primitives {
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self.draw_primitive(translation, primitive, layers)
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}
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}
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Primitive::Text {
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content,
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bounds,
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size,
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color,
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font,
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horizontal_alignment,
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vertical_alignment,
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} => {
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let layer = layers.last_mut().unwrap();
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layer.text.push(glow_glyph::Section {
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text: &content,
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screen_position: (
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bounds.x + translation.x,
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bounds.y + translation.y,
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),
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bounds: (bounds.width, bounds.height),
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scale: glow_glyph::Scale { x: *size, y: *size },
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color: color.into_linear(),
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font_id: self.text_pipeline.find_font(*font),
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layout: glow_glyph::Layout::default()
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.h_align(match horizontal_alignment {
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iced_native::HorizontalAlignment::Left => {
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glow_glyph::HorizontalAlign::Left
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}
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iced_native::HorizontalAlignment::Center => {
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glow_glyph::HorizontalAlign::Center
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}
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iced_native::HorizontalAlignment::Right => {
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glow_glyph::HorizontalAlign::Right
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}
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})
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.v_align(match vertical_alignment {
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iced_native::VerticalAlignment::Top => {
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glow_glyph::VerticalAlign::Top
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}
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iced_native::VerticalAlignment::Center => {
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glow_glyph::VerticalAlign::Center
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}
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iced_native::VerticalAlignment::Bottom => {
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glow_glyph::VerticalAlign::Bottom
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}
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}),
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..Default::default()
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})
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}
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Primitive::Quad {
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bounds,
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background,
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border_radius,
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border_width,
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border_color,
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} => {
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let layer = layers.last_mut().unwrap();
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// TODO: Move some of these computations to the GPU (?)
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layer.quads.push(Quad {
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position: [
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bounds.x + translation.x,
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bounds.y + translation.y,
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],
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scale: [bounds.width, bounds.height],
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color: match background {
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Background::Color(color) => color.into_linear(),
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},
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border_radius: *border_radius as f32,
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border_width: *border_width as f32,
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border_color: border_color.into_linear(),
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});
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}
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Primitive::Mesh2D { size, buffers } => {
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let layer = layers.last_mut().unwrap();
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// Only draw visible content
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if let Some(clip_bounds) = layer.intersection(Rectangle::new(
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Point::new(translation.x, translation.y),
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*size,
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)) {
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layer.meshes.push((
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translation,
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clip_bounds.into(),
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buffers,
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));
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}
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}
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Primitive::Clip {
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bounds,
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offset,
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content,
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} => {
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let layer = layers.last_mut().unwrap();
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// Only draw visible content
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if let Some(clip_bounds) =
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layer.intersection(*bounds + translation)
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{
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let clip_layer = Layer::new(clip_bounds.into());
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let new_layer = Layer::new(layer.bounds);
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layers.push(clip_layer);
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self.draw_primitive(
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translation
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- Vector::new(offset.x as f32, offset.y as f32),
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content,
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layers,
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);
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layers.push(new_layer);
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}
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}
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Primitive::Translate {
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translation: new_translation,
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content,
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} => {
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self.draw_primitive(
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translation + *new_translation,
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&content,
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layers,
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);
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}
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Primitive::Cached { cache } => {
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self.draw_primitive(translation, &cache, layers);
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}
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#[cfg(feature = "image")]
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Primitive::Image { handle, bounds } => {
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let layer = layers.last_mut().unwrap();
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layer.images.push(Image {
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handle: image::Handle::Raster(handle.clone()),
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position: [
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bounds.x + translation.x,
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bounds.y + translation.y,
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],
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size: [bounds.width, bounds.height],
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});
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}
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#[cfg(not(feature = "image"))]
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Primitive::Image { .. } => {}
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#[cfg(feature = "svg")]
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Primitive::Svg { handle, bounds } => {
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let layer = layers.last_mut().unwrap();
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layer.images.push(Image {
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handle: image::Handle::Vector(handle.clone()),
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position: [
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bounds.x + translation.x,
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bounds.y + translation.y,
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],
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size: [bounds.width, bounds.height],
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});
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}
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#[cfg(not(feature = "svg"))]
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Primitive::Svg { .. } => {}
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}
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}
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fn draw_overlay<'a, T: AsRef<str>>(
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&mut self,
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lines: &'a [T],
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layers: &mut Vec<Layer<'a>>,
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) {
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let first = layers.first().unwrap();
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let mut overlay = Layer::new(first.bounds);
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let font_id = self.text_pipeline.overlay_font();
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let scale = glow_glyph::Scale { x: 20.0, y: 20.0 };
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for (i, line) in lines.iter().enumerate() {
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overlay.text.push(glow_glyph::Section {
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text: line.as_ref(),
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screen_position: (11.0, 11.0 + 25.0 * i as f32),
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color: [0.9, 0.9, 0.9, 1.0],
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scale,
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font_id,
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..glow_glyph::Section::default()
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});
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overlay.text.push(glow_glyph::Section {
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text: line.as_ref(),
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screen_position: (10.0, 10.0 + 25.0 * i as f32),
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color: [0.0, 0.0, 0.0, 1.0],
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scale,
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font_id,
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..glow_glyph::Section::default()
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});
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}
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layers.push(overlay);
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}
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fn flush(
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&mut self,
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gl: &glow::Context,
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@ -352,13 +113,14 @@ impl Backend {
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for text in layer.text.iter() {
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// Target physical coordinates directly to avoid blurry text
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let text = glow_glyph::Section {
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text: text.content,
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// TODO: We `round` here to avoid rerasterizing text when
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// its position changes slightly. This can make text feel a
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// bit "jumpy". We may be able to do better once we improve
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// our text rendering/caching pipeline.
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screen_position: (
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(text.screen_position.0 * scale_factor).round(),
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(text.screen_position.1 * scale_factor).round(),
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(text.bounds.x * scale_factor).round(),
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(text.bounds.y * scale_factor).round(),
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),
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// TODO: Fix precision issues with some scale factors.
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//
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@ -370,14 +132,39 @@ impl Backend {
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// scaling when rendering. This would ensure that both
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// measuring and rendering follow the same layout rules.
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bounds: (
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(text.bounds.0 * scale_factor).ceil(),
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(text.bounds.1 * scale_factor).ceil(),
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(text.bounds.width * scale_factor).ceil(),
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(text.bounds.height * scale_factor).ceil(),
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),
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scale: glow_glyph::Scale {
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x: text.scale.x * scale_factor,
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y: text.scale.y * scale_factor,
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x: text.size * scale_factor,
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y: text.size * scale_factor,
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},
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..*text
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color: text.color,
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font_id: self.text_pipeline.find_font(text.font),
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layout: glow_glyph::Layout::default()
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.h_align(match text.horizontal_alignment {
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HorizontalAlignment::Left => {
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glow_glyph::HorizontalAlign::Left
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}
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HorizontalAlignment::Center => {
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glow_glyph::HorizontalAlign::Center
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}
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HorizontalAlignment::Right => {
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glow_glyph::HorizontalAlign::Right
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}
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})
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.v_align(match text.vertical_alignment {
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VerticalAlignment::Top => {
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glow_glyph::VerticalAlign::Top
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}
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VerticalAlignment::Center => {
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glow_glyph::VerticalAlign::Center
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}
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VerticalAlignment::Bottom => {
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glow_glyph::VerticalAlign::Bottom
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}
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}),
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..Default::default()
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};
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self.text_pipeline.queue(text);
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@ -17,7 +17,6 @@ pub use settings::Settings;
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pub(crate) use backend::Backend;
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pub(crate) use iced_graphics::Transformation;
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pub(crate) use quad::Quad;
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pub type Renderer = iced_graphics::Renderer<Backend>;
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@ -1,7 +1,10 @@
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use crate::{Transformation, Viewport};
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use glow::HasContext;
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use iced_graphics::layer;
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use iced_native::Rectangle;
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const MAX_INSTANCES: usize = 100_000;
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#[derive(Debug)]
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pub struct Pipeline {
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program: <glow::Context as HasContext>::Program,
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@ -37,7 +40,7 @@ impl Pipeline {
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}
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let (vertex_array, instances) =
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unsafe { create_instance_buffer(gl, Quad::MAX) };
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unsafe { create_instance_buffer(gl, MAX_INSTANCES) };
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Pipeline {
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program,
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@ -52,7 +55,7 @@ impl Pipeline {
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&mut self,
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gl: &glow::Context,
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viewport: &Viewport,
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instances: &[Quad],
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instances: &[layer::Quad],
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transformation: Transformation,
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scale: f32,
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bounds: Rectangle<u32>,
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@ -97,7 +100,7 @@ impl Pipeline {
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let total = instances.len();
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while i < total {
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let end = (i + Quad::MAX).min(total);
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let end = (i + MAX_INSTANCES).min(total);
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let amount = end - i;
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unsafe {
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@ -115,7 +118,7 @@ impl Pipeline {
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);
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}
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i += Quad::MAX;
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i += MAX_INSTANCES;
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}
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unsafe {
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@ -126,24 +129,6 @@ impl Pipeline {
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}
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}
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#[derive(Debug, Clone, Copy)]
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#[repr(C)]
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pub struct Quad {
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pub position: [f32; 2],
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pub scale: [f32; 2],
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pub color: [f32; 4],
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pub border_color: [f32; 4],
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pub border_radius: f32,
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pub border_width: f32,
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}
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unsafe impl bytemuck::Zeroable for Quad {}
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unsafe impl bytemuck::Pod for Quad {}
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impl Quad {
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const MAX: usize = 100_000;
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}
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unsafe fn create_program(
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gl: &glow::Context,
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shader_sources: &[(u32, &str)],
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@ -196,11 +181,11 @@ unsafe fn create_instance_buffer(
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(buffer));
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gl.buffer_data_size(
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glow::ARRAY_BUFFER,
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(size * std::mem::size_of::<Quad>()) as i32,
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(size * std::mem::size_of::<layer::Quad>()) as i32,
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glow::DYNAMIC_DRAW,
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);
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let stride = std::mem::size_of::<Quad>() as i32;
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let stride = std::mem::size_of::<layer::Quad>() as i32;
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gl.enable_vertex_attrib_array(0);
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gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
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@ -1,7 +1,6 @@
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//! Draw meshes of triangles.
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use crate::{settings, Transformation};
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use iced_native::{Rectangle, Vector};
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use std::mem;
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use iced_graphics::layer;
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pub use iced_graphics::triangle::Mesh2D;
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@ -27,7 +26,7 @@ impl Pipeline {
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target_height: u32,
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transformation: Transformation,
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scale_factor: f32,
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meshes: &[(Vector, Rectangle<u32>, &Mesh2D)],
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meshes: &[layer::Mesh<'_>],
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) {
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}
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}
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