@@ -4060,7 +4060,6 @@ dependencies = [
"parking",
"parking_lot 0.11.2",
"pathfinder_geometry",
- "plane-split",
"png",
"postage",
"rand 0.8.5",
@@ -6656,17 +6655,6 @@ version = "0.3.27"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "26072860ba924cbfa98ea39c8c19b4dd6a4a25423dbdf219c1eca91aa0cf6964"
-[[package]]
-name = "plane-split"
-version = "0.18.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "8c1f7d82649829ecdef8e258790b0587acf0a8403f0ce963473d8e918acc1643"
-dependencies = [
- "euclid",
- "log",
- "smallvec",
-]
-
[[package]]
name = "plist"
version = "1.5.0"
@@ -3,8 +3,6 @@ use crate::{
ScaledPixels, StackingOrder,
};
use collections::BTreeMap;
-use etagere::euclid::{Point3D, Vector3D};
-use plane_split::{BspSplitter, Polygon as BspPolygon};
use std::{fmt::Debug, iter::Peekable, mem, slice};
// Exported to metal
@@ -19,7 +17,6 @@ pub type DrawOrder = u32;
pub(crate) struct SceneBuilder {
last_order: Option<(StackingOrder, LayerId)>,
layers_by_order: BTreeMap<StackingOrder, LayerId>,
- splitter: BspSplitter<(PrimitiveKind, usize)>,
shadows: Vec<Shadow>,
quads: Vec<Quad>,
paths: Vec<Path<ScaledPixels>>,
@@ -34,7 +31,6 @@ impl Default for SceneBuilder {
SceneBuilder {
last_order: None,
layers_by_order: BTreeMap::new(),
- splitter: BspSplitter::new(),
shadows: Vec::new(),
quads: Vec::new(),
paths: Vec::new(),
@@ -48,103 +44,47 @@ impl Default for SceneBuilder {
impl SceneBuilder {
pub fn build(&mut self) -> Scene {
- // Map each layer id to a float between 0. and 1., with 1. closer to the viewer.
- let mut layer_z_values = vec![0.; self.layers_by_order.len()];
+ let mut orders = vec![0; self.layers_by_order.len()];
for (ix, layer_id) in self.layers_by_order.values().enumerate() {
- layer_z_values[*layer_id as usize] = ix as f32 / self.layers_by_order.len() as f32;
+ orders[*layer_id as usize] = ix as u32;
}
self.layers_by_order.clear();
self.last_order = None;
- // Add all primitives to the BSP splitter to determine draw order
- self.splitter.reset();
-
- for (ix, shadow) in self.shadows.iter().enumerate() {
- let z = layer_z_values[shadow.order as LayerId as usize];
- self.splitter
- .add(shadow.bounds.to_bsp_polygon(z, (PrimitiveKind::Shadow, ix)));
- }
-
- for (ix, quad) in self.quads.iter().enumerate() {
- let z = layer_z_values[quad.order as LayerId as usize];
- self.splitter
- .add(quad.bounds.to_bsp_polygon(z, (PrimitiveKind::Quad, ix)));
+ for shadow in &mut self.shadows {
+ shadow.order = orders[shadow.order as usize];
}
+ self.shadows.sort_by_key(|shadow| shadow.order);
- for (ix, path) in self.paths.iter().enumerate() {
- let z = layer_z_values[path.order as LayerId as usize];
- self.splitter
- .add(path.bounds.to_bsp_polygon(z, (PrimitiveKind::Path, ix)));
+ for quad in &mut self.quads {
+ quad.order = orders[quad.order as usize];
}
+ self.quads.sort_by_key(|quad| quad.order);
- for (ix, underline) in self.underlines.iter().enumerate() {
- let z = layer_z_values[underline.order as LayerId as usize];
- self.splitter.add(
- underline
- .bounds
- .to_bsp_polygon(z, (PrimitiveKind::Underline, ix)),
- );
+ for path in &mut self.paths {
+ path.order = orders[path.order as usize];
}
+ self.paths.sort_by_key(|path| path.order);
- for (ix, monochrome_sprite) in self.monochrome_sprites.iter().enumerate() {
- let z = layer_z_values[monochrome_sprite.order as LayerId as usize];
- self.splitter.add(
- monochrome_sprite
- .bounds
- .to_bsp_polygon(z, (PrimitiveKind::MonochromeSprite, ix)),
- );
+ for underline in &mut self.underlines {
+ underline.order = orders[underline.order as usize];
}
+ self.underlines.sort_by_key(|underline| underline.order);
- for (ix, polychrome_sprite) in self.polychrome_sprites.iter().enumerate() {
- let z = layer_z_values[polychrome_sprite.order as LayerId as usize];
- self.splitter.add(
- polychrome_sprite
- .bounds
- .to_bsp_polygon(z, (PrimitiveKind::PolychromeSprite, ix)),
- );
+ for monochrome_sprite in &mut self.monochrome_sprites {
+ monochrome_sprite.order = orders[monochrome_sprite.order as usize];
}
+ self.monochrome_sprites.sort_by_key(|sprite| sprite.order);
- for (ix, surface) in self.surfaces.iter().enumerate() {
- let z = layer_z_values[surface.order as LayerId as usize];
- self.splitter.add(
- surface
- .bounds
- .to_bsp_polygon(z, (PrimitiveKind::Surface, ix)),
- );
+ for polychrome_sprite in &mut self.polychrome_sprites {
+ polychrome_sprite.order = orders[polychrome_sprite.order as usize];
}
+ self.polychrome_sprites.sort_by_key(|sprite| sprite.order);
- // Sort all polygons, then reassign the order field of each primitive to `draw_order`
- // We need primitives to be repr(C), hence the weird reuse of the order field for two different types.
- for (draw_order, polygon) in self
- .splitter
- .sort(Vector3D::new(0., 0., 1.))
- .iter()
- .enumerate()
- {
- match polygon.anchor {
- (PrimitiveKind::Shadow, ix) => self.shadows[ix].order = draw_order as DrawOrder,
- (PrimitiveKind::Quad, ix) => self.quads[ix].order = draw_order as DrawOrder,
- (PrimitiveKind::Path, ix) => self.paths[ix].order = draw_order as DrawOrder,
- (PrimitiveKind::Underline, ix) => {
- self.underlines[ix].order = draw_order as DrawOrder
- }
- (PrimitiveKind::MonochromeSprite, ix) => {
- self.monochrome_sprites[ix].order = draw_order as DrawOrder
- }
- (PrimitiveKind::PolychromeSprite, ix) => {
- self.polychrome_sprites[ix].order = draw_order as DrawOrder
- }
- (PrimitiveKind::Surface, ix) => self.surfaces[ix].order = draw_order as DrawOrder,
- }
+ for surface in &mut self.surfaces {
+ surface.order = orders[surface.order as usize];
}
-
- self.shadows.sort_unstable();
- self.quads.sort_unstable();
- self.paths.sort_unstable();
- self.underlines.sort_unstable();
- self.monochrome_sprites.sort_unstable();
- self.polychrome_sprites.sort_unstable();
- self.surfaces.sort_unstable();
+ self.surfaces.sort_by_key(|surface| surface.order);
Scene {
shadows: mem::take(&mut self.shadows),
@@ -845,23 +785,3 @@ impl PathVertex<Pixels> {
#[derive(Copy, Clone, Debug)]
pub struct AtlasId(pub(crate) usize);
-
-impl Bounds<ScaledPixels> {
- fn to_bsp_polygon<A: Copy>(&self, z: f32, anchor: A) -> BspPolygon<A> {
- let upper_left = self.origin;
- let upper_right = self.upper_right();
- let lower_right = self.lower_right();
- let lower_left = self.lower_left();
-
- BspPolygon::from_points(
- [
- Point3D::new(upper_left.x.into(), upper_left.y.into(), z as f64),
- Point3D::new(upper_right.x.into(), upper_right.y.into(), z as f64),
- Point3D::new(lower_right.x.into(), lower_right.y.into(), z as f64),
- Point3D::new(lower_left.x.into(), lower_left.y.into(), z as f64),
- ],
- anchor,
- )
- .expect("Polygon should not be empty")
- }
-}
@@ -402,13 +402,65 @@ impl Style {
if self.is_border_visible() {
cx.with_z_index(3, |cx| {
- cx.paint_quad(quad(
+ let corner_radii = self.corner_radii.to_pixels(bounds.size, rem_size);
+ let border_widths = self.border_widths.to_pixels(rem_size);
+ let max_border_width = border_widths.max();
+ let max_corner_radius = corner_radii.max();
+
+ let top_bounds = Bounds::from_corners(
+ bounds.origin,
+ bounds.upper_right()
+ + point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
+ );
+ let bottom_bounds = Bounds::from_corners(
+ bounds.lower_left()
+ - point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
+ bounds.lower_right(),
+ );
+ let left_bounds = Bounds::from_corners(
+ top_bounds.lower_left(),
+ bottom_bounds.origin + point(max_border_width, Pixels::ZERO),
+ );
+ let right_bounds = Bounds::from_corners(
+ top_bounds.lower_right() - point(max_border_width, Pixels::ZERO),
+ bottom_bounds.upper_right(),
+ );
+
+ let quad = quad(
bounds,
- self.corner_radii.to_pixels(bounds.size, rem_size),
+ corner_radii,
Hsla::transparent_black(),
- self.border_widths.to_pixels(rem_size),
+ border_widths,
self.border_color.unwrap_or_default(),
- ));
+ );
+
+ cx.with_content_mask(Some(ContentMask { bounds: top_bounds }), |cx| {
+ cx.paint_quad(quad.clone());
+ });
+ cx.with_content_mask(
+ Some(ContentMask {
+ bounds: right_bounds,
+ }),
+ |cx| {
+ cx.paint_quad(quad.clone());
+ },
+ );
+ cx.with_content_mask(
+ Some(ContentMask {
+ bounds: bottom_bounds,
+ }),
+ |cx| {
+ cx.paint_quad(quad.clone());
+ },
+ );
+ cx.with_content_mask(
+ Some(ContentMask {
+ bounds: left_bounds,
+ }),
+ |cx| {
+ cx.paint_quad(quad);
+ },
+ );
});
}