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egui/crates/epaint/src/lib.rs
T
valadaptive 7ac137bfc1 Make the font atlas use a color image (#7298)
* [x] I have followed the instructions in the PR template

Splitting this out from the Parley work as requested. This removes
`FontImage` and makes the font atlas use a `ColorImage`. It converts
alpha to coverage at glyph-drawing time, not at delta-upload time.

This doesn't do much now, but will allow for color emoji rendering once
we start using Parley.

I've changed things around so that we pass in `text_alpha_to_coverage`
to the `Fonts` the same way we do with `pixels_per_point` and
`max_texture_side`, reusing the existing code to check if the setting
differs and recreating the font atlas if so. I'm not quite sure why this
wasn't done in the first place.

I've left `ImageData` as an enum for now, in case we want to add support
for more texture pixel formats in the future (which I personally think
would be worthwhile). If you'd like, I can just remove that enum
entirely.
2025-07-04 13:15:48 +02:00

154 lines
4.5 KiB
Rust

//! A simple 2D graphics library for turning simple 2D shapes and text into textured triangles.
//!
//! Made for [`egui`](https://github.com/emilk/egui/).
//!
//! Create some [`Shape`]:s and pass them to [`Tessellator::tessellate_shapes`] to generate [`Mesh`]:es
//! that you can then paint using some graphics API of your choice (e.g. OpenGL).
//!
//! ## Coordinate system
//! The left-top corner of the screen is `(0.0, 0.0)`,
//! with X increasing to the right and Y increasing downwards.
//!
//! `epaint` uses logical _points_ as its coordinate system.
//! Those related to physical _pixels_ by the `pixels_per_point` scale factor.
//! For example, a high-dpi screen can have `pixels_per_point = 2.0`,
//! meaning there are two physical screen pixels for each logical point.
//!
//! Angles are in radians, and are measured clockwise from the X-axis, which has angle=0.
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
mod brush;
pub mod color;
mod corner_radius;
mod corner_radius_f32;
pub mod image;
mod margin;
mod margin_f32;
mod mesh;
pub mod mutex;
mod shadow;
pub mod shape_transform;
mod shapes;
pub mod stats;
mod stroke;
pub mod tessellator;
pub mod text;
mod texture_atlas;
mod texture_handle;
pub mod textures;
pub mod util;
mod viewport;
pub use self::{
brush::Brush,
color::ColorMode,
corner_radius::CornerRadius,
corner_radius_f32::CornerRadiusF32,
image::{AlphaFromCoverage, ColorImage, ImageData, ImageDelta},
margin::Margin,
margin_f32::*,
mesh::{Mesh, Mesh16, Vertex},
shadow::Shadow,
shapes::{
CircleShape, CubicBezierShape, EllipseShape, PaintCallback, PaintCallbackInfo, PathShape,
QuadraticBezierShape, RectShape, Shape, TextShape,
},
stats::PaintStats,
stroke::{PathStroke, Stroke, StrokeKind},
tessellator::{TessellationOptions, Tessellator},
text::{FontFamily, FontId, Fonts, Galley},
texture_atlas::TextureAtlas,
texture_handle::TextureHandle,
textures::TextureManager,
viewport::ViewportInPixels,
};
#[deprecated = "Renamed to CornerRadius"]
pub type Rounding = CornerRadius;
pub use ecolor::{Color32, Hsva, HsvaGamma, Rgba};
pub use emath::{Pos2, Rect, Vec2, pos2, vec2};
#[deprecated = "Use the ahash crate directly."]
pub use ahash;
pub use ecolor;
pub use emath;
#[cfg(feature = "color-hex")]
pub use ecolor::hex_color;
/// The UV coordinate of a white region of the texture mesh.
///
/// The default egui texture has the top-left corner pixel fully white.
/// You need need use a clamping texture sampler for this to work
/// (so it doesn't do bilinear blending with bottom right corner).
pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
/// What texture to use in a [`Mesh`] mesh.
///
/// If you don't want to use a texture, use `TextureId::Managed(0)` and the [`WHITE_UV`] for uv-coord.
#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum TextureId {
/// Textures allocated using [`TextureManager`].
///
/// The first texture (`TextureId::Managed(0)`) is used for the font data.
Managed(u64),
/// Your own texture, defined in any which way you want.
/// The backend renderer will presumably use this to look up what texture to use.
User(u64),
}
impl Default for TextureId {
/// The epaint font texture.
fn default() -> Self {
Self::Managed(0)
}
}
/// A [`Shape`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug, PartialEq)]
pub struct ClippedShape {
/// Clip / scissor rectangle.
/// Only show the part of the [`Shape`] that falls within this.
pub clip_rect: emath::Rect,
/// The shape
pub shape: Shape,
}
/// A [`Mesh`] or [`PaintCallback`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug)]
pub struct ClippedPrimitive {
/// Clip / scissor rectangle.
/// Only show the part of the [`Mesh`] that falls within this.
pub clip_rect: emath::Rect,
/// What to paint - either a [`Mesh`] or a [`PaintCallback`].
pub primitive: Primitive,
}
/// A rendering primitive - either a [`Mesh`] or a [`PaintCallback`].
#[derive(Clone, Debug)]
pub enum Primitive {
Mesh(Mesh),
Callback(PaintCallback),
}
// ---------------------------------------------------------------------------
/// Was epaint compiled with the `rayon` feature?
pub const HAS_RAYON: bool = cfg!(feature = "rayon");