mirror of
https://github.com/zed-industries/zed.git
synced 2024-12-30 22:34:41 +03:00
WIP: Render path winding numbers to stencil buffer
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
This commit is contained in:
parent
a8495d09f8
commit
0b12779e62
@ -1,31 +1,27 @@
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pub use pathfinder_geometry::*;
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use super::scene::{Path, PathVertex};
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use vector::{vec2f, Vector2F};
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pub(crate) struct Vertex {
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xy_position: Vector2F,
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st_position: Vector2F,
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}
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pub struct Path {
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vertices: Vec<Vertex>,
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pub struct PathBuilder {
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vertices: Vec<PathVertex>,
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start: Vector2F,
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current: Vector2F,
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countours_len: usize,
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contour_count: usize,
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}
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enum Kind {
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enum PathVertexKind {
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Solid,
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Quadratic,
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}
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impl Path {
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fn new() -> Self {
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impl PathBuilder {
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pub fn new() -> Self {
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Self {
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vertices: Vec::new(),
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start: vec2f(0., 0.),
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current: vec2f(0., 0.),
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countours_len: 0,
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contour_count: 0,
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}
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}
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@ -33,58 +29,60 @@ impl Path {
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self.vertices.clear();
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self.start = point;
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self.current = point;
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self.countours_len = 0;
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self.contour_count = 0;
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}
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pub fn line_to(&mut self, point: Vector2F) {
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self.countours_len += 1;
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if self.countours_len > 1 {
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self.push_triangle(self.start, self.current, point, Kind::Solid);
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self.contour_count += 1;
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if self.contour_count > 1 {
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self.push_triangle(self.start, self.current, point, PathVertexKind::Solid);
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}
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self.current = point;
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}
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pub fn curve_to(&mut self, point: Vector2F, ctrl: Vector2F) {
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self.countours_len += 1;
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if self.countours_len > 1 {
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self.push_triangle(self.start, self.current, point, Kind::Solid);
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self.contour_count += 1;
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if self.contour_count > 1 {
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self.push_triangle(self.start, self.current, point, PathVertexKind::Solid);
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}
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self.push_triangle(self.current, ctrl, point, Kind::Quadratic);
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self.push_triangle(self.current, ctrl, point, PathVertexKind::Quadratic);
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self.current = point;
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}
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pub(crate) fn close(self) -> Vec<Vertex> {
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self.vertices
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pub fn build(self) -> Path {
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Path {
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vertices: self.vertices,
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}
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}
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fn push_triangle(&mut self, a: Vector2F, b: Vector2F, c: Vector2F, kind: Kind) {
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fn push_triangle(&mut self, a: Vector2F, b: Vector2F, c: Vector2F, kind: PathVertexKind) {
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match kind {
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Kind::Solid => {
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self.vertices.push(Vertex {
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PathVertexKind::Solid => {
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self.vertices.push(PathVertex {
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xy_position: a,
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st_position: vec2f(0., 1.),
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});
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self.vertices.push(Vertex {
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self.vertices.push(PathVertex {
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xy_position: b,
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st_position: vec2f(0., 1.),
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});
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self.vertices.push(Vertex {
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self.vertices.push(PathVertex {
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xy_position: c,
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st_position: vec2f(0., 1.),
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});
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}
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Kind::Quadratic => {
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self.vertices.push(Vertex {
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PathVertexKind::Quadratic => {
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self.vertices.push(PathVertex {
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xy_position: a,
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st_position: vec2f(0., 0.),
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});
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self.vertices.push(Vertex {
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self.vertices.push(PathVertex {
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xy_position: b,
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st_position: vec2f(0.5, 0.),
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});
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self.vertices.push(Vertex {
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self.vertices.push(PathVertex {
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xy_position: c,
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st_position: vec2f(1., 1.),
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});
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@ -22,6 +22,7 @@ const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decisio
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struct RenderContext<'a> {
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drawable_size: Vector2F,
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command_encoder: &'a metal::RenderCommandEncoderRef,
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command_buffer: &'a metal::CommandBufferRef,
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}
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pub struct Renderer {
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@ -29,9 +30,10 @@ pub struct Renderer {
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quad_pipeline_state: metal::RenderPipelineState,
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shadow_pipeline_state: metal::RenderPipelineState,
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sprite_pipeline_state: metal::RenderPipelineState,
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path_winding_pipeline_state: metal::RenderPipelineState,
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unit_vertices: metal::Buffer,
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instances: metal::Buffer,
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paths_texture: metal::Texture,
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path_winding_texture: metal::Texture,
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}
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impl Renderer {
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@ -64,10 +66,12 @@ impl Renderer {
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let paths_texture_size = vec2f(2048., 2048.);
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let descriptor = metal::TextureDescriptor::new();
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descriptor.set_pixel_format(metal::MTLPixelFormat::A8Unorm);
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descriptor.set_pixel_format(metal::MTLPixelFormat::Stencil8);
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descriptor.set_width(paths_texture_size.x() as u64);
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descriptor.set_height(paths_texture_size.y() as u64);
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let paths_texture = device.new_texture(&descriptor);
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descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
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descriptor.set_storage_mode(metal::MTLStorageMode::Private);
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let path_winding_texture = device.new_texture(&descriptor);
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let atlas_size: Vector2I = vec2i(1024, 768);
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Ok(Self {
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@ -96,9 +100,17 @@ impl Renderer {
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"sprite_fragment",
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pixel_format,
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)?,
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path_winding_pipeline_state: build_stencil_pipeline_state(
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&device,
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&library,
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"path_winding",
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"path_winding_vertex",
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"path_winding_fragment",
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path_winding_texture.pixel_format(),
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)?,
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unit_vertices,
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instances,
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paths_texture,
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path_winding_texture,
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})
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}
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@ -133,12 +145,15 @@ impl Renderer {
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let ctx = RenderContext {
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drawable_size,
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command_encoder,
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command_buffer,
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};
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let mut offset = 0;
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for layer in scene.layers() {
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self.clip(scene, layer, &ctx);
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self.render_shadows(scene, layer, &mut offset, &ctx);
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self.render_quads(scene, layer, &mut offset, &ctx);
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self.render_paths(scene, layer, &mut offset, &ctx);
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self.render_sprites(scene, layer, &mut offset, &ctx);
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}
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@ -318,6 +333,66 @@ impl Renderer {
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offset: &mut usize,
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ctx: &RenderContext,
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) {
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for (color, paths) in layer.paths_by_color() {
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let winding_render_pass_descriptor = metal::RenderPassDescriptor::new();
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let stencil_attachment = winding_render_pass_descriptor.stencil_attachment().unwrap();
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stencil_attachment.set_texture(Some(&self.path_winding_texture));
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stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
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stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
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let winding_command_encoder = ctx
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.command_buffer
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.new_render_command_encoder(winding_render_pass_descriptor);
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align_offset(offset);
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let vertex_count = paths.iter().map(|p| p.vertices.len()).sum::<usize>();
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let next_offset = *offset + vertex_count * mem::size_of::<shaders::GPUIPathVertex>();
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assert!(
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next_offset <= INSTANCE_BUFFER_SIZE,
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"instance buffer exhausted"
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);
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winding_command_encoder.set_render_pipeline_state(&self.path_winding_pipeline_state);
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winding_command_encoder.set_vertex_buffer(
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shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
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as u64,
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Some(&self.instances),
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*offset as u64,
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);
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winding_command_encoder.set_vertex_bytes(
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shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
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as u64,
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mem::size_of::<shaders::vector_float2>() as u64,
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[ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
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);
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let buffer_contents = unsafe {
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(self.instances.contents() as *mut u8).offset(*offset as isize)
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as *mut shaders::GPUIPathVertex
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};
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for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
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let shader_vertex = shaders::GPUIPathVertex {
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xy_position: vertex.xy_position.to_float2(),
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st_position: vertex.st_position.to_float2(),
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};
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unsafe {
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*(buffer_contents.offset(ix as isize)) = shader_vertex;
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}
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}
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self.instances.did_modify_range(NSRange {
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location: *offset as u64,
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length: (next_offset - *offset) as u64,
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});
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*offset = next_offset;
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winding_command_encoder.draw_primitives(
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metal::MTLPrimitiveType::Triangle,
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0,
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vertex_count as u64,
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);
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winding_command_encoder.end_encoding();
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}
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}
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fn render_sprites(
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@ -455,6 +530,32 @@ fn build_pipeline_state(
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.map_err(|message| anyhow!("could not create render pipeline state: {}", message))
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}
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fn build_stencil_pipeline_state(
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device: &metal::DeviceRef,
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library: &metal::LibraryRef,
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label: &str,
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vertex_fn_name: &str,
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fragment_fn_name: &str,
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pixel_format: metal::MTLPixelFormat,
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) -> Result<metal::RenderPipelineState> {
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let vertex_fn = library
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.get_function(vertex_fn_name, None)
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.map_err(|message| anyhow!("error locating vertex function: {}", message))?;
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let fragment_fn = library
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.get_function(fragment_fn_name, None)
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.map_err(|message| anyhow!("error locating fragment function: {}", message))?;
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let descriptor = metal::RenderPipelineDescriptor::new();
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descriptor.set_label(label);
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descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
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descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
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descriptor.set_stencil_attachment_pixel_format(pixel_format);
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device
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.new_render_pipeline_state(&descriptor)
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.map_err(|message| anyhow!("could not create render pipeline state: {}", message))
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}
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mod shaders {
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#![allow(non_upper_case_globals)]
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#![allow(non_camel_case_types)]
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@ -53,3 +53,13 @@ typedef struct {
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vector_float2 atlas_origin;
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vector_uchar4 color;
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} GPUISprite;
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typedef enum {
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GPUIPathWindingVertexInputIndexVertices = 0,
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GPUIPathWindingVertexInputIndexViewportSize = 1,
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} GPUIPathWindingVertexInputIndex;
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typedef struct {
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vector_float2 xy_position;
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vector_float2 st_position;
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} GPUIPathVertex;
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@ -201,3 +201,31 @@ fragment float4 sprite_fragment(
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color.a *= mask.a;
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return color;
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}
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struct PathWindingFragmentInput {
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float4 position [[position]];
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float2 st_position;
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};
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vertex PathWindingFragmentInput path_winding_vertex(
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uint vertex_id [[vertex_id]],
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constant GPUIPathVertex *vertices [[buffer(GPUIPathWindingVertexInputIndexVertices)]],
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constant float2 *viewport_size [[buffer(GPUIPathWindingVertexInputIndexViewportSize)]]
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) {
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GPUIPathVertex v = vertices[vertex_id];
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float4 device_position = to_device_position(v.xy_position, *viewport_size);
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return PathWindingFragmentInput {
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device_position,
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v.st_position,
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};
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}
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fragment float4 path_winding_fragment(
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PathWindingFragmentInput input [[stage_in]]
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) {
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if (input.st_position.x * input.st_position.x - input.st_position.y > 0.0) {
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return float4(0.0);
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} else {
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return float4(float3(0.0), 1.0 / 255.0);
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}
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}
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@ -16,6 +16,7 @@ pub struct Layer {
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quads: Vec<Quad>,
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shadows: Vec<Shadow>,
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glyphs: Vec<Glyph>,
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paths: Vec<(ColorU, Vec<Path>)>,
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}
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#[derive(Default, Debug)]
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@ -53,6 +54,17 @@ pub struct Border {
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pub left: bool,
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}
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#[derive(Debug)]
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pub struct Path {
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pub vertices: Vec<PathVertex>,
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}
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#[derive(Debug)]
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pub struct PathVertex {
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pub xy_position: Vector2F,
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pub st_position: Vector2F,
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}
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impl Scene {
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pub fn new(scale_factor: f32) -> Self {
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Scene {
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@ -93,6 +105,10 @@ impl Scene {
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self.active_layer().push_glyph(glyph)
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}
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pub fn push_path(&mut self, color: ColorU, path: Path) {
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self.active_layer().push_path(color, path);
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}
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fn active_layer(&mut self) -> &mut Layer {
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&mut self.layers[*self.active_layer_stack.last().unwrap()]
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}
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@ -105,6 +121,7 @@ impl Layer {
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quads: Vec::new(),
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shadows: Vec::new(),
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glyphs: Vec::new(),
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paths: Vec::new(),
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}
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}
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@ -135,6 +152,17 @@ impl Layer {
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pub fn glyphs(&self) -> &[Glyph] {
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self.glyphs.as_slice()
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}
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fn push_path(&mut self, color: ColorU, path: Path) {
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match self.paths.binary_search_by_key(&color, |(c, path)| *c) {
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Err(i) => self.paths.insert(i, (color, vec![path])),
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Ok(i) => self.paths[i].1.push(path),
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}
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}
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pub fn paths_by_color(&self) -> &[(ColorU, Vec<Path>)] {
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self.paths.as_slice()
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}
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}
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impl Border {
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@ -4,6 +4,7 @@ use gpui::{
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geometry::{
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rect::RectF,
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vector::{vec2f, Vector2F},
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PathBuilder,
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},
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text_layout::{self, TextLayoutCache},
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AfterLayoutContext, AppContext, Border, Element, Event, EventContext, FontCache, LayoutContext,
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@ -211,51 +212,51 @@ impl BufferElement {
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});
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// Draw selections
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// let corner_radius = 2.5;
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let corner_radius = 2.5;
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let mut cursors = SmallVec::<[Cursor; 32]>::new();
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for selection in view.selections_in_range(
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DisplayPoint::new(start_row, 0)..DisplayPoint::new(end_row, 0),
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ctx.app,
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) {
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// if selection.start != selection.end {
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// let range_start = cmp::min(selection.start, selection.end);
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// let range_end = cmp::max(selection.start, selection.end);
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// let row_range = if range_end.column() == 0 {
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// cmp::max(range_start.row(), start_row)..cmp::min(range_end.row(), end_row)
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// } else {
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// cmp::max(range_start.row(), start_row)..cmp::min(range_end.row() + 1, end_row)
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// };
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if selection.start != selection.end {
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let range_start = cmp::min(selection.start, selection.end);
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let range_end = cmp::max(selection.start, selection.end);
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let row_range = if range_end.column() == 0 {
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cmp::max(range_start.row(), start_row)..cmp::min(range_end.row(), end_row)
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} else {
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cmp::max(range_start.row(), start_row)..cmp::min(range_end.row() + 1, end_row)
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};
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// let selection = Selection {
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// line_height,
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// start_y: row_range.start as f32 * line_height - scroll_top,
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// lines: row_range
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// .into_iter()
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// .map(|row| {
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// let line_layout = &layout.line_layouts[(row - start_row) as usize];
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// SelectionLine {
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// start_x: if row == range_start.row() {
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// line_layout.x_for_index(range_start.column() as usize)
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// - scroll_left
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// - descent
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// } else {
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// -scroll_left
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// },
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// end_x: if row == range_end.row() {
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// line_layout.x_for_index(range_end.column() as usize)
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// - scroll_left
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// - descent
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// } else {
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// line_layout.width + corner_radius * 2.0 - scroll_left - descent
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// },
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// }
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// })
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// .collect(),
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// };
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let selection = Selection {
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line_height,
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start_y: row_range.start as f32 * line_height - scroll_top,
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lines: row_range
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.into_iter()
|
||||
.map(|row| {
|
||||
let line_layout = &layout.line_layouts[(row - start_row) as usize];
|
||||
SelectionLine {
|
||||
start_x: if row == range_start.row() {
|
||||
line_layout.x_for_index(range_start.column() as usize)
|
||||
- scroll_left
|
||||
- descent
|
||||
} else {
|
||||
-scroll_left
|
||||
},
|
||||
end_x: if row == range_end.row() {
|
||||
line_layout.x_for_index(range_end.column() as usize)
|
||||
- scroll_left
|
||||
- descent
|
||||
} else {
|
||||
line_layout.width + corner_radius * 2.0 - scroll_left - descent
|
||||
},
|
||||
}
|
||||
})
|
||||
.collect(),
|
||||
};
|
||||
|
||||
// selection.paint(scene);
|
||||
// }
|
||||
selection.paint(ctx.scene);
|
||||
}
|
||||
|
||||
if view.cursors_visible() {
|
||||
let cursor_position = selection.end;
|
||||
@ -597,20 +598,47 @@ impl Selection {
|
||||
}
|
||||
|
||||
fn paint_lines(&self, start_y: f32, lines: &[SelectionLine], scene: &mut Scene) {
|
||||
// use Direction::*;
|
||||
if lines.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
// if lines.is_empty() {
|
||||
// return;
|
||||
// }
|
||||
let mut path = PathBuilder::new();
|
||||
let corner_radius = 0.08 * self.line_height;
|
||||
|
||||
// let mut path = Path2D::new();
|
||||
// let corner_radius = 0.08 * self.line_height;
|
||||
let first_line = lines.first().unwrap();
|
||||
path.reset(vec2f(first_line.end_x - corner_radius, start_y));
|
||||
path.curve_to(
|
||||
vec2f(first_line.end_x, start_y + corner_radius),
|
||||
vec2f(first_line.end_x, start_y),
|
||||
);
|
||||
path.line_to(vec2f(
|
||||
first_line.end_x,
|
||||
start_y + self.line_height - corner_radius,
|
||||
));
|
||||
path.curve_to(
|
||||
vec2f(first_line.end_x - corner_radius, start_y + self.line_height),
|
||||
vec2f(first_line.end_x, start_y + self.line_height),
|
||||
);
|
||||
path.line_to(vec2f(
|
||||
first_line.start_x + corner_radius,
|
||||
start_y + self.line_height,
|
||||
));
|
||||
path.curve_to(
|
||||
vec2f(
|
||||
first_line.start_x,
|
||||
start_y + self.line_height - corner_radius,
|
||||
),
|
||||
vec2f(first_line.start_x, start_y + self.line_height),
|
||||
);
|
||||
path.line_to(vec2f(first_line.start_x, start_y + corner_radius));
|
||||
path.curve_to(
|
||||
vec2f(first_line.start_x + corner_radius, start_y),
|
||||
vec2f(first_line.start_x, start_y),
|
||||
);
|
||||
path.line_to(vec2f(first_line.end_x - corner_radius, start_y));
|
||||
|
||||
// let first_line = lines.first().unwrap();
|
||||
// let last_line = lines.last().unwrap();
|
||||
scene.push_path(ColorU::from_u32(0xff0000ff), path.build());
|
||||
|
||||
// let corner = vec2f(first_line.end_x, start_y);
|
||||
// path.move_to(corner - vec2f(corner_radius, 0.0));
|
||||
// rounded_corner(&mut path, corner, corner_radius, Right, Down);
|
||||
|
||||
// let mut iter = lines.iter().enumerate().peekable();
|
||||
|
Loading…
Reference in New Issue
Block a user