Introduce `Translate` primitive in `iced_wgpu`

This commit is contained in:
Héctor Ramón Jiménez 2020-04-28 03:18:31 +02:00
parent 2381a9310c
commit 59b1e90661
10 changed files with 127 additions and 104 deletions

View File

@ -172,12 +172,14 @@ mod bezier {
)
.unwrap();
let mesh = Primitive::Mesh2D {
origin: Point::new(bounds.x, bounds.y),
buffers: Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
let mesh = Primitive::Translate {
translation: Vector::new(bounds.x, bounds.y),
content: Box::new(Primitive::Mesh2D {
buffers: Mesh2D {
vertices: buffer.vertices,
indices: buffer.indices,
},
}),
};
(

View File

@ -12,7 +12,7 @@ mod rainbow {
// implemented by `iced_wgpu` and other renderers.
use iced_native::{
layout, Element, Hasher, Layout, Length, MouseCursor, Point, Size,
Widget,
Vector, Widget,
};
use iced_wgpu::{
triangle::{Mesh2D, Vertex2D},
@ -85,58 +85,60 @@ mod rainbow {
let posn_l = [0.0, b.height / 2.0];
(
Primitive::Mesh2D {
origin: Point::new(b.x, b.y),
buffers: Mesh2D {
vertices: vec![
Vertex2D {
position: posn_center,
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
color: color_r,
},
Vertex2D {
position: posn_t,
color: color_o,
},
Vertex2D {
position: posn_tr,
color: color_y,
},
Vertex2D {
position: posn_r,
color: color_g,
},
Vertex2D {
position: posn_br,
color: color_gb,
},
Vertex2D {
position: posn_b,
color: color_b,
},
Vertex2D {
position: posn_bl,
color: color_i,
},
Vertex2D {
position: posn_l,
color: color_v,
},
],
indices: vec![
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
0, 4, 5, // R
0, 5, 6, // BR
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
},
Primitive::Translate {
translation: Vector::new(b.x, b.y),
content: Box::new(Primitive::Mesh2D {
buffers: Mesh2D {
vertices: vec![
Vertex2D {
position: posn_center,
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
color: color_r,
},
Vertex2D {
position: posn_t,
color: color_o,
},
Vertex2D {
position: posn_tr,
color: color_y,
},
Vertex2D {
position: posn_r,
color: color_g,
},
Vertex2D {
position: posn_br,
color: color_gb,
},
Vertex2D {
position: posn_b,
color: color_b,
},
Vertex2D {
position: posn_bl,
color: color_i,
},
Vertex2D {
position: posn_l,
color: color_v,
},
],
indices: vec![
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
0, 4, 5, // R
0, 5, 6, // BR
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
},
}),
},
MouseCursor::OutOfBounds,
)

View File

@ -1,5 +1,5 @@
use iced_native::{
image, svg, Background, Color, Font, HorizontalAlignment, Point, Rectangle,
image, svg, Background, Color, Font, HorizontalAlignment, Rectangle,
Vector, VerticalAlignment,
};
@ -70,13 +70,18 @@ pub enum Primitive {
/// The content of the clip
content: Box<Primitive>,
},
/// A primitive that applies a translation
Translate {
/// The top-left coordinate of the mesh
translation: Vector,
/// The primitive to translate
content: Box<Primitive>,
},
/// A low-level primitive to render a mesh of triangles.
///
/// It can be used to render many kinds of geometry freely.
Mesh2D {
/// The top-left coordinate of the mesh
origin: Point,
/// The vertex and index buffers of the mesh
buffers: triangle::Mesh2D,
},
@ -85,9 +90,6 @@ pub enum Primitive {
/// This can be useful if you are implementing a widget where primitive
/// generation is expensive.
Cached {
/// The origin of the coordinate system of the cached primitives
origin: Point,
/// The cached primitive
cache: Arc<Primitive>,
},

View File

@ -29,7 +29,7 @@ pub struct Renderer {
struct Layer<'a> {
bounds: Rectangle<u32>,
quads: Vec<Quad>,
meshes: Vec<(Point, &'a triangle::Mesh2D)>,
meshes: Vec<(Vector, &'a triangle::Mesh2D)>,
text: Vec<wgpu_glyph::Section<'a>>,
#[cfg(any(feature = "image", feature = "svg"))]
@ -214,10 +214,10 @@ impl Renderer {
border_color: border_color.into_linear(),
});
}
Primitive::Mesh2D { origin, buffers } => {
Primitive::Mesh2D { buffers } => {
let layer = layers.last_mut().unwrap();
layer.meshes.push((*origin + translation, buffers));
layer.meshes.push((translation, buffers));
}
Primitive::Clip {
bounds,
@ -249,15 +249,21 @@ impl Renderer {
layers.push(new_layer);
}
}
Primitive::Cached { origin, cache } => {
Primitive::Translate {
translation: new_translation,
content,
} => {
self.draw_primitive(
translation + Vector::new(origin.x, origin.y),
&cache,
translation + *new_translation,
&content,
layers,
);
}
Primitive::Cached { cache } => {
self.draw_primitive(translation, &cache, layers);
}
#[cfg(feature = "image")]
Primitive::Image { handle, bounds } => {
let layer = layers.last_mut().unwrap();

View File

@ -59,12 +59,12 @@ impl pane_grid::Renderer for Renderer {
height: bounds.height + 0.5,
},
offset: Vector::new(0, 0),
content: Box::new(Primitive::Cached {
origin: Point::new(
content: Box::new(Primitive::Translate {
translation: Vector::new(
cursor_position.x - bounds.x - bounds.width / 2.0,
cursor_position.y - bounds.y - bounds.height / 2.0,
),
cache: std::sync::Arc::new(pane),
content: Box::new(pane),
}),
};

View File

@ -1,6 +1,6 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_native::{Point, Rectangle};
use iced_native::{Rectangle, Vector};
use std::mem;
use zerocopy::AsBytes;
@ -201,7 +201,7 @@ impl Pipeline {
target_width: u32,
target_height: u32,
transformation: Transformation,
meshes: &[(Point, &Mesh2D)],
meshes: &[(Vector, &Mesh2D)],
bounds: Rectangle<u32>,
) {
// This looks a bit crazy, but we are just counting how many vertices

View File

@ -10,7 +10,7 @@ use crate::{Defaults, Primitive, Renderer};
use iced_native::{
input::mouse, layout, Clipboard, Element, Hasher, Layout, Length,
MouseCursor, Point, Size, Widget,
MouseCursor, Point, Size, Vector, Widget,
};
use std::hash::Hash;
@ -190,20 +190,20 @@ impl<Message, S: State> Widget<Message, Renderer> for Canvas<S> {
_cursor_position: Point,
) -> (Primitive, MouseCursor) {
let bounds = layout.bounds();
let origin = Point::new(bounds.x, bounds.y);
let translation = Vector::new(bounds.x, bounds.y);
let size = Size::new(bounds.width, bounds.height);
(
Primitive::Group {
primitives: self
.state
.draw(size)
.into_iter()
.map(|geometry| Primitive::Cached {
origin,
cache: geometry.into_primitive(),
})
.collect(),
Primitive::Translate {
translation,
content: Box::new(Primitive::Group {
primitives: self
.state
.draw(size)
.into_iter()
.map(Geometry::into_primitive)
.collect(),
}),
},
MouseCursor::Idle,
)

View File

@ -57,21 +57,27 @@ impl Cache {
if let State::Filled { bounds, primitive } = self.state.borrow().deref()
{
if *bounds == new_bounds {
return Geometry::from_primitive(primitive.clone());
return Geometry::from_primitive(Primitive::Cached {
cache: primitive.clone(),
});
}
}
let mut frame = Frame::new(new_bounds);
input.draw(&mut frame);
let primitive = Arc::new(frame.into_primitive());
let primitive = {
let geometry = frame.into_geometry();
Arc::new(geometry.into_primitive())
};
*self.state.borrow_mut() = State::Filled {
bounds: new_bounds,
primitive: primitive.clone(),
};
Geometry::from_primitive(primitive)
Geometry::from_primitive(Primitive::Cached { cache: primitive })
}
pub fn with<'a, T>(&'a self, input: T) -> impl crate::canvas::State + 'a

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@ -1,7 +1,7 @@
use iced_native::{Point, Rectangle, Size, Vector};
use crate::{
canvas::{Fill, Path, Stroke, Text},
canvas::{Fill, Geometry, Path, Stroke, Text},
triangle, Primitive,
};
@ -260,13 +260,13 @@ impl Frame {
self.transforms.current.is_identity = false;
}
/// Produces the primitive representing everything drawn on the [`Frame`].
/// Produces the [`Geometry`] representing everything drawn on the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
pub fn into_primitive(mut self) -> Primitive {
/// [`Geometry`]: struct.Geometry.html
pub fn into_geometry(mut self) -> Geometry {
if !self.buffers.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
origin: Point::ORIGIN,
buffers: triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
@ -274,9 +274,9 @@ impl Frame {
});
}
Primitive::Group {
Geometry::from_primitive(Primitive::Group {
primitives: self.primitives,
}
})
}
}

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@ -1,15 +1,20 @@
use crate::Primitive;
use std::sync::Arc;
#[derive(Debug)]
pub struct Geometry(Arc<Primitive>);
#[derive(Debug, Clone)]
pub struct Geometry(Primitive);
impl Geometry {
pub(crate) fn from_primitive(primitive: Arc<Primitive>) -> Self {
pub(crate) fn from_primitive(primitive: Primitive) -> Self {
Self(primitive)
}
pub(crate) fn into_primitive(self) -> Arc<Primitive> {
pub fn into_primitive(self) -> Primitive {
self.0
}
}
impl From<Geometry> for Primitive {
fn from(geometry: Geometry) -> Primitive {
geometry.0
}
}