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//! Tools to help with generating vertex and index buffers. //! //! ## Overview //! //! While it would be possible for the tessellation algorithms to manually generate vertex //! and index buffers with a certain layout, it would mean that most code using the tessellators //! would need to copy and convert all generated vertices in order to have their own vertex //! layout, or even several vertex layouts, which is a very common use-case. //! //! In order to provide flexibility with the generation of geometry, this module provides with //! the [`GeometryBuilder`](trait.GeometryBuilder.html) and its extension the //! [`BezierGeometryBuilder`](trait.BezierGeometryBuilder.html) trait. The former exposes //! the methods to facilitate adding vertices and triangles. The latter adds a method to //! specifically handle quadratic bezier curves. Quadratic bézier curves have interesting //! properties that make them a lot easier to render than most types of curves and we want //! to have the option to handle them separately in the renderer. //! //! See the [Rendering curves](https://github.com/nical/lyon/wiki/Experiments#rendering-curves) //! section in the project's wiki for more details about the advantages of handling quadratic //! bézier curves separately in the tessellator and the renderer. //! //! This modules provides with a basic implementation of these traits through the following types: //! //! * The struct [`VertexBuffers<T>`](struct.VertexBuffers.html) is a simple pair of vectors of u32 //! indices and T (generic parameter) vertices. //! * The struct [`BuffersBuilder`](struct.BuffersBuilder.html) which implements //! [`BezierGeometryBuilder`](trait.BezierGeometryBuilder.html) and writes into a //! [`VertexBuffers`](struct.VertexBuffers.html). //! * The trait [`VertexConstructor`](trait.VertexConstructor.html) used by //! [`BuffersBuilder`](struct.BuffersBuilder.html) in order to generate any vertex type. In the //! example below, a struct `WithColor` implements the `VertexConstructor` trait in order to //! create vertices composed of a 2d position and a color value from an input 2d position. //! This separates the construction of vertex values from the assembly of the vertex buffers. //! Another, simpler example of vertex constructor is the [`Identity`](struct.Identity.html) //! constructor which just returns its input, untransformed. //! `VertexConstructor<Input, Output>` is implemented for all closures `Fn(Input) -> Output`. //! //! Geometry builders are a practical way to add one last step to the tessellation pipeline, //! such as applying a transform or clipping the geometry. //! //! While this is module designed to facilitate the generation of vertex buffers and index //! buffers, nothing prevents a given GeometryBuilder implementation to only generate a //! vertex buffer without indices, or write into a completely different format. //! These builder traits are at the end of the tessellation pipelines and are meant for //! users of this crate to be able to adapt the output of the tessellators to their own //! needs. //! //! ## Examples //! //! ### Generating custom vertices //! //! The example below implements the `VertexConstructor` trait in order to use a custom //! vertex type `MyVertex` (containing position and color), storing the tessellation in a //! `VertexBuffers<MyVertex, u16>`, and tessellates two shapes with different colors. //! //! ``` //! extern crate lyon_tessellation as tess; //! use tess::{VertexConstructor, VertexBuffers, BuffersBuilder, FillVertex, FillOptions}; //! use tess::basic_shapes::fill_circle; //! use tess::math::point; //! //! // Our custom vertex. //! #[derive(Copy, Clone, Debug)] //! pub struct MyVertex { //! position: [f32; 2], //! color: [f32; 4], //! } //! //! // The vertex constructor. This is the object that will be used to create the custom //! // verticex from the information provided by the tessellators. //! struct WithColor([f32; 4]); //! //! impl VertexConstructor<FillVertex, MyVertex> for WithColor { //! fn new_vertex(&mut self, vertex: FillVertex) -> MyVertex { //! // FillVertex also provides normals but we don't need it here. //! MyVertex { //! position: [ //! vertex.position.x, //! vertex.position.y, //! ], //! color: self.0, //! } //! } //! } //! //! fn main() { //! let mut output: VertexBuffers<MyVertex, u16> = VertexBuffers::new(); //! // Tessellate a red and a green circle. //! fill_circle( //! point(0.0, 0.0), //! 10.0, //! &FillOptions::tolerance(0.05), //! &mut BuffersBuilder::new( //! &mut output, //! WithColor([1.0, 0.0, 0.0, 1.0]) //! ), //! ); //! fill_circle( //! point(10.0, 0.0), //! 5.0, //! &FillOptions::tolerance(0.05), //! &mut BuffersBuilder::new( //! &mut output, //! WithColor([0.0, 1.0, 0.0, 1.0]) //! ), //! ); //! //! println!(" -- {} vertices, {} indices", output.vertices.len(), output.indices.len()); //! } //! ``` //! //! ### Generating a completely custom output //! //! Using `VertexBuffers<T>` is convenient and probably fits a lot of use cases, but //! what if we do not want to write the geometry in a pair of vectors? //! Perhaps we want to write the geometry in a different data structure or directly //! into gpu-accessible buffers mapped on the CPU? //! //! ``` //! extern crate lyon_tessellation as tess; //! use tess::{GeometryBuilder, StrokeOptions, Count}; //! use tess::geometry_builder::{VertexId, GeometryBuilderError}; //! use tess::basic_shapes::stroke_polyline; //! use tess::math::point; //! use std::fmt::Debug; //! use std::u32; //! //! // A geometry builder that writes the result of the tessellation to stdout instead //! // of filling vertex and index buffers. //! pub struct ToStdOut { //! vertices: u32, //! indices: u32, //! } //! //! impl ToStdOut { //! pub fn new() -> Self { ToStdOut { vertices: 0, indices: 0 } } //! } //! //! // This one takes any vertex type that implements Debug, so it will work with both //! // FillVertex and StrokeVertex. //! impl<Vertex: Debug> GeometryBuilder<Vertex> for ToStdOut { //! fn begin_geometry(&mut self) { //! // Reset the vertex in index counters. //! self.vertices = 0; //! self.indices = 0; //! println!(" -- begin geometry"); //! } //! //! fn end_geometry(&mut self) -> Count { //! println!(" -- end geometry, {} vertices, {} indices", self.vertices, self.indices); //! Count { //! vertices: self.vertices, //! indices: self.indices, //! } //! } //! //! fn add_vertex(&mut self, vertex: Vertex) -> Result<VertexId, GeometryBuilderError> { //! println!("vertex {:?}", vertex); //! if self.vertices >= u32::MAX { //! return Err(GeometryBuilderError::TooManyVertices); //! } //! self.vertices += 1; //! Ok(VertexId(self.vertices as u32 - 1)) //! } //! //! fn add_triangle(&mut self, a: VertexId, b: VertexId, c: VertexId) { //! println!("triangle ({}, {}, {})", a.offset(), b.offset(), c.offset()); //! self.indices += 3; //! } //! //! fn abort_geometry(&mut self) { //! println!(" -- oops!"); //! } //! } //! //! fn main() { //! let mut output = ToStdOut::new(); //! stroke_polyline( //! [point(0.0, 0.0), point(10.0, 0.0), point(5.0, 5.0)].iter().cloned(), //! true, //! &StrokeOptions::default(), //! &mut output, //! ); //! } //! ``` //! //! ### Writing a tessellator //! //! The example below is the implementation of `basic_shapes::fill_rectangle`. //! //! ``` //! use lyon_tessellation::geometry_builder::*; //! use lyon_tessellation::{FillVertex, TessellationResult}; //! use lyon_tessellation::math::{Rect, vector}; //! //! // A tessellator that generates an axis-aligned quad. //! // Returns a structure containing the number of vertices and number of indices allocated //! // during the execution of this method. //! pub fn fill_rectangle<Output>(rect: &Rect, output: &mut Output) -> TessellationResult //! where //! Output: GeometryBuilder<FillVertex> //! { //! output.begin_geometry(); //! // Create the vertices... //! let a = output.add_vertex( //! FillVertex { position: rect.origin, normal: vector(-1.0, -1.0) } //! )?; //! let b = output.add_vertex( //! FillVertex { position: rect.top_right(), normal: vector(1.0, -1.0) } //! )?; //! let c = output.add_vertex( //! FillVertex { position: rect.bottom_right(), normal: vector(1.0, 1.0) } //! )?; //! let d = output.add_vertex( //! FillVertex { position: rect.bottom_left(), normal: vector(-1.0, 1.0) } //! )?; //! // ...and create triangle form these points. a, b, c, and d are relative offsets in the //! // vertex buffer. //! output.add_triangle(a, b, c); //! output.add_triangle(a, c, d); //! //! Ok(output.end_geometry()) //! } //! ``` pub use crate::path::{VertexId, Index}; use std::marker::PhantomData; use std::ops::Add; use std::convert::From; use std; /// An error that can happen while generating geometry. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] pub enum GeometryBuilderError { InvalidVertex, TooManyVertices, } /// An interface separating tessellators and other geometry generation algorithms from the /// actual vertex construction. /// /// See the [`geometry_builder`](index.html) module documentation for more detailed explanation. pub trait GeometryBuilder<Input> { /// Called at the beginning of a generation. /// /// end_geometry must be called before begin_geometry is called again. fn begin_geometry(&mut self); /// Called at the end of a generation. /// Returns the number of vertices and indices added since the last time begin_geometry was /// called. fn end_geometry(&mut self) -> Count; /// Inserts a vertex, providing its position, and optionally a normal. /// Returns a vertex id that is only valid between begin_geometry and end_geometry. /// /// This method can only be called between begin_geometry and end_geometry. fn add_vertex(&mut self, vertex: Input) -> Result<VertexId, GeometryBuilderError>; /// Insert a triangle made of vertices that were added after the last call to begin_geometry. /// /// This method can only be called between begin_geometry and end_geometry. fn add_triangle(&mut self, a: VertexId, b: VertexId, c: VertexId); /// abort_geometry is called instead of end_geometry if an error occurred while producing /// the geometry and we won't be able to finish. /// /// The implementation is expected to discard the geometry that was generated since the last /// time begin_geometry was called, and to remain in a usable state. fn abort_geometry(&mut self); } /// An interface with similar goals to `GeometryBuilder` for algorithms that pre-build /// the vertex and index buffers. /// /// This is primarily intended for efficient interaction with the libtess2 tessellator /// from the `lyon_tess2` crate. pub trait GeometryReceiver<Vertex> { fn set_geometry( &mut self, vertices: &[Vertex], indices: &[u32] ); } /// Structure that holds the vertex and index data. /// /// Usually written into though temporary `BuffersBuilder` objects. #[derive(Clone, Debug, Default)] #[cfg_attr(feature = "serialization", derive(Serialize, Deserialize))] pub struct VertexBuffers<VertexType, IndexType> { pub vertices: Vec<VertexType>, pub indices: Vec<IndexType>, } impl<VertexType, IndexType> VertexBuffers<VertexType, IndexType> { /// Constructor pub fn new() -> Self { VertexBuffers::with_capacity(512, 1024) } /// Constructor pub fn with_capacity(num_vertices: usize, num_indices: usize) -> Self { VertexBuffers { vertices: Vec::with_capacity(num_vertices), indices: Vec::with_capacity(num_indices), } } } /// A temporary view on a `VertexBuffers` object which facilitate the population of vertex and index /// data. /// /// `BuffersBuilders` record the vertex offset from when they are created so that algorithms using /// them don't need to worry about offsetting indices if some geometry was added beforehand. This /// means that from the point of view of a `BuffersBuilder` user, the first added vertex is at always /// offset at the offset 0 and `VertexBuilder` takes care of translating indices adequately. /// /// Often, algorithms are built to generate vertex positions without knowledge of eventual other /// vertex attributes. The `VertexConstructor` does the translation from generic `Input` to `VertexType`. /// If your logic generates the actual vertex type directly, you can use the `SimpleBuffersBuilder` /// convenience typedef. pub struct BuffersBuilder<'l, VertexType: 'l, IndexType:'l, Input, Ctor> { buffers: &'l mut VertexBuffers<VertexType, IndexType>, vertex_offset: Index, index_offset: Index, vertex_constructor: Ctor, _marker: PhantomData<Input>, } impl<'l, VertexType: 'l, IndexType:'l, Input, Ctor> BuffersBuilder<'l, VertexType, IndexType, Input, Ctor> { pub fn new( buffers: &'l mut VertexBuffers<VertexType, IndexType>, ctor: Ctor, ) -> Self { let vertex_offset = buffers.vertices.len() as Index; let index_offset = buffers.indices.len() as Index; BuffersBuilder { buffers, vertex_offset, index_offset, vertex_constructor: ctor, _marker: PhantomData, } } pub fn buffers<'a, 'b: 'a>(&'b self) -> &'a VertexBuffers<VertexType, IndexType> { self.buffers } } /// Creates a `BuffersBuilder`. pub fn vertex_builder<VertexType, IndexType, Input, Ctor>( buffers: &mut VertexBuffers<VertexType, IndexType>, ctor: Ctor, ) -> BuffersBuilder<VertexType, IndexType, Input, Ctor> where Ctor: VertexConstructor<Input, VertexType> { BuffersBuilder::new(buffers, ctor) } /// A trait specifying how to create vertex values. pub trait VertexConstructor<Input, VertexType> { fn new_vertex(&mut self, input: Input) -> VertexType; } /// A dummy vertex constructor that just forwards its inputs. pub struct Identity; impl<T> VertexConstructor<T, T> for Identity { fn new_vertex(&mut self, input: T) -> T { input } } impl<F, Input, VertexType> VertexConstructor<Input, VertexType> for F where F: Fn(Input) -> VertexType { fn new_vertex(&mut self, vertex: Input) -> VertexType { self(vertex) } } /// A `BuffersBuilder` that takes the actual vertex type as input. pub type SimpleBuffersBuilder<'l, VertexType> = BuffersBuilder<'l, VertexType, u16, VertexType, Identity>; /// Creates a `SimpleBuffersBuilder`. pub fn simple_builder<VertexType>(buffers: &mut VertexBuffers<VertexType, u16>) -> SimpleBuffersBuilder<VertexType> { let vertex_offset = buffers.vertices.len() as Index; let index_offset = buffers.indices.len() as Index; BuffersBuilder { buffers, vertex_offset, index_offset, vertex_constructor: Identity, _marker: PhantomData, } } /// Number of vertices and indices added during the tessellation. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "serialization", derive(Serialize, Deserialize))] pub struct Count { pub vertices: u32, pub indices: u32, } impl Add for Count { type Output = Count; fn add(self, other: Count) -> Count { Count { vertices: self.vertices + other.vertices, indices: self.indices + other.indices, } } } impl<'l, VertexType, IndexType, Input, Ctor> GeometryBuilder<Input> for BuffersBuilder<'l, VertexType, IndexType, Input, Ctor> where VertexType: 'l + Clone, IndexType: Add + From<VertexId> + MaxIndex, Ctor: VertexConstructor<Input, VertexType>, { fn begin_geometry(&mut self) { self.vertex_offset = self.buffers.vertices.len() as Index; self.index_offset = self.buffers.indices.len() as Index; } fn end_geometry(&mut self) -> Count { Count { vertices: self.buffers.vertices.len() as u32 - self.vertex_offset, indices: self.buffers.indices.len() as u32 - self.index_offset, } } fn add_vertex(&mut self, v: Input) -> Result<VertexId, GeometryBuilderError> { self.buffers.vertices.push(self.vertex_constructor.new_vertex(v)); let len = self.buffers.vertices.len(); if len > IndexType::max_index() { return Err(GeometryBuilderError::TooManyVertices); } Ok(VertexId((len - 1) as Index - self.vertex_offset)) } fn add_triangle(&mut self, a: VertexId, b: VertexId, c: VertexId) { self.buffers.indices.push((a + self.vertex_offset).into()); self.buffers.indices.push((b + self.vertex_offset).into()); self.buffers.indices.push((c + self.vertex_offset).into()); } fn abort_geometry(&mut self) { self.buffers.vertices.truncate(self.vertex_offset as usize); self.buffers.indices.truncate(self.index_offset as usize); } } impl<'l, VertexType, IndexType, InputVertex, Ctor> GeometryReceiver<InputVertex> for BuffersBuilder<'l, VertexType, IndexType, InputVertex, Ctor> where VertexType: 'l + Clone, IndexType: From<VertexId>, Ctor: VertexConstructor<InputVertex, VertexType>, InputVertex: Clone, { fn set_geometry( &mut self, vertices: &[InputVertex], indices: &[u32] ) { for v in vertices { let vertex = self.vertex_constructor.new_vertex(v.clone()); self.buffers.vertices.push(vertex); } for idx in indices { self.buffers.indices.push(IndexType::from(idx.clone().into())); } } } /// A geometry builder that does not output any geometry. /// /// Mostly useful for testing. pub struct NoOutput { count: Count, } impl NoOutput { pub fn new() -> Self { NoOutput { count: Count { vertices: 0, indices: 0 } } } } impl<T> GeometryBuilder<T> for NoOutput { fn begin_geometry(&mut self) { self.count.vertices = 0; self.count.indices = 0; } fn add_vertex(&mut self, _: T) -> Result<VertexId, GeometryBuilderError> { if self.count.vertices >= std::u32::MAX { return Err(GeometryBuilderError::TooManyVertices); } self.count.vertices += 1; Ok(VertexId(self.count.vertices as Index - 1)) } fn add_triangle(&mut self, a: VertexId, b: VertexId, c: VertexId) { debug_assert!(a != b); debug_assert!(a != c); debug_assert!(b != c); self.count.indices += 3; } fn end_geometry(&mut self) -> Count { self.count } fn abort_geometry(&mut self) {} } impl<V> GeometryReceiver<V> for NoOutput { fn set_geometry(&mut self, _vertices: &[V], _indices: &[u32]) {} } /// Provides the maximum value of an index. /// /// This should be the maximum value representable by the index type up /// to u32::MAX because the tessellators can't internally represent more /// than u32::MAX indices. pub trait MaxIndex { fn max_index() -> usize; } impl MaxIndex for u8 { fn max_index() -> usize { std::u8::MAX as usize } } impl MaxIndex for i8 { fn max_index() -> usize { std::i8::MAX as usize } } impl MaxIndex for u16 { fn max_index() -> usize { std::u16::MAX as usize } } impl MaxIndex for i16 { fn max_index() -> usize { std::i16::MAX as usize } } impl MaxIndex for u32 { fn max_index() -> usize { std::u32::MAX as usize } } impl MaxIndex for i32 { fn max_index() -> usize { std::i32::MAX as usize } } // The tessellators internally use u32 indices so we can't have more than u32::MAX impl MaxIndex for u64 { fn max_index() -> usize { std::u32::MAX as usize } } impl MaxIndex for i64 { fn max_index() -> usize { std::u32::MAX as usize } } impl MaxIndex for usize { fn max_index() -> usize { std::u32::MAX as usize } } impl MaxIndex for isize { fn max_index() -> usize { std::u32::MAX as usize } } #[test] fn test_simple_quad() { #[derive(Copy, Clone, PartialEq, Debug)] struct Vertex2d { position: [f32; 2], color: [f32; 4], } struct WithColor([f32; 4]); impl VertexConstructor<[f32; 2], Vertex2d> for WithColor { fn new_vertex(&mut self, pos: [f32; 2]) -> Vertex2d { Vertex2d { position: pos, color: self.0, } } } use crate::TessellationResult; // A typical "algorithm" that generates some geometry, in this case a simple axis-aligned quad. fn add_quad<Builder: GeometryBuilder<[f32; 2]>>( top_left: [f32; 2], size: [f32; 2], mut out: Builder, ) -> TessellationResult { out.begin_geometry(); let a = out.add_vertex(top_left)?; let b = out.add_vertex([top_left[0] + size[0], top_left[1]])?; let c = out.add_vertex([top_left[0] + size[0], top_left[1] + size[1]])?; let d = out.add_vertex([top_left[0], top_left[1] + size[1]])?; out.add_triangle(a, b, c); out.add_triangle(a, c, d); let count = out.end_geometry(); // offsets always start at zero after begin_geometry, regardless of where we are // in the actual vbo. Algorithms can rely on this property when generating indices. assert_eq!(a.offset(), 0); assert_eq!(b.offset(), 1); assert_eq!(c.offset(), 2); assert_eq!(d.offset(), 3); assert_eq!(count.vertices, 4); assert_eq!(count.indices, 6); Ok(count) } let mut buffers: VertexBuffers<Vertex2d, u32> = VertexBuffers::new(); let red = [1.0, 0.0, 0.0, 1.0]; let green = [0.0, 1.0, 0.0, 1.0]; add_quad([0.0, 0.0], [1.0, 1.0], vertex_builder(&mut buffers, WithColor(red))).unwrap(); assert_eq!( buffers.vertices[0], Vertex2d { position: [0.0, 0.0], color: red, } ); assert_eq!( buffers.vertices[1], Vertex2d { position: [1.0, 0.0], color: red, } ); assert_eq!( buffers.vertices[3], Vertex2d { position: [0.0, 1.0], color: red, } ); assert_eq!( buffers.vertices[2], Vertex2d { position: [1.0, 1.0], color: red, } ); assert_eq!(&buffers.indices[..], &[0, 1, 2, 0, 2, 3]); add_quad([10.0, 10.0], [1.0, 1.0], vertex_builder(&mut buffers, WithColor(green))).unwrap(); assert_eq!( buffers.vertices[4], Vertex2d { position: [10.0, 10.0], color: green, } ); assert_eq!( buffers.vertices[5], Vertex2d { position: [11.0, 10.0], color: green, } ); assert_eq!( buffers.vertices[6], Vertex2d { position: [11.0, 11.0], color: green, } ); assert_eq!( buffers.vertices[7], Vertex2d { position: [10.0, 11.0], color: green, } ); assert_eq!(&buffers.indices[..], &[0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7]); } #[test] fn test_closure() { use crate::math::{Point, point, vector}; let translation = vector(1.0, 0.0); let mut buffers: VertexBuffers<Point, u16> = VertexBuffers::new(); { // A builder that just translates all vertices by `translation`. let mut builder = vertex_builder(&mut buffers, |position| { position + translation }); builder.begin_geometry(); let a = builder.add_vertex(point(0.0, 0.0)).unwrap(); let b = builder.add_vertex(point(1.0, 0.0)).unwrap(); let c = builder.add_vertex(point(1.0, 1.0)).unwrap(); let d = builder.add_vertex(point(0.0, 1.0)).unwrap(); builder.add_triangle(a, b, c); builder.add_triangle(a, c, d); builder.end_geometry(); } assert_eq!(buffers.vertices, vec![ point(1.0, 0.0), point(2.0, 0.0), point(2.0, 1.0), point(1.0, 1.0), ]); }