abstreet/ezgui/src/drawing.rs

620 lines
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use crate::assets::Assets;
use crate::svg;
use crate::{
Canvas, Color, EventCtx, HorizontalAlignment, ScreenDims, ScreenPt, ScreenRectangle, Text,
VerticalAlignment,
};
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use geom::{Angle, Bounds, Circle, Distance, Line, Polygon, Pt2D};
use glium::uniforms::{SamplerBehavior, SamplerWrapFunction, UniformValue};
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use glium::Surface;
use std::cell::Cell;
// Lower is more on top
const MAPSPACE_Z: f32 = 1.0;
const SCREENSPACE_Z: f32 = 0.5;
const TOOLTIP_Z: f32 = 0.0;
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struct Uniforms<'a> {
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// (cam_x, cam_y, cam_zoom)
transform: [f32; 3],
// (window_width, window_height, 0.0 for mapspace or 1.0 for screenspace)
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window: [f32; 3],
canvas: &'a Canvas,
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}
impl<'a> Uniforms<'a> {
fn new(canvas: &'a Canvas) -> Uniforms<'a> {
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Uniforms {
transform: [
canvas.cam_x as f32,
canvas.cam_y as f32,
canvas.cam_zoom as f32,
],
window: [
canvas.window_width as f32,
canvas.window_height as f32,
MAPSPACE_Z,
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],
canvas,
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}
}
}
impl<'b> glium::uniforms::Uniforms for Uniforms<'b> {
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fn visit_values<'a, F: FnMut(&str, UniformValue<'a>)>(&'a self, mut output: F) {
output("transform", UniformValue::Vec3(self.transform));
output("window", UniformValue::Vec3(self.window));
// This is fine to use for all of the texture styles; all but non-tiling textures clamp to
// [0, 1] anyway.
let tile = SamplerBehavior {
wrap_function: (
SamplerWrapFunction::Repeat,
SamplerWrapFunction::Repeat,
SamplerWrapFunction::Repeat,
),
..Default::default()
};
for (idx, tex) in self.canvas.texture_arrays.iter().enumerate() {
output(
&format!("tex{}", idx),
UniformValue::Texture2dArray(tex, Some(tile)),
);
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}
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}
}
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pub struct GfxCtx<'a> {
pub(crate) target: &'a mut glium::Frame,
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program: &'a glium::Program,
uniforms: Uniforms<'a>,
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pub(crate) params: glium::DrawParameters<'a>,
screencap_mode: bool,
pub(crate) naming_hint: Option<String>,
// TODO Don't be pub. Delegate everything.
pub canvas: &'a Canvas,
pub prerender: &'a Prerender,
pub num_draw_calls: usize,
pub num_forks: usize,
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}
impl<'a> GfxCtx<'a> {
pub(crate) fn new(
canvas: &'a Canvas,
prerender: &'a Prerender,
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target: &'a mut glium::Frame,
program: &'a glium::Program,
screencap_mode: bool,
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) -> GfxCtx<'a> {
let params = glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
depth: glium::Depth {
test: glium::DepthTest::IfLessOrEqual,
write: true,
..Default::default()
},
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..Default::default()
};
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let uniforms = Uniforms::new(&canvas);
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GfxCtx {
canvas,
prerender,
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target,
program,
uniforms,
params,
num_draw_calls: 0,
num_forks: 0,
screencap_mode,
naming_hint: None,
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}
}
// Up to the caller to call unfork()!
// TODO Canvas doesn't understand this change, so things like text drawing that use
// map_to_screen will just be confusing.
pub fn fork(&mut self, top_left_map: Pt2D, top_left_screen: ScreenPt, zoom: f64) {
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// map_to_screen of top_left_map should be top_left_screen
let cam_x = (top_left_map.x() * zoom) - top_left_screen.x;
let cam_y = (top_left_map.y() * zoom) - top_left_screen.y;
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self.uniforms.transform = [cam_x as f32, cam_y as f32, zoom as f32];
self.uniforms.window = [
self.canvas.window_width as f32,
self.canvas.window_height as f32,
SCREENSPACE_Z,
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];
self.num_forks += 1;
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}
pub fn fork_screenspace(&mut self) {
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self.uniforms.transform = [0.0, 0.0, 1.0];
self.uniforms.window = [
self.canvas.window_width as f32,
self.canvas.window_height as f32,
SCREENSPACE_Z,
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];
self.num_forks += 1;
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}
pub fn unfork(&mut self) {
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self.uniforms = Uniforms::new(&self.canvas);
self.num_forks += 1;
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}
pub fn clear(&mut self, color: Color) {
match color {
Color::RGBA(r, g, b, a) => {
// Without this, SRGB gets enabled and post-processes the color from the fragment
// shader.
self.target.clear_color_srgb_and_depth((r, g, b, a), 1.0);
}
_ => unreachable!(),
}
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}
pub fn draw_line(&mut self, color: Color, thickness: Distance, line: &Line) {
self.draw_polygon(color, &line.make_polygons(thickness));
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}
pub fn draw_rounded_line(&mut self, color: Color, thickness: Distance, line: &Line) {
self.draw_polygons(
color,
&vec![
line.make_polygons(thickness),
Circle::new(line.pt1(), thickness / 2.0).to_polygon(),
Circle::new(line.pt2(), thickness / 2.0).to_polygon(),
],
);
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}
pub fn draw_arrow(&mut self, color: Color, thickness: Distance, line: &Line) {
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self.draw_polygon(color, &line.to_polyline().make_arrow(thickness).unwrap());
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}
pub fn draw_circle(&mut self, color: Color, circle: &Circle) {
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self.draw_polygon(color, &circle.to_polygon());
}
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pub fn draw_polygon(&mut self, color: Color, poly: &Polygon) {
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let obj = self.prerender.upload_temporary(vec![(color, poly)]);
self.redraw(&obj);
}
pub fn draw_polygons(&mut self, color: Color, polygons: &Vec<Polygon>) {
let obj = self
.prerender
.upload_temporary(polygons.iter().map(|p| (color, p)).collect());
self.redraw(&obj);
}
pub fn redraw(&mut self, obj: &Drawable) {
self.target
.draw(
&obj.vertex_buffer,
&obj.index_buffer,
&self.program,
&self.uniforms,
&self.params,
)
.unwrap();
self.num_draw_calls += 1;
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// println!("{:?}", backtrace::Backtrace::new());
}
pub fn redraw_at(&mut self, top_left: ScreenPt, obj: &Drawable) {
self.fork(Pt2D::new(0.0, 0.0), top_left, 1.0);
self.redraw(obj);
self.unfork();
}
// TODO Stateful API :(
pub fn enable_clipping(&mut self, rect: ScreenRectangle) {
assert!(self.params.scissor.is_none());
// The scissor rectangle has to be in device coordinates, so you would think some transform
// by scale factor (previously called HiDPI factor) has to happen here. But actually,
// window dimensions and the rectangle passed in are already scaled up. So don't do
// anything here!
self.params.scissor = Some(glium::Rect {
left: rect.x1 as u32,
// Y-inversion
bottom: (self.canvas.window_height - rect.y2) as u32,
width: (rect.x2 - rect.x1) as u32,
height: (rect.y2 - rect.y1) as u32,
});
}
pub fn disable_clipping(&mut self) {
assert!(self.params.scissor.is_some());
self.params.scissor = None;
}
// Canvas stuff.
// The text box covers up what's beneath and eats the cursor (for get_cursor_in_map_space).
pub fn draw_blocking_text(
&mut self,
txt: Text,
(horiz, vert): (HorizontalAlignment, VerticalAlignment),
) {
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let batch = txt.render_g(self);
let dims = batch.get_dims();
let top_left = self.canvas.align_window(dims, horiz, vert);
self.canvas
.mark_covered_area(ScreenRectangle::top_left(top_left, dims));
let draw = self.upload(batch);
self.redraw_at(top_left, &draw);
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}
pub(crate) fn draw_blocking_text_at_screenspace_topleft(&mut self, txt: Text, pt: ScreenPt) {
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let batch = txt.render_g(self);
self.canvas
.mark_covered_area(ScreenRectangle::top_left(pt, batch.get_dims()));
let draw = self.upload(batch);
self.redraw_at(pt, &draw);
}
// TODO Rename these draw_nonblocking_text_*
pub fn draw_text_at(&mut self, txt: Text, map_pt: Pt2D) {
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let batch = txt.render_g(self);
let dims = batch.get_dims();
let pt = self.canvas.map_to_screen(map_pt);
let draw = self.upload(batch);
self.redraw_at(
ScreenPt::new(pt.x - (dims.width / 2.0), pt.y - (dims.height / 2.0)),
&draw,
);
}
pub fn draw_mouse_tooltip(&mut self, txt: Text) {
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let txt_batch = txt.render_g(self);
let dims = txt_batch.get_dims();
// TODO Maybe also consider the cursor as a valid center
let pt = dims.top_left_for_corner(
ScreenPt::new(self.canvas.cursor_x, self.canvas.cursor_y),
&self.canvas,
);
let mut batch = GeomBatch::new();
batch.add_translated(txt_batch, pt.x, pt.y);
// fork_screenspace, but with an even more prominent Z
self.uniforms.transform = [0.0, 0.0, 1.0];
self.uniforms.window = [
self.canvas.window_width as f32,
self.canvas.window_height as f32,
TOOLTIP_Z,
];
self.num_forks += 1;
// Temporarily disable clipping if needed.
let clip = self.params.scissor.take();
batch.draw(self);
self.unfork();
self.params.scissor = clip;
}
pub fn get_screen_bounds(&self) -> Bounds {
self.canvas.get_screen_bounds()
}
pub fn screen_to_map(&self, pt: ScreenPt) -> Pt2D {
self.canvas.screen_to_map(pt)
}
pub fn get_cursor_in_map_space(&self) -> Option<Pt2D> {
self.canvas.get_cursor_in_map_space()
}
pub fn get_num_uploads(&self) -> usize {
self.prerender.num_uploads.get()
}
pub fn is_screencap(&self) -> bool {
self.screencap_mode
}
pub fn set_screencap_naming_hint(&mut self, hint: String) {
assert!(self.screencap_mode);
assert!(self.naming_hint.is_none());
self.naming_hint = Some(hint);
}
pub fn upload(&mut self, batch: GeomBatch) -> Drawable {
self.prerender.upload(batch)
}
pub fn button_tooltip(&self) -> Option<Text> {
self.canvas.button_tooltip.clone()
}
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// Delegation to assets
pub fn default_line_height(&self) -> f64 {
self.prerender.assets.default_line_height
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}
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}
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#[derive(Clone)]
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pub struct GeomBatch {
list: Vec<(Color, Polygon)>,
// TODO A weird hack for text.
pub(crate) dims_text: bool,
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}
impl GeomBatch {
pub fn new() -> GeomBatch {
GeomBatch {
list: Vec::new(),
dims_text: false,
}
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}
pub fn from(list: Vec<(Color, Polygon)>) -> GeomBatch {
GeomBatch {
list,
dims_text: false,
}
}
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pub fn push(&mut self, color: Color, p: Polygon) {
self.list.push((color, p));
}
pub fn extend(&mut self, color: Color, polys: Vec<Polygon>) {
for p in polys {
self.list.push((color, p));
}
}
pub fn append(&mut self, other: GeomBatch) {
self.list.extend(other.list);
}
pub fn consume(self) -> Vec<(Color, Polygon)> {
self.list
}
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pub fn draw(self, g: &mut GfxCtx) {
let refs = self.list.iter().map(|(color, p)| (*color, p)).collect();
let obj = g.prerender.upload_temporary(refs);
g.redraw(&obj);
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}
pub fn upload(self, ctx: &EventCtx) -> Drawable {
ctx.prerender.upload(self)
}
// Sets the top-left to 0, 0. Not sure exactly when this should be used.
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pub(crate) fn autocrop(mut self) -> GeomBatch {
let mut bounds = Bounds::new();
for (_, poly) in &self.list {
bounds.union(poly.get_bounds());
}
if bounds.min_x == 0.0 && bounds.min_y == 0.0 {
return self;
}
for (_, poly) in &mut self.list {
*poly = poly.translate(-bounds.min_x, -bounds.min_y);
}
self
}
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pub(crate) fn is_empty(&self) -> bool {
self.list.is_empty()
}
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pub fn get_dims(&self) -> ScreenDims {
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if self.is_empty() {
panic!("Can't get_dims of empty GeomBatch");
}
let mut bounds = Bounds::new();
for (_, poly) in &self.list {
bounds.union(poly.get_bounds());
}
if self.dims_text {
ScreenDims::new(bounds.max_x, bounds.max_y)
} else {
ScreenDims::new(bounds.width(), bounds.height())
}
}
// Slightly weird use case, but hotswap colors.
pub fn rewrite_color(&mut self, transformation: RewriteColor) {
for (c, _) in self.list.iter_mut() {
match transformation {
RewriteColor::NoOp => {}
RewriteColor::Change(from, to) => {
if *c == from {
*c = to;
}
}
RewriteColor::ChangeAll(to) => {
*c = to;
}
}
}
}
// TODO Weird API...
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pub fn add_svg(
&mut self,
prerender: &Prerender,
filename: &str,
center: Pt2D,
scale: f64,
rotate: Angle,
) {
self.add_transformed(svg::load_svg(prerender, filename).0, center, scale, rotate);
}
// This centers on the pt!
pub fn add_transformed(&mut self, other: GeomBatch, center: Pt2D, scale: f64, rotate: Angle) {
let dims = other.get_dims();
let dx = center.x() - dims.width * scale / 2.0;
let dy = center.y() - dims.height * scale / 2.0;
for (color, mut poly) in other.consume() {
// Avoid unnecessary transformations for slight perf boost
if scale != 1.0 {
poly = poly.scale(scale);
}
poly = poly.translate(dx, dy);
if rotate != Angle::ZERO {
poly = poly.rotate(rotate);
}
self.push(color, poly);
}
}
pub fn add_translated(&mut self, other: GeomBatch, dx: f64, dy: f64) {
for (color, poly) in other.consume() {
self.push(color, poly.translate(dx, dy));
}
}
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}
pub enum RewriteColor {
NoOp,
Change(Color, Color),
ChangeAll(Color),
}
// Something that's been sent to the GPU already.
pub struct Drawable {
vertex_buffer: glium::VertexBuffer<Vertex>,
index_buffer: glium::IndexBuffer<u32>,
}
#[derive(Copy, Clone)]
pub(crate) struct Vertex {
position: [f32; 2],
// Each type of Color encodes something different here. See the actually_upload method and
// fragment_140.glsl.
// TODO Make this u8?
style: [f32; 4],
}
glium::implement_vertex!(Vertex, position, style);
// TODO Don't expose this directly
pub struct Prerender {
pub(crate) assets: Assets,
pub(crate) display: glium::Display,
pub(crate) num_uploads: Cell<usize>,
// TODO Prerender doesn't know what things are temporary and permanent. Could make the API more
// detailed (and use the corresponding persistent glium types).
pub(crate) total_bytes_uploaded: Cell<usize>,
}
impl Prerender {
pub fn upload_borrowed(&self, list: Vec<(Color, &Polygon)>) -> Drawable {
self.actually_upload(true, list)
}
pub fn upload(&self, batch: GeomBatch) -> Drawable {
let borrows = batch.list.iter().map(|(c, p)| (*c, p)).collect();
self.actually_upload(true, borrows)
}
pub fn get_total_bytes_uploaded(&self) -> usize {
self.total_bytes_uploaded.get()
}
pub(crate) fn upload_temporary(&self, list: Vec<(Color, &Polygon)>) -> Drawable {
self.actually_upload(false, list)
}
fn actually_upload(&self, permanent: bool, list: Vec<(Color, &Polygon)>) -> Drawable {
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// println!("{:?}", backtrace::Backtrace::new());
self.num_uploads.set(self.num_uploads.get() + 1);
let mut vertices: Vec<Vertex> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
for (color, poly) in list {
let idx_offset = vertices.len();
let (pts, raw_indices) = poly.raw_for_rendering();
for pt in pts {
// For the three texture cases, pass [U coordinate, V coordinate, texture group ID,
// 100 + texture offset ID] as the style. The last field is between 0 an 1 RGBA's
// alpha values, so bump by 100 to distinguish from that.
let style = match color {
Color::RGBA(r, g, b, a) => [r, g, b, a],
Color::TileTexture(id, tex_dims) => {
// The texture uses SamplerWrapFunction::Repeat, so don't clamp to [0, 1].
// Also don't offset based on the polygon's bounds -- even if there are
// separate but adjacent polygons, we want seamless tiling.
let tx = pt.x() / tex_dims.width;
let ty = pt.y() / tex_dims.height;
[tx as f32, ty as f32, id.0, 100.0 + id.1]
}
Color::StretchTexture(id, _, angle) => {
// TODO Cache
let b = poly.get_bounds();
let center = poly.center();
let origin_pt = Pt2D::new(pt.x() - center.x(), pt.y() - center.y());
let (sin, cos) = angle.invert_y().normalized_radians().sin_cos();
let rot_pt = Pt2D::new(
center.x() + origin_pt.x() * cos - origin_pt.y() * sin,
center.y() + origin_pt.y() * cos + origin_pt.x() * sin,
);
let tx = (rot_pt.x() - b.min_x) / b.width();
let ty = (rot_pt.y() - b.min_y) / b.height();
[tx as f32, ty as f32, id.0, 100.0 + id.1]
}
// Two final special cases
Color::HatchingStyle1 => [100.0, 0.0, 0.0, 0.0],
Color::HatchingStyle2 => [101.0, 0.0, 0.0, 0.0],
};
vertices.push(Vertex {
position: [pt.x() as f32, pt.y() as f32],
style,
});
}
for idx in raw_indices {
indices.push((idx_offset + *idx) as u32);
}
}
let vertex_buffer = if permanent {
glium::VertexBuffer::immutable(&self.display, &vertices).unwrap()
} else {
glium::VertexBuffer::new(&self.display, &vertices).unwrap()
};
let index_buffer = if permanent {
glium::IndexBuffer::immutable(
&self.display,
glium::index::PrimitiveType::TrianglesList,
&indices,
)
.unwrap()
} else {
glium::IndexBuffer::new(
&self.display,
glium::index::PrimitiveType::TrianglesList,
&indices,
)
.unwrap()
};
if permanent {
self.total_bytes_uploaded.set(
self.total_bytes_uploaded.get()
+ vertex_buffer.get_size()
+ index_buffer.get_size(),
);
}
Drawable {
vertex_buffer,
index_buffer,
}
}
}