mirror of
https://github.com/zed-industries/zed.git
synced 2024-11-10 05:37:29 +03:00
Replace BspSplitter
with brute-force sorting of primitives
This commit is contained in:
parent
a516c3be05
commit
67f76468f1
12
Cargo.lock
generated
12
Cargo.lock
generated
@ -4060,7 +4060,6 @@ dependencies = [
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"parking",
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"parking_lot 0.11.2",
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"pathfinder_geometry",
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"plane-split",
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"png",
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"postage",
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"rand 0.8.5",
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@ -6656,17 +6655,6 @@ version = "0.3.27"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "26072860ba924cbfa98ea39c8c19b4dd6a4a25423dbdf219c1eca91aa0cf6964"
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[[package]]
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name = "plane-split"
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version = "0.18.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "8c1f7d82649829ecdef8e258790b0587acf0a8403f0ce963473d8e918acc1643"
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dependencies = [
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"euclid",
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"log",
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"smallvec",
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]
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[[package]]
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name = "plist"
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version = "1.5.0"
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@ -56,7 +56,6 @@ uuid = { version = "1.1.2", features = ["v4"] }
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waker-fn = "1.1.0"
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slotmap = "1.0.6"
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schemars.workspace = true
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plane-split = "0.18.0"
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bitflags = "2.4.0"
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[dev-dependencies]
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@ -3,8 +3,6 @@ use crate::{
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ScaledPixels, StackingOrder,
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};
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use collections::BTreeMap;
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use etagere::euclid::{Point3D, Vector3D};
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use plane_split::{BspSplitter, Polygon as BspPolygon};
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use std::{fmt::Debug, iter::Peekable, mem, slice};
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// Exported to metal
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@ -19,7 +17,6 @@ pub type DrawOrder = u32;
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pub(crate) struct SceneBuilder {
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last_order: Option<(StackingOrder, LayerId)>,
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layers_by_order: BTreeMap<StackingOrder, LayerId>,
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splitter: BspSplitter<(PrimitiveKind, usize)>,
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shadows: Vec<Shadow>,
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quads: Vec<Quad>,
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paths: Vec<Path<ScaledPixels>>,
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@ -34,7 +31,6 @@ impl Default for SceneBuilder {
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SceneBuilder {
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last_order: None,
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layers_by_order: BTreeMap::new(),
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splitter: BspSplitter::new(),
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shadows: Vec::new(),
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quads: Vec::new(),
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paths: Vec::new(),
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@ -49,102 +45,47 @@ impl Default for SceneBuilder {
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impl SceneBuilder {
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pub fn build(&mut self) -> Scene {
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// Map each layer id to a float between 0. and 1., with 1. closer to the viewer.
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let mut layer_z_values = vec![0.; self.layers_by_order.len()];
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let mut orders = vec![0; self.layers_by_order.len()];
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for (ix, layer_id) in self.layers_by_order.values().enumerate() {
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layer_z_values[*layer_id as usize] = ix as f32 / self.layers_by_order.len() as f32;
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orders[*layer_id as usize] = ix as u32;
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}
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self.layers_by_order.clear();
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self.last_order = None;
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// Add all primitives to the BSP splitter to determine draw order
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self.splitter.reset();
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for (ix, shadow) in self.shadows.iter().enumerate() {
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let z = layer_z_values[shadow.order as LayerId as usize];
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self.splitter
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.add(shadow.bounds.to_bsp_polygon(z, (PrimitiveKind::Shadow, ix)));
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for shadow in &mut self.shadows {
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shadow.order = orders[shadow.order as usize];
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}
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self.shadows.sort_by_key(|shadow| shadow.order);
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for (ix, quad) in self.quads.iter().enumerate() {
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let z = layer_z_values[quad.order as LayerId as usize];
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self.splitter
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.add(quad.bounds.to_bsp_polygon(z, (PrimitiveKind::Quad, ix)));
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for quad in &mut self.quads {
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quad.order = orders[quad.order as usize];
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}
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self.quads.sort_by_key(|quad| quad.order);
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for (ix, path) in self.paths.iter().enumerate() {
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let z = layer_z_values[path.order as LayerId as usize];
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self.splitter
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.add(path.bounds.to_bsp_polygon(z, (PrimitiveKind::Path, ix)));
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for path in &mut self.paths {
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path.order = orders[path.order as usize];
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}
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self.paths.sort_by_key(|path| path.order);
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for (ix, underline) in self.underlines.iter().enumerate() {
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let z = layer_z_values[underline.order as LayerId as usize];
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self.splitter.add(
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underline
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.bounds
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.to_bsp_polygon(z, (PrimitiveKind::Underline, ix)),
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);
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for underline in &mut self.underlines {
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underline.order = orders[underline.order as usize];
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}
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self.underlines.sort_by_key(|underline| underline.order);
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for (ix, monochrome_sprite) in self.monochrome_sprites.iter().enumerate() {
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let z = layer_z_values[monochrome_sprite.order as LayerId as usize];
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self.splitter.add(
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monochrome_sprite
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.bounds
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.to_bsp_polygon(z, (PrimitiveKind::MonochromeSprite, ix)),
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);
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for monochrome_sprite in &mut self.monochrome_sprites {
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monochrome_sprite.order = orders[monochrome_sprite.order as usize];
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}
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self.monochrome_sprites.sort_by_key(|sprite| sprite.order);
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for (ix, polychrome_sprite) in self.polychrome_sprites.iter().enumerate() {
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let z = layer_z_values[polychrome_sprite.order as LayerId as usize];
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self.splitter.add(
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polychrome_sprite
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.bounds
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.to_bsp_polygon(z, (PrimitiveKind::PolychromeSprite, ix)),
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);
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for polychrome_sprite in &mut self.polychrome_sprites {
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polychrome_sprite.order = orders[polychrome_sprite.order as usize];
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}
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self.polychrome_sprites.sort_by_key(|sprite| sprite.order);
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for (ix, surface) in self.surfaces.iter().enumerate() {
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let z = layer_z_values[surface.order as LayerId as usize];
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self.splitter.add(
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surface
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.bounds
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.to_bsp_polygon(z, (PrimitiveKind::Surface, ix)),
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);
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for surface in &mut self.surfaces {
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surface.order = orders[surface.order as usize];
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}
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// Sort all polygons, then reassign the order field of each primitive to `draw_order`
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// We need primitives to be repr(C), hence the weird reuse of the order field for two different types.
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for (draw_order, polygon) in self
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.splitter
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.sort(Vector3D::new(0., 0., 1.))
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.iter()
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.enumerate()
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{
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match polygon.anchor {
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(PrimitiveKind::Shadow, ix) => self.shadows[ix].order = draw_order as DrawOrder,
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(PrimitiveKind::Quad, ix) => self.quads[ix].order = draw_order as DrawOrder,
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(PrimitiveKind::Path, ix) => self.paths[ix].order = draw_order as DrawOrder,
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(PrimitiveKind::Underline, ix) => {
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self.underlines[ix].order = draw_order as DrawOrder
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}
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(PrimitiveKind::MonochromeSprite, ix) => {
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self.monochrome_sprites[ix].order = draw_order as DrawOrder
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}
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(PrimitiveKind::PolychromeSprite, ix) => {
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self.polychrome_sprites[ix].order = draw_order as DrawOrder
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}
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(PrimitiveKind::Surface, ix) => self.surfaces[ix].order = draw_order as DrawOrder,
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}
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}
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self.shadows.sort_unstable();
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self.quads.sort_unstable();
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self.paths.sort_unstable();
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self.underlines.sort_unstable();
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self.monochrome_sprites.sort_unstable();
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self.polychrome_sprites.sort_unstable();
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self.surfaces.sort_unstable();
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self.surfaces.sort_by_key(|surface| surface.order);
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Scene {
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shadows: mem::take(&mut self.shadows),
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@ -845,23 +786,3 @@ impl PathVertex<Pixels> {
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#[derive(Copy, Clone, Debug)]
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pub struct AtlasId(pub(crate) usize);
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impl Bounds<ScaledPixels> {
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fn to_bsp_polygon<A: Copy>(&self, z: f32, anchor: A) -> BspPolygon<A> {
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let upper_left = self.origin;
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let upper_right = self.upper_right();
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let lower_right = self.lower_right();
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let lower_left = self.lower_left();
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BspPolygon::from_points(
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[
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Point3D::new(upper_left.x.into(), upper_left.y.into(), z as f64),
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Point3D::new(upper_right.x.into(), upper_right.y.into(), z as f64),
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Point3D::new(lower_right.x.into(), lower_right.y.into(), z as f64),
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Point3D::new(lower_left.x.into(), lower_left.y.into(), z as f64),
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],
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anchor,
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)
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.expect("Polygon should not be empty")
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}
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}
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