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serenity/Userland/Libraries/LibAccelGfx/Painter.cpp
Aliaksandr Kalenik 95c154d9bd LibAccelGfx+Meta: Introduce OpenGL painting library
This change introduces a new 2D graphics library that uses OpenGL to
perform painting operations. For now, it has extremely limited
functionality and supports only rectangle painting, but we have to
start somewhere.

Since this library is intended to be used by LibWeb, where the
WebContent process does not have an associated window, painting occurs
in an offscreen buffer created using EGL.

For now it is only possible to compile this library on linux.
Offscreen context creation on SerenityOS and MacOS will have to be
implemented separately in the future.

Co-Authored-By: Andreas Kling <awesomekling@gmail.com>
2023-10-29 17:13:23 +01:00

177 lines
4.3 KiB
C++

/*
* Copyright (c) 2023, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#define GL_GLEXT_PROTOTYPES
#include "Painter.h"
#include "Canvas.h"
#include <GL/gl.h>
#include <GL/glext.h>
#include <LibGfx/Color.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_canvas.width() - 1.0f;
float y = -1.0f + 2.0f * screen_rect.y() / m_canvas.height();
float width = 2.0f * screen_rect.width() / m_canvas.width();
float height = 2.0f * screen_rect.height() / m_canvas.height();
return { x, y, width, height };
}
Painter::Painter(Canvas& canvas)
: m_canvas(canvas)
{
m_state_stack.empend(State());
}
Painter::~Painter()
{
flush();
}
void Painter::clear(Gfx::Color color)
{
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Painter::fill_rect(Gfx::IntRect rect, Gfx::Color color)
{
fill_rect(rect.to_type<float>(), color);
}
static GLuint create_shader(GLenum type, char const* source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char buffer[512];
glGetShaderInfoLog(shader, sizeof(buffer), nullptr, buffer);
dbgln("GLSL shader compilation failed: {}", buffer);
VERIFY_NOT_REACHED();
}
return shader;
}
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)
{
// 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)));
char const* vertex_shader_source = R"(
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
)";
char const* fragment_shader_source = R"(
precision mediump float;
uniform vec4 uColor;
void main() {
gl_FragColor = uColor;
}
)";
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
GLuint vertex_shader = create_shader(GL_VERTEX_SHADER, vertex_shader_source);
GLuint fragment_shader = create_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
char buffer[512];
glGetProgramInfoLog(program, sizeof(buffer), nullptr, buffer);
dbgln("GLSL program linking failed: {}", buffer);
VERIFY_NOT_REACHED();
}
glUseProgram(program);
GLuint position_attribute = glGetAttribLocation(program, "position");
GLuint color_uniform = glGetUniformLocation(program, "uColor");
glUniform4f(color_uniform, red, green, blue, alpha);
glVertexAttribPointer(position_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices.data());
glEnableVertexAttribArray(position_attribute);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(program);
}
void Painter::save()
{
m_state_stack.append(state());
}
void Painter::restore()
{
VERIFY(!m_state_stack.is_empty());
m_state_stack.take_last();
}
void Painter::flush()
{
m_canvas.flush();
}
}