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- /*
- * Copyright (c) 2023, Andreas Kling <kling@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #define GL_GLEXT_PROTOTYPES
- #include "Painter.h"
- #include "Canvas.h"
- #include <GL/gl.h>
- #include <GL/glext.h>
- #include <LibGfx/Color.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;
- attribute vec2 aTextureCoord;
- varying vec2 vTextureCoord;
- void main() {
- gl_Position = aVertexPosition;
- vTextureCoord = aTextureCoord;
- }
- )";
- char const* blit_fragment_shader_source = R"(
- precision mediump float;
- varying vec2 vTextureCoord;
- uniform sampler2D uSampler;
- void main() {
- gl_FragColor = texture2D(uSampler, vTextureCoord);
- }
- )";
- 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());
- }
- 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_RGBA, 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 vertices = rect_to_vertices(to_clip_space(transform().map(dst_rect)));
- auto texture_coordinates = rect_to_vertices(to_texture_space(src_rect, bitmap.size()));
- GLuint vertex_position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
- glVertexAttribPointer(vertex_position_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices.data());
- glEnableVertexAttribArray(vertex_position_attribute);
- GLuint texture_coord_attribute = m_blit_program.get_attribute_location("aTextureCoord");
- glVertexAttribPointer(texture_coord_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), texture_coordinates.data());
- glEnableVertexAttribArray(texture_coord_attribute);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDeleteTextures(1, &texture);
- }
- 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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