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The epaint tessellator uses "feathering" to accomplish anti-aliasing. This PS allows you to control the feathering size, i.e. how blurry the edges of epaint shapes are. This changes the interface of Tessellator slightly, and renames some options in TessellationOptions.
1207 lines
41 KiB
Rust
1207 lines
41 KiB
Rust
//! Converts graphics primitives into textured triangles.
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//!
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//! This module converts lines, circles, text and more represented by [`Shape`]
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//! into textured triangles represented by [`Mesh`].
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#![allow(clippy::identity_op)]
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use crate::*;
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use emath::*;
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use std::f32::consts::TAU;
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// ----------------------------------------------------------------------------
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#[derive(Clone, Debug, Default)]
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struct PathPoint {
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pos: Pos2,
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/// For filled paths the normal is used for anti-aliasing (both strokes and filled areas).
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///
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/// For strokes the normal is also used for giving thickness to the path
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/// (i.e. in what direction to expand).
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///
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/// The normal could be estimated by differences between successive points,
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/// but that would be less accurate (and in some cases slower).
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///
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/// Normals are normally unit-length.
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normal: Vec2,
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}
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/// A connected line (without thickness or gaps) which can be tessellated
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/// to either to a stroke (with thickness) or a filled convex area.
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/// Used as a scratch-pad during tessellation.
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#[derive(Clone, Debug, Default)]
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pub struct Path(Vec<PathPoint>);
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impl Path {
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#[inline(always)]
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pub fn clear(&mut self) {
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self.0.clear();
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}
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#[inline(always)]
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pub fn reserve(&mut self, additional: usize) {
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self.0.reserve(additional);
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}
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#[inline(always)]
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pub fn add_point(&mut self, pos: Pos2, normal: Vec2) {
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self.0.push(PathPoint { pos, normal });
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}
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pub fn add_circle(&mut self, center: Pos2, radius: f32) {
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let n = (radius * 4.0).round() as i32; // TODO: tweak a bit more
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let n = n.clamp(4, 64);
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self.reserve(n as usize);
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for i in 0..n {
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let angle = remap(i as f32, 0.0..=n as f32, 0.0..=TAU);
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let normal = vec2(angle.cos(), angle.sin());
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self.add_point(center + radius * normal, normal);
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}
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}
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pub fn add_line_segment(&mut self, points: [Pos2; 2]) {
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self.reserve(2);
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let normal = (points[1] - points[0]).normalized().rot90();
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self.add_point(points[0], normal);
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self.add_point(points[1], normal);
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}
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pub fn add_open_points(&mut self, points: &[Pos2]) {
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let n = points.len();
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assert!(n >= 2);
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if n == 2 {
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// Common case optimization:
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self.add_line_segment([points[0], points[1]]);
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} else {
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self.reserve(n);
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self.add_point(points[0], (points[1] - points[0]).normalized().rot90());
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let mut n0 = (points[1] - points[0]).normalized().rot90();
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for i in 1..n - 1 {
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let mut n1 = (points[i + 1] - points[i]).normalized().rot90();
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// Handle duplicated points (but not triplicated…):
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if n0 == Vec2::ZERO {
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n0 = n1;
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} else if n1 == Vec2::ZERO {
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n1 = n0;
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}
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let normal = (n0 + n1) / 2.0;
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let length_sq = normal.length_sq();
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let right_angle_length_sq = 0.5;
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let sharper_than_a_right_angle = length_sq < right_angle_length_sq;
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if sharper_than_a_right_angle {
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// cut off the sharp corner
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let center_normal = normal.normalized();
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let n0c = (n0 + center_normal) / 2.0;
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let n1c = (n1 + center_normal) / 2.0;
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self.add_point(points[i], n0c / n0c.length_sq());
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self.add_point(points[i], n1c / n1c.length_sq());
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} else {
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// miter join
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self.add_point(points[i], normal / length_sq);
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}
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n0 = n1;
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}
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self.add_point(
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points[n - 1],
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(points[n - 1] - points[n - 2]).normalized().rot90(),
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);
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}
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}
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pub fn add_line_loop(&mut self, points: &[Pos2]) {
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let n = points.len();
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assert!(n >= 2);
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self.reserve(n);
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let mut n0 = (points[0] - points[n - 1]).normalized().rot90();
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for i in 0..n {
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let next_i = if i + 1 == n { 0 } else { i + 1 };
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let mut n1 = (points[next_i] - points[i]).normalized().rot90();
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// Handle duplicated points (but not triplicated…):
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if n0 == Vec2::ZERO {
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n0 = n1;
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} else if n1 == Vec2::ZERO {
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n1 = n0;
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}
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let normal = (n0 + n1) / 2.0;
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let length_sq = normal.length_sq();
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// We can't just cut off corners for filled shapes like this,
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// because the feather will both expand and contract the corner along the provided normals
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// to make sure it doesn't grow, and the shrinking will make the inner points cross each other.
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//
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// A better approach is to shrink the vertices in by half the feather-width here
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// and then only expand during feathering.
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//
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// See https://github.com/emilk/egui/issues/1226
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const CUT_OFF_SHARP_CORNERS: bool = false;
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let right_angle_length_sq = 0.5;
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let sharper_than_a_right_angle = length_sq < right_angle_length_sq;
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if CUT_OFF_SHARP_CORNERS && sharper_than_a_right_angle {
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// cut off the sharp corner
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let center_normal = normal.normalized();
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let n0c = (n0 + center_normal) / 2.0;
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let n1c = (n1 + center_normal) / 2.0;
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self.add_point(points[i], n0c / n0c.length_sq());
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self.add_point(points[i], n1c / n1c.length_sq());
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} else {
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// miter join
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self.add_point(points[i], normal / length_sq);
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}
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n0 = n1;
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}
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}
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/// Open-ended.
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pub fn stroke_open(&self, feathering: f32, stroke: Stroke, out: &mut Mesh) {
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stroke_path(feathering, &self.0, PathType::Open, stroke, out);
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}
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/// A closed path (returning to the first point).
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pub fn stroke_closed(&self, feathering: f32, stroke: Stroke, out: &mut Mesh) {
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stroke_path(feathering, &self.0, PathType::Closed, stroke, out);
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}
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pub fn stroke(&self, feathering: f32, path_type: PathType, stroke: Stroke, out: &mut Mesh) {
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stroke_path(feathering, &self.0, path_type, stroke, out);
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}
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/// The path is taken to be closed (i.e. returning to the start again).
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///
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/// Calling this may reverse the vertices in the path if they are wrong winding order.
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///
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/// The preferred winding order is clockwise.
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pub fn fill(&mut self, feathering: f32, color: Color32, out: &mut Mesh) {
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fill_closed_path(feathering, &mut self.0, color, out);
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}
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}
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pub mod path {
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//! Helpers for constructing paths
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use crate::shape::Rounding;
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use super::*;
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/// overwrites existing points
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pub fn rounded_rectangle(path: &mut Vec<Pos2>, rect: Rect, rounding: Rounding) {
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path.clear();
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let min = rect.min;
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let max = rect.max;
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let r = clamp_radius(rounding, rect);
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if r == Rounding::none() {
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let min = rect.min;
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let max = rect.max;
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path.reserve(4);
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path.push(pos2(min.x, min.y)); // left top
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path.push(pos2(max.x, min.y)); // right top
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path.push(pos2(max.x, max.y)); // right bottom
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path.push(pos2(min.x, max.y)); // left bottom
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} else {
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add_circle_quadrant(path, pos2(max.x - r.se, max.y - r.se), r.se, 0.0);
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add_circle_quadrant(path, pos2(min.x + r.sw, max.y - r.sw), r.sw, 1.0);
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add_circle_quadrant(path, pos2(min.x + r.nw, min.y + r.nw), r.nw, 2.0);
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add_circle_quadrant(path, pos2(max.x - r.ne, min.y + r.ne), r.ne, 3.0);
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}
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}
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/// Add one quadrant of a circle
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///
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/// * quadrant 0: right bottom
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/// * quadrant 1: left bottom
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/// * quadrant 2: left top
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/// * quadrant 3: right top
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//
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// Derivation:
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//
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// * angle 0 * TAU / 4 = right
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// - quadrant 0: right bottom
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// * angle 1 * TAU / 4 = bottom
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// - quadrant 1: left bottom
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// * angle 2 * TAU / 4 = left
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// - quadrant 2: left top
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// * angle 3 * TAU / 4 = top
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// - quadrant 3: right top
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// * angle 4 * TAU / 4 = right
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pub fn add_circle_quadrant(path: &mut Vec<Pos2>, center: Pos2, radius: f32, quadrant: f32) {
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// TODO: optimize with precalculated vertices for some radii ranges
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let n = (radius * 0.75).round() as i32; // TODO: tweak a bit more
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let n = n.clamp(2, 32);
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const RIGHT_ANGLE: f32 = TAU / 4.0;
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path.reserve(n as usize + 1);
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for i in 0..=n {
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let angle = remap(
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i as f32,
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0.0..=n as f32,
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quadrant * RIGHT_ANGLE..=(quadrant + 1.0) * RIGHT_ANGLE,
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);
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path.push(center + radius * Vec2::angled(angle));
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}
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}
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// Ensures the radius of each corner is within a valid range
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fn clamp_radius(rounding: Rounding, rect: Rect) -> Rounding {
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let half_width = rect.width() * 0.5;
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let half_height = rect.height() * 0.5;
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let max_cr = half_width.min(half_height);
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Rounding {
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nw: rounding.nw.at_most(max_cr).at_least(0.0),
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ne: rounding.ne.at_most(max_cr).at_least(0.0),
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sw: rounding.sw.at_most(max_cr).at_least(0.0),
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se: rounding.se.at_most(max_cr).at_least(0.0),
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}
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}
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}
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// ----------------------------------------------------------------------------
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#[derive(Clone, Copy, PartialEq)]
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pub enum PathType {
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Open,
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Closed,
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}
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/// Tessellation quality options
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", serde(default))]
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pub struct TessellationOptions {
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/// Use "feathering" to smooth out the edges of shapes as a form of anti-aliasing.
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///
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/// Feathering works by making each edge into a thin gradient into transparency.
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/// The size of this edge is controlled by [`Self::feathering_size_in_pixels`].
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///
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/// This makes shapes appear smoother, but requires more triangles and is therefore slower.
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///
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/// This setting does not affect text.
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///
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/// Default: `true`.
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pub feathering: bool,
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/// The size of the the feathering, in physical pixels.
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///
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/// The default, and suggested, value for this is `1.0`.
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/// If you use a larger value, edges will appear blurry.
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pub feathering_size_in_pixels: f32,
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/// If `true` (default) cull certain primitives before tessellating them.
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/// This likely makes
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pub coarse_tessellation_culling: bool,
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/// If `true` (default) align text to mesh grid.
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/// This makes the text sharper on most platforms.
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pub round_text_to_pixels: bool,
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/// Output the clip rectangles to be painted.
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pub debug_paint_clip_rects: bool,
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/// Output the text-containing rectangles.
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pub debug_paint_text_rects: bool,
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/// If true, no clipping will be done.
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pub debug_ignore_clip_rects: bool,
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/// The maximum distance between the original curve and the flattened curve.
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pub bezier_tolerance: f32,
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/// The default value will be 1.0e-5, it will be used during float compare.
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pub epsilon: f32,
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}
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impl Default for TessellationOptions {
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fn default() -> Self {
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Self {
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feathering: true,
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feathering_size_in_pixels: 1.0,
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coarse_tessellation_culling: true,
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round_text_to_pixels: true,
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debug_paint_text_rects: false,
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debug_paint_clip_rects: false,
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debug_ignore_clip_rects: false,
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bezier_tolerance: 0.1,
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epsilon: 1.0e-5,
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}
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}
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}
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fn cw_signed_area(path: &[PathPoint]) -> f64 {
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if let Some(last) = path.last() {
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let mut previous = last.pos;
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let mut area = 0.0;
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for p in path {
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area += (previous.x * p.pos.y - p.pos.x * previous.y) as f64;
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previous = p.pos;
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}
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area
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} else {
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0.0
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}
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}
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/// Tessellate the given convex area into a polygon.
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///
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/// Calling this may reverse the vertices in the path if they are wrong winding order.
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///
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/// The preferred winding order is clockwise.
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fn fill_closed_path(feathering: f32, path: &mut [PathPoint], color: Color32, out: &mut Mesh) {
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if color == Color32::TRANSPARENT {
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return;
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}
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let n = path.len() as u32;
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if feathering > 0.0 {
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if cw_signed_area(path) < 0.0 {
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// Wrong winding order - fix:
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path.reverse();
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for point in path.iter_mut() {
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point.normal = -point.normal;
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}
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}
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out.reserve_triangles(3 * n as usize);
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out.reserve_vertices(2 * n as usize);
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let color_outer = Color32::TRANSPARENT;
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let idx_inner = out.vertices.len() as u32;
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let idx_outer = idx_inner + 1;
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// The fill:
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for i in 2..n {
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out.add_triangle(idx_inner + 2 * (i - 1), idx_inner, idx_inner + 2 * i);
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}
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// The feathering:
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let mut i0 = n - 1;
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for i1 in 0..n {
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let p1 = &path[i1 as usize];
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let dm = 0.5 * feathering * p1.normal;
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out.colored_vertex(p1.pos - dm, color);
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out.colored_vertex(p1.pos + dm, color_outer);
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out.add_triangle(idx_inner + i1 * 2, idx_inner + i0 * 2, idx_outer + 2 * i0);
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out.add_triangle(idx_outer + i0 * 2, idx_outer + i1 * 2, idx_inner + 2 * i1);
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i0 = i1;
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}
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} else {
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out.reserve_triangles(n as usize);
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let idx = out.vertices.len() as u32;
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out.vertices.extend(path.iter().map(|p| Vertex {
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pos: p.pos,
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uv: WHITE_UV,
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color,
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}));
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for i in 2..n {
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out.add_triangle(idx, idx + i - 1, idx + i);
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}
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}
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}
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/// Tessellate the given path as a stroke with thickness.
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fn stroke_path(
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feathering: f32,
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path: &[PathPoint],
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path_type: PathType,
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stroke: Stroke,
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out: &mut Mesh,
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) {
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let n = path.len() as u32;
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if stroke.width <= 0.0 || stroke.color == Color32::TRANSPARENT || n < 2 {
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return;
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}
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let idx = out.vertices.len() as u32;
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if feathering > 0.0 {
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let color_inner = stroke.color;
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let color_outer = Color32::TRANSPARENT;
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let thin_line = stroke.width <= feathering;
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if thin_line {
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/*
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We paint the line using three edges: outer, inner, outer.
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. o i o outer, inner, outer
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. |---| feathering (pixel width)
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*/
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// Fade out as it gets thinner:
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let color_inner = mul_color(color_inner, stroke.width / feathering);
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if color_inner == Color32::TRANSPARENT {
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return;
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}
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out.reserve_triangles(4 * n as usize);
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out.reserve_vertices(3 * n as usize);
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let mut i0 = n - 1;
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for i1 in 0..n {
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let connect_with_previous = path_type == PathType::Closed || i1 > 0;
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let p1 = &path[i1 as usize];
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let p = p1.pos;
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let n = p1.normal;
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out.colored_vertex(p + n * feathering, color_outer);
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out.colored_vertex(p, color_inner);
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out.colored_vertex(p - n * feathering, color_outer);
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if connect_with_previous {
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out.add_triangle(idx + 3 * i0 + 0, idx + 3 * i0 + 1, idx + 3 * i1 + 0);
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out.add_triangle(idx + 3 * i0 + 1, idx + 3 * i1 + 0, idx + 3 * i1 + 1);
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out.add_triangle(idx + 3 * i0 + 1, idx + 3 * i0 + 2, idx + 3 * i1 + 1);
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out.add_triangle(idx + 3 * i0 + 2, idx + 3 * i1 + 1, idx + 3 * i1 + 2);
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}
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i0 = i1;
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}
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} else {
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// thick anti-aliased line
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/*
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We paint the line using four edges: outer, inner, inner, outer
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. o i p i o outer, inner, point, inner, outer
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. |---| feathering (pixel width)
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. |--------------| width
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. |---------| outer_rad
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. |-----| inner_rad
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*/
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let inner_rad = 0.5 * (stroke.width - feathering);
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let outer_rad = 0.5 * (stroke.width + feathering);
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|
|
|
match path_type {
|
|
PathType::Closed => {
|
|
out.reserve_triangles(6 * n as usize);
|
|
out.reserve_vertices(4 * n as usize);
|
|
|
|
let mut i0 = n - 1;
|
|
for i1 in 0..n {
|
|
let p1 = &path[i1 as usize];
|
|
let p = p1.pos;
|
|
let n = p1.normal;
|
|
out.colored_vertex(p + n * outer_rad, color_outer);
|
|
out.colored_vertex(p + n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * outer_rad, color_outer);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
|
|
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
|
|
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
|
|
out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
|
|
|
|
i0 = i1;
|
|
}
|
|
}
|
|
PathType::Open => {
|
|
// Anti-alias the ends by extruding the outer edge and adding
|
|
// two more triangles to each end:
|
|
|
|
// | aa | | aa |
|
|
// _________________ ___
|
|
// | \ added / | feathering
|
|
// | \ ___p___ / | ___
|
|
// | | | |
|
|
// | | opa | |
|
|
// | | que | |
|
|
// | | | |
|
|
|
|
// (in the future it would be great with an option to add a circular end instead)
|
|
|
|
out.reserve_triangles(6 * n as usize + 4);
|
|
out.reserve_vertices(4 * n as usize);
|
|
|
|
{
|
|
let end = &path[0];
|
|
let p = end.pos;
|
|
let n = end.normal;
|
|
let back_extrude = n.rot90() * feathering;
|
|
out.colored_vertex(p + n * outer_rad + back_extrude, color_outer);
|
|
out.colored_vertex(p + n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * outer_rad + back_extrude, color_outer);
|
|
|
|
out.add_triangle(idx + 0, idx + 1, idx + 2);
|
|
out.add_triangle(idx + 0, idx + 2, idx + 3);
|
|
}
|
|
|
|
let mut i0 = 0;
|
|
for i1 in 1..n - 1 {
|
|
let point = &path[i1 as usize];
|
|
let p = point.pos;
|
|
let n = point.normal;
|
|
out.colored_vertex(p + n * outer_rad, color_outer);
|
|
out.colored_vertex(p + n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * outer_rad, color_outer);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
|
|
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
|
|
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
|
|
out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
|
|
|
|
i0 = i1;
|
|
}
|
|
|
|
{
|
|
let i1 = n - 1;
|
|
let end = &path[i1 as usize];
|
|
let p = end.pos;
|
|
let n = end.normal;
|
|
let back_extrude = -n.rot90() * feathering;
|
|
out.colored_vertex(p + n * outer_rad + back_extrude, color_outer);
|
|
out.colored_vertex(p + n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * inner_rad, color_inner);
|
|
out.colored_vertex(p - n * outer_rad + back_extrude, color_outer);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
|
|
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
|
|
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
|
|
|
|
out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
|
|
out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
|
|
|
|
// The extension:
|
|
out.add_triangle(idx + 4 * i1 + 0, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
|
|
out.add_triangle(idx + 4 * i1 + 0, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// not anti-aliased:
|
|
out.reserve_triangles(2 * n as usize);
|
|
out.reserve_vertices(2 * n as usize);
|
|
|
|
let last_index = if path_type == PathType::Closed {
|
|
n
|
|
} else {
|
|
n - 1
|
|
};
|
|
for i in 0..last_index {
|
|
out.add_triangle(
|
|
idx + (2 * i + 0) % (2 * n),
|
|
idx + (2 * i + 1) % (2 * n),
|
|
idx + (2 * i + 2) % (2 * n),
|
|
);
|
|
out.add_triangle(
|
|
idx + (2 * i + 2) % (2 * n),
|
|
idx + (2 * i + 1) % (2 * n),
|
|
idx + (2 * i + 3) % (2 * n),
|
|
);
|
|
}
|
|
|
|
let thin_line = stroke.width <= feathering;
|
|
if thin_line {
|
|
// Fade out thin lines rather than making them thinner
|
|
let radius = feathering / 2.0;
|
|
let color = mul_color(stroke.color, stroke.width / feathering);
|
|
if color == Color32::TRANSPARENT {
|
|
return;
|
|
}
|
|
for p in path {
|
|
out.colored_vertex(p.pos + radius * p.normal, color);
|
|
out.colored_vertex(p.pos - radius * p.normal, color);
|
|
}
|
|
} else {
|
|
let radius = stroke.width / 2.0;
|
|
for p in path {
|
|
out.colored_vertex(p.pos + radius * p.normal, stroke.color);
|
|
out.colored_vertex(p.pos - radius * p.normal, stroke.color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn mul_color(color: Color32, factor: f32) -> Color32 {
|
|
crate::epaint_assert!(0.0 <= factor && factor <= 1.0);
|
|
// As an unfortunate side-effect of using premultiplied alpha
|
|
// we need a somewhat expensive conversion to linear space and back.
|
|
color.linear_multiply(factor)
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// Converts [`Shape`]s into triangles ([`Mesh`]).
|
|
///
|
|
/// For performance reasons it is smart to reuse the same `Tessellator`.
|
|
///
|
|
/// Se also [`tessellate_shapes`], a convenient wrapper around [`Tessellator`].
|
|
pub struct Tessellator {
|
|
pixels_per_point: f32,
|
|
options: TessellationOptions,
|
|
/// size of feathering in points. normally the size of a physical pixel. 0.0 if disabled
|
|
feathering: f32,
|
|
/// Only used for culling
|
|
clip_rect: Rect,
|
|
scratchpad_points: Vec<Pos2>,
|
|
scratchpad_path: Path,
|
|
}
|
|
|
|
impl Tessellator {
|
|
/// Create a new [`Tessellator`].
|
|
pub fn new(pixels_per_point: f32, options: TessellationOptions) -> Self {
|
|
let feathering = if options.feathering {
|
|
let pixel_size = 1.0 / pixels_per_point;
|
|
options.feathering_size_in_pixels * pixel_size
|
|
} else {
|
|
0.0
|
|
};
|
|
Self {
|
|
pixels_per_point,
|
|
options,
|
|
feathering,
|
|
clip_rect: Rect::EVERYTHING,
|
|
scratchpad_points: Default::default(),
|
|
scratchpad_path: Default::default(),
|
|
}
|
|
}
|
|
|
|
/// Set the `Rect` to use for culling.
|
|
pub fn set_clip_rect(&mut self, clip_rect: Rect) {
|
|
self.clip_rect = clip_rect;
|
|
}
|
|
|
|
#[inline(always)]
|
|
pub fn round_to_pixel(&self, point: f32) -> f32 {
|
|
if self.options.round_text_to_pixels {
|
|
(point * self.pixels_per_point).round() / self.pixels_per_point
|
|
} else {
|
|
point
|
|
}
|
|
}
|
|
|
|
/// Tessellate a single [`Shape`] into a [`Mesh`].
|
|
///
|
|
/// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles).
|
|
/// * `shape`: the shape to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_shape(&mut self, tex_size: [usize; 2], shape: Shape, out: &mut Mesh) {
|
|
match shape {
|
|
Shape::Noop => {}
|
|
Shape::Vec(vec) => {
|
|
for shape in vec {
|
|
self.tessellate_shape(tex_size, shape, out);
|
|
}
|
|
}
|
|
Shape::Circle(circle) => {
|
|
self.tessellate_circle(circle, out);
|
|
}
|
|
Shape::Mesh(mesh) => {
|
|
if !mesh.is_valid() {
|
|
crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh");
|
|
return;
|
|
}
|
|
|
|
if self.options.coarse_tessellation_culling
|
|
&& !self.clip_rect.intersects(mesh.calc_bounds())
|
|
{
|
|
return;
|
|
}
|
|
out.append(mesh);
|
|
}
|
|
Shape::LineSegment { points, stroke } => self.tessellate_line(points, stroke, out),
|
|
Shape::Path(path_shape) => {
|
|
self.tessellate_path(&path_shape, out);
|
|
}
|
|
Shape::Rect(rect_shape) => {
|
|
self.tessellate_rect(&rect_shape, out);
|
|
}
|
|
Shape::Text(text_shape) => {
|
|
if self.options.debug_paint_text_rects {
|
|
let rect = text_shape.galley.rect.translate(text_shape.pos.to_vec2());
|
|
self.tessellate_rect(
|
|
&RectShape::stroke(rect.expand(0.5), 2.0, (0.5, Color32::GREEN)),
|
|
out,
|
|
);
|
|
}
|
|
self.tessellate_text(tex_size, &text_shape, out);
|
|
}
|
|
Shape::QuadraticBezier(quadratic_shape) => {
|
|
self.tessellate_quadratic_bezier(quadratic_shape, out);
|
|
}
|
|
Shape::CubicBezier(cubic_shape) => self.tessellate_cubic_bezier(cubic_shape, out),
|
|
Shape::Callback(_) => {
|
|
panic!("Shape::Callback passed to Tessellator");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Tessellate a single [`CircleShape`] into a [`Mesh`].
|
|
///
|
|
/// * `shape`: the circle to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_circle(&mut self, shape: CircleShape, out: &mut Mesh) {
|
|
let CircleShape {
|
|
center,
|
|
radius,
|
|
fill,
|
|
stroke,
|
|
} = shape;
|
|
|
|
if radius <= 0.0 {
|
|
return;
|
|
}
|
|
|
|
if self.options.coarse_tessellation_culling
|
|
&& !self
|
|
.clip_rect
|
|
.expand(radius + stroke.width)
|
|
.contains(center)
|
|
{
|
|
return;
|
|
}
|
|
|
|
self.scratchpad_path.clear();
|
|
self.scratchpad_path.add_circle(center, radius);
|
|
self.scratchpad_path.fill(self.feathering, fill, out);
|
|
self.scratchpad_path
|
|
.stroke_closed(self.feathering, stroke, out);
|
|
}
|
|
|
|
/// Tessellate a single [`Mesh`] into a [`Mesh`].
|
|
///
|
|
/// * `mesh`: the mesh to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_mesh(&mut self, mesh: &Mesh, out: &mut Mesh) {
|
|
if !mesh.is_valid() {
|
|
crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh");
|
|
return;
|
|
}
|
|
|
|
if self.options.coarse_tessellation_culling
|
|
&& !self.clip_rect.intersects(mesh.calc_bounds())
|
|
{
|
|
return;
|
|
}
|
|
|
|
out.append_ref(mesh);
|
|
}
|
|
|
|
/// Tessellate a line segment between the two points with the given stoken into a [`Mesh`].
|
|
///
|
|
/// * `shape`: the mesh to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_line(&mut self, points: [Pos2; 2], stroke: Stroke, out: &mut Mesh) {
|
|
if stroke.is_empty() {
|
|
return;
|
|
}
|
|
|
|
if self.options.coarse_tessellation_culling
|
|
&& !self
|
|
.clip_rect
|
|
.intersects(Rect::from_two_pos(points[0], points[1]).expand(stroke.width))
|
|
{
|
|
return;
|
|
}
|
|
|
|
self.scratchpad_path.clear();
|
|
self.scratchpad_path.add_line_segment(points);
|
|
self.scratchpad_path
|
|
.stroke_open(self.feathering, stroke, out);
|
|
}
|
|
|
|
/// Tessellate a single [`PathShape`] into a [`Mesh`].
|
|
///
|
|
/// * `path_shape`: the path to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_path(&mut self, path_shape: &PathShape, out: &mut Mesh) {
|
|
if path_shape.points.len() < 2 {
|
|
return;
|
|
}
|
|
|
|
if self.options.coarse_tessellation_culling
|
|
&& !path_shape.visual_bounding_rect().intersects(self.clip_rect)
|
|
{
|
|
return;
|
|
}
|
|
|
|
let PathShape {
|
|
points,
|
|
closed,
|
|
fill,
|
|
stroke,
|
|
} = path_shape;
|
|
|
|
self.scratchpad_path.clear();
|
|
if *closed {
|
|
self.scratchpad_path.add_line_loop(points);
|
|
} else {
|
|
self.scratchpad_path.add_open_points(points);
|
|
}
|
|
|
|
if *fill != Color32::TRANSPARENT {
|
|
crate::epaint_assert!(
|
|
closed,
|
|
"You asked to fill a path that is not closed. That makes no sense."
|
|
);
|
|
self.scratchpad_path.fill(self.feathering, *fill, out);
|
|
}
|
|
let typ = if *closed {
|
|
PathType::Closed
|
|
} else {
|
|
PathType::Open
|
|
};
|
|
self.scratchpad_path
|
|
.stroke(self.feathering, typ, *stroke, out);
|
|
}
|
|
|
|
/// Tessellate a single [`Rect`] into a [`Mesh`].
|
|
///
|
|
/// * `rect`: the rectangle to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_rect(&mut self, rect: &RectShape, out: &mut Mesh) {
|
|
let RectShape {
|
|
mut rect,
|
|
rounding,
|
|
fill,
|
|
stroke,
|
|
} = *rect;
|
|
|
|
if self.options.coarse_tessellation_culling
|
|
&& !rect.expand(stroke.width).intersects(self.clip_rect)
|
|
{
|
|
return;
|
|
}
|
|
if rect.is_negative() {
|
|
return;
|
|
}
|
|
|
|
// It is common to (sometimes accidentally) create an infinitely sized rectangle.
|
|
// Make sure we can handle that:
|
|
rect.min = rect.min.at_least(pos2(-1e7, -1e7));
|
|
rect.max = rect.max.at_most(pos2(1e7, 1e7));
|
|
|
|
let path = &mut self.scratchpad_path;
|
|
path.clear();
|
|
path::rounded_rectangle(&mut self.scratchpad_points, rect, rounding);
|
|
path.add_line_loop(&self.scratchpad_points);
|
|
path.fill(self.feathering, fill, out);
|
|
path.stroke_closed(self.feathering, stroke, out);
|
|
}
|
|
|
|
/// Tessellate a single [`TextShape`] into a [`Mesh`].
|
|
///
|
|
/// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles).
|
|
/// * `text_shape`: the text to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_text(
|
|
&mut self,
|
|
tex_size: [usize; 2],
|
|
text_shape: &TextShape,
|
|
out: &mut Mesh,
|
|
) {
|
|
let TextShape {
|
|
pos: galley_pos,
|
|
galley,
|
|
underline,
|
|
override_text_color,
|
|
angle,
|
|
} = text_shape;
|
|
|
|
if galley.is_empty() {
|
|
return;
|
|
}
|
|
|
|
out.vertices.reserve(galley.num_vertices);
|
|
out.indices.reserve(galley.num_indices);
|
|
|
|
// The contents of the galley is already snapped to pixel coordinates,
|
|
// but we need to make sure the galley ends up on the start of a physical pixel:
|
|
let galley_pos = pos2(
|
|
self.round_to_pixel(galley_pos.x),
|
|
self.round_to_pixel(galley_pos.y),
|
|
);
|
|
|
|
let uv_normalizer = vec2(1.0 / tex_size[0] as f32, 1.0 / tex_size[1] as f32);
|
|
|
|
let rotator = Rot2::from_angle(*angle);
|
|
|
|
for row in &galley.rows {
|
|
if row.visuals.mesh.is_empty() {
|
|
continue;
|
|
}
|
|
|
|
let mut row_rect = row.visuals.mesh_bounds;
|
|
if *angle != 0.0 {
|
|
row_rect = row_rect.rotate_bb(rotator);
|
|
}
|
|
row_rect = row_rect.translate(galley_pos.to_vec2());
|
|
|
|
if self.options.coarse_tessellation_culling && !self.clip_rect.intersects(row_rect) {
|
|
// culling individual lines of text is important, since a single `Shape::Text`
|
|
// can span hundreds of lines.
|
|
continue;
|
|
}
|
|
|
|
let index_offset = out.vertices.len() as u32;
|
|
|
|
out.indices.extend(
|
|
row.visuals
|
|
.mesh
|
|
.indices
|
|
.iter()
|
|
.map(|index| index + index_offset),
|
|
);
|
|
|
|
out.vertices.extend(
|
|
row.visuals
|
|
.mesh
|
|
.vertices
|
|
.iter()
|
|
.enumerate()
|
|
.map(|(i, vertex)| {
|
|
let Vertex { pos, uv, mut color } = *vertex;
|
|
|
|
if let Some(override_text_color) = override_text_color {
|
|
if row.visuals.glyph_vertex_range.contains(&i) {
|
|
color = *override_text_color;
|
|
}
|
|
}
|
|
|
|
let offset = if *angle == 0.0 {
|
|
pos.to_vec2()
|
|
} else {
|
|
rotator * pos.to_vec2()
|
|
};
|
|
|
|
Vertex {
|
|
pos: galley_pos + offset,
|
|
uv: (uv.to_vec2() * uv_normalizer).to_pos2(),
|
|
color,
|
|
}
|
|
}),
|
|
);
|
|
|
|
if *underline != Stroke::none() {
|
|
self.scratchpad_path.clear();
|
|
self.scratchpad_path
|
|
.add_line_segment([row_rect.left_bottom(), row_rect.right_bottom()]);
|
|
self.scratchpad_path
|
|
.stroke_open(self.feathering, *underline, out);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Tessellate a single [`QuadraticBezierShape`] into a [`Mesh`].
|
|
///
|
|
/// * `quadratic_shape`: the shape to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_quadratic_bezier(
|
|
&mut self,
|
|
quadratic_shape: QuadraticBezierShape,
|
|
out: &mut Mesh,
|
|
) {
|
|
let options = &self.options;
|
|
let clip_rect = self.clip_rect;
|
|
|
|
if options.coarse_tessellation_culling
|
|
&& !quadratic_shape.visual_bounding_rect().intersects(clip_rect)
|
|
{
|
|
return;
|
|
}
|
|
|
|
let points = quadratic_shape.flatten(Some(options.bezier_tolerance));
|
|
|
|
self.tessellate_bezier_complete(
|
|
&points,
|
|
quadratic_shape.fill,
|
|
quadratic_shape.closed,
|
|
quadratic_shape.stroke,
|
|
out,
|
|
);
|
|
}
|
|
|
|
/// Tessellate a single [`CubicBezierShape`] into a [`Mesh`].
|
|
///
|
|
/// * `cubic_shape`: the shape to tessellate.
|
|
/// * `out`: triangles are appended to this.
|
|
pub fn tessellate_cubic_bezier(&mut self, cubic_shape: CubicBezierShape, out: &mut Mesh) {
|
|
let options = &self.options;
|
|
let clip_rect = self.clip_rect;
|
|
if options.coarse_tessellation_culling
|
|
&& !cubic_shape.visual_bounding_rect().intersects(clip_rect)
|
|
{
|
|
return;
|
|
}
|
|
|
|
let points_vec =
|
|
cubic_shape.flatten_closed(Some(options.bezier_tolerance), Some(options.epsilon));
|
|
|
|
for points in points_vec {
|
|
self.tessellate_bezier_complete(
|
|
&points,
|
|
cubic_shape.fill,
|
|
cubic_shape.closed,
|
|
cubic_shape.stroke,
|
|
out,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn tessellate_bezier_complete(
|
|
&mut self,
|
|
points: &[Pos2],
|
|
fill: Color32,
|
|
closed: bool,
|
|
stroke: Stroke,
|
|
out: &mut Mesh,
|
|
) {
|
|
self.scratchpad_path.clear();
|
|
if closed {
|
|
self.scratchpad_path.add_line_loop(points);
|
|
} else {
|
|
self.scratchpad_path.add_open_points(points);
|
|
}
|
|
if fill != Color32::TRANSPARENT {
|
|
crate::epaint_assert!(
|
|
closed,
|
|
"You asked to fill a path that is not closed. That makes no sense."
|
|
);
|
|
self.scratchpad_path.fill(self.feathering, fill, out);
|
|
}
|
|
let typ = if closed {
|
|
PathType::Closed
|
|
} else {
|
|
PathType::Open
|
|
};
|
|
self.scratchpad_path
|
|
.stroke(self.feathering, typ, stroke, out);
|
|
}
|
|
}
|
|
|
|
/// Turns [`Shape`]:s into sets of triangles.
|
|
///
|
|
/// The given shapes will tessellated in the same order as they are given.
|
|
/// They will be batched together by clip rectangle.
|
|
///
|
|
/// * `pixels_per_point`: number of physical pixels to each logical point
|
|
/// * `options`: tessellation quality
|
|
/// * `shapes`: what to tessellate
|
|
/// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles)
|
|
///
|
|
/// The implementation uses a [`Tessellator`].
|
|
///
|
|
/// ## Returns
|
|
/// A list of clip rectangles with matching [`Mesh`].
|
|
pub fn tessellate_shapes(
|
|
pixels_per_point: f32,
|
|
options: TessellationOptions,
|
|
shapes: Vec<ClippedShape>,
|
|
tex_size: [usize; 2],
|
|
) -> Vec<ClippedPrimitive> {
|
|
let mut tessellator = Tessellator::new(pixels_per_point, options);
|
|
|
|
let mut clipped_primitives: Vec<ClippedPrimitive> = Vec::default();
|
|
|
|
for ClippedShape(new_clip_rect, new_shape) in shapes {
|
|
if !new_clip_rect.is_positive() {
|
|
continue; // skip empty clip rectangles
|
|
}
|
|
|
|
if let Shape::Callback(callback) = new_shape {
|
|
clipped_primitives.push(ClippedPrimitive {
|
|
clip_rect: new_clip_rect,
|
|
primitive: Primitive::Callback(callback),
|
|
});
|
|
} else {
|
|
let start_new_mesh = match clipped_primitives.last() {
|
|
None => true,
|
|
Some(output_clipped_primitive) => {
|
|
output_clipped_primitive.clip_rect != new_clip_rect
|
|
|| if let Primitive::Mesh(output_mesh) = &output_clipped_primitive.primitive
|
|
{
|
|
output_mesh.texture_id != new_shape.texture_id()
|
|
} else {
|
|
true
|
|
}
|
|
}
|
|
};
|
|
|
|
if start_new_mesh {
|
|
clipped_primitives.push(ClippedPrimitive {
|
|
clip_rect: new_clip_rect,
|
|
primitive: Primitive::Mesh(Mesh::default()),
|
|
});
|
|
}
|
|
|
|
let out = clipped_primitives.last_mut().unwrap();
|
|
|
|
if let Primitive::Mesh(out_mesh) = &mut out.primitive {
|
|
tessellator.clip_rect = new_clip_rect;
|
|
tessellator.tessellate_shape(tex_size, new_shape, out_mesh);
|
|
} else {
|
|
unreachable!();
|
|
}
|
|
}
|
|
}
|
|
|
|
if options.debug_paint_clip_rects {
|
|
clipped_primitives = add_clip_rects(&mut tessellator, tex_size, clipped_primitives);
|
|
}
|
|
|
|
if options.debug_ignore_clip_rects {
|
|
for clipped_primitive in &mut clipped_primitives {
|
|
clipped_primitive.clip_rect = Rect::EVERYTHING;
|
|
}
|
|
}
|
|
|
|
for clipped_primitive in &clipped_primitives {
|
|
if let Primitive::Mesh(mesh) = &clipped_primitive.primitive {
|
|
crate::epaint_assert!(mesh.is_valid(), "Tessellator generated invalid Mesh");
|
|
}
|
|
}
|
|
|
|
clipped_primitives
|
|
}
|
|
|
|
fn add_clip_rects(
|
|
tessellator: &mut Tessellator,
|
|
tex_size: [usize; 2],
|
|
clipped_primitives: Vec<ClippedPrimitive>,
|
|
) -> Vec<ClippedPrimitive> {
|
|
tessellator.clip_rect = Rect::EVERYTHING;
|
|
let stroke = Stroke::new(2.0, Color32::from_rgb(150, 255, 150));
|
|
|
|
clipped_primitives
|
|
.into_iter()
|
|
.flat_map(|clipped_primitive| {
|
|
let mut clip_rect_mesh = Mesh::default();
|
|
tessellator.tessellate_shape(
|
|
tex_size,
|
|
Shape::rect_stroke(clipped_primitive.clip_rect, 0.0, stroke),
|
|
&mut clip_rect_mesh,
|
|
);
|
|
|
|
[
|
|
clipped_primitive,
|
|
ClippedPrimitive {
|
|
clip_rect: Rect::EVERYTHING, // whatever
|
|
primitive: Primitive::Mesh(clip_rect_mesh),
|
|
},
|
|
]
|
|
})
|
|
.collect()
|
|
}
|