Grids now render properly at large zoom levels
This commit is contained in:
parent
8cb89c40d6
commit
ad4e5af294
3 changed files with 62 additions and 30 deletions
|
|
@ -8,19 +8,17 @@ 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;
|
||||
uniform vec2 gridClosestPoint;
|
||||
uniform float gridPointSize;
|
||||
|
||||
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);
|
||||
float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
|
||||
float fin = step(distance(modCoord, float2(0.5 * gridScale)), gridPointSize);
|
||||
|
||||
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
|
||||
|
||||
|
|
@ -30,12 +28,14 @@ vec4 main(float2 fragCoord) {
|
|||
const char* squarePointShaderCode = R"V(
|
||||
uniform vec4 gridColor;
|
||||
uniform float gridScale;
|
||||
uniform vec2 gridClosestPoint;
|
||||
uniform float gridPointSize;
|
||||
|
||||
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);
|
||||
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);
|
||||
float fin = m1 * m2;
|
||||
|
||||
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
|
||||
|
|
@ -46,11 +46,14 @@ vec4 main(float2 fragCoord) {
|
|||
const char* squareLinesShaderCode = R"V(
|
||||
uniform vec4 gridColor;
|
||||
uniform float gridScale;
|
||||
uniform vec2 gridClosestPoint;
|
||||
uniform float gridPointSize;
|
||||
|
||||
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);
|
||||
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);
|
||||
float fin = max(m1, m2);
|
||||
|
||||
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
|
||||
|
|
@ -61,10 +64,13 @@ vec4 main(float2 fragCoord) {
|
|||
const char* ruledShaderCode = R"V(
|
||||
uniform vec4 gridColor;
|
||||
uniform float gridScale;
|
||||
uniform vec2 gridClosestPoint;
|
||||
uniform float gridPointSize;
|
||||
|
||||
vec4 main(float2 fragCoord) {
|
||||
float gridUnit = 1.0 / gridScale;
|
||||
float fin = step(mod(fragCoord.y + gridUnit, 10.0), gridUnit);
|
||||
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);
|
||||
|
||||
vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
|
||||
|
||||
|
|
@ -81,7 +87,7 @@ sk_sp<SkRuntimeEffect> WorldGrid::compile_effect_shader_init(const char* shaderN
|
|||
return effect;
|
||||
}
|
||||
|
||||
sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor, float gridScale) {
|
||||
sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor, float gridScale, const Vector2f& gridClosestPoint, float gridPointSize) {
|
||||
sk_sp<SkRuntimeEffect> runtimeEffect;
|
||||
switch(gType) {
|
||||
case GridType::CIRCLE_POINTS:
|
||||
|
|
@ -99,7 +105,22 @@ sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor
|
|||
}
|
||||
SkRuntimeShaderBuilder builder(runtimeEffect);
|
||||
builder.uniform("gridColor") = gridColor;
|
||||
builder.uniform("gridScale") = 1.0f;
|
||||
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;
|
||||
}
|
||||
sk_sp<SkShader> s = builder.makeShader();
|
||||
return s;
|
||||
}
|
||||
|
|
@ -115,22 +136,33 @@ void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawDa
|
|||
ruledEffect = compile_effect_shader_init("Ruled", ruledShaderCode);
|
||||
}
|
||||
|
||||
float alteredZoom = static_cast<float>(((size / WorldScalar(GRID_CACHE_SIZE_INT)) / drawData.cam.c.inverseScale));
|
||||
if(alteredZoom > 0.4f) {
|
||||
WorldVec fracCamPosWorld;
|
||||
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;
|
||||
|
||||
fracCamPosWorld.x() = ((drawData.cam.c.pos.x() + offset.x()) % size) / drawData.cam.c.inverseScale;
|
||||
fracCamPosWorld.y() = ((drawData.cam.c.pos.y() + offset.y()) % size) / drawData.cam.c.inverseScale;
|
||||
WorldVec closestGridPoint;
|
||||
closestGridPoint.x() = (fracCamPosOnGrid.x() < size / WorldScalar(2)) ? WorldScalar(0) : size;
|
||||
closestGridPoint.y() = (fracCamPosOnGrid.y() < size / WorldScalar(2)) ? WorldScalar(0) : size;
|
||||
|
||||
Vector2f fracCamPos = fracCamPosWorld.cast<float>();
|
||||
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);
|
||||
|
||||
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;
|
||||
|
||||
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));
|
||||
|
||||
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));
|
||||
canvas->save();
|
||||
canvas->translate(-fracCamPos.x(), -fracCamPos.y());
|
||||
canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
|
||||
canvas->drawPaint(linePaint);
|
||||
canvas->restore();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue