abstreet/ezgui/src/drawing.rs

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use crate::widgets::ContextMenu;
use crate::{
text, Canvas, Color, HorizontalAlignment, Key, ScreenDims, ScreenPt, Text, VerticalAlignment,
};
use geom::{Bounds, Circle, Distance, Line, Polygon, Pt2D};
use glium::uniforms::{SamplerBehavior, SamplerWrapFunction, UniformValue};
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use glium::Surface;
use std::cell::Cell;
const MAPSPACE: f32 = 0.0;
const SCREENSPACE: f32 = 1.0;
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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,
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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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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<'a>,
context_menu: &'a ContextMenu,
pub num_draw_calls: usize,
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}
impl<'a> GfxCtx<'a> {
pub(crate) fn new(
canvas: &'a Canvas,
prerender: &'a Prerender<'a>,
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target: &'a mut glium::Frame,
program: &'a glium::Program,
context_menu: &'a ContextMenu,
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,
screencap_mode,
naming_hint: None,
context_menu,
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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,
];
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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,
];
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}
pub fn unfork(&mut self) {
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self.uniforms = Uniforms::new(&self.canvas);
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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());
}
// 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 (mut width, height) = self.text_dims(&txt);
let x1 = match horiz {
HorizontalAlignment::Left => 0.0,
HorizontalAlignment::Center => (self.canvas.window_width - width) / 2.0,
HorizontalAlignment::Right => self.canvas.window_width - width,
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HorizontalAlignment::FillScreen => {
width = self.canvas.window_width;
0.0
}
};
let y1 = match vert {
VerticalAlignment::Top => 0.0,
VerticalAlignment::Center => (self.canvas.window_height - height) / 2.0,
VerticalAlignment::Bottom => self.canvas.window_height - height,
};
self.canvas.mark_covered_area(text::draw_text_bubble(
self,
ScreenPt::new(x1, y1),
txt,
(width, height),
));
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}
pub fn get_screen_bounds(&self) -> Bounds {
self.canvas.get_screen_bounds()
}
// TODO Rename these draw_nonblocking_text_*
pub fn draw_text_at(&mut self, txt: &Text, map_pt: Pt2D) {
let (width, height) = self.text_dims(&txt);
let pt = self.canvas.map_to_screen(map_pt);
text::draw_text_bubble(
self,
ScreenPt::new(pt.x - (width / 2.0), pt.y - (height / 2.0)),
txt,
(width, height),
);
}
pub fn draw_text_at_mapspace(&mut self, txt: &Text, map_pt: Pt2D) {
let (width, height) = self.text_dims(&txt);
text::draw_text_bubble_mapspace(
self,
Pt2D::new(
map_pt.x() - (width / (2.0 * text::SCALE_DOWN)),
map_pt.y() - (height / (2.0 * text::SCALE_DOWN)),
),
txt,
(width, height),
);
}
pub fn text_dims(&self, txt: &Text) -> (f64, f64) {
txt.dims(&self.canvas)
}
pub fn draw_text_at_screenspace_topleft(&mut self, txt: &Text, pt: ScreenPt) {
let dims = self.text_dims(&txt);
self.canvas
.mark_covered_area(text::draw_text_bubble(self, pt, txt, dims));
}
pub fn draw_mouse_tooltip(&mut self, txt: &Text) {
let (width, height) = self.text_dims(&txt);
// TODO Maybe also consider the cursor as a valid center. After context menus go away, this
// makes even more sense.
let pt = ScreenDims::new(width, height).top_left_for_corner(
ScreenPt::new(self.canvas.cursor_x, self.canvas.cursor_y),
&self.canvas,
);
// No need to cover the tooltip; this tooltip follows the mouse anyway.
text::draw_text_bubble(self, pt, txt, (width, height));
}
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 get_active_context_menu_keys(&self) -> Vec<Key> {
match self.context_menu {
ContextMenu::Inactive(ref keys) => keys.iter().cloned().collect(),
ContextMenu::Displaying(ref menu) => menu.all_keys(),
_ => Vec::new(),
}
}
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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}
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#[derive(Clone)]
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pub struct GeomBatch {
list: Vec<(Color, Polygon)>,
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}
impl GeomBatch {
pub fn new() -> GeomBatch {
GeomBatch { list: Vec::new() }
}
pub fn from(list: Vec<(Color, Polygon)>) -> GeomBatch {
GeomBatch { list }
}
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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(crate) fn get_dims(&self) -> ScreenDims {
let mut bounds = Bounds::new();
for (_, poly) in &self.list {
bounds.union(poly.get_bounds());
}
ScreenDims::new(bounds.max_x - bounds.min_x, bounds.max_y - bounds.min_y)
}
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}
// 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<'a> {
pub(crate) display: &'a 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<'a> Prerender<'a> {
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 {
//let bt = format!("{:?}", backtrace::Backtrace::new());
//println!("{}", bt);
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, maybe_uv) = poly.raw_for_rendering();
for (idx, pt) in pts.iter().enumerate() {
// 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_width, tex_height)) => {
// 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_width;
let ty = pt.y() / tex_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.max_x - b.min_x);
let ty = (rot_pt.y() - b.min_y) / (b.max_y - b.min_y);
[tx as f32, ty as f32, id.0, 100.0 + id.1]
}
Color::CustomUVTexture(id) => {
let (tx, ty) =
maybe_uv.expect("CustomUVTexture with polygon lacking UV")[idx];
[tx, ty, 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,
}
}
}
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pub struct MultiText {
pub(crate) list: Vec<(Text, ScreenPt)>,
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}
impl MultiText {
pub fn new() -> MultiText {
MultiText { list: Vec::new() }
}
pub fn add(&mut self, txt: Text, pt: ScreenPt) {
self.list.push((txt, pt));
}
pub fn draw(&self, g: &mut GfxCtx) {
for (txt, pt) in &self.list {
g.draw_text_at_screenspace_topleft(txt, *pt);
}
}
}