1
Fork 0
mirror of https://github.com/RGBCube/serenity synced 2025-05-14 11:44:58 +00:00
serenity/Userland/Libraries/LibAccelGfx/Painter.cpp
Aliaksandr Kalenik aa6c008450 LibAccelGfx+LibWeb: Implement draw_scaled_bitmap()
Very basic implementation of command to paint bitmap. In the future we
should reuse loaded textures across repaints whenever it is possible.
2023-11-02 07:41:51 +01:00

227 lines
6.4 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 };
}
char const* vertex_shader_source = R"(
attribute vec2 aVertexPosition;
void main() {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
)";
char const* solid_color_fragment_shader_source = R"(
precision mediump float;
uniform vec4 uColor;
void main() {
gl_FragColor = uColor;
}
)";
char const* blit_vertex_shader_source = R"(
attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
varying vec2 vTextureCoord;
void main() {
gl_Position = aVertexPosition;
vTextureCoord = aTextureCoord;
}
)";
char const* blit_fragment_shader_source = R"(
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main() {
gl_FragColor = texture2D(uSampler, vTextureCoord);
}
)";
OwnPtr<Painter> Painter::create()
{
auto& context = Context::the();
return make<Painter>(context);
}
Painter::Painter(Context& context)
: m_context(context)
, m_rectangle_program(Program::create(vertex_shader_source, solid_color_fragment_shader_source))
, m_blit_program(Program::create(blit_vertex_shader_source, blit_fragment_shader_source))
{
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 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)));
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
m_rectangle_program.use();
GLuint position_attribute = m_rectangle_program.get_attribute_location("aVertexPosition");
GLuint color_uniform = m_rectangle_program.get_uniform_location("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);
}
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);
}
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 GLenum to_gl_scaling_mode(Painter::ScalingMode scaling_mode)
{
switch (scaling_mode) {
case Painter::ScalingMode::NearestNeighbor:
return GL_NEAREST;
case Painter::ScalingMode::Bilinear:
return GL_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)
{
m_blit_program.use();
GLuint texture;
// FIXME: We should reuse textures across repaints if possible.
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap.width(), bitmap.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmap.scanline(0));
GLenum scaling_mode_gl = to_gl_scaling_mode(scaling_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, scaling_mode_gl);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, scaling_mode_gl);
auto vertices = rect_to_vertices(to_clip_space(transform().map(dst_rect)));
auto texture_coordinates = rect_to_vertices(to_texture_space(src_rect, bitmap.size()));
GLuint vertex_position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
glVertexAttribPointer(vertex_position_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices.data());
glEnableVertexAttribArray(vertex_position_attribute);
GLuint texture_coord_attribute = m_blit_program.get_attribute_location("aTextureCoord");
glVertexAttribPointer(texture_coord_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), texture_coordinates.data());
glEnableVertexAttribArray(texture_coord_attribute);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDeleteTextures(1, &texture);
}
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();
}
}