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https://github.com/GraphiteEditor/Graphite.git
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Implement conversion to gpu for different renderable types
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@@ -3,14 +3,18 @@ use core_types::bounds::{BoundingBox, RenderBoundingBox};
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use core_types::ops::Convert;
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use core_types::ops::Convert;
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use core_types::table::Table;
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use core_types::table::Table;
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use core_types::transform::Footprint;
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use core_types::transform::Footprint;
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use core_types::Color;
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use glam::{DAffine2, DVec2, UVec2};
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use glam::{DAffine2, DVec2, UVec2};
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use graphic_types::Vector;
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use graphic_types::raster_types::{GPU, Raster};
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use graphic_types::raster_types::{GPU, Raster};
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use graphic_types::vector_types::GradientStops;
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use graphic_types::{Artboard, Graphic, Vector};
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use rendering::{Render, RenderOutputType, RenderParams};
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use rendering::{Render, RenderOutputType, RenderParams};
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use wgpu::{CommandEncoderDescriptor, TextureFormat, TextureViewDescriptor};
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use wgpu::{CommandEncoderDescriptor, TextureFormat, TextureViewDescriptor};
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/// Converts Table<Vector> to Table<Raster<GPU>> by rendering each vector to Vello scene and then to texture
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macro_rules! impl_convert {
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impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Vector> {
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($ty:ty) => {
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/// Converts Table<T> to Table<Raster<GPU>> by rendering each item to Vello scene and then to texture
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impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<$ty> {
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async fn convert(self, footprint: Footprint, executor: &'i WgpuExecutor) -> Table<Raster<GPU>> {
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async fn convert(self, footprint: Footprint, executor: &'i WgpuExecutor) -> Table<Raster<GPU>> {
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// Create render parameters for Vello rendering
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// Create render parameters for Vello rendering
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let render_params = RenderParams {
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let render_params = RenderParams {
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@@ -24,6 +28,7 @@ impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Vector> {
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let vector = &self;
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let vector = &self;
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let bounding_box = vector.bounding_box(DAffine2::IDENTITY, true);
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let bounding_box = vector.bounding_box(DAffine2::IDENTITY, true);
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// TODO: Add cases for infinite bounding boxes
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let RenderBoundingBox::Rectangle(rect) = bounding_box else {
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let RenderBoundingBox::Rectangle(rect) = bounding_box else {
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panic!("did not find valid bounding box")
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panic!("did not find valid bounding box")
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};
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};
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@@ -33,18 +38,13 @@ impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Vector> {
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let mut context = crate::RenderContext::default();
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let mut context = crate::RenderContext::default();
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let viewport_bounds = footprint.viewport_bounds_in_local_space();
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let viewport_bounds = footprint.viewport_bounds_in_local_space();
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log::debug!("viewport bounds: {viewport_bounds:?}");
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log::debug!("vector bounds: {bounding_box:?}");
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let image_bounds = core_types::math::bbox::AxisAlignedBbox { start: rect[0], end: rect[1] };
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let image_bounds = core_types::math::bbox::AxisAlignedBbox { start: rect[0], end: rect[1] };
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let intersection = viewport_bounds.intersect(&image_bounds);
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let intersection = viewport_bounds.intersect(&image_bounds);
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log::debug!("intersection: {intersection:?}");
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let size = intersection.size();
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let size = intersection.size();
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// let offset = (intersection.start - image_bounds.start).max(DVec2::ZERO);
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let offset = (intersection.start - image_bounds.start).max(DVec2::ZERO) + image_bounds.start;
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let offset = (intersection.start - image_bounds.start).max(DVec2::ZERO) + image_bounds.start;
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log::debug!("size: {size} offset: {offset}");
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// If the image would not be visible, return an empty image
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// If the image would not be visible, return an empty image
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if size.x <= 0. || size.y <= 0. {
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if size.x <= 0. || size.y <= 0. {
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@@ -52,17 +52,14 @@ impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Vector> {
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}
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}
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let scale = footprint.scale();
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let scale = footprint.scale();
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log::debug!("scale: {scale:?}");
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let width = (size.x * scale.x) as u32;
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let width = (size.x * scale.x) as u32;
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let height = (size.y * scale.y) as u32;
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let height = (size.y * scale.y) as u32;
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// Render the scene to a GPU texture
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// Render the scene to a GPU texture
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let resolution = UVec2::new(width, height);
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let resolution = UVec2::new(width, height);
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log::debug!("resolution: {resolution:?}");
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let background = core_types::Color::TRANSPARENT;
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let background = core_types::Color::TRANSPARENT;
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let render_transform = DAffine2::from_scale(scale) * DAffine2::from_translation(-offset);
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let render_transform = DAffine2::from_scale(scale) * DAffine2::from_translation(-offset);
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log::debug!("render transform: {render_transform:?}");
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// Render the vector to the Vello scene with the row's transform
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// Render the vector to the Vello scene with the row's transform
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vector.render_to_vello(&mut scene, render_transform, &mut context, &render_params);
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vector.render_to_vello(&mut scene, render_transform, &mut context, &render_params);
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@@ -102,4 +99,12 @@ impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Vector> {
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texture.destroy();
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texture.destroy();
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table
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table
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}
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}
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}
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};
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}
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}
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impl_convert!(Vector);
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impl_convert!(Graphic);
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impl_convert!(Artboard);
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impl_convert!(GradientStops);
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impl_convert!(Color);
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