
HIDPI Text * add more operator overloads to `bevy::math::Size` * render UI text at physical resolution
138 lines
4.7 KiB
Rust
138 lines
4.7 KiB
Rust
use bevy_math::{Mat4, Vec3};
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use bevy_render::{
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color::Color,
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draw::{Draw, DrawContext, DrawError, Drawable},
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mesh,
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mesh::Mesh,
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pipeline::{PipelineSpecialization, VertexBufferDescriptor},
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prelude::Msaa,
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renderer::{BindGroup, RenderResourceBindings, RenderResourceId},
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};
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use bevy_sprite::TextureAtlasSprite;
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use glyph_brush_layout::{HorizontalAlign, VerticalAlign};
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use crate::PositionedGlyph;
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#[derive(Debug, Clone, Copy)]
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pub struct TextAlignment {
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pub vertical: VerticalAlign,
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pub horizontal: HorizontalAlign,
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}
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impl Default for TextAlignment {
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fn default() -> Self {
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TextAlignment {
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vertical: VerticalAlign::Top,
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horizontal: HorizontalAlign::Left,
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}
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}
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}
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#[derive(Clone, Debug)]
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pub struct TextStyle {
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pub font_size: f32,
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pub color: Color,
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pub alignment: TextAlignment,
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}
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impl Default for TextStyle {
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fn default() -> Self {
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Self {
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color: Color::WHITE,
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font_size: 12.0,
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alignment: TextAlignment::default(),
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}
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}
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}
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pub struct DrawableText<'a> {
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pub render_resource_bindings: &'a mut RenderResourceBindings,
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pub position: Vec3,
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pub scale_factor: f32,
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pub style: &'a TextStyle,
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pub text_glyphs: &'a Vec<PositionedGlyph>,
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pub msaa: &'a Msaa,
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pub font_quad_vertex_descriptor: &'a VertexBufferDescriptor,
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}
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impl<'a> Drawable for DrawableText<'a> {
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fn draw(&mut self, draw: &mut Draw, context: &mut DrawContext) -> Result<(), DrawError> {
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context.set_pipeline(
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draw,
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&bevy_sprite::SPRITE_SHEET_PIPELINE_HANDLE.typed(),
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&PipelineSpecialization {
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sample_count: self.msaa.samples,
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vertex_buffer_descriptor: self.font_quad_vertex_descriptor.clone(),
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..Default::default()
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},
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)?;
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let render_resource_context = &**context.render_resource_context;
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if let Some(RenderResourceId::Buffer(vertex_attribute_buffer_id)) = render_resource_context
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.get_asset_resource(
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&bevy_sprite::QUAD_HANDLE.typed::<Mesh>(),
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mesh::VERTEX_ATTRIBUTE_BUFFER_ID,
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)
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{
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draw.set_vertex_buffer(0, vertex_attribute_buffer_id, 0);
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} else {
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println!("Could not find vertex buffer for `bevy_sprite::QUAD_HANDLE`.")
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}
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let mut indices = 0..0;
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if let Some(RenderResourceId::Buffer(quad_index_buffer)) = render_resource_context
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.get_asset_resource(
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&bevy_sprite::QUAD_HANDLE.typed::<Mesh>(),
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mesh::INDEX_BUFFER_ASSET_INDEX,
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)
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{
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draw.set_index_buffer(quad_index_buffer, 0);
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if let Some(buffer_info) = render_resource_context.get_buffer_info(quad_index_buffer) {
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indices = 0..(buffer_info.size / 4) as u32;
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} else {
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panic!("Expected buffer type.");
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}
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}
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// set global bindings
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context.set_bind_groups_from_bindings(draw, &mut [self.render_resource_bindings])?;
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for tv in self.text_glyphs {
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context.set_asset_bind_groups(draw, &tv.atlas_info.texture_atlas)?;
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let sprite = TextureAtlasSprite {
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index: tv.atlas_info.glyph_index,
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color: self.style.color,
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};
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// To get the rendering right for non-one scaling factors, we need
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// the sprite to be drawn in "physical" coordinates. This is because
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// the shader uses the size of the sprite to control the size on
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// screen. To accomplish this we make the sprite transform
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// convert from physical coordinates to logical coordinates in
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// addition to altering the origin. Since individual glyphs will
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// already be in physical coordinates, we just need to convert the
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// overall position to physical coordinates to get the sprites
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// physical position.
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let transform = Mat4::from_scale(Vec3::splat(1. / self.scale_factor))
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* Mat4::from_translation(
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self.position * self.scale_factor + tv.position.extend(0.),
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);
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let transform_buffer = context.get_uniform_buffer(&transform).unwrap();
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let sprite_buffer = context.get_uniform_buffer(&sprite).unwrap();
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let sprite_bind_group = BindGroup::build()
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.add_binding(0, transform_buffer)
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.add_binding(1, sprite_buffer)
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.finish();
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context.create_bind_group_resource(2, &sprite_bind_group)?;
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draw.set_bind_group(2, &sprite_bind_group);
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draw.draw_indexed(indices.clone(), 0, 0..1);
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}
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Ok(())
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}
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}
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