Clip and cull Mesh2D
primitives in iced_wgpu
This commit is contained in:
parent
69c60d372c
commit
e65585ae17
@ -88,6 +88,7 @@ mod rainbow {
|
||||
Primitive::Translate {
|
||||
translation: Vector::new(b.x, b.y),
|
||||
content: Box::new(Primitive::Mesh2D {
|
||||
size: b.size(),
|
||||
buffers: Mesh2D {
|
||||
vertices: vec![
|
||||
Vertex2D {
|
||||
|
@ -1,5 +1,5 @@
|
||||
use iced_native::{
|
||||
image, svg, Background, Color, Font, HorizontalAlignment, Rectangle,
|
||||
image, svg, Background, Color, Font, HorizontalAlignment, Rectangle, Size,
|
||||
Vector, VerticalAlignment,
|
||||
};
|
||||
|
||||
@ -72,7 +72,7 @@ pub enum Primitive {
|
||||
},
|
||||
/// A primitive that applies a translation
|
||||
Translate {
|
||||
/// The top-left coordinate of the mesh
|
||||
/// The translation vector
|
||||
translation: Vector,
|
||||
|
||||
/// The primitive to translate
|
||||
@ -82,6 +82,11 @@ pub enum Primitive {
|
||||
///
|
||||
/// It can be used to render many kinds of geometry freely.
|
||||
Mesh2D {
|
||||
/// The size of the drawable region of the mesh.
|
||||
///
|
||||
/// Any geometry that falls out of this region will be clipped.
|
||||
size: Size,
|
||||
|
||||
/// The vertex and index buffers of the mesh
|
||||
buffers: triangle::Mesh2D,
|
||||
},
|
||||
|
@ -29,7 +29,7 @@ pub struct Renderer {
|
||||
struct Layer<'a> {
|
||||
bounds: Rectangle<u32>,
|
||||
quads: Vec<Quad>,
|
||||
meshes: Vec<(Vector, &'a triangle::Mesh2D)>,
|
||||
meshes: Vec<(Vector, Rectangle<u32>, &'a triangle::Mesh2D)>,
|
||||
text: Vec<wgpu_glyph::Section<'a>>,
|
||||
|
||||
#[cfg(any(feature = "image", feature = "svg"))]
|
||||
@ -48,6 +48,12 @@ impl<'a> Layer<'a> {
|
||||
images: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn intersection(&self, rectangle: Rectangle) -> Option<Rectangle<u32>> {
|
||||
let layer_bounds: Rectangle<f32> = self.bounds.into();
|
||||
|
||||
layer_bounds.intersection(&rectangle).map(Into::into)
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
@ -214,10 +220,20 @@ impl Renderer {
|
||||
border_color: border_color.into_linear(),
|
||||
});
|
||||
}
|
||||
Primitive::Mesh2D { buffers } => {
|
||||
Primitive::Mesh2D { size, buffers } => {
|
||||
let layer = layers.last_mut().unwrap();
|
||||
|
||||
layer.meshes.push((translation, buffers));
|
||||
// Only draw visible content
|
||||
if let Some(clip_bounds) = layer.intersection(Rectangle::new(
|
||||
Point::new(translation.x, translation.y),
|
||||
*size,
|
||||
)) {
|
||||
layer.meshes.push((
|
||||
translation,
|
||||
clip_bounds.into(),
|
||||
buffers,
|
||||
));
|
||||
}
|
||||
}
|
||||
Primitive::Clip {
|
||||
bounds,
|
||||
@ -226,16 +242,10 @@ impl Renderer {
|
||||
} => {
|
||||
let layer = layers.last_mut().unwrap();
|
||||
|
||||
let layer_bounds: Rectangle<f32> = layer.bounds.into();
|
||||
|
||||
let clip = Rectangle {
|
||||
x: bounds.x + translation.x,
|
||||
y: bounds.y + translation.y,
|
||||
..*bounds
|
||||
};
|
||||
|
||||
// Only draw visible content
|
||||
if let Some(clip_bounds) = layer_bounds.intersection(&clip) {
|
||||
if let Some(clip_bounds) =
|
||||
layer.intersection(*bounds + translation)
|
||||
{
|
||||
let clip_layer = Layer::new(clip_bounds.into());
|
||||
let new_layer = Layer::new(layer.bounds);
|
||||
|
||||
@ -356,8 +366,8 @@ impl Renderer {
|
||||
target_width,
|
||||
target_height,
|
||||
scaled,
|
||||
scale_factor,
|
||||
&layer.meshes,
|
||||
bounds,
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -201,15 +201,15 @@ impl Pipeline {
|
||||
target_width: u32,
|
||||
target_height: u32,
|
||||
transformation: Transformation,
|
||||
meshes: &[(Vector, &Mesh2D)],
|
||||
bounds: Rectangle<u32>,
|
||||
scale_factor: f32,
|
||||
meshes: &[(Vector, Rectangle<u32>, &Mesh2D)],
|
||||
) {
|
||||
// This looks a bit crazy, but we are just counting how many vertices
|
||||
// and indices we will need to handle.
|
||||
// TODO: Improve readability
|
||||
let (total_vertices, total_indices) = meshes
|
||||
.iter()
|
||||
.map(|(_, mesh)| (mesh.vertices.len(), mesh.indices.len()))
|
||||
.map(|(_, _, mesh)| (mesh.vertices.len(), mesh.indices.len()))
|
||||
.fold((0, 0), |(total_v, total_i), (v, i)| {
|
||||
(total_v + v, total_i + i)
|
||||
});
|
||||
@ -230,7 +230,7 @@ impl Pipeline {
|
||||
let mut last_index = 0;
|
||||
|
||||
// We upload everything upfront
|
||||
for (origin, mesh) in meshes {
|
||||
for (origin, _, mesh) in meshes {
|
||||
let transform = (transformation
|
||||
* Transformation::translate(origin.x, origin.y))
|
||||
.into();
|
||||
@ -316,16 +316,19 @@ impl Pipeline {
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
render_pass.set_scissor_rect(
|
||||
bounds.x,
|
||||
bounds.y,
|
||||
bounds.width,
|
||||
bounds.height,
|
||||
);
|
||||
|
||||
for (i, (vertex_offset, index_offset, indices)) in
|
||||
offsets.into_iter().enumerate()
|
||||
{
|
||||
let bounds = meshes[i].1 * scale_factor;
|
||||
|
||||
render_pass.set_scissor_rect(
|
||||
bounds.x,
|
||||
bounds.y,
|
||||
bounds.width,
|
||||
bounds.height,
|
||||
);
|
||||
|
||||
render_pass.set_bind_group(
|
||||
0,
|
||||
&self.constants,
|
||||
|
@ -267,6 +267,7 @@ impl Frame {
|
||||
pub fn into_geometry(mut self) -> Geometry {
|
||||
if !self.buffers.indices.is_empty() {
|
||||
self.primitives.push(Primitive::Mesh2D {
|
||||
size: self.size,
|
||||
buffers: triangle::Mesh2D {
|
||||
vertices: self.buffers.vertices,
|
||||
indices: self.buffers.indices,
|
||||
|
Loading…
x
Reference in New Issue
Block a user