228 lines
7.5 KiB
Rust
228 lines
7.5 KiB
Rust
use crate::quad;
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use crate::text;
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use crate::triangle;
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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::{Font, HorizontalAlignment, Size, VerticalAlignment};
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/// A [`glow`] graphics backend for [`iced`].
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///
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/// [`glow`]: https://github.com/grovesNL/glow
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/// [`iced`]: https://github.com/hecrj/iced
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#[derive(Debug)]
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pub struct Backend {
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quad_pipeline: quad::Pipeline,
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text_pipeline: text::Pipeline,
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triangle_pipeline: triangle::Pipeline,
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default_text_size: u16,
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}
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impl Backend {
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/// Creates a new [`Backend`].
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///
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/// [`Backend`]: struct.Backend.html
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pub fn new(gl: &glow::Context, settings: Settings) -> Self {
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let text_pipeline = text::Pipeline::new(gl, settings.default_font);
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let quad_pipeline = quad::Pipeline::new(gl);
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let triangle_pipeline = triangle::Pipeline::new(gl);
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Self {
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quad_pipeline,
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text_pipeline,
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triangle_pipeline,
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default_text_size: settings.default_text_size,
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}
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}
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/// Draws the provided primitives in the default framebuffer.
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///
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/// The text provided as overlay will be rendered on top of the primitives.
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/// This is useful for rendering debug information.
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pub fn draw<T: AsRef<str>>(
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&mut self,
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gl: &glow::Context,
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viewport: &Viewport,
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(primitive, mouse_interaction): &(Primitive, mouse::Interaction),
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overlay_text: &[T],
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) -> mouse::Interaction {
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let viewport_size = viewport.physical_size();
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let scale_factor = viewport.scale_factor() as f32;
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let projection = viewport.projection();
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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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gl,
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scale_factor,
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projection,
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&layer,
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viewport_size.height,
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);
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}
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*mouse_interaction
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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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scale_factor: f32,
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transformation: Transformation,
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layer: &Layer<'_>,
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target_height: u32,
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) {
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let mut bounds = (layer.bounds * scale_factor).snap();
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bounds.height = bounds.height.min(target_height);
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if !layer.quads.is_empty() {
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self.quad_pipeline.draw(
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gl,
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target_height,
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&layer.quads,
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transformation,
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scale_factor,
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bounds,
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);
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}
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if !layer.meshes.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.triangle_pipeline.draw(
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gl,
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target_height,
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scaled,
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scale_factor,
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&layer.meshes,
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);
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}
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if !layer.text.is_empty() {
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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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// 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.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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// The `ceil` here can cause some words to render on the
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// same line when they should not.
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//
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// Ideally, `wgpu_glyph` should be able to compute layout
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// using logical positions, and then apply the proper
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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.width * scale_factor).ceil(),
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(text.bounds.height * scale_factor).ceil(),
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),
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text: vec![glow_glyph::Text {
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text: text.content,
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scale: glow_glyph::ab_glyph::PxScale {
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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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font_id: self.text_pipeline.find_font(text.font),
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extra: glow_glyph::Extra {
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color: text.color,
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z: 0.0,
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},
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}],
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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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}
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self.text_pipeline.draw_queued(
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gl,
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transformation,
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glow_glyph::Region {
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x: bounds.x,
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y: target_height - (bounds.y + bounds.height),
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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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}
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}
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}
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impl iced_graphics::Backend for Backend {
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fn trim_measurements(&mut self) {
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self.text_pipeline.trim_measurement_cache()
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}
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}
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impl backend::Text for Backend {
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const ICON_FONT: Font = font::ICONS;
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const CHECKMARK_ICON: char = font::CHECKMARK_ICON;
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const ARROW_DOWN_ICON: char = font::ARROW_DOWN_ICON;
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fn default_size(&self) -> u16 {
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self.default_text_size
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}
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fn measure(
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&self,
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contents: &str,
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size: f32,
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font: Font,
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bounds: Size,
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) -> (f32, f32) {
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self.text_pipeline.measure(contents, size, font, bounds)
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}
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}
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#[cfg(feature = "image")]
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impl backend::Image for Backend {
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fn dimensions(&self, _handle: &iced_native::image::Handle) -> (u32, u32) {
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(50, 50)
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}
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}
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#[cfg(feature = "svg")]
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impl backend::Svg for Backend {
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fn viewport_dimensions(
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&self,
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_handle: &iced_native::svg::Handle,
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) -> (u32, u32) {
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(50, 50)
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}
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}
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