ladybird/Userland/Libraries/LibAccelGfx/Painter.cpp
Aliaksandr Kalenik bd08b1815f LibWeb: Implement border radius corner clipping in GPU painter
It is implemented in the way identical to how it works in CPU painter:
1. SampleUnderCorners command saves pixels within corners into a
   texture.
2. BlitCornerClipping command uses the texture prepared earlier to
   restore pixels within corners.
2023-12-17 23:12:48 +01:00

803 lines
29 KiB
C++

/*
* Copyright (c) 2023, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibAccelGfx/GL.h>
#include <LibAccelGfx/Painter.h>
#include <LibGfx/ImmutableBitmap.h>
#include <LibGfx/Painter.h>
namespace AccelGfx {
struct ColorComponents {
float red;
float green;
float blue;
float alpha;
};
static ColorComponents gfx_color_to_opengl_color(Gfx::Color color)
{
ColorComponents components;
components.red = static_cast<float>(color.red()) / 255.0f;
components.green = static_cast<float>(color.green()) / 255.0f;
components.blue = static_cast<float>(color.blue()) / 255.0f;
components.alpha = static_cast<float>(color.alpha()) / 255.0f;
return components;
}
Gfx::FloatRect Painter::to_clip_space(Gfx::FloatRect const& screen_rect) const
{
float x = 2.0f * screen_rect.x() / m_target_canvas->size().width() - 1.0f;
float y = -1.0f + 2.0f * screen_rect.y() / m_target_canvas->size().height();
float width = 2.0f * screen_rect.width() / m_target_canvas->size().width();
float height = 2.0f * screen_rect.height() / m_target_canvas->size().height();
return { x, y, width, height };
}
char const* vertex_shader_source = R"(
#version 330 core
in vec2 aVertexPosition;
void main() {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
)";
char const* rect_with_rounded_corners_fragment_shader_source = R"(
#version 330 core
uniform vec2 uRectCenter;
uniform vec2 uRectCorner;
uniform vec2 uTopLeftRadius;
uniform vec2 uTopRightRadius;
uniform vec2 uBottomLeftRadius;
uniform vec2 uBottomRightRadius;
uniform vec4 uColor;
out vec4 fragColor;
bool isPointWithinEllipse(vec2 point, vec2 radius) {
vec2 normalizedPoint = point / radius;
return dot(normalizedPoint, normalizedPoint) <= 1.0;
}
void main() {
vec2 p = gl_FragCoord.xy - uRectCenter;
vec2 cornerRadius = vec2(0.0, 0.0);
if (p.x < 0.0 && p.y < 0.0) {
cornerRadius = uTopLeftRadius;
} else if (p.x > 0.0 && p.y < 0.0) {
cornerRadius = uTopRightRadius;
} else if (p.x < 0.0 && p.y > 0.0) {
cornerRadius = uBottomLeftRadius;
} else if (p.x > 0.0 && p.y > 0.0) {
cornerRadius = uBottomRightRadius;
}
vec2 q = abs(p) - (uRectCorner - cornerRadius);
if (q.x < 0 || q.y < 0 || isPointWithinEllipse(q, cornerRadius)) {
fragColor = uColor;
} else {
discard;
}
}
)";
char const* solid_color_fragment_shader_source = R"(
#version 330 core
uniform vec4 uColor;
out vec4 fragColor;
void main() {
fragColor = uColor;
}
)";
char const* blit_vertex_shader_source = R"(
#version 330 core
in vec4 aVertexPosition;
out vec2 vTextureCoord;
void main() {
gl_Position = vec4(aVertexPosition.xy, 0.0, 1.0);
vTextureCoord = aVertexPosition.zw;
}
)";
char const* blit_fragment_shader_source = R"(
#version 330 core
uniform vec4 uColor;
in vec2 vTextureCoord;
uniform sampler2D uSampler;
out vec4 fragColor;
void main() {
fragColor = texture(uSampler, vTextureCoord) * uColor;
}
)";
char const* linear_gradient_vertex_shader_source = R"(
#version 330 core
layout (location = 0) in vec2 aVertexPosition;
layout (location = 1) in vec4 aColor;
out vec4 vColor;
void main() {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
vColor = aColor;
}
)";
char const* linear_gradient_fragment_shader_source = R"(
#version 330 core
out vec4 FragColor;
in vec4 vColor;
void main() {
FragColor = vec4(vColor);
}
)";
char const* blur_fragment_shader_source = R"(
#version 330 core
uniform vec2 uResolution;
uniform int uRadius;
uniform int uHorizontal;
uniform sampler2D uSampler;
in vec2 vTextureCoord;
out vec4 fragColor;
#define pow2(x) (x * x)
const float pi = atan(1.0) * 4.0;
float gaussian(vec2 i, float sigma) {
return 1.0 / (2.0 * pi * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
}
void main() {
vec2 scale = vec2(1.0) / uResolution.xy;
float sigma = float(uRadius);
vec4 col = vec4(0.0);
float accum = 0.0;
float weight = 0.0;
for (int i = -uRadius; i <= uRadius; i++) {
vec2 offset = vec2(i * uHorizontal, i * (1 - uHorizontal));
weight = gaussian(offset, sigma);
col += texture(uSampler, vTextureCoord + scale * offset) * weight;
accum += weight;
}
fragColor = col / accum;
}
)";
static void set_blending_mode(Painter::BlendingMode blending_mode)
{
switch (blending_mode) {
case Painter::BlendingMode::AlphaAdd:
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
break;
case Painter::BlendingMode::AlphaOverride:
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::Zero);
break;
case Painter::BlendingMode::AlphaPreserve:
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::Zero, GL::BlendFactor::One);
break;
default:
VERIFY_NOT_REACHED();
}
}
HashMap<u32, GL::Texture> s_immutable_bitmap_texture_cache;
NonnullOwnPtr<Painter> Painter::create(Context& context, NonnullRefPtr<Canvas> canvas)
{
return make<Painter>(context, canvas);
}
Painter::Painter(Context& context, NonnullRefPtr<Canvas> canvas)
: m_context(context)
, m_target_canvas(canvas)
, m_rectangle_program(Program::create(Program::Name::RectangleProgram, vertex_shader_source, solid_color_fragment_shader_source))
, m_rounded_rectangle_program(Program::create(Program::Name::RoundedRectangleProgram, vertex_shader_source, rect_with_rounded_corners_fragment_shader_source))
, m_blit_program(Program::create(Program::Name::BlitProgram, blit_vertex_shader_source, blit_fragment_shader_source))
, m_linear_gradient_program(Program::create(Program::Name::LinearGradientProgram, linear_gradient_vertex_shader_source, linear_gradient_fragment_shader_source))
, m_blur_program(Program::create(Program::Name::BlurProgram, blit_vertex_shader_source, blur_fragment_shader_source))
{
m_state_stack.empend(State());
state().clip_rect = { { 0, 0 }, m_target_canvas->size() };
bind_target_canvas();
}
Painter::~Painter()
{
}
void Painter::clear(Gfx::Color color)
{
bind_target_canvas();
GL::clear_color(color);
}
void Painter::fill_rect(Gfx::IntRect rect, Gfx::Color color)
{
fill_rect(rect.to_type<float>(), color);
}
static Array<GLfloat, 8> rect_to_vertices(Gfx::FloatRect const& rect)
{
return {
rect.left(),
rect.top(),
rect.left(),
rect.bottom(),
rect.right(),
rect.bottom(),
rect.right(),
rect.top(),
};
}
void Painter::fill_rect(Gfx::FloatRect rect, Gfx::Color color)
{
bind_target_canvas();
// Draw a filled rect (with `color`) using OpenGL after mapping it through the current transform.
auto vertices = rect_to_vertices(to_clip_space(transform().map(rect)));
auto vbo = GL::create_buffer();
GL::upload_to_buffer(vbo, vertices);
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
GL::bind_buffer(vbo);
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
m_rectangle_program.use();
auto position_attribute = m_rectangle_program.get_attribute_location("aVertexPosition");
auto color_uniform = m_rectangle_program.get_uniform_location("uColor");
GL::set_uniform(color_uniform, red, green, blue, alpha);
GL::set_vertex_attribute(position_attribute, 0, 2);
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
GL::draw_arrays(GL::DrawPrimitive::TriangleFan, 4);
GL::delete_buffer(vbo);
GL::delete_vertex_array(vao);
}
void Painter::fill_rect_with_rounded_corners(Gfx::IntRect const& rect, Color const& color, CornerRadius const& top_left_radius, CornerRadius const& top_right_radius, CornerRadius const& bottom_left_radius, CornerRadius const& bottom_right_radius, BlendingMode blending_mode)
{
fill_rect_with_rounded_corners(rect.to_type<float>(), color, top_left_radius, top_right_radius, bottom_left_radius, bottom_right_radius, blending_mode);
}
void Painter::fill_rect_with_rounded_corners(Gfx::FloatRect const& rect, Color const& color, CornerRadius const& top_left_radius, CornerRadius const& top_right_radius, CornerRadius const& bottom_left_radius, CornerRadius const& bottom_right_radius, BlendingMode blending_mode)
{
bind_target_canvas();
auto transformed_rect = transform().map(rect);
auto vertices = rect_to_vertices(to_clip_space(transformed_rect));
auto vbo = GL::create_buffer();
GL::upload_to_buffer(vbo, vertices);
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
GL::bind_buffer(vbo);
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
m_rounded_rectangle_program.use();
auto position_attribute = m_rounded_rectangle_program.get_attribute_location("aVertexPosition");
GL::set_vertex_attribute(position_attribute, 0, 2);
auto color_uniform = m_rounded_rectangle_program.get_uniform_location("uColor");
GL::set_uniform(color_uniform, red, green, blue, alpha);
auto rect_center_uniform = m_rounded_rectangle_program.get_uniform_location("uRectCenter");
GL::set_uniform(rect_center_uniform, transformed_rect.center().x(), transformed_rect.center().y());
auto rect_corner_uniform = m_rounded_rectangle_program.get_uniform_location("uRectCorner");
GL::set_uniform(rect_corner_uniform, rect.width() / 2, rect.height() / 2);
auto top_left_corner_radius_uniform = m_rounded_rectangle_program.get_uniform_location("uTopLeftRadius");
GL::set_uniform(top_left_corner_radius_uniform, top_left_radius.horizontal_radius, top_left_radius.vertical_radius);
auto top_right_corner_radius_uniform = m_rounded_rectangle_program.get_uniform_location("uTopRightRadius");
GL::set_uniform(top_right_corner_radius_uniform, top_right_radius.horizontal_radius, top_right_radius.vertical_radius);
auto bottom_left_corner_radius_uniform = m_rounded_rectangle_program.get_uniform_location("uBottomLeftRadius");
GL::set_uniform(bottom_left_corner_radius_uniform, bottom_left_radius.horizontal_radius, bottom_left_radius.vertical_radius);
auto bottom_right_corner_radius_uniform = m_rounded_rectangle_program.get_uniform_location("uBottomRightRadius");
GL::set_uniform(bottom_right_corner_radius_uniform, bottom_right_radius.horizontal_radius, bottom_right_radius.vertical_radius);
set_blending_mode(blending_mode);
GL::draw_arrays(GL::DrawPrimitive::TriangleFan, 4);
GL::delete_buffer(vbo);
GL::delete_vertex_array(vao);
}
void Painter::draw_line(Gfx::IntPoint a, Gfx::IntPoint b, float thickness, Gfx::Color color)
{
draw_line(a.to_type<float>(), b.to_type<float>(), thickness, color);
}
void Painter::draw_line(Gfx::FloatPoint a, Gfx::FloatPoint b, float thickness, Color color)
{
bind_target_canvas();
auto midpoint = (a + b) / 2.0f;
auto length = a.distance_from(b);
auto angle = AK::atan2(b.y() - a.y(), b.x() - a.x());
auto offset = Gfx::FloatPoint {
(length / 2) * AK::cos(angle) - (thickness / 2) * AK::sin(angle),
(length / 2) * AK::sin(angle) + (thickness / 2) * AK::cos(angle),
};
auto rect = Gfx::FloatRect(midpoint - offset, { length, thickness });
auto vertices = rect_to_vertices(to_clip_space(transform().map(rect)));
auto vbo = GL::create_buffer();
GL::upload_to_buffer(vbo, vertices);
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
GL::bind_buffer(vbo);
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
m_rectangle_program.use();
auto position_attribute = m_rectangle_program.get_attribute_location("aVertexPosition");
auto color_uniform = m_rectangle_program.get_uniform_location("uColor");
GL::set_uniform(color_uniform, red, green, blue, alpha);
GL::set_vertex_attribute(position_attribute, 0, 2);
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
GL::draw_arrays(GL::DrawPrimitive::TriangleFan, 4);
GL::delete_buffer(vbo);
GL::delete_vertex_array(vao);
}
void Painter::draw_scaled_bitmap(Gfx::IntRect const& dest_rect, Gfx::Bitmap const& bitmap, Gfx::IntRect const& src_rect, ScalingMode scaling_mode)
{
draw_scaled_bitmap(dest_rect.to_type<float>(), bitmap, src_rect.to_type<float>(), scaling_mode);
}
void Painter::draw_scaled_immutable_bitmap(Gfx::IntRect const& dst_rect, Gfx::ImmutableBitmap const& immutable_bitmap, Gfx::IntRect const& src_rect, ScalingMode scaling_mode)
{
draw_scaled_immutable_bitmap(dst_rect.to_type<float>(), immutable_bitmap, src_rect.to_type<float>(), scaling_mode);
}
void Painter::draw_scaled_immutable_bitmap(Gfx::FloatRect const& dst_rect, Gfx::ImmutableBitmap const& immutable_bitmap, Gfx::FloatRect const& src_rect, ScalingMode scaling_mode)
{
auto texture = s_immutable_bitmap_texture_cache.get(immutable_bitmap.id());
VERIFY(texture.has_value());
blit_scaled_texture(dst_rect, texture.value(), src_rect, scaling_mode);
}
static Gfx::FloatRect to_texture_space(Gfx::FloatRect rect, Gfx::IntSize image_size)
{
auto x = rect.x() / image_size.width();
auto y = rect.y() / image_size.height();
auto width = rect.width() / image_size.width();
auto height = rect.height() / image_size.height();
return { x, y, width, height };
}
static GL::ScalingMode to_gl_scaling_mode(Painter::ScalingMode scaling_mode)
{
switch (scaling_mode) {
case Painter::ScalingMode::NearestNeighbor:
return GL::ScalingMode::Nearest;
case Painter::ScalingMode::Bilinear:
return GL::ScalingMode::Linear;
default:
VERIFY_NOT_REACHED();
}
}
void Painter::draw_scaled_bitmap(Gfx::FloatRect const& dst_rect, Gfx::Bitmap const& bitmap, Gfx::FloatRect const& src_rect, ScalingMode scaling_mode)
{
// FIXME: We should reuse textures across repaints if possible.
auto texture = GL::create_texture();
GL::upload_texture_data(texture, bitmap);
blit_scaled_texture(dst_rect, texture, src_rect, scaling_mode);
GL::delete_texture(texture);
}
void Painter::draw_glyph_run(Span<Gfx::DrawGlyphOrEmoji const> glyph_run, Color const& color)
{
bind_target_canvas();
Vector<GLfloat> vertices;
vertices.ensure_capacity(glyph_run.size() * 24);
auto const& glyph_atlas = GlyphAtlas::the();
for (auto const& glyph_or_emoji : glyph_run) {
if (glyph_or_emoji.has<Gfx::DrawGlyph>()) {
auto const& glyph = glyph_or_emoji.get<Gfx::DrawGlyph>();
auto const& font = *glyph.font;
auto code_point = glyph.code_point;
auto point = glyph.position;
auto maybe_texture_rect = glyph_atlas.get_glyph_rect(&font, code_point);
if (!maybe_texture_rect.has_value()) {
continue;
}
auto texture_rect = to_texture_space(maybe_texture_rect.value().to_type<float>(), *glyph_atlas.texture().size);
auto glyph_position = point + Gfx::FloatPoint(font.glyph_left_bearing(code_point), 0);
auto glyph_size = maybe_texture_rect->size().to_type<float>();
auto glyph_rect = transform().map(Gfx::FloatRect { glyph_position, glyph_size });
auto rect_in_clip_space = to_clip_space(glyph_rect);
// p0 --- p1
// | \ |
// | \ |
// | \ |
// p2 --- p3
auto p0 = rect_in_clip_space.top_left();
auto p1 = rect_in_clip_space.top_right();
auto p2 = rect_in_clip_space.bottom_left();
auto p3 = rect_in_clip_space.bottom_right();
auto s0 = texture_rect.top_left();
auto s1 = texture_rect.top_right();
auto s2 = texture_rect.bottom_left();
auto s3 = texture_rect.bottom_right();
auto add_triangle = [&](auto& p1, auto& p2, auto& p3, auto& s1, auto& s2, auto& s3) {
vertices.unchecked_append(p1.x());
vertices.unchecked_append(p1.y());
vertices.unchecked_append(s1.x());
vertices.unchecked_append(s1.y());
vertices.unchecked_append(p2.x());
vertices.unchecked_append(p2.y());
vertices.unchecked_append(s2.x());
vertices.unchecked_append(s2.y());
vertices.unchecked_append(p3.x());
vertices.unchecked_append(p3.y());
vertices.unchecked_append(s3.x());
vertices.unchecked_append(s3.y());
};
add_triangle(p0, p1, p3, s0, s1, s3);
add_triangle(p0, p3, p2, s0, s3, s2);
}
}
auto vbo = GL::create_buffer();
GL::upload_to_buffer(vbo, vertices);
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
GL::bind_buffer(vbo);
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
m_blit_program.use();
GL::bind_texture(glyph_atlas.texture());
GL::set_texture_scale_mode(GL::ScalingMode::Nearest);
auto position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
auto color_uniform = m_blit_program.get_uniform_location("uColor");
GL::set_uniform(color_uniform, red, green, blue, alpha);
GL::set_vertex_attribute(position_attribute, 0, 4);
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
GL::draw_arrays(GL::DrawPrimitive::Triangles, vertices.size() / 4);
GL::delete_buffer(vbo);
GL::delete_vertex_array(vao);
}
void Painter::fill_rect_with_linear_gradient(Gfx::IntRect const& rect, ReadonlySpan<Gfx::ColorStop> stops, float angle, Optional<float> repeat_length)
{
fill_rect_with_linear_gradient(rect.to_type<float>(), stops, angle, repeat_length);
}
void Painter::fill_rect_with_linear_gradient(Gfx::FloatRect const& rect, ReadonlySpan<Gfx::ColorStop> stops, float angle, Optional<float> repeat_length)
{
bind_target_canvas();
// FIXME: Implement support for angle and repeat_length
(void)angle;
(void)repeat_length;
Vector<GLfloat> vertices;
Vector<GLfloat> colors;
for (size_t stop_index = 0; stop_index < stops.size() - 1; stop_index++) {
auto const& stop_start = stops[stop_index];
auto const& stop_end = stops[stop_index + 1];
// The gradient is divided into segments that represent linear gradients between adjacent pairs of stops.
auto segment_rect_location = rect.location();
segment_rect_location.set_x(segment_rect_location.x() + stop_start.position * rect.width());
auto segment_rect_width = (stop_end.position - stop_start.position) * rect.width();
auto segment_rect_height = rect.height();
auto segment_rect = transform().map(Gfx::FloatRect { segment_rect_location.x(), segment_rect_location.y(), segment_rect_width, segment_rect_height });
auto rect_in_clip_space = to_clip_space(segment_rect);
// p0 --- p1
// | \ |
// | \ |
// | \ |
// p2 --- p3
auto p0 = rect_in_clip_space.top_left();
auto p1 = rect_in_clip_space.top_right();
auto p2 = rect_in_clip_space.bottom_left();
auto p3 = rect_in_clip_space.bottom_right();
auto c0 = gfx_color_to_opengl_color(stop_start.color);
auto c1 = gfx_color_to_opengl_color(stop_end.color);
auto c2 = gfx_color_to_opengl_color(stop_start.color);
auto c3 = gfx_color_to_opengl_color(stop_end.color);
auto add_triangle = [&](auto& p1, auto& p2, auto& p3, auto& c1, auto& c2, auto& c3) {
vertices.append(p1.x());
vertices.append(p1.y());
colors.append(c1.red * c1.alpha);
colors.append(c1.green * c1.alpha);
colors.append(c1.blue * c1.alpha);
colors.append(c1.alpha);
vertices.append(p2.x());
vertices.append(p2.y());
colors.append(c2.red * c2.alpha);
colors.append(c2.green * c2.alpha);
colors.append(c2.blue * c2.alpha);
colors.append(c2.alpha);
vertices.append(p3.x());
vertices.append(p3.y());
colors.append(c3.red * c3.alpha);
colors.append(c3.green * c3.alpha);
colors.append(c3.blue * c3.alpha);
colors.append(c3.alpha);
};
add_triangle(p0, p1, p3, c0, c1, c3);
add_triangle(p0, p3, p2, c0, c3, c2);
}
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
auto vbo_vertices = GL::create_buffer();
GL::upload_to_buffer(vbo_vertices, vertices);
auto vbo_colors = GL::create_buffer();
GL::upload_to_buffer(vbo_colors, colors);
m_linear_gradient_program.use();
auto position_attribute = m_linear_gradient_program.get_attribute_location("aVertexPosition");
auto color_attribute = m_linear_gradient_program.get_attribute_location("aColor");
GL::bind_buffer(vbo_vertices);
GL::set_vertex_attribute(position_attribute, 0, 2);
GL::bind_buffer(vbo_colors);
GL::set_vertex_attribute(color_attribute, 0, 4);
GL::enable_blending(GL::BlendFactor::One, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
GL::draw_arrays(GL::DrawPrimitive::Triangles, vertices.size() / 2);
GL::delete_buffer(vbo_vertices);
GL::delete_buffer(vbo_colors);
GL::delete_vertex_array(vao);
}
void Painter::save()
{
m_state_stack.append(state());
}
void Painter::restore()
{
VERIFY(!m_state_stack.is_empty());
m_state_stack.take_last();
}
void Painter::set_clip_rect(Gfx::IntRect rect)
{
state().clip_rect = transform().map(rect);
GL::enable_scissor_test(transform().map(rect));
}
void Painter::clear_clip_rect()
{
state().clip_rect = { { 0, 0 }, m_target_canvas->size() };
GL::disable_scissor_test();
}
void Painter::bind_target_canvas()
{
m_target_canvas->bind();
GL::set_viewport({ 0, 0, m_target_canvas->size().width(), m_target_canvas->size().height() });
GL::enable_scissor_test(state().clip_rect);
}
void Painter::flush(Gfx::Bitmap& bitmap)
{
m_target_canvas->bind();
GL::read_pixels({ 0, 0, bitmap.width(), bitmap.height() }, bitmap);
}
void Painter::blit_canvas(Gfx::IntRect const& dst_rect, Canvas const& canvas, float opacity, Optional<Gfx::AffineTransform> affine_transform)
{
blit_canvas(dst_rect.to_type<float>(), canvas, opacity, move(affine_transform));
}
void Painter::blit_canvas(Gfx::FloatRect const& dst_rect, Canvas const& canvas, float opacity, Optional<Gfx::AffineTransform> affine_transform)
{
auto texture = GL::Texture(canvas.framebuffer().texture);
blit_scaled_texture(dst_rect, texture, { { 0, 0 }, canvas.size() }, Painter::ScalingMode::NearestNeighbor, opacity, move(affine_transform));
}
void Painter::blit_canvas(Gfx::FloatRect const& dst_rect, Canvas const& canvas, Gfx::FloatRect const& src_rect, float opacity, Optional<Gfx::AffineTransform> affine_transform, BlendingMode blending_mode)
{
auto texture = GL::Texture(canvas.framebuffer().texture);
blit_scaled_texture(dst_rect, texture, src_rect, Painter::ScalingMode::NearestNeighbor, opacity, move(affine_transform), blending_mode);
}
void Painter::blit_scaled_texture(Gfx::FloatRect const& dst_rect, GL::Texture const& texture, Gfx::FloatRect const& src_rect, ScalingMode scaling_mode, float opacity, Optional<Gfx::AffineTransform> affine_transform, BlendingMode blending_mode)
{
bind_target_canvas();
m_blit_program.use();
auto dst_rect_rotated = dst_rect;
Array<Gfx::FloatPoint, 4> dst_rect_vertices = {
dst_rect_rotated.top_left(),
dst_rect_rotated.bottom_left(),
dst_rect_rotated.bottom_right(),
dst_rect_rotated.top_right(),
};
if (affine_transform.has_value()) {
for (auto& point : dst_rect_vertices)
point = affine_transform->map(point);
}
auto const viewport_width = static_cast<float>(m_target_canvas->size().width());
auto const viewport_height = static_cast<float>(m_target_canvas->size().height());
for (auto& point : dst_rect_vertices) {
point = transform().map(point);
point.set_x(2.0f * point.x() / viewport_width - 1.0f);
point.set_y(-1.0f + 2.0f * point.y() / viewport_height);
}
auto src_rect_in_texture_space = to_texture_space(src_rect, *texture.size);
Vector<GLfloat> vertices;
vertices.ensure_capacity(16);
auto add_vertex = [&](auto const& p, auto const& s) {
vertices.append(p.x());
vertices.append(p.y());
vertices.append(s.x());
vertices.append(s.y());
};
add_vertex(dst_rect_vertices[0], src_rect_in_texture_space.top_left());
add_vertex(dst_rect_vertices[1], src_rect_in_texture_space.bottom_left());
add_vertex(dst_rect_vertices[2], src_rect_in_texture_space.bottom_right());
add_vertex(dst_rect_vertices[3], src_rect_in_texture_space.top_right());
auto vbo = GL::create_buffer();
GL::upload_to_buffer(vbo, vertices);
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
GL::bind_buffer(vbo);
auto vertex_position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
GL::set_vertex_attribute(vertex_position_attribute, 0, 4);
auto color_uniform = m_blit_program.get_uniform_location("uColor");
GL::set_uniform(color_uniform, 1, 1, 1, opacity);
GL::bind_texture(texture);
auto scaling_mode_gl = to_gl_scaling_mode(scaling_mode);
GL::set_texture_scale_mode(scaling_mode_gl);
set_blending_mode(blending_mode);
GL::draw_arrays(GL::DrawPrimitive::TriangleFan, 4);
GL::delete_buffer(vbo);
GL::delete_vertex_array(vao);
}
void Painter::blit_blurred_texture(Gfx::FloatRect const& dst_rect, GL::Texture const& texture, Gfx::FloatRect const& src_rect, int radius, BlurDirection direction, ScalingMode scaling_mode)
{
bind_target_canvas();
m_blur_program.use();
auto dst_rect_in_clip_space = to_clip_space(transform().map(dst_rect));
auto src_rect_in_texture_space = to_texture_space(src_rect, *texture.size);
Vector<GLfloat> vertices;
vertices.ensure_capacity(16);
auto add_vertex = [&](auto const& p, auto const& s) {
vertices.append(p.x());
vertices.append(p.y());
vertices.append(s.x());
vertices.append(s.y());
};
add_vertex(dst_rect_in_clip_space.top_left(), src_rect_in_texture_space.top_left());
add_vertex(dst_rect_in_clip_space.bottom_left(), src_rect_in_texture_space.bottom_left());
add_vertex(dst_rect_in_clip_space.bottom_right(), src_rect_in_texture_space.bottom_right());
add_vertex(dst_rect_in_clip_space.top_right(), src_rect_in_texture_space.top_right());
auto vbo = GL::create_buffer();
GL::upload_to_buffer(vbo, vertices);
auto vao = GL::create_vertex_array();
GL::bind_vertex_array(vao);
GL::bind_buffer(vbo);
auto vertex_position_attribute = m_blur_program.get_attribute_location("aVertexPosition");
GL::set_vertex_attribute(vertex_position_attribute, 0, 4);
auto resolution_uniform = m_blur_program.get_uniform_location("uResolution");
GL::set_uniform(resolution_uniform, dst_rect.width(), dst_rect.height());
auto radius_uniform = m_blur_program.get_uniform_location("uRadius");
GL::set_uniform(radius_uniform, radius);
auto direction_uniform = m_blur_program.get_uniform_location("uHorizontal");
GL::set_uniform(direction_uniform, direction == BlurDirection::Horizontal ? 1 : 0);
GL::bind_texture(texture);
auto scaling_mode_gl = to_gl_scaling_mode(scaling_mode);
GL::set_texture_scale_mode(scaling_mode_gl);
GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
GL::draw_arrays(GL::DrawPrimitive::TriangleFan, 4);
GL::delete_buffer(vbo);
GL::delete_vertex_array(vao);
}
void Painter::blit_blurred_canvas(Gfx::FloatRect const& dst_rect, Canvas const& canvas, int radius, BlurDirection direction, ScalingMode scaling_mode)
{
blit_blurred_texture(dst_rect, canvas.framebuffer().texture, { { 0, 0 }, canvas.size() }, radius, direction, scaling_mode);
}
void Painter::update_immutable_bitmap_texture_cache(HashMap<u32, Gfx::ImmutableBitmap const*>& immutable_bitmaps)
{
for (auto immutable_bitmap_id : s_immutable_bitmap_texture_cache.keys()) {
if (!immutable_bitmaps.contains(immutable_bitmap_id)) {
auto texture = s_immutable_bitmap_texture_cache.get(immutable_bitmap_id).value();
GL::delete_texture(texture);
s_immutable_bitmap_texture_cache.remove(immutable_bitmap_id);
}
}
for (auto const& [id, immutable_bitmap] : immutable_bitmaps) {
if (s_immutable_bitmap_texture_cache.contains(id))
continue;
auto texture = GL::create_texture();
GL::upload_texture_data(texture, immutable_bitmap->bitmap());
s_immutable_bitmap_texture_cache.set(id, texture);
}
}
}