#include "WorldGrid.hpp" #include "GridManager.hpp" #include "Helpers/MathExtras.hpp" #include "MainProgram.hpp" sk_sp WorldGrid::circlePointEffect; sk_sp WorldGrid::squarePointEffect; sk_sp WorldGrid::squareLinesEffect; sk_sp 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); } 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); 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; } 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); 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); } 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); 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; 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); } 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); vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0); return pointColorUnmultiplied * gridColor.a * fin; })V"; sk_sp 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 WorldGrid::get_shader(GridType gType, const ShaderData& shaderData) { sk_sp 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; } sk_sp 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((closestGridPoint.x() - fracCamPosOnGrid.x()) / drawData.cam.c.inverseScale); closestGridPointScreenPos.y() = static_cast((closestGridPoint.y() - fracCamPosOnGrid.y()) / drawData.cam.c.inverseScale); return closestGridPointScreenPos; } void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) { if(!visible) return; 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(FixedPoint::log(sizeDetermineSubdivisionsToRemove, WorldScalar(subdivisionsTrue))), &divLogDouble); uint64_t divLog = divLogDouble; WorldScalar logMultiplier = FixedPoint::exp_int_accurate(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; float floatWorldSize = static_cast(worldSize); float floatDivWorldSize = static_cast(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 = 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(worldSize); float floatDivWorldSize = static_cast(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 })); } canvas->save(); canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi); canvas->drawPaint(linePaint); canvas->restore(); }