infinipaint/src/WorldGrid.cpp

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#include "WorldGrid.hpp"
#include "GridManager.hpp"
#include "Helpers/MathExtras.hpp"
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#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};
// NOTE: Skia shaders return premultiplied alpha colors
const char* circlePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_circle_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
return step(distance(modCoord, float2(0.5 * gScale)), gPointSize);
}
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vec4 main(float2 fragCoord) {
float mainGridColor = get_color_val_circle_point(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_circle_point(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* squarePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_square_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
float m1 = step(difToPointCenter.x, gPointSize);
float m2 = step(difToPointCenter.y, gPointSize);
return m1 * m2;
}
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vec4 main(float2 fragCoord) {
float mainGridColor = get_color_val_square_point(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_square_point(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* squareLinesShaderCode = R"V(
uniform vec4 gridColor;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_square_lines(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
float m1 = step(difToPointCenter.x, gPointSize);
float m2 = step(difToPointCenter.y, gPointSize);
return max(m1, m2);
}
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vec4 main(float2 fragCoord) {
float mainGridColor = get_color_val_square_lines(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_square_lines(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* ruledShaderCode = R"V(
uniform vec4 gridColor;
uniform float mainGridScale;
uniform vec2 mainGridClosestPoint;
uniform float mainGridPointSize;
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uniform float divGridAlphaFrac;
uniform float divGridScale;
uniform vec2 divGridClosestPoint;
uniform float divGridPointSize;
float get_color_val_ruled(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
return step(difToPointCenter.y, gPointSize);
}
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vec4 main(float2 fragCoord) {
float mainGridColor = get_color_val_ruled(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
float divGridColor = get_color_val_ruled(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
float fin = max(mainGridColor, divGridColor);
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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 ShaderData& shaderData) {
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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") = shaderData.gridColor;
builder.uniform("mainGridScale") = std::min(shaderData.mainGridScale, 100000.0f); // Limit placed so that having a massive floating point value doesnt tank precision in the shader
builder.uniform("mainGridClosestPoint").set(shaderData.mainGridClosestPoint.data(), 2);
builder.uniform("divGridAlphaFrac") = shaderData.divGridAlphaFrac;
builder.uniform("divGridScale") = std::min(shaderData.divGridScale, 100000.0f);
builder.uniform("divGridClosestPoint").set(shaderData.divGridClosestPoint.data(), 2);
switch(gType) {
case GridType::CIRCLE_POINTS:
case GridType::SQUARE_POINTS:
builder.uniform("mainGridPointSize") = shaderData.mainGridPointSize;
builder.uniform("divGridPointSize") = shaderData.divGridPointSize;
break;
case GridType::SQUARE_LINES:
case GridType::RULED:
builder.uniform("mainGridPointSize") = 0.5f;
builder.uniform("divGridPointSize") = 0.5f;
break;
}
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sk_sp<SkShader> s = builder.makeShader();
return s;
}
Vector2f WorldGrid::get_closest_grid_point(const WorldVec& gridOffset, const WorldScalar& gridSize, const DrawData& drawData) {
WorldVec fracCamPosOnGrid;
fracCamPosOnGrid.x() = (drawData.cam.c.pos.x() + gridOffset.x()) % gridSize;
fracCamPosOnGrid.y() = (drawData.cam.c.pos.y() + gridOffset.y()) % gridSize;
WorldVec closestGridPoint;
closestGridPoint.x() = (fracCamPosOnGrid.x() < gridSize / WorldScalar(2)) ? WorldScalar(0) : gridSize;
closestGridPoint.y() = (fracCamPosOnGrid.y() < gridSize / WorldScalar(2)) ? WorldScalar(0) : gridSize;
Vector2f closestGridPointScreenPos;
closestGridPointScreenPos.x() = static_cast<float>((closestGridPoint.x() - fracCamPosOnGrid.x()) / drawData.cam.c.inverseScale);
closestGridPointScreenPos.y() = static_cast<float>((closestGridPoint.y() - fracCamPosOnGrid.y()) / drawData.cam.c.inverseScale);
return closestGridPointScreenPos;
}
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void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) {
if(!visible)
return;
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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);
}
unsigned subdivisionsTrue = subdivisions + 1;
if(removeDivisionsOutwards && subdivisionsTrue < 2)
subdivisionsTrue = 2;
// Make sure the initial size is divisible by the subdivision count, so that it remains accurate across the entire infinite grid
WorldScalar truncatedSize = FixedPoint::trunc(size / WorldScalar(subdivisionsTrue)) * WorldScalar(subdivisionsTrue);
if(truncatedSize == WorldScalar(0))
truncatedSize = WorldScalar(subdivisionsTrue);
WorldScalar sizeDetermineSubdivisionsToRemove = (drawData.cam.c.inverseScale / truncatedSize) * WorldScalar(subdivisionsTrue * 125);
SkPaint linePaint;
if(removeDivisionsOutwards && sizeDetermineSubdivisionsToRemove > WorldScalar(1)) {
double divLogDouble, divLogFraction;
divLogFraction = std::modf(static_cast<double>(FixedPoint::log(sizeDetermineSubdivisionsToRemove, WorldScalar(subdivisionsTrue))), &divLogDouble);
uint64_t divLog = divLogDouble;
WorldScalar logMultiplier = FixedPoint::exp_int_accurate<WorldScalar>(divLog, subdivisionsTrue);
WorldScalar sizeToUse = truncatedSize * logMultiplier;
WorldScalar divSize = sizeToUse / WorldScalar(subdivisionsTrue);
WorldScalar worldSize = sizeToUse / drawData.cam.c.inverseScale;
WorldScalar divWorldSize = divSize / drawData.cam.c.inverseScale;
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float floatWorldSize = static_cast<float>(worldSize);
float floatDivWorldSize = static_cast<float>(divWorldSize);
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Vector2f closestGridPointScreenPos = get_closest_grid_point(offset, sizeToUse, drawData);
Vector2f divClosestGridPointScreenPos = get_closest_grid_point(offset, divSize, drawData);
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SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
pointColor.fA = std::clamp(floatWorldSize / 100.0f, 0.0f, 0.6f);
float gridPointSize = 5.0f;
float finalDivMultiplier = (1.0 - divLogFraction) * ((divLog == 0) ? 0.5 : 1.0);
linePaint.setShader(get_shader(gridType, {
.gridColor = pointColor,
.mainGridScale = floatWorldSize,
.mainGridClosestPoint = closestGridPointScreenPos,
.mainGridPointSize = gridPointSize,
.divGridAlphaFrac = finalDivMultiplier,
.divGridScale = floatDivWorldSize,
.divGridClosestPoint = divClosestGridPointScreenPos,
.divGridPointSize = gridPointSize * finalDivMultiplier
}));
}
else {
WorldScalar sizeToUse = truncatedSize;
WorldScalar divSize = sizeToUse / WorldScalar(subdivisionsTrue);
WorldScalar worldSize = sizeToUse / drawData.cam.c.inverseScale;
WorldScalar divWorldSize = divSize / drawData.cam.c.inverseScale;
if(worldSize < WorldScalar(7))
return;
float floatWorldSize = static_cast<float>(worldSize);
float floatDivWorldSize = static_cast<float>(divWorldSize);
Vector2f closestGridPointScreenPos = get_closest_grid_point(offset, sizeToUse, drawData);
Vector2f divClosestGridPointScreenPos = get_closest_grid_point(offset, divSize, drawData);
SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
pointColor.fA = std::clamp(floatWorldSize / 100.0f, 0.0f, 0.6f);
float gridPointSize = std::clamp(floatWorldSize / 10.0f, 0.0f, 5.0f);
linePaint.setShader(get_shader(gridType, {
.gridColor = pointColor,
.mainGridScale = floatWorldSize,
.mainGridClosestPoint = closestGridPointScreenPos,
.mainGridPointSize = gridPointSize,
.divGridAlphaFrac = 0.5f,
.divGridScale = floatDivWorldSize,
.divGridClosestPoint = divClosestGridPointScreenPos,
.divGridPointSize = gridPointSize * 0.5f
}));
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}
canvas->save();
canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
canvas->drawPaint(linePaint);
canvas->restore();
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}