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This makes window resizing much smoother. Great advice from an anonymous Norwegian friend ;-)
979 lines
34 KiB
Rust
979 lines
34 KiB
Rust
/* LICENSE BEGIN
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This file is part of the SixtyFPS Project -- https://sixtyfps.io
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Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
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Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
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SPDX-License-Identifier: GPL-3.0-only
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This file is also available under commercial licensing terms.
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Please contact info@sixtyfps.io for more information.
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LICENSE END */
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use cgmath::Matrix4;
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use glow::{Context as GLContext, HasContext};
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use lyon::tessellation::geometry_builder::{BuffersBuilder, VertexBuffers};
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use lyon::tessellation::{
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FillAttributes, FillOptions, FillTessellator, StrokeAttributes, StrokeOptions,
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StrokeTessellator,
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};
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use sixtyfps_corelib::eventloop::ComponentWindow;
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use sixtyfps_corelib::{
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graphics::{
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ARGBColor, Color, Frame as GraphicsFrame, GraphicsBackend, GraphicsWindow,
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HighLevelRenderingPrimitive, Point, Rect, RenderingPrimitivesBuilder, RenderingVariable,
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Resource, Size,
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},
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SharedArray,
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};
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use smallvec::{smallvec, SmallVec};
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use std::cell::RefCell;
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extern crate alloc;
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use alloc::rc::Rc;
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mod texture;
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use texture::{GLTexture, TextureAtlas};
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mod shader;
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use shader::{ImageShader, PathShader};
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use shader::GlyphShader;
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mod buffers;
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use buffers::{GLArrayBuffer, GLIndexBuffer};
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#[cfg(not(target_arch = "wasm32"))]
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mod glyphcache;
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#[cfg(not(target_arch = "wasm32"))]
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use glyphcache::GlyphCache;
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Default)]
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struct PlatformData {
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glyph_cache: GlyphCache,
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}
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#[derive(Copy, Clone)]
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pub(crate) struct Vertex {
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_pos: [f32; 2],
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}
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pub struct GlyphRun {
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pub(crate) vertices: GLArrayBuffer<Vertex>,
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pub(crate) texture_vertices: GLArrayBuffer<Vertex>,
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pub(crate) texture: Rc<GLTexture>,
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pub(crate) vertex_count: i32,
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}
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enum GLRenderingPrimitive {
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FillPath {
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vertices: GLArrayBuffer<Vertex>,
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indices: GLIndexBuffer<u16>,
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},
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Texture {
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vertices: GLArrayBuffer<Vertex>,
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texture_vertices: GLArrayBuffer<Vertex>,
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texture: texture::AtlasAllocation,
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image_size: Size,
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},
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GlyphRuns {
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glyph_runs: Vec<GlyphRun>,
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},
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}
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struct TextCursor {
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vertices: GLArrayBuffer<Vertex>,
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indices: GLIndexBuffer<u16>,
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}
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impl TextCursor {
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fn from_primitive(rect_primitive: GLRenderingPrimitive) -> Self {
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match rect_primitive {
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GLRenderingPrimitive::FillPath { vertices, indices } => Self { vertices, indices },
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_ => panic!("internal error: TextCursor can only be constructed from rectangle fill"),
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}
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}
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}
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pub struct GLRenderer {
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context: Rc<glow::Context>,
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path_shader: PathShader,
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image_shader: ImageShader,
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glyph_shader: GlyphShader,
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#[cfg(not(target_arch = "wasm32"))]
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platform_data: Rc<PlatformData>,
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texture_atlas: Rc<RefCell<TextureAtlas>>,
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#[cfg(target_arch = "wasm32")]
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window: Rc<winit::window::Window>,
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#[cfg(not(target_arch = "wasm32"))]
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windowed_context: Option<glutin::WindowedContext<glutin::NotCurrent>>,
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text_cursor_rect: Option<TextCursor>,
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}
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pub struct GLRenderingPrimitivesBuilder {
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context: Rc<glow::Context>,
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fill_tesselator: FillTessellator,
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stroke_tesselator: StrokeTessellator,
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texture_atlas: Rc<RefCell<TextureAtlas>>,
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#[cfg(not(target_arch = "wasm32"))]
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platform_data: Rc<PlatformData>,
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#[cfg(not(target_arch = "wasm32"))]
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windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
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text_cursor_rect: Option<TextCursor>,
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}
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pub struct GLFrame {
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context: Rc<glow::Context>,
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path_shader: PathShader,
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image_shader: ImageShader,
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glyph_shader: GlyphShader,
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root_matrix: cgmath::Matrix4<f32>,
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#[cfg(not(target_arch = "wasm32"))]
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windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
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text_cursor_rect: Option<TextCursor>,
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current_stencil_clip_value: u8,
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}
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impl GLRenderer {
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pub fn new(
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event_loop: &winit::event_loop::EventLoop<()>,
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window_builder: winit::window::WindowBuilder,
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#[cfg(target_arch = "wasm32")] canvas_id: &str,
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) -> GLRenderer {
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#[cfg(not(target_arch = "wasm32"))]
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let (windowed_context, context) = {
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let windowed_context = glutin::ContextBuilder::new()
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.with_vsync(true)
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.build_windowed(window_builder, &event_loop)
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.unwrap();
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let windowed_context = unsafe { windowed_context.make_current().unwrap() };
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let gl_context = unsafe {
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glow::Context::from_loader_function(|s| {
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windowed_context.get_proc_address(s) as *const _
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})
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};
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#[cfg(target_os = "macos")]
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{
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use cocoa::appkit::NSView;
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use winit::platform::macos::WindowExtMacOS;
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let ns_view = windowed_context.window().ns_view();
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let view_id: cocoa::base::id = ns_view as *const _ as *mut _;
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unsafe {
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NSView::setLayerContentsPlacement(view_id, cocoa::appkit::NSViewLayerContentsPlacement::NSViewLayerContentsPlacementTopLeft)
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}
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}
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(windowed_context, gl_context)
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};
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#[cfg(target_arch = "wasm32")]
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let (window, context) = {
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let canvas = web_sys::window()
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.unwrap()
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.document()
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.unwrap()
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.get_element_by_id(canvas_id)
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.unwrap()
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.dyn_into::<web_sys::HtmlCanvasElement>()
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.unwrap();
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use winit::platform::web::WindowBuilderExtWebSys;
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use winit::platform::web::WindowExtWebSys;
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// Try to maintain the existing size of the canvas element. A window created with winit
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// on the web will always have 1024x768 as size otherwise.
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let existing_canvas_size = winit::dpi::PhysicalSize::new(
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canvas.client_width() as u32,
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canvas.client_height() as u32,
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);
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let window =
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Rc::new(window_builder.with_canvas(Some(canvas)).build(&event_loop).unwrap());
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{
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let default_size = window.inner_size();
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let new_size = winit::dpi::PhysicalSize::new(
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if existing_canvas_size.width > 0 {
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existing_canvas_size.width
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} else {
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default_size.width
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},
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if existing_canvas_size.height > 0 {
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existing_canvas_size.height
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} else {
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default_size.height
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},
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);
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if new_size != default_size {
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window.set_inner_size(new_size);
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}
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}
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use wasm_bindgen::JsCast;
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let webgl1_context = window
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.canvas()
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.get_context("webgl")
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.unwrap()
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.unwrap()
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.dyn_into::<web_sys::WebGlRenderingContext>()
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.unwrap();
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(window, glow::Context::from_webgl1_context(webgl1_context))
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};
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let vertex_array_object =
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unsafe { context.create_vertex_array().expect("Cannot create vertex array") };
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unsafe {
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context.bind_vertex_array(Some(vertex_array_object));
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}
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let context = Rc::new(context);
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let path_shader = PathShader::new(&context);
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let image_shader = ImageShader::new(&context);
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let glyph_shader = GlyphShader::new(&context);
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#[cfg(not(target_arch = "wasm32"))]
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let platform_data = Rc::new(PlatformData::default());
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GLRenderer {
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context,
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path_shader,
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image_shader,
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glyph_shader,
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#[cfg(not(target_arch = "wasm32"))]
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platform_data,
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texture_atlas: Rc::new(RefCell::new(TextureAtlas::new())),
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#[cfg(target_arch = "wasm32")]
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window,
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#[cfg(not(target_arch = "wasm32"))]
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windowed_context: Some(unsafe { windowed_context.make_not_current().unwrap() }),
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text_cursor_rect: None,
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}
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}
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}
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type GLRenderingPrimitives = SmallVec<[GLRenderingPrimitive; 1]>;
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pub struct OpaqueRenderingPrimitive {
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gl_primitives: GLRenderingPrimitives,
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}
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impl GraphicsBackend for GLRenderer {
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type LowLevelRenderingPrimitive = OpaqueRenderingPrimitive;
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type Frame = GLFrame;
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type RenderingPrimitivesBuilder = GLRenderingPrimitivesBuilder;
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fn new_rendering_primitives_builder(&mut self) -> Self::RenderingPrimitivesBuilder {
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#[cfg(not(target_arch = "wasm32"))]
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let current_windowed_context =
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unsafe { self.windowed_context.take().unwrap().make_current().unwrap() };
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GLRenderingPrimitivesBuilder {
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context: self.context.clone(),
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fill_tesselator: FillTessellator::new(),
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stroke_tesselator: StrokeTessellator::new(),
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texture_atlas: self.texture_atlas.clone(),
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#[cfg(not(target_arch = "wasm32"))]
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platform_data: self.platform_data.clone(),
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#[cfg(not(target_arch = "wasm32"))]
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windowed_context: current_windowed_context,
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text_cursor_rect: self.text_cursor_rect.take(),
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}
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}
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fn finish_primitives(&mut self, mut builder: Self::RenderingPrimitivesBuilder) {
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#[cfg(not(target_arch = "wasm32"))]
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{
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self.windowed_context =
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Some(unsafe { builder.windowed_context.make_not_current().unwrap() });
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}
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self.text_cursor_rect = builder.text_cursor_rect.take();
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}
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fn new_frame(&mut self, width: u32, height: u32, clear_color: &Color) -> GLFrame {
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#[cfg(not(target_arch = "wasm32"))]
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let current_windowed_context =
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unsafe { self.windowed_context.take().unwrap().make_current().unwrap() };
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unsafe {
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self.context.viewport(0, 0, width as i32, height as i32);
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self.context.enable(glow::BLEND);
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self.context.blend_func(glow::ONE, glow::ONE_MINUS_SRC_ALPHA);
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self.context.enable(glow::STENCIL_TEST);
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self.context.stencil_func(glow::EQUAL, 0, 0xff);
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self.context.stencil_op(glow::KEEP, glow::KEEP, glow::KEEP);
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self.context.stencil_mask(0);
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}
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let col: ARGBColor<f32> = (*clear_color).into();
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unsafe {
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self.context.stencil_mask(0xff);
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self.context.clear_stencil(0);
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self.context.clear_color(col.red, col.green, col.blue, col.alpha);
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self.context.clear(glow::COLOR_BUFFER_BIT | glow::STENCIL_BUFFER_BIT);
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self.context.stencil_mask(0);
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};
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GLFrame {
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context: self.context.clone(),
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path_shader: self.path_shader.clone(),
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image_shader: self.image_shader.clone(),
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glyph_shader: self.glyph_shader.clone(),
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root_matrix: cgmath::ortho(0.0, width as f32, height as f32, 0.0, -1., 1.0),
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#[cfg(not(target_arch = "wasm32"))]
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windowed_context: current_windowed_context,
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text_cursor_rect: self.text_cursor_rect.take(),
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current_stencil_clip_value: 0,
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}
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}
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fn present_frame(&mut self, mut frame: Self::Frame) {
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#[cfg(not(target_arch = "wasm32"))]
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{
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frame.windowed_context.swap_buffers().unwrap();
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self.windowed_context =
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Some(unsafe { frame.windowed_context.make_not_current().unwrap() });
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}
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self.text_cursor_rect = frame.text_cursor_rect.take();
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}
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fn window(&self) -> &winit::window::Window {
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#[cfg(not(target_arch = "wasm32"))]
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return self.windowed_context.as_ref().unwrap().window();
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#[cfg(target_arch = "wasm32")]
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return &self.window;
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}
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}
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impl RenderingPrimitivesBuilder for GLRenderingPrimitivesBuilder {
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type LowLevelRenderingPrimitive = OpaqueRenderingPrimitive;
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fn create(
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&mut self,
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primitive: HighLevelRenderingPrimitive,
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) -> Self::LowLevelRenderingPrimitive {
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OpaqueRenderingPrimitive {
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gl_primitives: match &primitive {
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HighLevelRenderingPrimitive::NoContents => smallvec::SmallVec::new(),
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HighLevelRenderingPrimitive::Rectangle { width, height } => {
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use lyon::math::Point;
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let rect = Rect::new(Point::default(), Size::new(*width, *height));
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self.fill_rectangle(&rect, 0.).into_iter().collect()
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}
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HighLevelRenderingPrimitive::BorderRectangle {
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width,
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height,
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border_width,
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border_radius,
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} => {
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use lyon::math::Point;
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let border_offset = *border_width / 2.;
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let rect = Rect::new(
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Point::new(border_offset, border_offset),
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Size::new(*width - border_width, *height - *border_width),
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);
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let mut primitives: SmallVec<_> =
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self.fill_rectangle(&rect, *border_radius).into_iter().collect();
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if *border_width > 0. {
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let stroke = self.stroke_rectangle(&rect, *border_width, *border_radius);
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primitives.extend(stroke);
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}
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primitives
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}
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HighLevelRenderingPrimitive::Image { source } => {
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match source {
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Resource::AbsoluteFilePath(path) => {
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let mut image_path = std::env::current_exe().unwrap();
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image_path.pop(); // pop of executable name
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image_path.push(&*path.clone());
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let image = image::open(image_path.as_path()).unwrap().into_rgba();
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let image = image::ImageBuffer::<image::Rgba<u8>, &[u8]>::from_raw(
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image.width(),
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image.height(),
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&image,
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)
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.unwrap();
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smallvec![self.create_image(image)]
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}
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Resource::EmbeddedData(slice) => {
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let image_slice = slice.as_slice();
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let image = image::load_from_memory(image_slice).unwrap().to_rgba();
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let image = image::ImageBuffer::<image::Rgba<u8>, &[u8]>::from_raw(
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image.width(),
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image.height(),
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&image,
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)
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.unwrap();
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smallvec![self.create_image(image)]
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}
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Resource::EmbeddedRgbaImage { width, height, data } => {
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let image = image::ImageBuffer::<image::Rgba<u8>, &[u8]>::from_raw(
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*width,
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*height,
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data.as_slice(),
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)
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.unwrap();
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smallvec![self.create_image(image)]
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}
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Resource::None => SmallVec::new(),
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}
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}
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HighLevelRenderingPrimitive::Text { text, font_family, font_size } => {
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if self.text_cursor_rect.is_none() {
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let rect = Rect::new(Point::default(), Size::new(1., 1.));
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self.text_cursor_rect = Some(TextCursor::from_primitive(
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self.fill_rectangle(&rect, 0.).unwrap(),
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));
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}
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smallvec![self.create_glyph_runs(text, font_family, *font_size)]
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}
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HighLevelRenderingPrimitive::Path { width, height, elements, stroke_width } => {
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let mut primitives = SmallVec::new();
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let path_iter = elements.iter_fitted(*width, *height);
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primitives.extend(self.fill_path(path_iter.iter()).into_iter());
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primitives
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.extend(self.stroke_path(path_iter.iter(), *stroke_width).into_iter());
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|
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primitives
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}
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},
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}
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}
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}
|
|
|
|
impl GLRenderingPrimitivesBuilder {
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fn fill_path_from_geometry(
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&self,
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geometry: &VertexBuffers<Vertex, u16>,
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) -> Option<GLRenderingPrimitive> {
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if geometry.vertices.len() == 0 || geometry.indices.len() == 0 {
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return None;
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}
|
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|
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let vertices = GLArrayBuffer::new(&self.context, &geometry.vertices);
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let indices = GLIndexBuffer::new(&self.context, &geometry.indices);
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|
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Some(GLRenderingPrimitive::FillPath { vertices, indices }.into())
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}
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|
|
fn fill_path(
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&mut self,
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path: impl IntoIterator<Item = lyon::path::PathEvent>,
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) -> Option<GLRenderingPrimitive> {
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let mut geometry: VertexBuffers<Vertex, u16> = VertexBuffers::new();
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|
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let fill_opts = FillOptions::default();
|
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self.fill_tesselator
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|
.tessellate(
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path,
|
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&fill_opts,
|
|
&mut BuffersBuilder::new(
|
|
&mut geometry,
|
|
|pos: lyon::math::Point, _: FillAttributes| Vertex {
|
|
_pos: [pos.x as f32, pos.y as f32],
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},
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),
|
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)
|
|
.unwrap();
|
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|
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self.fill_path_from_geometry(&geometry)
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}
|
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|
|
fn stroke_path(
|
|
&mut self,
|
|
path: impl IntoIterator<Item = lyon::path::PathEvent>,
|
|
stroke_width: f32,
|
|
) -> Option<GLRenderingPrimitive> {
|
|
let mut geometry: VertexBuffers<Vertex, u16> = VertexBuffers::new();
|
|
|
|
let stroke_opts = StrokeOptions::DEFAULT.with_line_width(stroke_width);
|
|
|
|
self.stroke_tesselator
|
|
.tessellate(
|
|
path,
|
|
&stroke_opts,
|
|
&mut BuffersBuilder::new(
|
|
&mut geometry,
|
|
|pos: lyon::math::Point, _: StrokeAttributes| Vertex {
|
|
_pos: [pos.x as f32, pos.y as f32],
|
|
},
|
|
),
|
|
)
|
|
.unwrap();
|
|
|
|
self.fill_path_from_geometry(&geometry)
|
|
}
|
|
|
|
fn fill_rectangle(&mut self, rect: &Rect, radius: f32) -> Option<GLRenderingPrimitive> {
|
|
let mut geometry: VertexBuffers<Vertex, u16> = VertexBuffers::new();
|
|
|
|
let mut geometry_builder = BuffersBuilder::new(&mut geometry, |pos: lyon::math::Point| {
|
|
Vertex { _pos: [pos.x as f32, pos.y as f32] }
|
|
});
|
|
|
|
if radius > 0. {
|
|
lyon::tessellation::basic_shapes::fill_rounded_rectangle(
|
|
rect,
|
|
&lyon::tessellation::basic_shapes::BorderRadii {
|
|
top_left: radius,
|
|
top_right: radius,
|
|
bottom_left: radius,
|
|
bottom_right: radius,
|
|
},
|
|
&lyon::tessellation::FillOptions::DEFAULT,
|
|
&mut geometry_builder,
|
|
)
|
|
.unwrap();
|
|
} else {
|
|
lyon::tessellation::basic_shapes::fill_rectangle(
|
|
rect,
|
|
&lyon::tessellation::FillOptions::DEFAULT,
|
|
&mut geometry_builder,
|
|
)
|
|
.unwrap();
|
|
}
|
|
|
|
self.fill_path_from_geometry(&geometry)
|
|
}
|
|
|
|
fn stroke_rectangle(
|
|
&mut self,
|
|
rect: &Rect,
|
|
stroke_width: f32,
|
|
radius: f32,
|
|
) -> Option<GLRenderingPrimitive> {
|
|
let mut geometry: VertexBuffers<Vertex, u16> = VertexBuffers::new();
|
|
|
|
let stroke_opts = StrokeOptions::DEFAULT.with_line_width(stroke_width);
|
|
|
|
let mut geometry_builder =
|
|
BuffersBuilder::new(&mut geometry, |pos: lyon::math::Point, _: StrokeAttributes| {
|
|
Vertex { _pos: [pos.x as f32, pos.y as f32] }
|
|
});
|
|
|
|
if radius > 0. {
|
|
lyon::tessellation::basic_shapes::stroke_rounded_rectangle(
|
|
rect,
|
|
&lyon::tessellation::basic_shapes::BorderRadii {
|
|
top_left: radius,
|
|
top_right: radius,
|
|
bottom_left: radius,
|
|
bottom_right: radius,
|
|
},
|
|
&stroke_opts,
|
|
&mut geometry_builder,
|
|
)
|
|
.unwrap();
|
|
} else {
|
|
lyon::tessellation::basic_shapes::stroke_rectangle(
|
|
rect,
|
|
&stroke_opts,
|
|
&mut geometry_builder,
|
|
)
|
|
.unwrap();
|
|
}
|
|
|
|
self.fill_path_from_geometry(&geometry)
|
|
}
|
|
|
|
fn create_image(
|
|
&mut self,
|
|
image: image::ImageBuffer<image::Rgba<u8>, &[u8]>,
|
|
) -> GLRenderingPrimitive {
|
|
let image_size = Size::new(image.width() as _, image.height() as _);
|
|
let source_size = image.dimensions();
|
|
let rect =
|
|
Rect::new(Point::new(0.0, 0.0), Size::new(source_size.0 as f32, source_size.1 as f32));
|
|
|
|
let vertex1 = Vertex { _pos: [rect.min_x(), rect.min_y()] };
|
|
let vertex2 = Vertex { _pos: [rect.max_x(), rect.min_y()] };
|
|
let vertex3 = Vertex { _pos: [rect.max_x(), rect.max_y()] };
|
|
let vertex4 = Vertex { _pos: [rect.min_x(), rect.max_y()] };
|
|
|
|
let mut atlas = self.texture_atlas.borrow_mut();
|
|
let atlas_allocation = atlas.allocate_image_in_atlas(&self.context, image);
|
|
|
|
let vertices = GLArrayBuffer::new(
|
|
&self.context,
|
|
&vec![vertex1, vertex2, vertex3, vertex1, vertex3, vertex4],
|
|
);
|
|
let texture_vertices =
|
|
GLArrayBuffer::new(&self.context, &atlas_allocation.normalized_texture_coordinates());
|
|
|
|
GLRenderingPrimitive::Texture {
|
|
vertices,
|
|
texture_vertices,
|
|
texture: atlas_allocation,
|
|
image_size,
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
fn create_glyph_runs(
|
|
&mut self,
|
|
text: &str,
|
|
font_family: &str,
|
|
pixel_size: f32,
|
|
) -> GLRenderingPrimitive {
|
|
let cached_glyphs = self.platform_data.glyph_cache.find_font(font_family, pixel_size);
|
|
let mut cached_glyphs = cached_glyphs.borrow_mut();
|
|
let mut atlas = self.texture_atlas.borrow_mut();
|
|
let glyphs_runs = cached_glyphs.render_glyphs(&self.context, &mut atlas, text);
|
|
GLRenderingPrimitive::GlyphRuns { glyph_runs: glyphs_runs }
|
|
}
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
fn create_glyph_runs(
|
|
&mut self,
|
|
text: &str,
|
|
font_family: &str,
|
|
pixel_size: f32,
|
|
) -> GLRenderingPrimitive {
|
|
let font =
|
|
sixtyfps_corelib::font::FONT_CACHE.with(|fc| fc.find_font(font_family, pixel_size));
|
|
let text_canvas = font.render_text(text);
|
|
|
|
let texture = Rc::new(GLTexture::new_from_canvas(&self.context, &text_canvas));
|
|
|
|
let rect = Rect::new(
|
|
Point::new(0.0, 0.0),
|
|
Size::new(text_canvas.width() as f32, text_canvas.height() as f32),
|
|
);
|
|
|
|
let vertex1 = Vertex { _pos: [rect.min_x(), rect.min_y()] };
|
|
let vertex2 = Vertex { _pos: [rect.max_x(), rect.min_y()] };
|
|
let vertex3 = Vertex { _pos: [rect.max_x(), rect.max_y()] };
|
|
let vertex4 = Vertex { _pos: [rect.min_x(), rect.max_y()] };
|
|
|
|
let tex_vertex1 = Vertex { _pos: [0., 0.] };
|
|
let tex_vertex2 = Vertex { _pos: [1., 0.] };
|
|
let tex_vertex3 = Vertex { _pos: [1., 1.] };
|
|
let tex_vertex4 = Vertex { _pos: [0., 1.] };
|
|
|
|
let normalized_coordinates: [Vertex; 6] =
|
|
[tex_vertex1, tex_vertex2, tex_vertex3, tex_vertex1, tex_vertex3, tex_vertex4];
|
|
|
|
let vertices = GLArrayBuffer::new(
|
|
&self.context,
|
|
&vec![vertex1, vertex2, vertex3, vertex1, vertex3, vertex4],
|
|
);
|
|
let texture_vertices = GLArrayBuffer::new(&self.context, &normalized_coordinates);
|
|
let vertex_count = 6;
|
|
|
|
let glyph_runs = vec![GlyphRun { vertices, texture_vertices, texture, vertex_count }];
|
|
|
|
GLRenderingPrimitive::GlyphRuns { glyph_runs }
|
|
}
|
|
}
|
|
|
|
fn to_gl_matrix(matrix: &Matrix4<f32>) -> [f32; 16] {
|
|
[
|
|
matrix.x[0],
|
|
matrix.x[1],
|
|
matrix.x[2],
|
|
matrix.x[3],
|
|
matrix.y[0],
|
|
matrix.y[1],
|
|
matrix.y[2],
|
|
matrix.y[3],
|
|
matrix.z[0],
|
|
matrix.z[1],
|
|
matrix.z[2],
|
|
matrix.z[3],
|
|
matrix.w[0],
|
|
matrix.w[1],
|
|
matrix.w[2],
|
|
matrix.w[3],
|
|
]
|
|
}
|
|
|
|
impl GraphicsFrame for GLFrame {
|
|
type LowLevelRenderingPrimitive = OpaqueRenderingPrimitive;
|
|
|
|
fn render_primitive(
|
|
&mut self,
|
|
primitive: &OpaqueRenderingPrimitive,
|
|
transform: &Matrix4<f32>,
|
|
variables: SharedArray<RenderingVariable>,
|
|
) {
|
|
let matrix = self.root_matrix * transform;
|
|
|
|
let mut rendering_var = variables.iter().peekable();
|
|
|
|
let matrix = match rendering_var.peek() {
|
|
Some(RenderingVariable::Translate(x_offset, y_offset)) => {
|
|
rendering_var.next();
|
|
matrix * Matrix4::from_translation(cgmath::Vector3::new(*x_offset, *y_offset, 0.))
|
|
}
|
|
_ => matrix,
|
|
};
|
|
|
|
primitive.gl_primitives.iter().for_each(|gl_primitive| match gl_primitive {
|
|
GLRenderingPrimitive::FillPath { vertices, indices } => {
|
|
let col: ARGBColor<f32> = (*rendering_var.next().unwrap().as_color()).into();
|
|
self.fill_path(&matrix, vertices, indices, col);
|
|
}
|
|
GLRenderingPrimitive::Texture { vertices, texture_vertices, texture, image_size } => {
|
|
let matrix = if let Some(scaled_width) = rendering_var.next() {
|
|
matrix
|
|
* Matrix4::from_nonuniform_scale(
|
|
scaled_width.as_scaled_width() / image_size.width,
|
|
1.,
|
|
1.,
|
|
)
|
|
} else {
|
|
matrix
|
|
};
|
|
|
|
let matrix = if let Some(scaled_height) = rendering_var.next() {
|
|
matrix
|
|
* Matrix4::from_nonuniform_scale(
|
|
1.,
|
|
scaled_height.as_scaled_height() / image_size.height,
|
|
1.,
|
|
)
|
|
} else {
|
|
matrix
|
|
};
|
|
|
|
self.render_texture(&matrix, vertices, texture_vertices, texture);
|
|
}
|
|
GLRenderingPrimitive::GlyphRuns { glyph_runs } => {
|
|
let col: ARGBColor<f32> = (*rendering_var.next().unwrap().as_color()).into();
|
|
|
|
let render_glyphs = |text_color| {
|
|
for GlyphRun { vertices, texture_vertices, texture, vertex_count } in glyph_runs
|
|
{
|
|
self.render_glyph_run(
|
|
&matrix,
|
|
vertices,
|
|
texture_vertices,
|
|
texture,
|
|
*vertex_count,
|
|
text_color,
|
|
);
|
|
}
|
|
};
|
|
|
|
// Text selection is drawn in three phases:
|
|
// 1. Draw the selection background rectangle, use regular stencil testing, write into the stencil buffer with GL_INCR
|
|
// 2. Draw the glyphs, use regular stencil testing against current_stencil clip value + 1, don't write into the stencil buffer. This clips
|
|
// and draws only the glyphs of the selected text.
|
|
// 3. Draw the glyphs, use regular stencil testing against current stencil clip value, don't write into the stencil buffer. This clips
|
|
// away the selected text and draws the non-selected part.
|
|
// 4. We draw the selection background rectangle, use regular stencil testing, write into the stencil buffer with GL_DECR, use false color mask.
|
|
// This "removes" the selection rectangle from the stencil buffer again.
|
|
|
|
let reset_stencil = match (rendering_var.peek(), &self.text_cursor_rect) {
|
|
(
|
|
Some(RenderingVariable::TextSelection(x, width, height)),
|
|
Some(text_cursor),
|
|
) => {
|
|
rendering_var.next();
|
|
let foreground_color: ARGBColor<f32> =
|
|
(*rendering_var.next().unwrap().as_color()).into();
|
|
let background_color: ARGBColor<f32> =
|
|
(*rendering_var.next().unwrap().as_color()).into();
|
|
|
|
// Phase 1
|
|
|
|
let matrix = matrix
|
|
* Matrix4::from_translation(cgmath::Vector3::new(*x, 0., 0.))
|
|
* Matrix4::from_nonuniform_scale(*width, *height, 1.);
|
|
|
|
unsafe {
|
|
self.context.stencil_mask(0xff);
|
|
self.context.stencil_op(glow::KEEP, glow::KEEP, glow::INCR);
|
|
}
|
|
|
|
self.fill_path(
|
|
&matrix,
|
|
&text_cursor.vertices,
|
|
&text_cursor.indices,
|
|
background_color,
|
|
);
|
|
|
|
unsafe {
|
|
self.context.stencil_mask(0);
|
|
self.context.stencil_op(glow::KEEP, glow::KEEP, glow::KEEP);
|
|
}
|
|
|
|
// Phase 2
|
|
|
|
unsafe {
|
|
self.context.stencil_func(
|
|
glow::EQUAL,
|
|
(self.current_stencil_clip_value + 1) as i32,
|
|
0xff,
|
|
);
|
|
}
|
|
|
|
render_glyphs(foreground_color);
|
|
|
|
unsafe {
|
|
self.context.stencil_func(
|
|
glow::EQUAL,
|
|
self.current_stencil_clip_value as i32,
|
|
0xff,
|
|
);
|
|
}
|
|
|
|
Some(matrix)
|
|
}
|
|
_ => None, // no stencil to reset
|
|
};
|
|
|
|
// Phase 3
|
|
|
|
render_glyphs(col);
|
|
|
|
if let (Some(selection_matrix), Some(text_cursor)) =
|
|
(reset_stencil, &self.text_cursor_rect)
|
|
{
|
|
// Phase 4
|
|
unsafe {
|
|
self.context.stencil_mask(0xff);
|
|
self.context.stencil_op(glow::KEEP, glow::KEEP, glow::DECR);
|
|
self.context.color_mask(false, false, false, false);
|
|
}
|
|
|
|
self.fill_path(
|
|
&selection_matrix,
|
|
&text_cursor.vertices,
|
|
&text_cursor.indices,
|
|
col,
|
|
);
|
|
unsafe {
|
|
self.context.stencil_mask(0);
|
|
self.context.color_mask(true, true, true, true);
|
|
self.context.stencil_op(glow::KEEP, glow::KEEP, glow::REPLACE);
|
|
}
|
|
}
|
|
|
|
match (rendering_var.peek(), &self.text_cursor_rect) {
|
|
(Some(RenderingVariable::TextCursor(x, width, height)), Some(text_cursor)) => {
|
|
let matrix = matrix
|
|
* Matrix4::from_translation(cgmath::Vector3::new(*x, 0., 0.))
|
|
* Matrix4::from_nonuniform_scale(*width, *height, 1.);
|
|
|
|
self.fill_path(&matrix, &text_cursor.vertices, &text_cursor.indices, col);
|
|
|
|
rendering_var.next();
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
impl GLFrame {
|
|
fn fill_path(
|
|
&self,
|
|
matrix: &Matrix4<f32>,
|
|
vertices: &GLArrayBuffer<Vertex>,
|
|
indices: &GLIndexBuffer<u16>,
|
|
color: ARGBColor<f32>,
|
|
) {
|
|
self.path_shader.bind(
|
|
&self.context,
|
|
&to_gl_matrix(&matrix),
|
|
&[color.red, color.green, color.blue, color.alpha],
|
|
vertices,
|
|
indices,
|
|
);
|
|
|
|
unsafe {
|
|
self.context.draw_elements(glow::TRIANGLES, indices.len, glow::UNSIGNED_SHORT, 0);
|
|
}
|
|
|
|
self.path_shader.unbind(&self.context);
|
|
}
|
|
|
|
fn render_texture(
|
|
&self,
|
|
matrix: &Matrix4<f32>,
|
|
vertices: &GLArrayBuffer<Vertex>,
|
|
texture_vertices: &GLArrayBuffer<Vertex>,
|
|
texture: &texture::AtlasAllocation,
|
|
) {
|
|
self.image_shader.bind(
|
|
&self.context,
|
|
&to_gl_matrix(&matrix),
|
|
texture.atlas.texture.as_ref(),
|
|
vertices,
|
|
texture_vertices,
|
|
);
|
|
|
|
unsafe {
|
|
self.context.draw_arrays(glow::TRIANGLES, 0, 6);
|
|
}
|
|
|
|
self.image_shader.unbind(&self.context);
|
|
}
|
|
|
|
fn render_glyph_run(
|
|
&self,
|
|
matrix: &Matrix4<f32>,
|
|
vertices: &GLArrayBuffer<Vertex>,
|
|
texture_vertices: &GLArrayBuffer<Vertex>,
|
|
texture: &texture::GLTexture,
|
|
vertex_count: i32,
|
|
color: ARGBColor<f32>,
|
|
) {
|
|
self.glyph_shader.bind(
|
|
&self.context,
|
|
&to_gl_matrix(&matrix),
|
|
&[color.red, color.green, color.blue, color.alpha],
|
|
texture,
|
|
vertices,
|
|
texture_vertices,
|
|
);
|
|
|
|
unsafe {
|
|
self.context.draw_arrays(glow::TRIANGLES, 0, vertex_count);
|
|
}
|
|
|
|
self.glyph_shader.unbind(&self.context);
|
|
}
|
|
}
|
|
|
|
pub fn create_gl_window() -> ComponentWindow {
|
|
ComponentWindow::new(GraphicsWindow::new(|event_loop, window_builder| {
|
|
GLRenderer::new(
|
|
&event_loop.get_winit_event_loop(),
|
|
window_builder,
|
|
#[cfg(target_arch = "wasm32")]
|
|
"canvas",
|
|
)
|
|
}))
|
|
}
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
pub fn create_gl_window_with_canvas_id(canvas_id: String) -> ComponentWindow {
|
|
ComponentWindow::new(GraphicsWindow::new(move |event_loop, window_builder| {
|
|
GLRenderer::new(&event_loop.get_winit_event_loop(), window_builder, &canvas_id)
|
|
}))
|
|
}
|
|
|
|
#[doc(hidden)]
|
|
#[cold]
|
|
pub fn use_modules() {
|
|
sixtyfps_corelib::use_modules();
|
|
}
|
|
|
|
pub type NativeWidgets = ();
|
|
pub mod native_widgets {}
|