Apply HiDPI to text, images, and clip primitives
Quads are a bit trickier to handle. We may need to change the shaders a bit.
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parent
0157121038
commit
db716b3bdf
6 changed files with 112 additions and 58 deletions
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@ -98,6 +98,7 @@ impl Renderer {
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log::debug!("Drawing");
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let (width, height) = target.dimensions();
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let dpi = target.dpi();
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let transformation = target.transformation();
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let frame = target.next_frame();
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@ -137,7 +138,7 @@ impl Renderer {
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self.draw_overlay(overlay, &mut layers);
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for layer in layers {
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self.flush(transformation, &layer, &mut encoder, &frame.view);
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self.flush(dpi, transformation, &layer, &mut encoder, &frame.view);
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}
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self.queue.submit(&[encoder.finish()]);
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@ -190,7 +191,10 @@ impl Renderer {
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layer.text.push(Section {
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text: &content,
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screen_position: (x, y),
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screen_position: (
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x - layer.offset.x as f32,
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y - layer.offset.y as f32,
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),
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bounds: (bounds.width, bounds.height),
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scale: wgpu_glyph::Scale { x: *size, y: *size },
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color: color.into_linear(),
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@ -225,6 +229,7 @@ impl Renderer {
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background,
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border_radius,
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} => {
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// TODO: Move some of this computations to the GPU (?)
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layer.quads.push(Quad {
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position: [
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bounds.x - layer.offset.x as f32,
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@ -234,7 +239,7 @@ impl Renderer {
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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: u32::from(*border_radius),
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border_radius: *border_radius as u32,
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});
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}
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Primitive::Image { path, bounds } => {
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@ -308,16 +313,13 @@ impl Renderer {
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fn flush(
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&mut self,
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dpi: f32,
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transformation: Transformation,
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layer: &Layer,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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) {
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let translated = transformation
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* Transformation::translate(
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-(layer.offset.x as f32),
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-(layer.offset.y as f32),
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);
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let bounds = layer.bounds * dpi;
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if layer.quads.len() > 0 {
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self.quad_pipeline.draw(
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@ -325,18 +327,25 @@ impl Renderer {
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encoder,
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&layer.quads,
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transformation,
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layer.bounds,
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bounds,
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target,
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);
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}
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if layer.images.len() > 0 {
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let translated = transformation
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* Transformation::scale(dpi, dpi)
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* Transformation::translate(
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-(layer.offset.x as f32),
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-(layer.offset.y as f32),
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);
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self.image_pipeline.draw(
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&mut self.device,
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encoder,
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&layer.images,
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translated,
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layer.bounds,
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bounds,
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target,
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);
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}
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@ -345,6 +354,20 @@ impl Renderer {
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let mut glyph_brush = self.glyph_brush.borrow_mut();
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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 = Section {
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screen_position: (
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text.screen_position.0 * dpi,
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text.screen_position.1 * dpi,
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),
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bounds: (text.bounds.0 * dpi, text.bounds.1 * dpi),
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scale: wgpu_glyph::Scale {
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x: text.scale.x * dpi,
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y: text.scale.y * dpi,
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},
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..*text
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};
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glyph_brush.queue(text);
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}
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@ -353,12 +376,12 @@ impl Renderer {
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&mut self.device,
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encoder,
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target,
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translated.into(),
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transformation.into(),
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wgpu_glyph::Region {
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x: layer.bounds.x,
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y: layer.bounds.y,
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width: layer.bounds.width,
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height: layer.bounds.height,
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x: bounds.x,
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y: bounds.y,
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width: bounds.width,
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height: bounds.height,
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},
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)
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.expect("Draw text");
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