1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
//! Converts graphics primitives into textured triangles.
//!
//! This module converts lines, circles, text and more represented by [`Shape`]
//! into textured triangles represented by [`Mesh`].

#![allow(clippy::identity_op)]

use crate::*;
use emath::*;

// ----------------------------------------------------------------------------

#[allow(clippy::approx_constant)]
mod precomputed_vertices {
    /*
    fn main() {
        let n = 64;
        println!("pub const CIRCLE_{}: [Vec2; {}] = [", n, n+1);
        for i in 0..=n {
            let a = std::f64::consts::TAU * i as f64 / n as f64;
            println!("    vec2({:.06}, {:.06}),", a.cos(), a.sin());
        }
        println!("];")
    }
    */

    use emath::{vec2, Vec2};

    pub const CIRCLE_8: [Vec2; 9] = [
        vec2(1.000000, 0.000000),
        vec2(0.707107, 0.707107),
        vec2(0.000000, 1.000000),
        vec2(-0.707107, 0.707107),
        vec2(-1.000000, 0.000000),
        vec2(-0.707107, -0.707107),
        vec2(0.000000, -1.000000),
        vec2(0.707107, -0.707107),
        vec2(1.000000, 0.000000),
    ];

    pub const CIRCLE_16: [Vec2; 17] = [
        vec2(1.000000, 0.000000),
        vec2(0.923880, 0.382683),
        vec2(0.707107, 0.707107),
        vec2(0.382683, 0.923880),
        vec2(0.000000, 1.000000),
        vec2(-0.382684, 0.923880),
        vec2(-0.707107, 0.707107),
        vec2(-0.923880, 0.382683),
        vec2(-1.000000, 0.000000),
        vec2(-0.923880, -0.382683),
        vec2(-0.707107, -0.707107),
        vec2(-0.382684, -0.923880),
        vec2(0.000000, -1.000000),
        vec2(0.382684, -0.923879),
        vec2(0.707107, -0.707107),
        vec2(0.923880, -0.382683),
        vec2(1.000000, 0.000000),
    ];

    pub const CIRCLE_32: [Vec2; 33] = [
        vec2(1.000000, 0.000000),
        vec2(0.980785, 0.195090),
        vec2(0.923880, 0.382683),
        vec2(0.831470, 0.555570),
        vec2(0.707107, 0.707107),
        vec2(0.555570, 0.831470),
        vec2(0.382683, 0.923880),
        vec2(0.195090, 0.980785),
        vec2(0.000000, 1.000000),
        vec2(-0.195090, 0.980785),
        vec2(-0.382683, 0.923880),
        vec2(-0.555570, 0.831470),
        vec2(-0.707107, 0.707107),
        vec2(-0.831470, 0.555570),
        vec2(-0.923880, 0.382683),
        vec2(-0.980785, 0.195090),
        vec2(-1.000000, 0.000000),
        vec2(-0.980785, -0.195090),
        vec2(-0.923880, -0.382683),
        vec2(-0.831470, -0.555570),
        vec2(-0.707107, -0.707107),
        vec2(-0.555570, -0.831470),
        vec2(-0.382683, -0.923880),
        vec2(-0.195090, -0.980785),
        vec2(-0.000000, -1.000000),
        vec2(0.195090, -0.980785),
        vec2(0.382683, -0.923880),
        vec2(0.555570, -0.831470),
        vec2(0.707107, -0.707107),
        vec2(0.831470, -0.555570),
        vec2(0.923880, -0.382683),
        vec2(0.980785, -0.195090),
        vec2(1.000000, -0.000000),
    ];

    pub const CIRCLE_64: [Vec2; 65] = [
        vec2(1.000000, 0.000000),
        vec2(0.995185, 0.098017),
        vec2(0.980785, 0.195090),
        vec2(0.956940, 0.290285),
        vec2(0.923880, 0.382683),
        vec2(0.881921, 0.471397),
        vec2(0.831470, 0.555570),
        vec2(0.773010, 0.634393),
        vec2(0.707107, 0.707107),
        vec2(0.634393, 0.773010),
        vec2(0.555570, 0.831470),
        vec2(0.471397, 0.881921),
        vec2(0.382683, 0.923880),
        vec2(0.290285, 0.956940),
        vec2(0.195090, 0.980785),
        vec2(0.098017, 0.995185),
        vec2(0.000000, 1.000000),
        vec2(-0.098017, 0.995185),
        vec2(-0.195090, 0.980785),
        vec2(-0.290285, 0.956940),
        vec2(-0.382683, 0.923880),
        vec2(-0.471397, 0.881921),
        vec2(-0.555570, 0.831470),
        vec2(-0.634393, 0.773010),
        vec2(-0.707107, 0.707107),
        vec2(-0.773010, 0.634393),
        vec2(-0.831470, 0.555570),
        vec2(-0.881921, 0.471397),
        vec2(-0.923880, 0.382683),
        vec2(-0.956940, 0.290285),
        vec2(-0.980785, 0.195090),
        vec2(-0.995185, 0.098017),
        vec2(-1.000000, 0.000000),
        vec2(-0.995185, -0.098017),
        vec2(-0.980785, -0.195090),
        vec2(-0.956940, -0.290285),
        vec2(-0.923880, -0.382683),
        vec2(-0.881921, -0.471397),
        vec2(-0.831470, -0.555570),
        vec2(-0.773010, -0.634393),
        vec2(-0.707107, -0.707107),
        vec2(-0.634393, -0.773010),
        vec2(-0.555570, -0.831470),
        vec2(-0.471397, -0.881921),
        vec2(-0.382683, -0.923880),
        vec2(-0.290285, -0.956940),
        vec2(-0.195090, -0.980785),
        vec2(-0.098017, -0.995185),
        vec2(-0.000000, -1.000000),
        vec2(0.098017, -0.995185),
        vec2(0.195090, -0.980785),
        vec2(0.290285, -0.956940),
        vec2(0.382683, -0.923880),
        vec2(0.471397, -0.881921),
        vec2(0.555570, -0.831470),
        vec2(0.634393, -0.773010),
        vec2(0.707107, -0.707107),
        vec2(0.773010, -0.634393),
        vec2(0.831470, -0.555570),
        vec2(0.881921, -0.471397),
        vec2(0.923880, -0.382683),
        vec2(0.956940, -0.290285),
        vec2(0.980785, -0.195090),
        vec2(0.995185, -0.098017),
        vec2(1.000000, -0.000000),
    ];

    pub const CIRCLE_128: [Vec2; 129] = [
        vec2(1.000000, 0.000000),
        vec2(0.998795, 0.049068),
        vec2(0.995185, 0.098017),
        vec2(0.989177, 0.146730),
        vec2(0.980785, 0.195090),
        vec2(0.970031, 0.242980),
        vec2(0.956940, 0.290285),
        vec2(0.941544, 0.336890),
        vec2(0.923880, 0.382683),
        vec2(0.903989, 0.427555),
        vec2(0.881921, 0.471397),
        vec2(0.857729, 0.514103),
        vec2(0.831470, 0.555570),
        vec2(0.803208, 0.595699),
        vec2(0.773010, 0.634393),
        vec2(0.740951, 0.671559),
        vec2(0.707107, 0.707107),
        vec2(0.671559, 0.740951),
        vec2(0.634393, 0.773010),
        vec2(0.595699, 0.803208),
        vec2(0.555570, 0.831470),
        vec2(0.514103, 0.857729),
        vec2(0.471397, 0.881921),
        vec2(0.427555, 0.903989),
        vec2(0.382683, 0.923880),
        vec2(0.336890, 0.941544),
        vec2(0.290285, 0.956940),
        vec2(0.242980, 0.970031),
        vec2(0.195090, 0.980785),
        vec2(0.146730, 0.989177),
        vec2(0.098017, 0.995185),
        vec2(0.049068, 0.998795),
        vec2(0.000000, 1.000000),
        vec2(-0.049068, 0.998795),
        vec2(-0.098017, 0.995185),
        vec2(-0.146730, 0.989177),
        vec2(-0.195090, 0.980785),
        vec2(-0.242980, 0.970031),
        vec2(-0.290285, 0.956940),
        vec2(-0.336890, 0.941544),
        vec2(-0.382683, 0.923880),
        vec2(-0.427555, 0.903989),
        vec2(-0.471397, 0.881921),
        vec2(-0.514103, 0.857729),
        vec2(-0.555570, 0.831470),
        vec2(-0.595699, 0.803208),
        vec2(-0.634393, 0.773010),
        vec2(-0.671559, 0.740951),
        vec2(-0.707107, 0.707107),
        vec2(-0.740951, 0.671559),
        vec2(-0.773010, 0.634393),
        vec2(-0.803208, 0.595699),
        vec2(-0.831470, 0.555570),
        vec2(-0.857729, 0.514103),
        vec2(-0.881921, 0.471397),
        vec2(-0.903989, 0.427555),
        vec2(-0.923880, 0.382683),
        vec2(-0.941544, 0.336890),
        vec2(-0.956940, 0.290285),
        vec2(-0.970031, 0.242980),
        vec2(-0.980785, 0.195090),
        vec2(-0.989177, 0.146730),
        vec2(-0.995185, 0.098017),
        vec2(-0.998795, 0.049068),
        vec2(-1.000000, 0.000000),
        vec2(-0.998795, -0.049068),
        vec2(-0.995185, -0.098017),
        vec2(-0.989177, -0.146730),
        vec2(-0.980785, -0.195090),
        vec2(-0.970031, -0.242980),
        vec2(-0.956940, -0.290285),
        vec2(-0.941544, -0.336890),
        vec2(-0.923880, -0.382683),
        vec2(-0.903989, -0.427555),
        vec2(-0.881921, -0.471397),
        vec2(-0.857729, -0.514103),
        vec2(-0.831470, -0.555570),
        vec2(-0.803208, -0.595699),
        vec2(-0.773010, -0.634393),
        vec2(-0.740951, -0.671559),
        vec2(-0.707107, -0.707107),
        vec2(-0.671559, -0.740951),
        vec2(-0.634393, -0.773010),
        vec2(-0.595699, -0.803208),
        vec2(-0.555570, -0.831470),
        vec2(-0.514103, -0.857729),
        vec2(-0.471397, -0.881921),
        vec2(-0.427555, -0.903989),
        vec2(-0.382683, -0.923880),
        vec2(-0.336890, -0.941544),
        vec2(-0.290285, -0.956940),
        vec2(-0.242980, -0.970031),
        vec2(-0.195090, -0.980785),
        vec2(-0.146730, -0.989177),
        vec2(-0.098017, -0.995185),
        vec2(-0.049068, -0.998795),
        vec2(-0.000000, -1.000000),
        vec2(0.049068, -0.998795),
        vec2(0.098017, -0.995185),
        vec2(0.146730, -0.989177),
        vec2(0.195090, -0.980785),
        vec2(0.242980, -0.970031),
        vec2(0.290285, -0.956940),
        vec2(0.336890, -0.941544),
        vec2(0.382683, -0.923880),
        vec2(0.427555, -0.903989),
        vec2(0.471397, -0.881921),
        vec2(0.514103, -0.857729),
        vec2(0.555570, -0.831470),
        vec2(0.595699, -0.803208),
        vec2(0.634393, -0.773010),
        vec2(0.671559, -0.740951),
        vec2(0.707107, -0.707107),
        vec2(0.740951, -0.671559),
        vec2(0.773010, -0.634393),
        vec2(0.803208, -0.595699),
        vec2(0.831470, -0.555570),
        vec2(0.857729, -0.514103),
        vec2(0.881921, -0.471397),
        vec2(0.903989, -0.427555),
        vec2(0.923880, -0.382683),
        vec2(0.941544, -0.336890),
        vec2(0.956940, -0.290285),
        vec2(0.970031, -0.242980),
        vec2(0.980785, -0.195090),
        vec2(0.989177, -0.146730),
        vec2(0.995185, -0.098017),
        vec2(0.998795, -0.049068),
        vec2(1.000000, -0.000000),
    ];
}

// ----------------------------------------------------------------------------

#[derive(Clone, Debug, Default)]
struct PathPoint {
    pos: Pos2,

    /// For filled paths the normal is used for anti-aliasing (both strokes and filled areas).
    ///
    /// For strokes the normal is also used for giving thickness to the path
    /// (i.e. in what direction to expand).
    ///
    /// The normal could be estimated by differences between successive points,
    /// but that would be less accurate (and in some cases slower).
    ///
    /// Normals are normally unit-length.
    normal: Vec2,
}

/// A connected line (without thickness or gaps) which can be tessellated
/// to either to a stroke (with thickness) or a filled convex area.
/// Used as a scratch-pad during tessellation.
#[derive(Clone, Debug, Default)]
pub struct Path(Vec<PathPoint>);

impl Path {
    #[inline(always)]
    pub fn clear(&mut self) {
        self.0.clear();
    }

    #[inline(always)]
    pub fn reserve(&mut self, additional: usize) {
        self.0.reserve(additional);
    }

    #[inline(always)]
    pub fn add_point(&mut self, pos: Pos2, normal: Vec2) {
        self.0.push(PathPoint { pos, normal });
    }

    pub fn add_circle(&mut self, center: Pos2, radius: f32) {
        use precomputed_vertices::*;

        // These cutoffs are based on a high-dpi display. TODO: use pixels_per_point here?
        // same cutoffs as in add_circle_quadrant

        if radius <= 2.0 {
            self.0.extend(CIRCLE_8.iter().map(|&n| PathPoint {
                pos: center + radius * n,
                normal: n,
            }));
        } else if radius <= 5.0 {
            self.0.extend(CIRCLE_16.iter().map(|&n| PathPoint {
                pos: center + radius * n,
                normal: n,
            }));
        } else if radius < 18.0 {
            self.0.extend(CIRCLE_32.iter().map(|&n| PathPoint {
                pos: center + radius * n,
                normal: n,
            }));
        } else if radius < 50.0 {
            self.0.extend(CIRCLE_64.iter().map(|&n| PathPoint {
                pos: center + radius * n,
                normal: n,
            }));
        } else {
            self.0.extend(CIRCLE_128.iter().map(|&n| PathPoint {
                pos: center + radius * n,
                normal: n,
            }));
        }
    }

    pub fn add_line_segment(&mut self, points: [Pos2; 2]) {
        self.reserve(2);
        let normal = (points[1] - points[0]).normalized().rot90();
        self.add_point(points[0], normal);
        self.add_point(points[1], normal);
    }

    pub fn add_open_points(&mut self, points: &[Pos2]) {
        let n = points.len();
        assert!(n >= 2);

        if n == 2 {
            // Common case optimization:
            self.add_line_segment([points[0], points[1]]);
        } else {
            self.reserve(n);
            self.add_point(points[0], (points[1] - points[0]).normalized().rot90());
            let mut n0 = (points[1] - points[0]).normalized().rot90();
            for i in 1..n - 1 {
                let mut n1 = (points[i + 1] - points[i]).normalized().rot90();

                // Handle duplicated points (but not triplicated…):
                if n0 == Vec2::ZERO {
                    n0 = n1;
                } else if n1 == Vec2::ZERO {
                    n1 = n0;
                }

                let normal = (n0 + n1) / 2.0;
                let length_sq = normal.length_sq();
                let right_angle_length_sq = 0.5;
                let sharper_than_a_right_angle = length_sq < right_angle_length_sq;
                if sharper_than_a_right_angle {
                    // cut off the sharp corner
                    let center_normal = normal.normalized();
                    let n0c = (n0 + center_normal) / 2.0;
                    let n1c = (n1 + center_normal) / 2.0;
                    self.add_point(points[i], n0c / n0c.length_sq());
                    self.add_point(points[i], n1c / n1c.length_sq());
                } else {
                    // miter join
                    self.add_point(points[i], normal / length_sq);
                }

                n0 = n1;
            }
            self.add_point(
                points[n - 1],
                (points[n - 1] - points[n - 2]).normalized().rot90(),
            );
        }
    }

    pub fn add_line_loop(&mut self, points: &[Pos2]) {
        let n = points.len();
        assert!(n >= 2);
        self.reserve(n);

        let mut n0 = (points[0] - points[n - 1]).normalized().rot90();

        for i in 0..n {
            let next_i = if i + 1 == n { 0 } else { i + 1 };
            let mut n1 = (points[next_i] - points[i]).normalized().rot90();

            // Handle duplicated points (but not triplicated…):
            if n0 == Vec2::ZERO {
                n0 = n1;
            } else if n1 == Vec2::ZERO {
                n1 = n0;
            }

            let normal = (n0 + n1) / 2.0;
            let length_sq = normal.length_sq();

            // We can't just cut off corners for filled shapes like this,
            // because the feather will both expand and contract the corner along the provided normals
            // to make sure it doesn't grow, and the shrinking will make the inner points cross each other.
            //
            // A better approach is to shrink the vertices in by half the feather-width here
            // and then only expand during feathering.
            //
            // See https://github.com/emilk/egui/issues/1226
            const CUT_OFF_SHARP_CORNERS: bool = false;

            let right_angle_length_sq = 0.5;
            let sharper_than_a_right_angle = length_sq < right_angle_length_sq;
            if CUT_OFF_SHARP_CORNERS && sharper_than_a_right_angle {
                // cut off the sharp corner
                let center_normal = normal.normalized();
                let n0c = (n0 + center_normal) / 2.0;
                let n1c = (n1 + center_normal) / 2.0;
                self.add_point(points[i], n0c / n0c.length_sq());
                self.add_point(points[i], n1c / n1c.length_sq());
            } else {
                // miter join
                self.add_point(points[i], normal / length_sq);
            }

            n0 = n1;
        }
    }

    /// Open-ended.
    pub fn stroke_open(&self, feathering: f32, stroke: Stroke, out: &mut Mesh) {
        stroke_path(feathering, &self.0, PathType::Open, stroke, out);
    }

    /// A closed path (returning to the first point).
    pub fn stroke_closed(&self, feathering: f32, stroke: Stroke, out: &mut Mesh) {
        stroke_path(feathering, &self.0, PathType::Closed, stroke, out);
    }

    pub fn stroke(&self, feathering: f32, path_type: PathType, stroke: Stroke, out: &mut Mesh) {
        stroke_path(feathering, &self.0, path_type, stroke, out);
    }

    /// The path is taken to be closed (i.e. returning to the start again).
    ///
    /// Calling this may reverse the vertices in the path if they are wrong winding order.
    ///
    /// The preferred winding order is clockwise.
    pub fn fill(&mut self, feathering: f32, color: Color32, out: &mut Mesh) {
        fill_closed_path(feathering, &mut self.0, color, out);
    }
}

pub mod path {
    //! Helpers for constructing paths
    use crate::shape::Rounding;
    use emath::*;

    /// overwrites existing points
    pub fn rounded_rectangle(path: &mut Vec<Pos2>, rect: Rect, rounding: Rounding) {
        path.clear();

        let min = rect.min;
        let max = rect.max;

        let r = clamp_radius(rounding, rect);

        if r == Rounding::none() {
            let min = rect.min;
            let max = rect.max;
            path.reserve(4);
            path.push(pos2(min.x, min.y)); // left top
            path.push(pos2(max.x, min.y)); // right top
            path.push(pos2(max.x, max.y)); // right bottom
            path.push(pos2(min.x, max.y)); // left bottom
        } else {
            add_circle_quadrant(path, pos2(max.x - r.se, max.y - r.se), r.se, 0.0);
            add_circle_quadrant(path, pos2(min.x + r.sw, max.y - r.sw), r.sw, 1.0);
            add_circle_quadrant(path, pos2(min.x + r.nw, min.y + r.nw), r.nw, 2.0);
            add_circle_quadrant(path, pos2(max.x - r.ne, min.y + r.ne), r.ne, 3.0);
        }
    }

    /// Add one quadrant of a circle
    ///
    /// * quadrant 0: right bottom
    /// * quadrant 1: left bottom
    /// * quadrant 2: left top
    /// * quadrant 3: right top
    //
    // Derivation:
    //
    // * angle 0 * TAU / 4 = right
    //   - quadrant 0: right bottom
    // * angle 1 * TAU / 4 = bottom
    //   - quadrant 1: left bottom
    // * angle 2 * TAU / 4 = left
    //   - quadrant 2: left top
    // * angle 3 * TAU / 4 = top
    //   - quadrant 3: right top
    // * angle 4 * TAU / 4 = right
    pub fn add_circle_quadrant(path: &mut Vec<Pos2>, center: Pos2, radius: f32, quadrant: f32) {
        use super::precomputed_vertices::*;

        // These cutoffs are based on a high-dpi display. TODO: use pixels_per_point here?
        // same cutoffs as in add_circle

        if radius <= 0.0 {
            path.push(center);
        } else if radius <= 2.0 {
            let offset = quadrant as usize * 2;
            let quadrant_vertices = &CIRCLE_8[offset..=offset + 2];
            path.extend(quadrant_vertices.iter().map(|&n| center + radius * n));
        } else if radius <= 5.0 {
            let offset = quadrant as usize * 4;
            let quadrant_vertices = &CIRCLE_16[offset..=offset + 4];
            path.extend(quadrant_vertices.iter().map(|&n| center + radius * n));
        } else if radius < 18.0 {
            let offset = quadrant as usize * 8;
            let quadrant_vertices = &CIRCLE_32[offset..=offset + 8];
            path.extend(quadrant_vertices.iter().map(|&n| center + radius * n));
        } else if radius < 50.0 {
            let offset = quadrant as usize * 16;
            let quadrant_vertices = &CIRCLE_64[offset..=offset + 16];
            path.extend(quadrant_vertices.iter().map(|&n| center + radius * n));
        } else {
            let offset = quadrant as usize * 32;
            let quadrant_vertices = &CIRCLE_128[offset..=offset + 32];
            path.extend(quadrant_vertices.iter().map(|&n| center + radius * n));
        }
    }

    // Ensures the radius of each corner is within a valid range
    fn clamp_radius(rounding: Rounding, rect: Rect) -> Rounding {
        let half_width = rect.width() * 0.5;
        let half_height = rect.height() * 0.5;
        let max_cr = half_width.min(half_height);
        rounding.at_most(max_cr).at_least(0.0)
    }
}

// ----------------------------------------------------------------------------

#[derive(Clone, Copy, PartialEq)]
pub enum PathType {
    Open,
    Closed,
}

/// Tessellation quality options
#[derive(Clone, Copy, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
pub struct TessellationOptions {
    /// Use "feathering" to smooth out the edges of shapes as a form of anti-aliasing.
    ///
    /// Feathering works by making each edge into a thin gradient into transparency.
    /// The size of this edge is controlled by [`Self::feathering_size_in_pixels`].
    ///
    /// This makes shapes appear smoother, but requires more triangles and is therefore slower.
    ///
    /// This setting does not affect text.
    ///
    /// Default: `true`.
    pub feathering: bool,

    /// The size of the the feathering, in physical pixels.
    ///
    /// The default, and suggested, value for this is `1.0`.
    /// If you use a larger value, edges will appear blurry.
    pub feathering_size_in_pixels: f32,

    /// If `true` (default) cull certain primitives before tessellating them.
    /// This likely makes
    pub coarse_tessellation_culling: bool,

    /// If `true` (default) align text to mesh grid.
    /// This makes the text sharper on most platforms.
    pub round_text_to_pixels: bool,

    /// Output the clip rectangles to be painted.
    pub debug_paint_clip_rects: bool,

    /// Output the text-containing rectangles.
    pub debug_paint_text_rects: bool,

    /// If true, no clipping will be done.
    pub debug_ignore_clip_rects: bool,

    /// The maximum distance between the original curve and the flattened curve.
    pub bezier_tolerance: f32,

    /// The default value will be 1.0e-5, it will be used during float compare.
    pub epsilon: f32,
}

impl Default for TessellationOptions {
    fn default() -> Self {
        Self {
            feathering: true,
            feathering_size_in_pixels: 1.0,
            coarse_tessellation_culling: true,
            round_text_to_pixels: true,
            debug_paint_text_rects: false,
            debug_paint_clip_rects: false,
            debug_ignore_clip_rects: false,
            bezier_tolerance: 0.1,
            epsilon: 1.0e-5,
        }
    }
}

fn cw_signed_area(path: &[PathPoint]) -> f64 {
    if let Some(last) = path.last() {
        let mut previous = last.pos;
        let mut area = 0.0;
        for p in path {
            area += (previous.x * p.pos.y - p.pos.x * previous.y) as f64;
            previous = p.pos;
        }
        area
    } else {
        0.0
    }
}

/// Tessellate the given convex area into a polygon.
///
/// Calling this may reverse the vertices in the path if they are wrong winding order.
///
/// The preferred winding order is clockwise.
fn fill_closed_path(feathering: f32, path: &mut [PathPoint], color: Color32, out: &mut Mesh) {
    if color == Color32::TRANSPARENT {
        return;
    }

    let n = path.len() as u32;
    if feathering > 0.0 {
        if cw_signed_area(path) < 0.0 {
            // Wrong winding order - fix:
            path.reverse();
            for point in path.iter_mut() {
                point.normal = -point.normal;
            }
        }

        out.reserve_triangles(3 * n as usize);
        out.reserve_vertices(2 * n as usize);
        let color_outer = Color32::TRANSPARENT;
        let idx_inner = out.vertices.len() as u32;
        let idx_outer = idx_inner + 1;

        // The fill:
        for i in 2..n {
            out.add_triangle(idx_inner + 2 * (i - 1), idx_inner, idx_inner + 2 * i);
        }

        // The feathering:
        let mut i0 = n - 1;
        for i1 in 0..n {
            let p1 = &path[i1 as usize];
            let dm = 0.5 * feathering * p1.normal;
            out.colored_vertex(p1.pos - dm, color);
            out.colored_vertex(p1.pos + dm, color_outer);
            out.add_triangle(idx_inner + i1 * 2, idx_inner + i0 * 2, idx_outer + 2 * i0);
            out.add_triangle(idx_outer + i0 * 2, idx_outer + i1 * 2, idx_inner + 2 * i1);
            i0 = i1;
        }
    } else {
        out.reserve_triangles(n as usize);
        let idx = out.vertices.len() as u32;
        out.vertices.extend(path.iter().map(|p| Vertex {
            pos: p.pos,
            uv: WHITE_UV,
            color,
        }));
        for i in 2..n {
            out.add_triangle(idx, idx + i - 1, idx + i);
        }
    }
}

/// Tessellate the given path as a stroke with thickness.
fn stroke_path(
    feathering: f32,
    path: &[PathPoint],
    path_type: PathType,
    stroke: Stroke,
    out: &mut Mesh,
) {
    let n = path.len() as u32;

    if stroke.width <= 0.0 || stroke.color == Color32::TRANSPARENT || n < 2 {
        return;
    }

    let idx = out.vertices.len() as u32;

    if feathering > 0.0 {
        let color_inner = stroke.color;
        let color_outer = Color32::TRANSPARENT;

        let thin_line = stroke.width <= feathering;
        if thin_line {
            /*
            We paint the line using three edges: outer, inner, outer.

            .       o   i   o      outer, inner, outer
            .       |---|          feathering (pixel width)
            */

            // Fade out as it gets thinner:
            let color_inner = mul_color(color_inner, stroke.width / feathering);
            if color_inner == Color32::TRANSPARENT {
                return;
            }

            out.reserve_triangles(4 * n as usize);
            out.reserve_vertices(3 * n as usize);

            let mut i0 = n - 1;
            for i1 in 0..n {
                let connect_with_previous = path_type == PathType::Closed || i1 > 0;
                let p1 = &path[i1 as usize];
                let p = p1.pos;
                let n = p1.normal;
                out.colored_vertex(p + n * feathering, color_outer);
                out.colored_vertex(p, color_inner);
                out.colored_vertex(p - n * feathering, color_outer);

                if connect_with_previous {
                    out.add_triangle(idx + 3 * i0 + 0, idx + 3 * i0 + 1, idx + 3 * i1 + 0);
                    out.add_triangle(idx + 3 * i0 + 1, idx + 3 * i1 + 0, idx + 3 * i1 + 1);

                    out.add_triangle(idx + 3 * i0 + 1, idx + 3 * i0 + 2, idx + 3 * i1 + 1);
                    out.add_triangle(idx + 3 * i0 + 2, idx + 3 * i1 + 1, idx + 3 * i1 + 2);
                }
                i0 = i1;
            }
        } else {
            // thick anti-aliased line

            /*
            We paint the line using four edges: outer, inner, inner, outer

            .       o   i     p    i   o   outer, inner, point, inner, outer
            .       |---|                  feathering (pixel width)
            .         |--------------|     width
            .       |---------|            outer_rad
            .           |-----|            inner_rad
            */

            let inner_rad = 0.5 * (stroke.width - feathering);
            let outer_rad = 0.5 * (stroke.width + feathering);

            match path_type {
                PathType::Closed => {
                    out.reserve_triangles(6 * n as usize);
                    out.reserve_vertices(4 * n as usize);

                    let mut i0 = n - 1;
                    for i1 in 0..n {
                        let p1 = &path[i1 as usize];
                        let p = p1.pos;
                        let n = p1.normal;
                        out.colored_vertex(p + n * outer_rad, color_outer);
                        out.colored_vertex(p + n * inner_rad, color_inner);
                        out.colored_vertex(p - n * inner_rad, color_inner);
                        out.colored_vertex(p - n * outer_rad, color_outer);

                        out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
                        out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);

                        out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
                        out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);

                        out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
                        out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);

                        i0 = i1;
                    }
                }
                PathType::Open => {
                    // Anti-alias the ends by extruding the outer edge and adding
                    // two more triangles to each end:

                    //   | aa |       | aa |
                    //    _________________   ___
                    //   | \    added    / |  feathering
                    //   |   \ ___p___ /   |  ___
                    //   |    |       |    |
                    //   |    |  opa  |    |
                    //   |    |  que  |    |
                    //   |    |       |    |

                    // (in the future it would be great with an option to add a circular end instead)

                    out.reserve_triangles(6 * n as usize + 4);
                    out.reserve_vertices(4 * n as usize);

                    {
                        let end = &path[0];
                        let p = end.pos;
                        let n = end.normal;
                        let back_extrude = n.rot90() * feathering;
                        out.colored_vertex(p + n * outer_rad + back_extrude, color_outer);
                        out.colored_vertex(p + n * inner_rad, color_inner);
                        out.colored_vertex(p - n * inner_rad, color_inner);
                        out.colored_vertex(p - n * outer_rad + back_extrude, color_outer);

                        out.add_triangle(idx + 0, idx + 1, idx + 2);
                        out.add_triangle(idx + 0, idx + 2, idx + 3);
                    }

                    let mut i0 = 0;
                    for i1 in 1..n - 1 {
                        let point = &path[i1 as usize];
                        let p = point.pos;
                        let n = point.normal;
                        out.colored_vertex(p + n * outer_rad, color_outer);
                        out.colored_vertex(p + n * inner_rad, color_inner);
                        out.colored_vertex(p - n * inner_rad, color_inner);
                        out.colored_vertex(p - n * outer_rad, color_outer);

                        out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
                        out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);

                        out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
                        out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);

                        out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
                        out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);

                        i0 = i1;
                    }

                    {
                        let i1 = n - 1;
                        let end = &path[i1 as usize];
                        let p = end.pos;
                        let n = end.normal;
                        let back_extrude = -n.rot90() * feathering;
                        out.colored_vertex(p + n * outer_rad + back_extrude, color_outer);
                        out.colored_vertex(p + n * inner_rad, color_inner);
                        out.colored_vertex(p - n * inner_rad, color_inner);
                        out.colored_vertex(p - n * outer_rad + back_extrude, color_outer);

                        out.add_triangle(idx + 4 * i0 + 0, idx + 4 * i0 + 1, idx + 4 * i1 + 0);
                        out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i1 + 0, idx + 4 * i1 + 1);

                        out.add_triangle(idx + 4 * i0 + 1, idx + 4 * i0 + 2, idx + 4 * i1 + 1);
                        out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i1 + 1, idx + 4 * i1 + 2);

                        out.add_triangle(idx + 4 * i0 + 2, idx + 4 * i0 + 3, idx + 4 * i1 + 2);
                        out.add_triangle(idx + 4 * i0 + 3, idx + 4 * i1 + 2, idx + 4 * i1 + 3);

                        // The extension:
                        out.add_triangle(idx + 4 * i1 + 0, idx + 4 * i1 + 1, idx + 4 * i1 + 2);
                        out.add_triangle(idx + 4 * i1 + 0, idx + 4 * i1 + 2, idx + 4 * i1 + 3);
                    }
                }
            }
        }
    } else {
        // not anti-aliased:
        out.reserve_triangles(2 * n as usize);
        out.reserve_vertices(2 * n as usize);

        let last_index = if path_type == PathType::Closed {
            n
        } else {
            n - 1
        };
        for i in 0..last_index {
            out.add_triangle(
                idx + (2 * i + 0) % (2 * n),
                idx + (2 * i + 1) % (2 * n),
                idx + (2 * i + 2) % (2 * n),
            );
            out.add_triangle(
                idx + (2 * i + 2) % (2 * n),
                idx + (2 * i + 1) % (2 * n),
                idx + (2 * i + 3) % (2 * n),
            );
        }

        let thin_line = stroke.width <= feathering;
        if thin_line {
            // Fade out thin lines rather than making them thinner
            let radius = feathering / 2.0;
            let color = mul_color(stroke.color, stroke.width / feathering);
            if color == Color32::TRANSPARENT {
                return;
            }
            for p in path {
                out.colored_vertex(p.pos + radius * p.normal, color);
                out.colored_vertex(p.pos - radius * p.normal, color);
            }
        } else {
            let radius = stroke.width / 2.0;
            for p in path {
                out.colored_vertex(p.pos + radius * p.normal, stroke.color);
                out.colored_vertex(p.pos - radius * p.normal, stroke.color);
            }
        }
    }
}

fn mul_color(color: Color32, factor: f32) -> Color32 {
    crate::epaint_assert!(0.0 <= factor && factor <= 1.0);
    // As an unfortunate side-effect of using premultiplied alpha
    // we need a somewhat expensive conversion to linear space and back.
    color.linear_multiply(factor)
}

// ----------------------------------------------------------------------------

/// Converts [`Shape`]s into triangles ([`Mesh`]).
///
/// For performance reasons it is smart to reuse the same [`Tessellator`].
///
/// Se also [`tessellate_shapes`], a convenient wrapper around [`Tessellator`].
pub struct Tessellator {
    pixels_per_point: f32,
    options: TessellationOptions,
    font_tex_size: [usize; 2],
    /// size of feathering in points. normally the size of a physical pixel. 0.0 if disabled
    feathering: f32,
    /// Only used for culling
    clip_rect: Rect,
    scratchpad_points: Vec<Pos2>,
    scratchpad_path: Path,
}

impl Tessellator {
    /// Create a new [`Tessellator`].
    ///
    /// * `font_tex_size`: size of the font texture. Required to normalize glyph uv rectangles when tessellating text.
    pub fn new(
        pixels_per_point: f32,
        options: TessellationOptions,
        font_tex_size: [usize; 2],
    ) -> Self {
        let feathering = if options.feathering {
            let pixel_size = 1.0 / pixels_per_point;
            options.feathering_size_in_pixels * pixel_size
        } else {
            0.0
        };
        Self {
            pixels_per_point,
            options,
            font_tex_size,
            feathering,
            clip_rect: Rect::EVERYTHING,
            scratchpad_points: Default::default(),
            scratchpad_path: Default::default(),
        }
    }

    /// Set the [`Rect`] to use for culling.
    pub fn set_clip_rect(&mut self, clip_rect: Rect) {
        self.clip_rect = clip_rect;
    }

    #[inline(always)]
    pub fn round_to_pixel(&self, point: f32) -> f32 {
        if self.options.round_text_to_pixels {
            (point * self.pixels_per_point).round() / self.pixels_per_point
        } else {
            point
        }
    }

    /// Tessellate a clipped shape into a list of primitives.
    pub fn tessellate_clipped_shape(
        &mut self,
        clipped_shape: ClippedShape,
        out_primitives: &mut Vec<ClippedPrimitive>,
    ) {
        let ClippedShape(new_clip_rect, new_shape) = clipped_shape;

        if !new_clip_rect.is_positive() {
            return; // skip empty clip rectangles
        }

        if let Shape::Vec(shapes) = new_shape {
            for shape in shapes {
                self.tessellate_clipped_shape(ClippedShape(new_clip_rect, shape), out_primitives);
            }
            return;
        }

        if let Shape::Callback(callback) = new_shape {
            out_primitives.push(ClippedPrimitive {
                clip_rect: new_clip_rect,
                primitive: Primitive::Callback(callback),
            });
            return;
        }

        let start_new_mesh = match out_primitives.last() {
            None => true,
            Some(output_clipped_primitive) => {
                output_clipped_primitive.clip_rect != new_clip_rect
                    || if let Primitive::Mesh(output_mesh) = &output_clipped_primitive.primitive {
                        output_mesh.texture_id != new_shape.texture_id()
                    } else {
                        true
                    }
            }
        };

        if start_new_mesh {
            out_primitives.push(ClippedPrimitive {
                clip_rect: new_clip_rect,
                primitive: Primitive::Mesh(Mesh::default()),
            });
        }

        let out = out_primitives.last_mut().unwrap();

        if let Primitive::Mesh(out_mesh) = &mut out.primitive {
            self.clip_rect = new_clip_rect;
            self.tessellate_shape(new_shape, out_mesh);
        } else {
            unreachable!();
        }
    }

    /// Tessellate a single [`Shape`] into a [`Mesh`].
    ///
    /// This call can panic the given shape is of [`Shape::Vec`] or [`Shape::Callback`].
    /// For that, use [`Self::tessellate_clipped_shape`] instead.
    /// * `shape`: the shape to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_shape(&mut self, shape: Shape, out: &mut Mesh) {
        match shape {
            Shape::Noop => {}
            Shape::Vec(vec) => {
                for shape in vec {
                    self.tessellate_shape(shape, out);
                }
            }
            Shape::Circle(circle) => {
                self.tessellate_circle(circle, out);
            }
            Shape::Mesh(mesh) => {
                if !mesh.is_valid() {
                    crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh");
                    return;
                }

                if self.options.coarse_tessellation_culling
                    && !self.clip_rect.intersects(mesh.calc_bounds())
                {
                    return;
                }
                out.append(mesh);
            }
            Shape::LineSegment { points, stroke } => self.tessellate_line(points, stroke, out),
            Shape::Path(path_shape) => {
                self.tessellate_path(&path_shape, out);
            }
            Shape::Rect(rect_shape) => {
                self.tessellate_rect(&rect_shape, out);
            }
            Shape::Text(text_shape) => {
                if self.options.debug_paint_text_rects {
                    let rect = text_shape.galley.rect.translate(text_shape.pos.to_vec2());
                    self.tessellate_rect(
                        &RectShape::stroke(rect.expand(0.5), 2.0, (0.5, Color32::GREEN)),
                        out,
                    );
                }
                self.tessellate_text(&text_shape, out);
            }
            Shape::QuadraticBezier(quadratic_shape) => {
                self.tessellate_quadratic_bezier(quadratic_shape, out);
            }
            Shape::CubicBezier(cubic_shape) => self.tessellate_cubic_bezier(cubic_shape, out),
            Shape::Callback(_) => {
                panic!("Shape::Callback passed to Tessellator");
            }
        }
    }

    /// Tessellate a single [`CircleShape`] into a [`Mesh`].
    ///
    /// * `shape`: the circle to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_circle(&mut self, shape: CircleShape, out: &mut Mesh) {
        let CircleShape {
            center,
            radius,
            fill,
            stroke,
        } = shape;

        if radius <= 0.0 {
            return;
        }

        if self.options.coarse_tessellation_culling
            && !self
                .clip_rect
                .expand(radius + stroke.width)
                .contains(center)
        {
            return;
        }

        self.scratchpad_path.clear();
        self.scratchpad_path.add_circle(center, radius);
        self.scratchpad_path.fill(self.feathering, fill, out);
        self.scratchpad_path
            .stroke_closed(self.feathering, stroke, out);
    }

    /// Tessellate a single [`Mesh`] into a [`Mesh`].
    ///
    /// * `mesh`: the mesh to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_mesh(&mut self, mesh: &Mesh, out: &mut Mesh) {
        if !mesh.is_valid() {
            crate::epaint_assert!(false, "Invalid Mesh in Shape::Mesh");
            return;
        }

        if self.options.coarse_tessellation_culling
            && !self.clip_rect.intersects(mesh.calc_bounds())
        {
            return;
        }

        out.append_ref(mesh);
    }

    /// Tessellate a line segment between the two points with the given stoken into a [`Mesh`].
    ///
    /// * `shape`: the mesh to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_line(&mut self, points: [Pos2; 2], stroke: Stroke, out: &mut Mesh) {
        if stroke.is_empty() {
            return;
        }

        if self.options.coarse_tessellation_culling
            && !self
                .clip_rect
                .intersects(Rect::from_two_pos(points[0], points[1]).expand(stroke.width))
        {
            return;
        }

        self.scratchpad_path.clear();
        self.scratchpad_path.add_line_segment(points);
        self.scratchpad_path
            .stroke_open(self.feathering, stroke, out);
    }

    /// Tessellate a single [`PathShape`] into a [`Mesh`].
    ///
    /// * `path_shape`: the path to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_path(&mut self, path_shape: &PathShape, out: &mut Mesh) {
        if path_shape.points.len() < 2 {
            return;
        }

        if self.options.coarse_tessellation_culling
            && !path_shape.visual_bounding_rect().intersects(self.clip_rect)
        {
            return;
        }

        let PathShape {
            points,
            closed,
            fill,
            stroke,
        } = path_shape;

        self.scratchpad_path.clear();
        if *closed {
            self.scratchpad_path.add_line_loop(points);
        } else {
            self.scratchpad_path.add_open_points(points);
        }

        if *fill != Color32::TRANSPARENT {
            crate::epaint_assert!(
                closed,
                "You asked to fill a path that is not closed. That makes no sense."
            );
            self.scratchpad_path.fill(self.feathering, *fill, out);
        }
        let typ = if *closed {
            PathType::Closed
        } else {
            PathType::Open
        };
        self.scratchpad_path
            .stroke(self.feathering, typ, *stroke, out);
    }

    /// Tessellate a single [`Rect`] into a [`Mesh`].
    ///
    /// * `rect`: the rectangle to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_rect(&mut self, rect: &RectShape, out: &mut Mesh) {
        let RectShape {
            mut rect,
            rounding,
            fill,
            stroke,
        } = *rect;

        if self.options.coarse_tessellation_culling
            && !rect.expand(stroke.width).intersects(self.clip_rect)
        {
            return;
        }
        if rect.is_negative() {
            return;
        }

        // It is common to (sometimes accidentally) create an infinitely sized rectangle.
        // Make sure we can handle that:
        rect.min = rect.min.at_least(pos2(-1e7, -1e7));
        rect.max = rect.max.at_most(pos2(1e7, 1e7));

        let path = &mut self.scratchpad_path;
        path.clear();
        path::rounded_rectangle(&mut self.scratchpad_points, rect, rounding);
        path.add_line_loop(&self.scratchpad_points);
        path.fill(self.feathering, fill, out);
        path.stroke_closed(self.feathering, stroke, out);
    }

    /// Tessellate a single [`TextShape`] into a [`Mesh`].
    /// * `text_shape`: the text to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_text(&mut self, text_shape: &TextShape, out: &mut Mesh) {
        let TextShape {
            pos: galley_pos,
            galley,
            underline,
            override_text_color,
            angle,
        } = text_shape;

        if galley.is_empty() {
            return;
        }

        out.vertices.reserve(galley.num_vertices);
        out.indices.reserve(galley.num_indices);

        // The contents of the galley is already snapped to pixel coordinates,
        // but we need to make sure the galley ends up on the start of a physical pixel:
        let galley_pos = pos2(
            self.round_to_pixel(galley_pos.x),
            self.round_to_pixel(galley_pos.y),
        );

        let uv_normalizer = vec2(
            1.0 / self.font_tex_size[0] as f32,
            1.0 / self.font_tex_size[1] as f32,
        );

        let rotator = Rot2::from_angle(*angle);

        for row in &galley.rows {
            if row.visuals.mesh.is_empty() {
                continue;
            }

            let mut row_rect = row.visuals.mesh_bounds;
            if *angle != 0.0 {
                row_rect = row_rect.rotate_bb(rotator);
            }
            row_rect = row_rect.translate(galley_pos.to_vec2());

            if self.options.coarse_tessellation_culling && !self.clip_rect.intersects(row_rect) {
                // culling individual lines of text is important, since a single `Shape::Text`
                // can span hundreds of lines.
                continue;
            }

            let index_offset = out.vertices.len() as u32;

            out.indices.extend(
                row.visuals
                    .mesh
                    .indices
                    .iter()
                    .map(|index| index + index_offset),
            );

            out.vertices.extend(
                row.visuals
                    .mesh
                    .vertices
                    .iter()
                    .enumerate()
                    .map(|(i, vertex)| {
                        let Vertex { pos, uv, mut color } = *vertex;

                        if let Some(override_text_color) = override_text_color {
                            if row.visuals.glyph_vertex_range.contains(&i) {
                                color = *override_text_color;
                            }
                        }

                        let offset = if *angle == 0.0 {
                            pos.to_vec2()
                        } else {
                            rotator * pos.to_vec2()
                        };

                        Vertex {
                            pos: galley_pos + offset,
                            uv: (uv.to_vec2() * uv_normalizer).to_pos2(),
                            color,
                        }
                    }),
            );

            if *underline != Stroke::none() {
                self.scratchpad_path.clear();
                self.scratchpad_path
                    .add_line_segment([row_rect.left_bottom(), row_rect.right_bottom()]);
                self.scratchpad_path
                    .stroke_open(self.feathering, *underline, out);
            }
        }
    }

    /// Tessellate a single [`QuadraticBezierShape`] into a [`Mesh`].
    ///
    /// * `quadratic_shape`: the shape to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_quadratic_bezier(
        &mut self,
        quadratic_shape: QuadraticBezierShape,
        out: &mut Mesh,
    ) {
        let options = &self.options;
        let clip_rect = self.clip_rect;

        if options.coarse_tessellation_culling
            && !quadratic_shape.visual_bounding_rect().intersects(clip_rect)
        {
            return;
        }

        let points = quadratic_shape.flatten(Some(options.bezier_tolerance));

        self.tessellate_bezier_complete(
            &points,
            quadratic_shape.fill,
            quadratic_shape.closed,
            quadratic_shape.stroke,
            out,
        );
    }

    /// Tessellate a single [`CubicBezierShape`] into a [`Mesh`].
    ///
    /// * `cubic_shape`: the shape to tessellate.
    /// * `out`: triangles are appended to this.
    pub fn tessellate_cubic_bezier(&mut self, cubic_shape: CubicBezierShape, out: &mut Mesh) {
        let options = &self.options;
        let clip_rect = self.clip_rect;
        if options.coarse_tessellation_culling
            && !cubic_shape.visual_bounding_rect().intersects(clip_rect)
        {
            return;
        }

        let points_vec =
            cubic_shape.flatten_closed(Some(options.bezier_tolerance), Some(options.epsilon));

        for points in points_vec {
            self.tessellate_bezier_complete(
                &points,
                cubic_shape.fill,
                cubic_shape.closed,
                cubic_shape.stroke,
                out,
            );
        }
    }

    fn tessellate_bezier_complete(
        &mut self,
        points: &[Pos2],
        fill: Color32,
        closed: bool,
        stroke: Stroke,
        out: &mut Mesh,
    ) {
        self.scratchpad_path.clear();
        if closed {
            self.scratchpad_path.add_line_loop(points);
        } else {
            self.scratchpad_path.add_open_points(points);
        }
        if fill != Color32::TRANSPARENT {
            crate::epaint_assert!(
                closed,
                "You asked to fill a path that is not closed. That makes no sense."
            );
            self.scratchpad_path.fill(self.feathering, fill, out);
        }
        let typ = if closed {
            PathType::Closed
        } else {
            PathType::Open
        };
        self.scratchpad_path
            .stroke(self.feathering, typ, stroke, out);
    }
}

/// Turns [`Shape`]:s into sets of triangles.
///
/// The given shapes will tessellated in the same order as they are given.
/// They will be batched together by clip rectangle.
///
/// * `pixels_per_point`: number of physical pixels to each logical point
/// * `options`: tessellation quality
/// * `shapes`: what to tessellate
/// * `font_tex_size`: size of the font texture (required to normalize glyph uv rectangles)
///
/// The implementation uses a [`Tessellator`].
///
/// ## Returns
/// A list of clip rectangles with matching [`Mesh`].
pub fn tessellate_shapes(
    pixels_per_point: f32,
    options: TessellationOptions,
    shapes: Vec<ClippedShape>,
    font_tex_size: [usize; 2],
) -> Vec<ClippedPrimitive> {
    let mut tessellator = Tessellator::new(pixels_per_point, options, font_tex_size);

    let mut clipped_primitives: Vec<ClippedPrimitive> = Vec::default();

    for clipped_shape in shapes {
        tessellator.tessellate_clipped_shape(clipped_shape, &mut clipped_primitives);
    }

    if options.debug_paint_clip_rects {
        clipped_primitives = add_clip_rects(&mut tessellator, clipped_primitives);
    }

    if options.debug_ignore_clip_rects {
        for clipped_primitive in &mut clipped_primitives {
            clipped_primitive.clip_rect = Rect::EVERYTHING;
        }
    }

    for clipped_primitive in &clipped_primitives {
        if let Primitive::Mesh(mesh) = &clipped_primitive.primitive {
            crate::epaint_assert!(mesh.is_valid(), "Tessellator generated invalid Mesh");
        }
    }

    clipped_primitives
}

fn add_clip_rects(
    tessellator: &mut Tessellator,
    clipped_primitives: Vec<ClippedPrimitive>,
) -> Vec<ClippedPrimitive> {
    tessellator.clip_rect = Rect::EVERYTHING;
    let stroke = Stroke::new(2.0, Color32::from_rgb(150, 255, 150));

    clipped_primitives
        .into_iter()
        .flat_map(|clipped_primitive| {
            let mut clip_rect_mesh = Mesh::default();
            tessellator.tessellate_shape(
                Shape::rect_stroke(clipped_primitive.clip_rect, 0.0, stroke),
                &mut clip_rect_mesh,
            );

            [
                clipped_primitive,
                ClippedPrimitive {
                    clip_rect: Rect::EVERYTHING, // whatever
                    primitive: Primitive::Mesh(clip_rect_mesh),
                },
            ]
        })
        .collect()
}

#[test]
fn test_tessellator() {
    use crate::*;

    let mut shapes = Vec::with_capacity(2);

    let rect = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0));
    let uv = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0));

    let mut mesh = Mesh::with_texture(TextureId::Managed(1));
    mesh.add_rect_with_uv(rect, uv, Color32::WHITE);
    shapes.push(Shape::mesh(mesh));

    let mut mesh = Mesh::with_texture(TextureId::Managed(2));
    mesh.add_rect_with_uv(rect, uv, Color32::WHITE);
    shapes.push(Shape::mesh(mesh));

    let shape = Shape::Vec(shapes);
    let clipped_shapes = vec![ClippedShape(rect, shape)];

    let primitives = tessellate_shapes(1.0, Default::default(), clipped_shapes, [100, 100]);
    assert_eq!(primitives.len(), 2);
}