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serenity/Userland/Libraries/LibAccelGfx/Painter.cpp
Aliaksandr Kalenik f1824a524d LibAccelGfx: Add 1px padding between glyphs in prepare_glyph_texture()
This fixes bug when tiny slice of another glyph appearing along with
the required glyph.
2023-11-09 07:56:45 +01:00

379 lines
12 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
*/
#define GL_GLEXT_PROTOTYPES
#include "Painter.h"
#include "Canvas.h"
#include <AK/QuickSort.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include <LibGfx/Color.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_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;
varying vec2 vTextureCoord;
void main() {
gl_Position = vec4(aVertexPosition.xy, 0.0, 1.0);
vTextureCoord = aVertexPosition.zw;
}
)";
char const* blit_fragment_shader_source = R"(
precision mediump float;
uniform vec4 uColor;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main() {
gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;
}
)";
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());
glGenTextures(1, &m_glyphs_texture);
}
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_BGRA, 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 dst_rect_in_clip_space = to_clip_space(transform().map(dst_rect));
auto src_rect_in_texture_space = to_texture_space(src_rect, bitmap.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());
GLuint vertex_position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
glVertexAttribPointer(vertex_position_attribute, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices.data());
glEnableVertexAttribArray(vertex_position_attribute);
GLuint color_uniform = m_blit_program.get_uniform_location("uColor");
glUniform4f(color_uniform, 1, 1, 1, 1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDeleteTextures(1, &texture);
}
void Painter::prepare_glyph_texture(HashMap<Gfx::Font const*, HashTable<u32>> const& unique_glyphs)
{
HashMap<GlyphsTextureKey, NonnullRefPtr<Gfx::Bitmap>> glyph_bitmaps;
for (auto const& [font, code_points] : unique_glyphs) {
for (auto const& code_point : code_points) {
auto glyph = font->glyph(code_point);
auto atlas_key = GlyphsTextureKey { font, code_point };
glyph_bitmaps.set(atlas_key, *glyph.bitmap());
}
}
if (glyph_bitmaps.is_empty())
return;
Vector<GlyphsTextureKey> glyphs_sorted_by_height;
glyphs_sorted_by_height.ensure_capacity(glyph_bitmaps.size());
for (auto const& [atlas_key, bitmap] : glyph_bitmaps) {
glyphs_sorted_by_height.append(atlas_key);
}
quick_sort(glyphs_sorted_by_height, [&](auto const& a, auto const& b) {
auto const& bitmap_a = *glyph_bitmaps.get(a);
auto const& bitmap_b = *glyph_bitmaps.get(b);
return bitmap_a->height() > bitmap_b->height();
});
int current_x = 0;
int current_y = 0;
int row_height = 0;
int texture_width = 512;
int padding = 1;
for (auto const& glyphs_texture_key : glyphs_sorted_by_height) {
auto const& bitmap = *glyph_bitmaps.get(glyphs_texture_key);
if (current_x + bitmap->width() > texture_width) {
current_x = 0;
current_y += row_height + padding;
row_height = 0;
}
m_glyphs_texture_map.set(glyphs_texture_key, { current_x, current_y, bitmap->width(), bitmap->height() });
current_x += bitmap->width() + padding;
row_height = max(row_height, bitmap->height());
}
auto glyphs_texture_bitmap = MUST(Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, { texture_width, current_y + row_height }));
auto glyphs_texure_painter = Gfx::Painter(*glyphs_texture_bitmap);
for (auto const& [glyphs_texture_key, glyph_bitmap] : glyph_bitmaps) {
auto rect = m_glyphs_texture_map.get(glyphs_texture_key).value();
glyphs_texure_painter.blit({ rect.x(), rect.y() }, glyph_bitmap, glyph_bitmap->rect());
}
m_glyphs_texture_size = glyphs_texture_bitmap->size();
glBindTexture(GL_TEXTURE_2D, m_glyphs_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, glyphs_texture_bitmap->width(), glyphs_texture_bitmap->height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, glyphs_texture_bitmap->scanline(0));
}
void Painter::draw_glyph_run(Vector<Gfx::DrawGlyphOrEmoji> const& glyph_run, Color const& color)
{
Vector<GLfloat> vertices;
for (auto& glyph_or_emoji : glyph_run) {
if (glyph_or_emoji.has<Gfx::DrawGlyph>()) {
auto& 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 = m_glyphs_texture_map.get(GlyphsTextureKey { font, code_point });
VERIFY(maybe_texture_rect.has_value());
auto texture_rect = to_texture_space(maybe_texture_rect.value().to_type<float>(), m_glyphs_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 rect_in_clip_space = to_clip_space({ glyph_position, glyph_size });
// 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.append(p1.x());
vertices.append(p1.y());
vertices.append(s1.x());
vertices.append(s1.y());
vertices.append(p2.x());
vertices.append(p2.y());
vertices.append(s2.x());
vertices.append(s2.y());
vertices.append(p3.x());
vertices.append(p3.y());
vertices.append(s3.x());
vertices.append(s3.y());
};
add_triangle(p0, p1, p3, s0, s1, s3);
add_triangle(p0, p3, p2, s0, s3, s2);
}
}
auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
m_blit_program.use();
glBindTexture(GL_TEXTURE_2D, m_glyphs_texture);
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, GL_NEAREST);
GLuint position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
GLuint color_uniform = m_blit_program.get_uniform_location("uColor");
glUniform4f(color_uniform, red, green, blue, alpha);
glVertexAttribPointer(position_attribute, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices.data());
glEnableVertexAttribArray(position_attribute);
glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 4);
}
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();
}
}