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
//! Organize rendering primitives into a flattened list of layers.
mod image;
mod quad;
mod text;

pub mod mesh;

pub use image::Image;
pub use mesh::Mesh;
pub use quad::Quad;
pub use text::Text;

use crate::alignment;
use crate::{
    Background, Font, Point, Primitive, Rectangle, Size, Vector, Viewport,
};

/// A group of primitives that should be clipped together.
#[derive(Debug)]
pub struct Layer<'a> {
    /// The clipping bounds of the [`Layer`].
    pub bounds: Rectangle,

    /// The quads of the [`Layer`].
    pub quads: Vec<Quad>,

    /// The triangle meshes of the [`Layer`].
    pub meshes: Vec<Mesh<'a>>,

    /// The text of the [`Layer`].
    pub text: Vec<Text<'a>>,

    /// The images of the [`Layer`].
    pub images: Vec<Image>,
}

impl<'a> Layer<'a> {
    /// Creates a new [`Layer`] with the given clipping bounds.
    pub fn new(bounds: Rectangle) -> Self {
        Self {
            bounds,
            quads: Vec::new(),
            meshes: Vec::new(),
            text: Vec::new(),
            images: Vec::new(),
        }
    }

    /// Creates a new [`Layer`] for the provided overlay text.
    ///
    /// This can be useful for displaying debug information.
    pub fn overlay(lines: &'a [impl AsRef<str>], viewport: &Viewport) -> Self {
        let mut overlay =
            Layer::new(Rectangle::with_size(viewport.logical_size()));

        for (i, line) in lines.iter().enumerate() {
            let text = Text {
                content: line.as_ref(),
                bounds: Rectangle::new(
                    Point::new(11.0, 11.0 + 25.0 * i as f32),
                    Size::INFINITY,
                ),
                color: [0.9, 0.9, 0.9, 1.0],
                size: 20.0,
                font: Font::Default,
                horizontal_alignment: alignment::Horizontal::Left,
                vertical_alignment: alignment::Vertical::Top,
            };

            overlay.text.push(text);

            overlay.text.push(Text {
                bounds: text.bounds + Vector::new(-1.0, -1.0),
                color: [0.0, 0.0, 0.0, 1.0],
                ..text
            });
        }

        overlay
    }

    /// Distributes the given [`Primitive`] and generates a list of layers based
    /// on its contents.
    pub fn generate(
        primitives: &'a [Primitive],
        viewport: &Viewport,
    ) -> Vec<Self> {
        let first_layer =
            Layer::new(Rectangle::with_size(viewport.logical_size()));

        let mut layers = vec![first_layer];

        for primitive in primitives {
            Self::process_primitive(
                &mut layers,
                Vector::new(0.0, 0.0),
                primitive,
                0,
            );
        }

        layers
    }

    fn process_primitive(
        layers: &mut Vec<Self>,
        translation: Vector,
        primitive: &'a Primitive,
        current_layer: usize,
    ) {
        match primitive {
            Primitive::None => {}
            Primitive::Group { primitives } => {
                // TODO: Inspect a bit and regroup (?)
                for primitive in primitives {
                    Self::process_primitive(
                        layers,
                        translation,
                        primitive,
                        current_layer,
                    )
                }
            }
            Primitive::Text {
                content,
                bounds,
                size,
                color,
                font,
                horizontal_alignment,
                vertical_alignment,
            } => {
                let layer = &mut layers[current_layer];

                layer.text.push(Text {
                    content,
                    bounds: *bounds + translation,
                    size: *size,
                    color: color.into_linear(),
                    font: *font,
                    horizontal_alignment: *horizontal_alignment,
                    vertical_alignment: *vertical_alignment,
                });
            }
            Primitive::Quad {
                bounds,
                background,
                border_radius,
                border_width,
                border_color,
            } => {
                let layer = &mut layers[current_layer];

                // TODO: Move some of these computations to the GPU (?)
                layer.quads.push(Quad {
                    position: [
                        bounds.x + translation.x,
                        bounds.y + translation.y,
                    ],
                    size: [bounds.width, bounds.height],
                    color: match background {
                        Background::Color(color) => color.into_linear(),
                    },
                    border_radius: *border_radius,
                    border_width: *border_width,
                    border_color: border_color.into_linear(),
                });
            }
            Primitive::SolidMesh { buffers, size } => {
                let layer = &mut layers[current_layer];

                let bounds = Rectangle::new(
                    Point::new(translation.x, translation.y),
                    *size,
                );

                // Only draw visible content
                if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
                    layer.meshes.push(Mesh::Solid {
                        origin: Point::new(translation.x, translation.y),
                        buffers,
                        clip_bounds,
                    });
                }
            }
            Primitive::GradientMesh {
                buffers,
                size,
                gradient,
            } => {
                let layer = &mut layers[current_layer];

                let bounds = Rectangle::new(
                    Point::new(translation.x, translation.y),
                    *size,
                );

                // Only draw visible content
                if let Some(clip_bounds) = layer.bounds.intersection(&bounds) {
                    layer.meshes.push(Mesh::Gradient {
                        origin: Point::new(translation.x, translation.y),
                        buffers,
                        clip_bounds,
                        gradient,
                    });
                }
            }
            Primitive::Clip { bounds, content } => {
                let layer = &mut layers[current_layer];
                let translated_bounds = *bounds + translation;

                // Only draw visible content
                if let Some(clip_bounds) =
                    layer.bounds.intersection(&translated_bounds)
                {
                    let clip_layer = Layer::new(clip_bounds);
                    layers.push(clip_layer);

                    Self::process_primitive(
                        layers,
                        translation,
                        content,
                        layers.len() - 1,
                    );
                }
            }
            Primitive::Translate {
                translation: new_translation,
                content,
            } => {
                Self::process_primitive(
                    layers,
                    translation + *new_translation,
                    content,
                    current_layer,
                );
            }
            Primitive::Cached { cache } => {
                Self::process_primitive(
                    layers,
                    translation,
                    cache,
                    current_layer,
                );
            }
            Primitive::Image { handle, bounds } => {
                let layer = &mut layers[current_layer];

                layer.images.push(Image::Raster {
                    handle: handle.clone(),
                    bounds: *bounds + translation,
                });
            }
            Primitive::Svg {
                handle,
                color,
                bounds,
            } => {
                let layer = &mut layers[current_layer];

                layer.images.push(Image::Vector {
                    handle: handle.clone(),
                    color: *color,
                    bounds: *bounds + translation,
                });
            }
        }
    }
}