infinipaint/src/WorldGrid.cpp

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2025-09-06 19:06:30 +03:00
#include "WorldGrid.hpp"
#include "GridManager.hpp"
#include "MainProgram.hpp"
sk_sp<SkRuntimeEffect> WorldGrid::circlePointEffect;
sk_sp<SkRuntimeEffect> WorldGrid::squarePointEffect;
sk_sp<SkRuntimeEffect> WorldGrid::squareLinesEffect;
sk_sp<SkRuntimeEffect> WorldGrid::ruledEffect;
Vector2f WorldGrid::oldWindowSize = Vector2f{0.0f, 0.0f};
#define GRID_CACHE_SIZE 10.0f
#define GRID_CACHE_SIZE_INT 10
// NOTE: Skia shaders return premultiplied alpha colors
const char* circlePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
vec4 main(float2 fragCoord) {
float circleRadius = min(5.0 / gridScale, 0.25);
float2 modCoord = mod(fragCoord + float2(5.0), float2(10.0));
float fin = step(distance(float2(5.0), modCoord), circleRadius);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* squarePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
vec4 main(float2 fragCoord) {
float squareSize = min(10.0 / gridScale, 0.5);
float gridUnit = 1.0 / gridScale;
float m1 = step(mod(fragCoord.x + gridUnit + squareSize * 0.5, 10.0), squareSize);
float m2 = step(mod(fragCoord.y + gridUnit + squareSize * 0.5, 10.0), squareSize);
float fin = m1 * m2;
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* squareLinesShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
vec4 main(float2 fragCoord) {
float gridUnit = 1.0 / gridScale;
float m1 = step(mod(fragCoord.x + gridUnit, 10.0), gridUnit);
float m2 = step(mod(fragCoord.y + gridUnit, 10.0), gridUnit);
float fin = max(m1, m2);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* ruledShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
vec4 main(float2 fragCoord) {
float gridUnit = 1.0 / gridScale;
float fin = step(mod(fragCoord.y + gridUnit, 10.0), gridUnit);
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
sk_sp<SkRuntimeEffect> WorldGrid::compile_effect_shader_init(const char* shaderName, const char* shaderCode) {
auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(shaderCode));
if(!err.isEmpty()) {
std::cout << "[GridManager::compile_effect_shader_init] " << shaderName << " shader construction error\n";
std::cout << err.c_str() << std::endl;
throw std::runtime_error("Shader Compile Failure");
}
return effect;
}
sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor, float gridScale) {
sk_sp<SkRuntimeEffect> runtimeEffect;
switch(gType) {
case GridType::CIRCLE_POINTS:
runtimeEffect = circlePointEffect;
break;
case GridType::SQUARE_POINTS:
runtimeEffect = squarePointEffect;
break;
case GridType::SQUARE_LINES:
runtimeEffect = squareLinesEffect;
break;
case GridType::RULED:
runtimeEffect = ruledEffect;
break;
}
SkRuntimeShaderBuilder builder(runtimeEffect);
builder.uniform("gridColor") = gridColor;
builder.uniform("gridScale") = gridScale;
sk_sp<SkShader> s = builder.makeShader();
return s;
}
void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) {
if(!circlePointEffect) {
circlePointEffect = compile_effect_shader_init("Circle Point", circlePointShaderCode);
squarePointEffect = compile_effect_shader_init("Square Point", squarePointShaderCode);
squareLinesEffect = compile_effect_shader_init("Square Lines", squareLinesShaderCode);
ruledEffect = compile_effect_shader_init("Ruled", ruledShaderCode);
}
float alteredZoom = static_cast<float>(((size / WorldScalar(GRID_CACHE_SIZE_INT)) / drawData.cam.c.inverseScale));
if(alteredZoom > 0.5f) {
Vector2f fracCamPos;
fracCamPos.x() = static_cast<float>((drawData.cam.c.pos.x() % size) / drawData.cam.c.inverseScale);
fracCamPos.y() = static_cast<float>((drawData.cam.c.pos.y() % size) / drawData.cam.c.inverseScale);
SkPaint linePaint;
SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
pointColor.fA = std::clamp(alteredZoom / 20.0f, 0.0f, 0.4f);
linePaint.setShader(get_shader(gridType, pointColor, alteredZoom));
canvas->save();
canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
canvas->translate(-fracCamPos.x(), -fracCamPos.y());
canvas->scale(alteredZoom, alteredZoom);
canvas->drawPaint(linePaint);
canvas->restore();
}
}