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#[macro_use] extern crate glium; #[macro_use] pub extern crate glyph_brush; mod builder; pub use builder::GlyphBrushBuilder; use std::borrow::Cow; use std::ops::Deref; use std::hash::{BuildHasher, Hash}; use glium::backend::{Facade, Context}; use glium::{Surface, Program, Frame}; use glium::index::PrimitiveType; use glium::texture::{RawImage2d, ClientFormat}; use glium::texture::texture2d::Texture2d; use glyph_brush::rusttype::{Rect, SharedBytes}; use glyph_brush::{ rusttype::{point, Font}, BrushAction, BrushError, DefaultSectionHasher, FontId, VariedSection, GlyphPositioner, GlyphCruncher, PositionedGlyphIter, }; const IDENTITY_MATRIX4: [[f32; 4]; 4] = [ [1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], ]; #[derive(Copy, Clone, Debug)] struct GlyphVertex { /// screen position left_top: [f32; 3], right_bottom: [f32; 2], /// texture position tex_left_top: [f32; 2], tex_right_bottom: [f32; 2], /// text color color: [f32; 4], } implement_vertex!(GlyphVertex, left_top, right_bottom, tex_left_top, tex_right_bottom, color); #[derive(Copy, Clone, Debug)] struct InstanceVertex { v: f32, } implement_vertex!(InstanceVertex, v); fn rect_to_rect(rect: Rect<u32>) -> glium::Rect { glium::Rect { left: rect.min.x, bottom: rect.min.y, width: rect.width(), height: rect.height(), } } fn update_texture(tex: &Texture2d, rect: Rect<u32>, tex_data: &[u8]) { let image = RawImage2d { data: std::borrow::Cow::Borrowed(tex_data), format: ClientFormat::U8, height: rect.height(), width: rect.width(), }; tex.write(rect_to_rect(rect), image); } #[inline] fn to_vertex( glyph_brush::GlyphVertex { mut tex_coords, pixel_coords, bounds, screen_dimensions: (screen_w, screen_h), color, z, }: glyph_brush::GlyphVertex, ) -> GlyphVertex { let gl_bounds = Rect { min: point( 2.0 * (bounds.min.x / screen_w - 0.5), 2.0 * (0.5 - bounds.min.y / screen_h), ), max: point( 2.0 * (bounds.max.x / screen_w - 0.5), 2.0 * (0.5 - bounds.max.y / screen_h), ), }; let mut gl_rect = Rect { min: point( 2.0 * (pixel_coords.min.x as f32 / screen_w - 0.5), 2.0 * (0.5 - pixel_coords.min.y as f32 / screen_h), ), max: point( 2.0 * (pixel_coords.max.x as f32 / screen_w - 0.5), 2.0 * (0.5 - pixel_coords.max.y as f32 / screen_h), ), }; // handle overlapping bounds, modify uv_rect to preserve texture aspect if gl_rect.max.x > gl_bounds.max.x { let old_width = gl_rect.width(); gl_rect.max.x = gl_bounds.max.x; tex_coords.max.x = tex_coords.min.x + tex_coords.width() * gl_rect.width() / old_width; } if gl_rect.min.x < gl_bounds.min.x { let old_width = gl_rect.width(); gl_rect.min.x = gl_bounds.min.x; tex_coords.min.x = tex_coords.max.x - tex_coords.width() * gl_rect.width() / old_width; } // note: y access is flipped gl compared with screen, // texture is not flipped (ie is a headache) if gl_rect.max.y < gl_bounds.max.y { let old_height = gl_rect.height(); gl_rect.max.y = gl_bounds.max.y; tex_coords.max.y = tex_coords.min.y + tex_coords.height() * gl_rect.height() / old_height; } if gl_rect.min.y > gl_bounds.min.y { let old_height = gl_rect.height(); gl_rect.min.y = gl_bounds.min.y; tex_coords.min.y = tex_coords.max.y - tex_coords.height() * gl_rect.height() / old_height; } GlyphVertex { left_top: [gl_rect.min.x, gl_rect.max.y, z], right_bottom: [gl_rect.max.x, gl_rect.min.y], tex_left_top: [tex_coords.min.x, tex_coords.max.y], tex_right_bottom: [tex_coords.max.x, tex_coords.min.y], color, } } /* /// Object allowing glyph drawing, containing cache state. Manages glyph positioning cacheing, /// glyph draw caching & efficient GPU texture cache updating and re-sizing on demand. /// /// Build using a [`GlyphBrushBuilder`](struct.GlyphBrushBuilder.html). /// /// # Example /// /// ```no_run /// # extern crate gfx; /// # extern crate gfx_window_glutin; /// # extern crate glutin; /// extern crate gfx_glyph; /// # use gfx_glyph::{GlyphBrushBuilder}; /// use gfx_glyph::Section; /// # fn main() -> Result<(), String> { /// # let events_loop = glutin::EventsLoop::new(); /// # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) = /// # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>( /// # glutin::WindowBuilder::new(), /// # glutin::ContextBuilder::new(), /// # &events_loop); /// # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into(); /// # let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf"); /// # let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu) /// # .build(gfx_factory.clone()); /// # let some_other_section = Section { text: "another", ..Section::default() }; /// /// let section = Section { /// text: "Hello gfx_glyph", /// ..Section::default() /// }; /// /// glyph_brush.queue(section); /// glyph_brush.queue(some_other_section); /// /// glyph_brush.draw_queued(&mut gfx_encoder, &gfx_color, &gfx_depth)?; /// # Ok(()) /// # } /// ``` /// /// # Caching behaviour /// /// Calls to [`GlyphBrush::queue`](#method.queue), /// [`GlyphBrush::pixel_bounds`](#method.pixel_bounds), [`GlyphBrush::glyphs`](#method.glyphs) /// calculate the positioned glyphs for a section. /// This is cached so future calls to any of the methods for the same section are much /// cheaper. In the case of [`GlyphBrush::queue`](#method.queue) the calculations will also be /// used for actual drawing. /// /// The cache for a section will be **cleared** after a /// [`GlyphBrush::draw_queued`](#method.draw_queued) call when that section has not been used since /// the previous draw call. */ pub struct GlyphBrush<'font, 'a, H :BuildHasher = DefaultSectionHasher> { glyph_brush :glyph_brush::GlyphBrush<'font, GlyphVertex, H>, params :glium::DrawParameters<'a>, program :Program, texture :Texture2d, index_buffer :glium::index::NoIndices, vertex_buffer :glium::VertexBuffer<GlyphVertex>, instances :glium::VertexBuffer<InstanceVertex>, } impl<'font, 'p> GlyphBrush<'font, 'p> { pub fn new<'a :'font, F :Facade, V :Into<Vec<Font<'a>>>>(facade :&F, fonts :V) -> Self { GlyphBrushBuilder::using_fonts(fonts).build(facade) } } impl<'font, 'p, H :BuildHasher> GlyphBrush<'font, 'p, H> { /// Queues a section/layout to be drawn by the next call of /// [`draw_queued`](struct.GlyphBrush.html#method.draw_queued). Can be called multiple times /// to queue multiple sections for drawing. /// /// Used to provide custom `GlyphPositioner` logic, if using built-in /// [`Layout`](enum.Layout.html) simply use [`queue`](struct.GlyphBrush.html#method.queue) /// /// Benefits from caching, see [caching behaviour](#caching-behaviour). #[inline] pub fn queue_custom_layout<'a, S, G>(&mut self, section: S, custom_layout: &G) where G: GlyphPositioner, S: Into<Cow<'a, VariedSection<'a>>>, { self.glyph_brush.queue_custom_layout(section, custom_layout) } /// Queues a section/layout to be drawn by the next call of /// [`draw_queued`](struct.GlyphBrush.html#method.draw_queued). Can be called multiple times /// to queue multiple sections for drawing. /// /// Benefits from caching, see [caching behaviour](#caching-behaviour). #[inline] pub fn queue<'a, S>(&mut self, section: S) where S: Into<Cow<'a, VariedSection<'a>>>, { self.glyph_brush.queue(section) } /* /// Draws all queued sections onto a render target. /// See [`queue`](struct.GlyphBrush.html#method.queue). /// /// Trims the cache, see [caching behaviour](#caching-behaviour). /// /// # Raw usage /// Can also be used with gfx raw render & depth views if necessary. The `Format` must also /// be provided. [See example.](struct.GlyphBrush.html#raw-usage-1) */ #[inline] pub fn draw_queued<F :Facade + Deref<Target = Context>>(&mut self, facade :&F, frame :&mut Frame) { self.draw_queued_with_transform(IDENTITY_MATRIX4, facade, frame) } /* /// Draws all queued sections onto a render target, applying a position transform (e.g. /// a projection). /// See [`queue`](struct.GlyphBrush.html#method.queue). /// /// Trims the cache, see [caching behaviour](#caching-behaviour). /// /// # Raw usage /// Can also be used with gfx raw render & depth views if necessary. The `Format` must also /// be provided. /// /// ```no_run /// # extern crate gfx; /// # extern crate gfx_window_glutin; /// # extern crate glutin; /// # extern crate gfx_glyph; /// # use gfx_glyph::{GlyphBrushBuilder}; /// # use gfx_glyph::Section; /// # use gfx::format; /// # use gfx::format::Formatted; /// # use gfx::memory::Typed; /// # fn main() -> Result<(), String> { /// # let events_loop = glutin::EventsLoop::new(); /// # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) = /// # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>( /// # glutin::WindowBuilder::new(), /// # glutin::ContextBuilder::new(), /// # &events_loop); /// # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into(); /// # let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf"); /// # let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu) /// # .build(gfx_factory.clone()); /// # let raw_render_view = gfx_color.raw(); /// # let raw_depth_view = gfx_depth.raw(); /// # let transform = [[0.0; 4]; 4]; /// glyph_brush.draw_queued_with_transform( /// transform, /// &mut gfx_encoder, /// &(raw_render_view, format::Srgba8::get_format()), /// &(raw_depth_view, format::Depth::get_format()), /// )? /// # ; /// # Ok(()) /// # } /// ``` */ pub fn draw_queued_with_transform<F :Facade + Deref<Target = Context>>(&mut self, transform :[[f32; 4]; 4], facade :&F, frame :&mut Frame) { let screen_dims = facade.get_framebuffer_dimensions(); let mut brush_action; loop { // We need this scope because of lifetimes. // Ultimately, we'd like to put the &self.texture // into the closure, but that'd inevitably // borrow the entirety of self inside the closure. // This is a problem with the language and is // discussed here: // http://smallcultfollowing.com/babysteps/blog/2018/11/01/after-nll-interprocedural-conflicts/ { let tex = &self.texture; brush_action = self.glyph_brush.process_queued( screen_dims, |rect, tex_data| { update_texture(tex, rect, tex_data); }, to_vertex, ); } match brush_action { Ok(_) => break, Err(BrushError::TextureTooSmall { suggested }) => { let (nwidth, nheight) = suggested; self.texture = Texture2d::empty(facade, nwidth, nheight).unwrap(); self.glyph_brush.resize_texture(nwidth, nheight); }, } } let sampler = glium::uniforms::Sampler::new(&self.texture) .wrap_function(glium::uniforms::SamplerWrapFunction::Clamp) .minify_filter(glium::uniforms::MinifySamplerFilter::Linear) .magnify_filter(glium::uniforms::MagnifySamplerFilter::Linear); match brush_action.unwrap() { BrushAction::Draw(verts) => { self.vertex_buffer = glium::VertexBuffer::new(facade, &verts).unwrap(); }, BrushAction::ReDraw => {}, }; let uniforms = uniform! { font_tex: sampler, transform: transform, }; // drawing a frame frame.draw((&self.instances, self.vertex_buffer.per_instance().unwrap()), &self.index_buffer, &self.program, &uniforms, &self.params).unwrap(); } /* /// Adds an additional font to the one(s) initially added on build. /// /// Returns a new [`FontId`](struct.FontId.html) to reference this font. /// /// # Example /// /// ```no_run /// # extern crate gfx; /// # extern crate gfx_window_glutin; /// # extern crate glutin; /// extern crate gfx_glyph; /// use gfx_glyph::{GlyphBrushBuilder, Section}; /// # fn main() { /// # let events_loop = glutin::EventsLoop::new(); /// # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) = /// # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>( /// # glutin::WindowBuilder::new(), /// # glutin::ContextBuilder::new(), /// # &events_loop); /// # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into(); /// /// // dejavu is built as default `FontId(0)` /// let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf"); /// let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu).build(gfx_factory.clone()); /// /// // some time later, add another font referenced by a new `FontId` /// let open_sans_italic: &[u8] = include_bytes!("../../fonts/OpenSans-Italic.ttf"); /// let open_sans_italic_id = glyph_brush.add_font_bytes(open_sans_italic); /// # glyph_brush.draw_queued(&mut gfx_encoder, &gfx_color, &gfx_depth).unwrap(); /// # let _ = open_sans_italic_id; /// # } /// ``` */ pub fn add_font_bytes<'a: 'font, B: Into<SharedBytes<'a>>>(&mut self, font_data: B) -> FontId { self.glyph_brush.add_font_bytes(font_data) } /// Adds an additional font to the one(s) initially added on build. /// /// Returns a new [`FontId`](struct.FontId.html) to reference this font. pub fn add_font<'a: 'font>(&mut self, font_data: Font<'a>) -> FontId { self.glyph_brush.add_font(font_data) } } impl<'font, 'l, H :BuildHasher> GlyphCruncher<'font> for GlyphBrush<'font, 'l, H> { fn pixel_bounds_custom_layout<'a, S, L>(&mut self, section: S, custom_layout: &L) -> Option<Rect<i32>> where L: GlyphPositioner + Hash, S: Into<Cow<'a, VariedSection<'a>>> { self.glyph_brush.pixel_bounds_custom_layout(section, custom_layout) } fn glyphs_custom_layout<'a, 'b, S, L>(&'b mut self, section: S, custom_layout: &L) -> PositionedGlyphIter<'b, 'font> where L: GlyphPositioner + Hash, S: Into<Cow<'a, VariedSection<'a>>> { self.glyph_brush.glyphs_custom_layout(section, custom_layout) } /// Returns the available fonts. /// /// The `FontId` corresponds to the index of the font data. #[inline] fn fonts(&self) -> &[Font<'font>] { self.glyph_brush.fonts() } }