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- /*
- * Copyright (c) 2023, Andreas Kling <kling@serenityos.org>
- * Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #define GL_GLEXT_PROTOTYPES
- #include "Painter.h"
- #include "Canvas.h"
- #include <AK/QuickSort.h>
- #include <GL/gl.h>
- #include <GL/glext.h>
- #include <LibGfx/Color.h>
- #include <LibGfx/Painter.h>
- namespace AccelGfx {
- struct ColorComponents {
- float red;
- float green;
- float blue;
- float alpha;
- };
- static ColorComponents gfx_color_to_opengl_color(Gfx::Color color)
- {
- ColorComponents components;
- components.red = static_cast<float>(color.red()) / 255.0f;
- components.green = static_cast<float>(color.green()) / 255.0f;
- components.blue = static_cast<float>(color.blue()) / 255.0f;
- components.alpha = static_cast<float>(color.alpha()) / 255.0f;
- return components;
- }
- Gfx::FloatRect Painter::to_clip_space(Gfx::FloatRect const& screen_rect) const
- {
- float x = 2.0f * screen_rect.x() / m_canvas->width() - 1.0f;
- float y = -1.0f + 2.0f * screen_rect.y() / m_canvas->height();
- float width = 2.0f * screen_rect.width() / m_canvas->width();
- float height = 2.0f * screen_rect.height() / m_canvas->height();
- return { x, y, width, height };
- }
- char const* vertex_shader_source = R"(
- attribute vec2 aVertexPosition;
- void main() {
- gl_Position = vec4(aVertexPosition, 0.0, 1.0);
- }
- )";
- char const* solid_color_fragment_shader_source = R"(
- precision mediump float;
- uniform vec4 uColor;
- void main() {
- gl_FragColor = uColor;
- }
- )";
- char const* blit_vertex_shader_source = R"(
- attribute vec4 aVertexPosition;
- varying vec2 vTextureCoord;
- void main() {
- gl_Position = vec4(aVertexPosition.xy, 0.0, 1.0);
- vTextureCoord = aVertexPosition.zw;
- }
- )";
- char const* blit_fragment_shader_source = R"(
- precision mediump float;
- uniform vec4 uColor;
- varying vec2 vTextureCoord;
- uniform sampler2D uSampler;
- void main() {
- gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;
- }
- )";
- OwnPtr<Painter> Painter::create()
- {
- auto& context = Context::the();
- return make<Painter>(context);
- }
- Painter::Painter(Context& context)
- : m_context(context)
- , m_rectangle_program(Program::create(vertex_shader_source, solid_color_fragment_shader_source))
- , m_blit_program(Program::create(blit_vertex_shader_source, blit_fragment_shader_source))
- {
- m_state_stack.empend(State());
- glGenTextures(1, &m_glyphs_texture);
- }
- Painter::~Painter()
- {
- flush();
- }
- void Painter::clear(Gfx::Color color)
- {
- auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
- glClearColor(red, green, blue, alpha);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- void Painter::fill_rect(Gfx::IntRect rect, Gfx::Color color)
- {
- fill_rect(rect.to_type<float>(), color);
- }
- static Array<GLfloat, 8> rect_to_vertices(Gfx::FloatRect const& rect)
- {
- return {
- rect.left(),
- rect.top(),
- rect.left(),
- rect.bottom(),
- rect.right(),
- rect.bottom(),
- rect.right(),
- rect.top(),
- };
- }
- void Painter::fill_rect(Gfx::FloatRect rect, Gfx::Color color)
- {
- // Draw a filled rect (with `color`) using OpenGL after mapping it through the current transform.
- auto vertices = rect_to_vertices(to_clip_space(transform().map(rect)));
- auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
- m_rectangle_program.use();
- GLuint position_attribute = m_rectangle_program.get_attribute_location("aVertexPosition");
- GLuint color_uniform = m_rectangle_program.get_uniform_location("uColor");
- glUniform4f(color_uniform, red, green, blue, alpha);
- glVertexAttribPointer(position_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices.data());
- glEnableVertexAttribArray(position_attribute);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
- void Painter::draw_scaled_bitmap(Gfx::IntRect const& dest_rect, Gfx::Bitmap const& bitmap, Gfx::IntRect const& src_rect, ScalingMode scaling_mode)
- {
- draw_scaled_bitmap(dest_rect.to_type<float>(), bitmap, src_rect.to_type<float>(), scaling_mode);
- }
- static Gfx::FloatRect to_texture_space(Gfx::FloatRect rect, Gfx::IntSize image_size)
- {
- auto x = rect.x() / image_size.width();
- auto y = rect.y() / image_size.height();
- auto width = rect.width() / image_size.width();
- auto height = rect.height() / image_size.height();
- return { x, y, width, height };
- }
- static GLenum to_gl_scaling_mode(Painter::ScalingMode scaling_mode)
- {
- switch (scaling_mode) {
- case Painter::ScalingMode::NearestNeighbor:
- return GL_NEAREST;
- case Painter::ScalingMode::Bilinear:
- return GL_LINEAR;
- default:
- VERIFY_NOT_REACHED();
- }
- }
- void Painter::draw_scaled_bitmap(Gfx::FloatRect const& dst_rect, Gfx::Bitmap const& bitmap, Gfx::FloatRect const& src_rect, ScalingMode scaling_mode)
- {
- m_blit_program.use();
- GLuint texture;
- // FIXME: We should reuse textures across repaints if possible.
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, bitmap.width(), bitmap.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmap.scanline(0));
- GLenum scaling_mode_gl = to_gl_scaling_mode(scaling_mode);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, scaling_mode_gl);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, scaling_mode_gl);
- auto dst_rect_in_clip_space = to_clip_space(transform().map(dst_rect));
- auto src_rect_in_texture_space = to_texture_space(src_rect, bitmap.size());
- Vector<GLfloat> vertices;
- vertices.ensure_capacity(16);
- auto add_vertex = [&](auto const& p, auto const& s) {
- vertices.append(p.x());
- vertices.append(p.y());
- vertices.append(s.x());
- vertices.append(s.y());
- };
- add_vertex(dst_rect_in_clip_space.top_left(), src_rect_in_texture_space.top_left());
- add_vertex(dst_rect_in_clip_space.bottom_left(), src_rect_in_texture_space.bottom_left());
- add_vertex(dst_rect_in_clip_space.bottom_right(), src_rect_in_texture_space.bottom_right());
- add_vertex(dst_rect_in_clip_space.top_right(), src_rect_in_texture_space.top_right());
- GLuint vertex_position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
- glVertexAttribPointer(vertex_position_attribute, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices.data());
- glEnableVertexAttribArray(vertex_position_attribute);
- GLuint color_uniform = m_blit_program.get_uniform_location("uColor");
- glUniform4f(color_uniform, 1, 1, 1, 1);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDeleteTextures(1, &texture);
- }
- void Painter::prepare_glyph_texture(HashMap<Gfx::Font const*, HashTable<u32>> const& unique_glyphs)
- {
- HashMap<GlyphsTextureKey, NonnullRefPtr<Gfx::Bitmap>> glyph_bitmaps;
- for (auto const& [font, code_points] : unique_glyphs) {
- for (auto const& code_point : code_points) {
- auto glyph = font->glyph(code_point);
- auto atlas_key = GlyphsTextureKey { font, code_point };
- glyph_bitmaps.set(atlas_key, *glyph.bitmap());
- }
- }
- if (glyph_bitmaps.is_empty())
- return;
- Vector<GlyphsTextureKey> glyphs_sorted_by_height;
- glyphs_sorted_by_height.ensure_capacity(glyph_bitmaps.size());
- for (auto const& [atlas_key, bitmap] : glyph_bitmaps) {
- glyphs_sorted_by_height.append(atlas_key);
- }
- quick_sort(glyphs_sorted_by_height, [&](auto const& a, auto const& b) {
- auto const& bitmap_a = *glyph_bitmaps.get(a);
- auto const& bitmap_b = *glyph_bitmaps.get(b);
- return bitmap_a->height() > bitmap_b->height();
- });
- int current_x = 0;
- int current_y = 0;
- int row_height = 0;
- int texture_width = 512;
- for (auto const& glyphs_texture_key : glyphs_sorted_by_height) {
- auto const& bitmap = *glyph_bitmaps.get(glyphs_texture_key);
- if (current_x + bitmap->width() > texture_width) {
- current_x = 0;
- current_y += row_height;
- row_height = 0;
- }
- m_glyphs_texture_map.set(glyphs_texture_key, { current_x, current_y, bitmap->width(), bitmap->height() });
- current_x += bitmap->width();
- row_height = max(row_height, bitmap->height());
- }
- auto glyphs_texture_bitmap = MUST(Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, { texture_width, current_y + row_height }));
- auto glyphs_texure_painter = Gfx::Painter(*glyphs_texture_bitmap);
- for (auto const& [glyphs_texture_key, glyph_bitmap] : glyph_bitmaps) {
- auto rect = m_glyphs_texture_map.get(glyphs_texture_key).value();
- glyphs_texure_painter.blit({ rect.x(), rect.y() }, glyph_bitmap, glyph_bitmap->rect());
- }
- m_glyphs_texture_size = glyphs_texture_bitmap->size();
- glBindTexture(GL_TEXTURE_2D, m_glyphs_texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, glyphs_texture_bitmap->width(), glyphs_texture_bitmap->height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, glyphs_texture_bitmap->scanline(0));
- }
- void Painter::draw_glyph_run(Vector<Gfx::DrawGlyphOrEmoji> const& glyph_run, Color const& color)
- {
- Vector<GLfloat> vertices;
- for (auto& glyph_or_emoji : glyph_run) {
- if (glyph_or_emoji.has<Gfx::DrawGlyph>()) {
- auto& glyph = glyph_or_emoji.get<Gfx::DrawGlyph>();
- auto const* font = glyph.font;
- auto code_point = glyph.code_point;
- auto point = glyph.position;
- auto maybe_texture_rect = m_glyphs_texture_map.get(GlyphsTextureKey { font, code_point });
- VERIFY(maybe_texture_rect.has_value());
- auto texture_rect = to_texture_space(maybe_texture_rect.value().to_type<float>(), m_glyphs_texture_size);
- auto glyph_position = point + Gfx::FloatPoint(font->glyph_left_bearing(code_point), 0);
- auto glyph_size = maybe_texture_rect->size().to_type<float>();
- auto rect_in_clip_space = to_clip_space({ glyph_position, glyph_size });
- // p0 --- p1
- // | \ |
- // | \ |
- // | \ |
- // p2 --- p3
- auto p0 = rect_in_clip_space.top_left();
- auto p1 = rect_in_clip_space.top_right();
- auto p2 = rect_in_clip_space.bottom_left();
- auto p3 = rect_in_clip_space.bottom_right();
- auto s0 = texture_rect.top_left();
- auto s1 = texture_rect.top_right();
- auto s2 = texture_rect.bottom_left();
- auto s3 = texture_rect.bottom_right();
- auto add_triangle = [&](auto& p1, auto& p2, auto& p3, auto& s1, auto& s2, auto& s3) {
- vertices.append(p1.x());
- vertices.append(p1.y());
- vertices.append(s1.x());
- vertices.append(s1.y());
- vertices.append(p2.x());
- vertices.append(p2.y());
- vertices.append(s2.x());
- vertices.append(s2.y());
- vertices.append(p3.x());
- vertices.append(p3.y());
- vertices.append(s3.x());
- vertices.append(s3.y());
- };
- add_triangle(p0, p1, p3, s0, s1, s3);
- add_triangle(p0, p3, p2, s0, s3, s2);
- }
- }
- auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
- m_blit_program.use();
- glBindTexture(GL_TEXTURE_2D, m_glyphs_texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- GLuint position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
- GLuint color_uniform = m_blit_program.get_uniform_location("uColor");
- glUniform4f(color_uniform, red, green, blue, alpha);
- glVertexAttribPointer(position_attribute, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices.data());
- glEnableVertexAttribArray(position_attribute);
- glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 4);
- }
- void Painter::save()
- {
- m_state_stack.append(state());
- }
- void Painter::restore()
- {
- VERIFY(!m_state_stack.is_empty());
- m_state_stack.take_last();
- }
- void Painter::flush()
- {
- m_canvas->flush();
- }
- }
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