Started work on grid creation menu
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18 changed files with 533 additions and 181 deletions
137
src/WorldGrid.cpp
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137
src/WorldGrid.cpp
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#include "WorldGrid.hpp"
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#include "GridManager.hpp"
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#include "MainProgram.hpp"
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sk_sp<SkRuntimeEffect> WorldGrid::circlePointEffect;
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sk_sp<SkRuntimeEffect> WorldGrid::squarePointEffect;
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sk_sp<SkRuntimeEffect> WorldGrid::squareLinesEffect;
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sk_sp<SkRuntimeEffect> WorldGrid::ruledEffect;
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Vector2f WorldGrid::oldWindowSize = Vector2f{0.0f, 0.0f};
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#define GRID_CACHE_SIZE 10.0f
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#define GRID_CACHE_SIZE_INT 10
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// NOTE: Skia shaders return premultiplied alpha colors
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const char* circlePointShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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vec4 main(float2 fragCoord) {
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float circleRadius = min(5.0 / gridScale, 0.25);
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float2 modCoord = mod(fragCoord + float2(5.0), float2(10.0));
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float fin = step(distance(float2(5.0), modCoord), circleRadius);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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return pointColorUnmultiplied * gridColor.a * fin;
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})V";
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const char* squarePointShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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vec4 main(float2 fragCoord) {
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float squareSize = min(10.0 / gridScale, 0.5);
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float gridUnit = 1.0 / gridScale;
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float m1 = step(mod(fragCoord.x + gridUnit + squareSize * 0.5, 10.0), squareSize);
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float m2 = step(mod(fragCoord.y + gridUnit + squareSize * 0.5, 10.0), squareSize);
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float fin = m1 * m2;
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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return pointColorUnmultiplied * gridColor.a * fin;
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})V";
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const char* squareLinesShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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vec4 main(float2 fragCoord) {
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float gridUnit = 1.0 / gridScale;
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float m1 = step(mod(fragCoord.x + gridUnit, 10.0), gridUnit);
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float m2 = step(mod(fragCoord.y + gridUnit, 10.0), gridUnit);
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float fin = max(m1, m2);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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return pointColorUnmultiplied * gridColor.a * fin;
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})V";
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const char* ruledShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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vec4 main(float2 fragCoord) {
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float gridUnit = 1.0 / gridScale;
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float fin = step(mod(fragCoord.y + gridUnit, 10.0), gridUnit);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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return pointColorUnmultiplied * gridColor.a * fin;
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})V";
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sk_sp<SkRuntimeEffect> WorldGrid::compile_effect_shader_init(const char* shaderName, const char* shaderCode) {
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auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(shaderCode));
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if(!err.isEmpty()) {
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std::cout << "[GridManager::compile_effect_shader_init] " << shaderName << " shader construction error\n";
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std::cout << err.c_str() << std::endl;
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throw std::runtime_error("Shader Compile Failure");
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}
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return effect;
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}
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sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor, float gridScale) {
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sk_sp<SkRuntimeEffect> runtimeEffect;
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switch(gType) {
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case GridType::CIRCLE_POINTS:
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runtimeEffect = circlePointEffect;
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break;
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case GridType::SQUARE_POINTS:
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runtimeEffect = squarePointEffect;
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break;
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case GridType::SQUARE_LINES:
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runtimeEffect = squareLinesEffect;
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break;
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case GridType::RULED:
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runtimeEffect = ruledEffect;
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break;
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}
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SkRuntimeShaderBuilder builder(runtimeEffect);
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builder.uniform("gridColor") = gridColor;
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builder.uniform("gridScale") = gridScale;
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sk_sp<SkShader> s = builder.makeShader();
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return s;
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}
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void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) {
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if(!circlePointEffect) {
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circlePointEffect = compile_effect_shader_init("Circle Point", circlePointShaderCode);
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squarePointEffect = compile_effect_shader_init("Square Point", squarePointShaderCode);
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squareLinesEffect = compile_effect_shader_init("Square Lines", squareLinesShaderCode);
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ruledEffect = compile_effect_shader_init("Ruled", ruledShaderCode);
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}
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float alteredZoom = static_cast<float>(((size / WorldScalar(GRID_CACHE_SIZE_INT)) / drawData.cam.c.inverseScale));
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if(alteredZoom > 0.5f) {
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Vector2f fracCamPos;
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fracCamPos.x() = static_cast<float>((drawData.cam.c.pos.x() % size) / drawData.cam.c.inverseScale);
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fracCamPos.y() = static_cast<float>((drawData.cam.c.pos.y() % size) / drawData.cam.c.inverseScale);
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SkPaint linePaint;
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SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
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pointColor.fA = std::clamp(alteredZoom / 20.0f, 0.0f, 0.4f);
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linePaint.setShader(get_shader(gridType, pointColor, alteredZoom));
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canvas->save();
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canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
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canvas->translate(-fracCamPos.x(), -fracCamPos.y());
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canvas->scale(alteredZoom, alteredZoom);
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canvas->drawPaint(linePaint);
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canvas->restore();
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}
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}
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