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use crate::{emath, Color32, TextureId, WHITE_UV};
use emath::{Pos2, Rect, Rot2, TSTransform, Vec2};
/// The 2D vertex type.
///
/// Should be friendly to send to GPU as is.
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg(not(feature = "unity"))]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "bytemuck", derive(bytemuck::Pod, bytemuck::Zeroable))]
pub struct Vertex {
/// Logical pixel coordinates (points).
/// (0,0) is the top left corner of the screen.
pub pos: Pos2, // 64 bit
/// Normalized texture coordinates.
/// (0, 0) is the top left corner of the texture.
/// (1, 1) is the bottom right corner of the texture.
pub uv: Pos2, // 64 bit
/// sRGBA with premultiplied alpha
pub color: Color32, // 32 bit
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg(feature = "unity")]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "bytemuck", derive(bytemuck::Pod, bytemuck::Zeroable))]
pub struct Vertex {
/// Logical pixel coordinates (points).
/// (0,0) is the top left corner of the screen.
pub pos: Pos2, // 64 bit
/// sRGBA with premultiplied alpha
pub color: Color32, // 32 bit
/// Normalized texture coordinates.
/// (0, 0) is the top left corner of the texture.
/// (1, 1) is the bottom right corner of the texture.
pub uv: Pos2, // 64 bit
}
/// Textured triangles in two dimensions.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Mesh {
/// Draw as triangles (i.e. the length is always multiple of three).
///
/// If you only support 16-bit indices you can use [`Mesh::split_to_u16`].
///
/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
pub indices: Vec<u32>,
/// The vertex data indexed by `indices`.
pub vertices: Vec<Vertex>,
/// The texture to use when drawing these triangles.
pub texture_id: TextureId,
// TODO(emilk): bounding rectangle
}
impl Mesh {
pub fn with_texture(texture_id: TextureId) -> Self {
Self {
texture_id,
..Default::default()
}
}
/// Restore to default state, but without freeing memory.
pub fn clear(&mut self) {
self.indices.clear();
self.vertices.clear();
self.vertices = Default::default();
}
/// Returns the amount of memory used by the vertices and indices.
pub fn bytes_used(&self) -> usize {
std::mem::size_of::<Self>()
+ self.vertices.len() * std::mem::size_of::<Vertex>()
+ self.indices.len() * std::mem::size_of::<u32>()
}
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
profiling::function_scope!();
if let Ok(n) = u32::try_from(self.vertices.len()) {
self.indices.iter().all(|&i| i < n)
} else {
false
}
}
pub fn is_empty(&self) -> bool {
self.indices.is_empty() && self.vertices.is_empty()
}
/// Calculate a bounding rectangle.
pub fn calc_bounds(&self) -> Rect {
let mut bounds = Rect::NOTHING;
for v in &self.vertices {
bounds.extend_with(v.pos);
}
bounds
}
/// Append all the indices and vertices of `other` to `self`.
///
/// Panics when `other` mesh has a different texture.
pub fn append(&mut self, other: Self) {
profiling::function_scope!();
debug_assert!(other.is_valid());
if self.is_empty() {
*self = other;
} else {
self.append_ref(&other);
}
}
/// Append all the indices and vertices of `other` to `self` without
/// taking ownership.
///
/// Panics when `other` mesh has a different texture.
pub fn append_ref(&mut self, other: &Self) {
debug_assert!(other.is_valid());
if self.is_empty() {
self.texture_id = other.texture_id;
} else {
assert_eq!(
self.texture_id, other.texture_id,
"Can't merge Mesh using different textures"
);
}
let index_offset = self.vertices.len() as u32;
self.indices
.extend(other.indices.iter().map(|index| index + index_offset));
self.vertices.extend(other.vertices.iter());
}
/// Add a colored vertex.
///
/// Panics when the mesh has assigned a texture.
#[inline(always)]
pub fn colored_vertex(&mut self, pos: Pos2, color: Color32) {
debug_assert!(self.texture_id == TextureId::default());
self.vertices.push(Vertex {
pos,
uv: WHITE_UV,
color,
});
}
/// Add a triangle.
#[inline(always)]
pub fn add_triangle(&mut self, a: u32, b: u32, c: u32) {
self.indices.push(a);
self.indices.push(b);
self.indices.push(c);
}
/// Make room for this many additional triangles (will reserve 3x as many indices).
/// See also `reserve_vertices`.
#[inline(always)]
pub fn reserve_triangles(&mut self, additional_triangles: usize) {
self.indices.reserve(3 * additional_triangles);
}
/// Make room for this many additional vertices.
/// See also `reserve_triangles`.
#[inline(always)]
pub fn reserve_vertices(&mut self, additional: usize) {
self.vertices.reserve(additional);
}
/// Rectangle with a texture and color.
pub fn add_rect_with_uv(&mut self, rect: Rect, uv: Rect, color: Color32) {
#![allow(clippy::identity_op)]
let idx = self.vertices.len() as u32;
self.add_triangle(idx + 0, idx + 1, idx + 2);
self.add_triangle(idx + 2, idx + 1, idx + 3);
self.vertices.push(Vertex {
pos: rect.left_top(),
uv: uv.left_top(),
color,
});
self.vertices.push(Vertex {
pos: rect.right_top(),
uv: uv.right_top(),
color,
});
self.vertices.push(Vertex {
pos: rect.left_bottom(),
uv: uv.left_bottom(),
color,
});
self.vertices.push(Vertex {
pos: rect.right_bottom(),
uv: uv.right_bottom(),
color,
});
}
/// Uniformly colored rectangle.
#[inline(always)]
pub fn add_colored_rect(&mut self, rect: Rect, color: Color32) {
debug_assert!(self.texture_id == TextureId::default());
self.add_rect_with_uv(rect, [WHITE_UV, WHITE_UV].into(), color);
}
/// This is for platforms that only support 16-bit index buffers.
///
/// Splits this mesh into many smaller meshes (if needed)
/// where the smaller meshes have 16-bit indices.
pub fn split_to_u16(self) -> Vec<Mesh16> {
debug_assert!(self.is_valid());
const MAX_SIZE: u32 = u16::MAX as u32;
if self.vertices.len() <= MAX_SIZE as usize {
// Common-case optimization:
return vec![Mesh16 {
indices: self.indices.iter().map(|&i| i as u16).collect(),
vertices: self.vertices,
texture_id: self.texture_id,
}];
}
let mut output = vec![];
let mut index_cursor = 0;
while index_cursor < self.indices.len() {
let span_start = index_cursor;
let mut min_vindex = self.indices[index_cursor];
let mut max_vindex = self.indices[index_cursor];
while index_cursor < self.indices.len() {
let (mut new_min, mut new_max) = (min_vindex, max_vindex);
for i in 0..3 {
let idx = self.indices[index_cursor + i];
new_min = new_min.min(idx);
new_max = new_max.max(idx);
}
let new_span_size = new_max - new_min + 1; // plus one, because it is an inclusive range
if new_span_size <= MAX_SIZE {
// Triangle fits
min_vindex = new_min;
max_vindex = new_max;
index_cursor += 3;
} else {
break;
}
}
assert!(
index_cursor > span_start,
"One triangle spanned more than {MAX_SIZE} vertices"
);
let mesh = Mesh16 {
indices: self.indices[span_start..index_cursor]
.iter()
.map(|vi| u16::try_from(vi - min_vindex).unwrap())
.collect(),
vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
texture_id: self.texture_id,
};
debug_assert!(mesh.is_valid());
output.push(mesh);
}
output
}
/// Translate location by this much, in-place
pub fn translate(&mut self, delta: Vec2) {
for v in &mut self.vertices {
v.pos += delta;
}
}
/// Transform the mesh in-place with the given transform.
pub fn transform(&mut self, transform: TSTransform) {
for v in &mut self.vertices {
v.pos = transform * v.pos;
}
}
/// Rotate by some angle about an origin, in-place.
///
/// Origin is a position in screen space.
pub fn rotate(&mut self, rot: Rot2, origin: Pos2) {
for v in &mut self.vertices {
v.pos = origin + rot * (v.pos - origin);
}
}
}
// ----------------------------------------------------------------------------
/// A version of [`Mesh`] that uses 16-bit indices.
///
/// This is produced by [`Mesh::split_to_u16`] and is meant to be used for legacy render backends.
pub struct Mesh16 {
/// Draw as triangles (i.e. the length is always multiple of three).
///
/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
pub indices: Vec<u16>,
/// The vertex data indexed by `indices`.
pub vertices: Vec<Vertex>,
/// The texture to use when drawing these triangles.
pub texture_id: TextureId,
}
impl Mesh16 {
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
if let Ok(n) = u16::try_from(self.vertices.len()) {
self.indices.iter().all(|&i| i < n)
} else {
false
}
}
}