593 lines
15 KiB
C++
593 lines
15 KiB
C++
#include <psemek/ui/painter_impl.hpp>
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#include <psemek/gfx/program.hpp>
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#include <psemek/gfx/mesh.hpp>
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#include <psemek/util/overload.hpp>
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#include <psemek/util/to_string.hpp>
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#include <psemek/log/log.hpp>
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#include <variant>
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namespace psemek::ui
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{
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namespace
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{
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char const colored_vs[] =
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R"(#version 330
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uniform mat4 u_transform;
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layout (location = 0) in vec2 in_position;
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layout (location = 1) in float in_depth;
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layout (location = 2) in vec4 in_color;
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out vec4 color;
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void main()
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{
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gl_Position = u_transform * vec4(in_position, 1.0 - float(in_depth) / 16777216.0 * 2.0, 1.0);
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color = in_color;
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}
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)";
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char const colored_fs[] =
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R"(#version 330
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in vec4 color;
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out vec4 out_color;
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void main()
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{
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out_color = color;
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}
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)";
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char const textured_vs[] =
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R"(#version 330
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uniform mat4 u_transform;
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uniform vec2 u_texture_size;
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layout (location = 0) in vec2 in_position;
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layout (location = 1) in float in_depth;
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layout (location = 2) in vec4 in_color;
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layout (location = 3) in vec2 in_texcoord;
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out vec4 color;
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out vec2 texcoord;
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void main()
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{
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gl_Position = u_transform * vec4(in_position, 1.0 - float(in_depth) / 16777216.0 * 2.0, 1.0);
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color = in_color;
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texcoord = in_texcoord / u_texture_size;
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}
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)";
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char const textured_mix_fs[] =
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R"(#version 330
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uniform sampler2D u_texture;
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in vec2 texcoord;
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in vec4 color;
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out vec4 out_color;
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void main()
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{
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vec4 tex_color = texture(u_texture, texcoord);
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if (tex_color.a == 0.0) discard;
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out_color = vec4(mix(tex_color.rgb, color.rgb, color.a), tex_color.a);
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}
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)";
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char const textured_multiply_fs[] =
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R"(#version 330
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uniform sampler2D u_texture;
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in vec2 texcoord;
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in vec4 color;
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out vec4 out_color;
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void main()
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{
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vec4 tex_color = texture(u_texture, texcoord);
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if (tex_color.a == 0.0) discard;
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out_color = tex_color * color;
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}
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)";
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char const msdf_vs[] =
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R"(#version 330
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uniform mat4 u_transform;
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uniform vec2 u_texture_size;
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layout (location = 0) in vec2 in_position;
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layout (location = 1) in float in_depth;
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layout (location = 2) in vec4 in_color;
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layout (location = 3) in vec2 in_texcoord;
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out vec4 color;
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out vec2 texcoord;
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void main()
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{
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gl_Position = u_transform * vec4(in_position, 1.0 - float(in_depth) / 16777216.0 * 2.0, 1.0);
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color = in_color;
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texcoord = in_texcoord / u_texture_size;
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}
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)";
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char const msdf_fs[] =
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R"(#version 330
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uniform sampler2D u_texture;
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uniform float u_sdf_scale;
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in vec2 texcoord;
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in vec4 color;
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out vec4 out_color;
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float median(vec3 v) {
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return max(min(v.r, v.g), min(max(v.r, v.g), v.b));
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}
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void main()
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{
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float sdf_value = u_sdf_scale * (median(texture(u_texture, texcoord).rgb) - 0.5);
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float aa_step = length(vec2(dFdx(sdf_value), dFdy(sdf_value))) * sqrt(2.0);
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float alpha = smoothstep(-aa_step * 0.5, aa_step * 0.5, sdf_value);
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if (alpha == 0.0) discard;
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out_color = vec4(color.rgb, color.a * alpha);
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}
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)";
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struct colored_vertex
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{
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math::point<float, 2> position;
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std::uint32_t depth;
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gfx::color_rgba color;
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};
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static_assert(sizeof(colored_vertex) == 16);
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struct colored_batch
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{
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std::vector<colored_vertex> vertices;
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std::vector<std::uint32_t> indices;
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};
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bool operator == (colored_batch const &, colored_batch const &)
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{
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return true;
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}
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struct textured_vertex
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{
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math::point<float, 2> position;
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std::uint32_t depth;
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gfx::color_rgba color;
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math::point<float, 2> texcoords;
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};
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static_assert(sizeof(textured_vertex) == 24);
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struct textured_batch
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{
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gfx::texture_2d const * texture = nullptr;
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painter::color_mode mode = painter::color_mode::mix;
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std::vector<textured_vertex> vertices{};
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std::vector<std::uint32_t> indices{};
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};
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bool operator == (textured_batch const & b1, textured_batch const & b2)
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{
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return b1.texture == b2.texture && b1.mode == b2.mode;
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}
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struct msdf_vertex
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{
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math::point<float, 2> position;
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std::uint32_t depth;
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gfx::color_rgba color;
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math::point<float, 2> texcoords;
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};
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static_assert(sizeof(textured_vertex) == 24);
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struct msdf_batch
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{
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gfx::texture_2d const * texture = nullptr;
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painter::color_mode mode = painter::color_mode::mix;
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float sdf_scale{0.f};
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std::vector<textured_vertex> vertices{};
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std::vector<std::uint32_t> indices{};
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};
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bool operator == (msdf_batch const & b1, msdf_batch const & b2)
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{
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return b1.texture == b2.texture && b1.mode == b2.mode && b1.sdf_scale == b2.sdf_scale;
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}
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struct stencil_batch
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{
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std::optional<bool> enable_stencil;
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std::optional<bool> enable_depth;
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std::optional<bool> enable_color;
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GLenum sfail, dfail, dpass;
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GLenum func;
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GLint ref;
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GLuint mask;
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};
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bool operator == (stencil_batch const &, stencil_batch const &)
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{
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return false;
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}
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}
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struct painter_impl::impl
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{
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std::uint32_t depth = 0;
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gfx::program colored_program;
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gfx::mesh colored_mesh;
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gfx::program textured_mix_program;
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gfx::program textured_multiply_program;
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gfx::mesh textured_mesh;
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gfx::program msdf_program;
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gfx::mesh msdf_mesh;
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int stencil_level = 0;
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static constexpr int max_stencil_level = 255;
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std::vector<math::box<float, 2>> stencil_bbox;
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math::box<float, 2> draw_bbox;
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std::vector<std::variant<colored_batch, textured_batch, msdf_batch, stencil_batch>> batches;
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std::size_t max_batch_count = 0;
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std::size_t max_primitive_count = 0;
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template <typename Batch>
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Batch & batch(Batch && n)
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{
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if (!batches.empty())
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{
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auto b = std::get_if<Batch>(&batches.back());
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if (b && *b == n) return *b;
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}
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batches.push_back(std::move(n));
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return std::get<Batch>(batches.back());
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}
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impl();
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};
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painter_impl::impl::impl()
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: colored_program{colored_vs, colored_fs}
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, textured_mix_program{textured_vs, textured_mix_fs}
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, textured_multiply_program{textured_vs, textured_multiply_fs}
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, msdf_program{msdf_vs, msdf_fs}
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{
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textured_mix_program.bind();
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textured_mix_program["u_texture"] = 0;
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textured_multiply_program.bind();
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textured_multiply_program["u_texture"] = 0;
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msdf_program.bind();
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msdf_program["u_texture"] = 0;
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colored_mesh.setup<math::point<float, 2>, std::uint32_t, gfx::normalized<gfx::color_rgba>>();
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textured_mesh.setup<math::point<float, 2>, std::uint32_t, gfx::normalized<gfx::color_rgba>, math::vector<float, 2>>();
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msdf_mesh.setup<math::point<float, 2>, std::uint32_t, gfx::normalized<gfx::color_rgba>, math::vector<float, 2>>();
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}
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painter_impl::painter_impl()
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: pimpl_{make_impl()}
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{}
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painter_impl::~painter_impl()
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{
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log::debug() << "UI painter max batch count: " << impl().max_batch_count;
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log::debug() << "UI painter max primitive count: " << impl().max_primitive_count;
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}
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void painter_impl::draw_rect(math::box<float, 2> const & rect, gfx::color_rgba const & color)
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{
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auto & batch = impl().batch<colored_batch>({});
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std::uint32_t const depth = impl().depth++;
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std::uint32_t const base = batch.vertices.size();
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batch.vertices.push_back({rect.corner(0.f, 0.f), depth, color});
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batch.vertices.push_back({rect.corner(1.f, 0.f), depth, color});
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batch.vertices.push_back({rect.corner(0.f, 1.f), depth, color});
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batch.vertices.push_back({rect.corner(1.f, 1.f), depth, color});
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batch.indices.insert(batch.indices.end(), {base + 0, base + 1, base + 2, base + 2, base + 1, base + 3});
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impl().draw_bbox |= rect;
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}
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void painter_impl::draw_triangle(math::triangle<math::point<float, 2>> const & tri, gfx::color_rgba const & c0, gfx::color_rgba const & c1, gfx::color_rgba const & c2)
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{
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auto & batch = impl().batch<colored_batch>({});
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std::uint32_t const depth = impl().depth++;
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std::uint32_t const base = batch.vertices.size();
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batch.vertices.push_back({tri[0], depth, c0});
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batch.vertices.push_back({tri[1], depth, c1});
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batch.vertices.push_back({tri[2], depth, c2});
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batch.indices.insert(batch.indices.end(), {base + 0, base + 1, base + 2});
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impl().draw_bbox |= tri[0];
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impl().draw_bbox |= tri[1];
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impl().draw_bbox |= tri[2];
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}
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void painter_impl::draw_image(math::box<float, 2> const & rect, gfx::texture_view_2d const & tex, image_options const & options)
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{
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auto & batch = impl().batch<textured_batch>(textured_batch{tex.texture, options.mode});
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std::uint32_t const depth = impl().depth++;
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std::uint32_t const base = batch.vertices.size();
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auto p00 = rect.corner(0.f, 0.f);
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auto p10 = rect.corner(1.f, 0.f);
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auto p01 = rect.corner(0.f, 1.f);
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auto p11 = rect.corner(1.f, 1.f);
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if (options.rotation != 0.f)
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{
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auto const c = rect.center();
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p00 = c + math::rotate(p00 - c, options.rotation);
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p10 = c + math::rotate(p10 - c, options.rotation);
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p01 = c + math::rotate(p01 - c, options.rotation);
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p11 = c + math::rotate(p11 - c, options.rotation);
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}
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batch.vertices.push_back({p00, depth, options.color, tex.part.corner(0.f, 0.f)});
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batch.vertices.push_back({p10, depth, options.color, tex.part.corner(1.f, 0.f)});
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batch.vertices.push_back({p01, depth, options.color, tex.part.corner(0.f, 1.f)});
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batch.vertices.push_back({p11, depth, options.color, tex.part.corner(1.f, 1.f)});
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batch.indices.insert(batch.indices.end(), {base + 0, base + 1, base + 2, base + 2, base + 1, base + 3});
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impl().draw_bbox |= rect;
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}
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void painter_impl::draw_msdf_glyph(math::box<float, 2> const & rect, gfx::texture_view_2d const & tex, float sdf_scale, image_options const & options)
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{
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auto & batch = impl().batch<msdf_batch>(msdf_batch{tex.texture, options.mode, sdf_scale});
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std::uint32_t const depth = impl().depth++;
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std::uint32_t const base = batch.vertices.size();
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auto p00 = rect.corner(0.f, 0.f);
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auto p10 = rect.corner(1.f, 0.f);
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auto p01 = rect.corner(0.f, 1.f);
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auto p11 = rect.corner(1.f, 1.f);
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if (options.rotation != 0.f)
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{
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auto const c = rect.center();
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p00 = c + math::rotate(p00 - c, options.rotation);
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p10 = c + math::rotate(p10 - c, options.rotation);
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p01 = c + math::rotate(p01 - c, options.rotation);
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p11 = c + math::rotate(p11 - c, options.rotation);
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}
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batch.vertices.push_back({p00, depth, options.color, tex.part.corner(0.f, 0.f)});
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batch.vertices.push_back({p10, depth, options.color, tex.part.corner(1.f, 0.f)});
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batch.vertices.push_back({p01, depth, options.color, tex.part.corner(0.f, 1.f)});
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batch.vertices.push_back({p11, depth, options.color, tex.part.corner(1.f, 1.f)});
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batch.indices.insert(batch.indices.end(), {base + 0, base + 1, base + 2, base + 2, base + 1, base + 3});
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impl().draw_bbox |= rect;
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}
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void painter_impl::begin_stencil()
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{
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if (impl().stencil_level == impl().max_stencil_level)
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throw std::runtime_error(util::to_string("Only ", impl().max_stencil_level, " recursive stencil levels are supported"));
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auto & batch = impl().batch<stencil_batch>({});
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if (impl().stencil_level == 0)
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batch.enable_stencil = true;
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batch.enable_color = false;
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batch.enable_depth = false;
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batch.func = gl::EQUAL;
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batch.ref = impl().stencil_level;
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batch.mask = -1;
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batch.sfail = gl::KEEP;
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batch.dfail = gl::KEEP;
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batch.dpass = gl::INCR;
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++impl().stencil_level;
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impl().draw_bbox = {};
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}
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void painter_impl::commit_stencil()
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{
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auto & batch = impl().batch<stencil_batch>({});
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batch.enable_color = true;
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batch.enable_depth = true;
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batch.func = gl::EQUAL;
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batch.ref = impl().stencil_level;
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batch.mask = -1;
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batch.sfail = gl::KEEP;
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batch.dfail = gl::KEEP;
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batch.dpass = gl::KEEP;
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impl().stencil_bbox.push_back(impl().draw_bbox);
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}
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void painter_impl::end_stencil()
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{
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--impl().stencil_level;
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{
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auto & clear_batch = impl().batch<stencil_batch>({});
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clear_batch.enable_color = false;
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clear_batch.enable_depth = false;
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clear_batch.func = gl::LEQUAL;
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clear_batch.ref = impl().stencil_level;
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clear_batch.mask = -1;
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clear_batch.sfail = gl::KEEP;
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clear_batch.dfail = gl::KEEP;
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clear_batch.dpass = gl::REPLACE;
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}
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draw_rect(impl().stencil_bbox.back(), {0, 0, 0, 255});
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{
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auto & batch = impl().batch<stencil_batch>({});
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if (impl().stencil_level == 0)
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batch.enable_stencil = false;
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batch.enable_color = true;
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batch.enable_depth = true;
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batch.func = gl::EQUAL;
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batch.ref = impl().stencil_level;
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batch.mask = -1;
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batch.sfail = gl::KEEP;
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batch.dfail = gl::KEEP;
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batch.dpass = gl::KEEP;
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}
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impl().stencil_bbox.pop_back();
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}
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void painter_impl::start_frame(math::box<float, 2> const & bbox)
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{
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impl().stencil_bbox.push_back(bbox);
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}
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void painter_impl::render(math::matrix<float, 4, 4> const & transform)
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{
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impl().colored_program.bind();
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impl().colored_program["u_transform"] = transform;
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impl().textured_mix_program.bind();
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impl().textured_mix_program["u_transform"] = transform;
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impl().textured_multiply_program.bind();
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impl().textured_multiply_program["u_transform"] = transform;
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impl().msdf_program.bind();
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impl().msdf_program["u_transform"] = transform;
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gl::ActiveTexture(gl::TEXTURE0);
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std::size_t primitive_count = 0;
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auto batch_visitor = util::overload(
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[&](colored_batch const & b){
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primitive_count += b.indices.size() / 3;
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impl().colored_program.bind();
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impl().colored_mesh.load(b.vertices, b.indices, gl::TRIANGLES);
|
|
impl().colored_mesh.draw();
|
|
},
|
|
[&](textured_batch const & b){
|
|
if (!b.texture) return;
|
|
|
|
primitive_count += b.indices.size() / 3;
|
|
|
|
gfx::program & program = (b.mode == ui::painter::color_mode::mix) ? impl().textured_mix_program : impl().textured_multiply_program;
|
|
program.bind();
|
|
program["u_texture_size"] = math::cast<float>(b.texture->size());
|
|
b.texture->bind();
|
|
impl().msdf_mesh.load(b.vertices, b.indices, gl::TRIANGLES);
|
|
impl().msdf_mesh.draw();
|
|
},
|
|
[&](msdf_batch const & b){
|
|
if (!b.texture) return;
|
|
|
|
primitive_count += b.indices.size() / 3;
|
|
|
|
gfx::program & program = impl().msdf_program;
|
|
program.bind();
|
|
program["u_texture_size"] = math::cast<float>(b.texture->size());
|
|
program["u_sdf_scale"] = b.sdf_scale;
|
|
b.texture->bind();
|
|
impl().textured_mesh.load(b.vertices, b.indices, gl::TRIANGLES);
|
|
impl().textured_mesh.draw();
|
|
},
|
|
[&](stencil_batch const & b){
|
|
if (b.enable_stencil)
|
|
{
|
|
if (*b.enable_stencil)
|
|
gl::Enable(gl::STENCIL_TEST);
|
|
else
|
|
gl::Disable(gl::STENCIL_TEST);
|
|
}
|
|
|
|
if (b.enable_depth)
|
|
{
|
|
if (*b.enable_depth)
|
|
gl::DepthMask(gl::TRUE);
|
|
else
|
|
gl::DepthMask(gl::FALSE);
|
|
}
|
|
|
|
if (b.enable_color)
|
|
{
|
|
if (*b.enable_color)
|
|
gl::ColorMask(gl::TRUE, gl::TRUE, gl::TRUE, gl::TRUE);
|
|
else
|
|
gl::ColorMask(gl::FALSE, gl::FALSE, gl::FALSE, gl::FALSE);
|
|
}
|
|
|
|
gl::StencilOp(b.sfail, b.dfail, b.dpass);
|
|
gl::StencilFunc(b.func, b.ref, b.mask);
|
|
});
|
|
|
|
for (auto const & b : impl().batches)
|
|
std::visit(batch_visitor, b);
|
|
|
|
impl().max_batch_count = std::max(impl().max_batch_count, impl().batches.size());
|
|
|
|
impl().max_primitive_count = std::max(impl().max_primitive_count, primitive_count);
|
|
|
|
impl().depth = 0;
|
|
impl().batches.clear();
|
|
impl().stencil_level = 0;
|
|
impl().stencil_bbox.clear();
|
|
impl().draw_bbox = {};
|
|
}
|
|
|
|
math::box<float, 2> painter_impl::current_bbox() const
|
|
{
|
|
return impl().stencil_bbox.back();
|
|
}
|
|
|
|
}
|