infinipaint/src/WorldGrid.cpp

170 lines
6.8 KiB
C++
Raw Normal View History

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};
// NOTE: Skia shaders return premultiplied alpha colors
const char* circlePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
2025-09-06 19:06:30 +03:00
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float fin = step(distance(modCoord, float2(0.5 * gridScale)), gridPointSize);
2025-09-06 19:06:30 +03:00
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
return pointColorUnmultiplied * gridColor.a * fin;
})V";
const char* squarePointShaderCode = R"V(
uniform vec4 gridColor;
uniform float gridScale;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
2025-09-06 19:06:30 +03:00
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
float m1 = step(difToPointCenter.x, gridPointSize);
float m2 = step(difToPointCenter.y, gridPointSize);
2025-09-06 19:06:30 +03:00
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;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
2025-09-06 19:06:30 +03:00
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
float m1 = step(difToPointCenter.x, gridPointSize);
float m2 = step(difToPointCenter.y, gridPointSize);
2025-09-06 19:06:30 +03:00
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;
uniform vec2 gridClosestPoint;
uniform float gridPointSize;
2025-09-06 19:06:30 +03:00
vec4 main(float2 fragCoord) {
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
float fin = step(difToPointCenter.y, gridPointSize);
2025-09-06 19:06:30 +03:00
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, const Vector2f& gridClosestPoint, float gridPointSize) {
2025-09-06 19:06:30 +03:00
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") = std::min(gridScale, 100000.0f); // Limit placed so that having a massive floating point value doesnt tank precision in the shader
builder.uniform("gridClosestPoint").set(gridClosestPoint.data(), 2);
switch(gType) {
case GridType::CIRCLE_POINTS:
builder.uniform("gridPointSize") = gridPointSize;
break;
case GridType::SQUARE_POINTS:
builder.uniform("gridPointSize") = gridPointSize;
break;
case GridType::SQUARE_LINES:
builder.uniform("gridPointSize") = 0.5f;
break;
case GridType::RULED:
builder.uniform("gridPointSize") = 0.5f;
break;
}
2025-09-06 19:06:30 +03:00
sk_sp<SkShader> s = builder.makeShader();
return s;
}
void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) {
if(!visible)
return;
2025-09-06 19:06:30 +03:00
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);
}
WorldScalar worldSize = size / drawData.cam.c.inverseScale;
float floatWorldSize = static_cast<float>(worldSize);
if(worldSize > WorldScalar(7)) {
WorldVec fracCamPosOnGrid;
fracCamPosOnGrid.x() = (drawData.cam.c.pos.x() + offset.x()) % size;
fracCamPosOnGrid.y() = (drawData.cam.c.pos.y() + offset.y()) % size;
WorldVec closestGridPoint;
closestGridPoint.x() = (fracCamPosOnGrid.x() < size / WorldScalar(2)) ? WorldScalar(0) : size;
closestGridPoint.y() = (fracCamPosOnGrid.y() < size / WorldScalar(2)) ? WorldScalar(0) : size;
2025-09-06 19:06:30 +03:00
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);
2025-09-12 09:54:49 +03:00
std::cout << "frac cam point: " << vec_pretty(fracCamPosOnGrid) << std::endl;
std::cout << "closest grid point: " << vec_pretty(closestGridPoint) << std::endl;
std::cout << "closest grid point screen: " << vec_pretty(closestGridPointScreenPos) << std::endl;
std::cout << "worldSize: " << floatWorldSize << std::endl;
2025-09-06 19:06:30 +03:00
SkPaint linePaint;
SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
pointColor.fA = std::clamp(floatWorldSize / 50.0f, 0.0f, 0.4f);
float gridPointSize = std::clamp(floatWorldSize / 10.0f, 0.0f, 5.0f);
linePaint.setShader(get_shader(gridType, pointColor, static_cast<float>(worldSize), closestGridPointScreenPos, gridPointSize));
2025-09-06 19:06:30 +03:00
canvas->save();
canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
2025-09-06 19:06:30 +03:00
canvas->drawPaint(linePaint);
canvas->restore();
}
}