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This commit is contained in:
215
ui/renderer.sx
215
ui/renderer.sx
@@ -1,4 +1,5 @@
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#import "modules/std.sx";
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#import "modules/compiler.sx";
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#import "modules/opengl.sx";
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#import "modules/math";
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#import "ui/types.sx";
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@@ -14,17 +15,23 @@ UIRenderer :: struct {
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vbo: u32;
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shader: u32;
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proj_loc: s32;
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tex_loc: s32;
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vertices: [*]f32;
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vertex_count: s64;
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screen_width: f32;
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screen_height: f32;
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white_texture: u32;
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current_texture: u32;
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init :: (self: *UIRenderer) {
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// Create shader
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self.shader = create_program(UI_VERT_SRC, UI_FRAG_SRC);
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// Create shader (ES for WASM/WebGL2, Core for desktop)
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inline if OS == .wasm {
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self.shader = create_program(UI_VERT_SRC_ES, UI_FRAG_SRC_ES);
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} else {
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self.shader = create_program(UI_VERT_SRC_CORE, UI_FRAG_SRC_CORE);
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}
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self.proj_loc = glGetUniformLocation(self.shader, "uProj");
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self.tex_loc = glGetUniformLocation(self.shader, "uTex");
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// Allocate vertex buffer (CPU side)
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buf_size := MAX_UI_VERTICES * UI_VERTEX_BYTES;
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@@ -62,6 +69,14 @@ UIRenderer :: struct {
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self.screen_width = width;
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self.screen_height = height;
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self.vertex_count = 0;
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self.current_texture = self.white_texture;
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}
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bind_texture :: (self: *UIRenderer, tex: u32) {
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if tex != self.current_texture {
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self.flush();
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self.current_texture = tex;
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}
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}
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// Emit a quad (2 triangles = 6 vertices)
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@@ -122,13 +137,14 @@ UIRenderer :: struct {
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self.push_quad(node.frame, node.fill_color, node.corner_radius, node.stroke_width);
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}
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case .text: {
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// TODO: text rendering via glyph atlas
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// For now, render a placeholder rect
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self.push_quad(node.frame, node.text_color, 0.0, 0.0);
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if xx g_font != 0 and g_font.char_data != null {
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self.render_text(node);
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}
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}
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case .image: {
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// TODO: textured quad
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self.bind_texture(node.texture_id);
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self.push_quad(node.frame, COLOR_WHITE, 0.0, 0.0);
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self.bind_texture(self.white_texture);
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}
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case .clip_push: {
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self.flush();
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@@ -160,6 +176,11 @@ UIRenderer :: struct {
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proj := Mat4.ortho(0.0, self.screen_width, self.screen_height, 0.0, -1.0, 1.0);
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glUniformMatrix4fv(self.proj_loc, 1, 0, proj.data);
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// Bind current texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, self.current_texture);
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glUniform1i(self.tex_loc, 0);
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glBindVertexArray(self.vao);
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glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
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@@ -171,39 +192,66 @@ UIRenderer :: struct {
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glBindVertexArray(0);
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self.vertex_count = 0;
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}
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render_text :: (self: *UIRenderer, node: RenderNode) {
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font := g_font;
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scale := node.font_size / font.font_size;
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self.bind_texture(font.texture_id);
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r := node.text_color.rf();
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g := node.text_color.gf();
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b := node.text_color.bf();
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a := node.text_color.af();
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// stbtt_GetBakedQuad works at baked size; we scale output positions
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xpos : f32 = 0.0;
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ypos : f32 = 0.0;
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q : AlignedQuad = ---;
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i : s64 = 0;
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while i < node.text.len {
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ch : s32 = xx node.text[i];
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if ch >= FIRST_CHAR and ch < FIRST_CHAR + NUM_CHARS {
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stbtt_GetBakedQuad(xx font.char_data, ATLAS_W, ATLAS_H, ch - FIRST_CHAR, @xpos, @ypos, xx @q, 1);
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// Scale and offset to frame position
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// ypos=0 means baseline is at y=0; glyphs go above (negative yoff)
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// Add ascent so top of text aligns with frame top
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gx0 := node.frame.origin.x + q.x0 * scale;
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gy0 := node.frame.origin.y + font.ascent * scale + q.y0 * scale;
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gx1 := node.frame.origin.x + q.x1 * scale;
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gy1 := node.frame.origin.y + font.ascent * scale + q.y1 * scale;
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if self.vertex_count + 6 > MAX_UI_VERTICES {
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self.flush();
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}
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// corner_radius = -1.0 signals "text mode" to the fragment shader
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self.write_vertex(gx0, gy0, q.s0, q.t0, r, g, b, a, 0.0 - 1.0, 0.0, 0.0, 0.0);
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self.write_vertex(gx1, gy0, q.s1, q.t0, r, g, b, a, 0.0 - 1.0, 0.0, 0.0, 0.0);
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self.write_vertex(gx0, gy1, q.s0, q.t1, r, g, b, a, 0.0 - 1.0, 0.0, 0.0, 0.0);
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self.write_vertex(gx1, gy0, q.s1, q.t0, r, g, b, a, 0.0 - 1.0, 0.0, 0.0, 0.0);
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self.write_vertex(gx1, gy1, q.s1, q.t1, r, g, b, a, 0.0 - 1.0, 0.0, 0.0, 0.0);
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self.write_vertex(gx0, gy1, q.s0, q.t1, r, g, b, a, 0.0 - 1.0, 0.0, 0.0, 0.0);
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}
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i += 1;
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}
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self.bind_texture(self.white_texture);
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}
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}
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// Additional GL functions needed for UI renderer
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GL_SCISSOR_TEST :u32: 0x0C11;
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GL_DYNAMIC_DRAW :u32: 0x88E8;
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GL_TEXTURE_2D :u32: 0x0DE1;
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GL_TEXTURE_MIN_FILTER :u32: 0x2801;
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GL_TEXTURE_MAG_FILTER :u32: 0x2800;
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GL_NEAREST :u32: 0x2600;
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GL_RGBA :u32: 0x1908;
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GL_UNSIGNED_BYTE :u32: 0x1401;
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GL_SRC_ALPHA :u32: 0x0302;
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GL_ONE_MINUS_SRC_ALPHA :u32: 0x0303;
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glScissor : (s32, s32, s32, s32) -> void = ---;
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glBufferSubData : (u32, s64, s64, *void) -> void = ---;
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glGenTextures : (s32, *u32) -> void = ---;
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glBindTexture : (u32, u32) -> void = ---;
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glTexImage2D : (u32, s32, s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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glTexParameteri : (u32, u32, s32) -> void = ---;
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glBlendFunc : (u32, u32) -> void = ---;
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glReadPixels : (s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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// Load additional GL functions (call after load_gl)
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load_gl_ui :: (get_proc: ([:0]u8) -> *void) {
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glScissor = xx get_proc("glScissor");
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glBufferSubData = xx get_proc("glBufferSubData");
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glGenTextures = xx get_proc("glGenTextures");
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glBindTexture = xx get_proc("glBindTexture");
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glTexImage2D = xx get_proc("glTexImage2D");
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glTexParameteri = xx get_proc("glTexParameteri");
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glBlendFunc = xx get_proc("glBlendFunc");
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glReadPixels = xx get_proc("glReadPixels");
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// Upload font atlas bitmap as GL texture (called after GL init)
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upload_font_texture :: (font: *FontAtlas) {
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if font.bitmap == null { return; }
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glGenTextures(1, @font.texture_id);
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glBindTexture(GL_TEXTURE_2D, font.texture_id);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, xx GL_R8, ATLAS_W, ATLAS_H, 0, GL_RED, GL_UNSIGNED_BYTE, font.bitmap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_LINEAR);
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context.allocator.dealloc(font.bitmap);
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font.bitmap = null;
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}
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create_white_texture :: () -> u32 {
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@@ -219,7 +267,9 @@ create_white_texture :: () -> u32 {
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// --- UI Shaders ---
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UI_VERT_SRC :: #string GLSL
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// --- Desktop (Core Profile 3.3) shaders ---
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UI_VERT_SRC_CORE :: #string GLSL
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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@@ -240,11 +290,13 @@ void main() {
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}
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GLSL;
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UI_FRAG_SRC :: #string GLSL
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UI_FRAG_SRC_CORE :: #string GLSL
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#version 330 core
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in vec2 vUV;
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in vec4 vColor;
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in vec4 vParams; // corner_radius, border_width, rect_w, rect_h
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in vec4 vParams;
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uniform sampler2D uTex;
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out vec4 FragColor;
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@@ -258,7 +310,11 @@ void main() {
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float border = vParams.y;
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vec2 rectSize = vParams.zw;
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if (radius > 0.0 || border > 0.0) {
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if (radius < 0.0) {
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float textAlpha = texture(uTex, vUV).r;
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FragColor = vec4(vColor.rgb, vColor.a * textAlpha);
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} else if (radius > 0.0 || border > 0.0) {
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vec4 texColor = texture(uTex, vUV);
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vec2 half_size = rectSize * 0.5;
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vec2 center = (vUV - vec2(0.5)) * rectSize;
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float dist = roundedBoxSDF(center, half_size, radius);
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@@ -271,9 +327,80 @@ void main() {
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alpha = alpha * max(border_alpha, 0.0);
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}
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FragColor = vec4(vColor.rgb, vColor.a * alpha);
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FragColor = vec4(texColor.rgb * vColor.rgb, texColor.a * vColor.a * alpha);
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} else {
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FragColor = vColor;
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vec4 texColor = texture(uTex, vUV);
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FragColor = texColor * vColor;
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}
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}
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GLSL;
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// --- WASM (ES 3.0 / WebGL2) shaders ---
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UI_VERT_SRC_ES :: #string GLSL
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(location = 3) in vec4 aParams;
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uniform mat4 uProj;
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out vec2 vUV;
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out vec4 vColor;
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out vec4 vParams;
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void main() {
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gl_Position = uProj * vec4(aPos, 0.0, 1.0);
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vUV = aUV;
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vColor = aColor;
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vParams = aParams;
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}
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GLSL;
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UI_FRAG_SRC_ES :: #string GLSL
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#version 300 es
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precision mediump float;
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in vec2 vUV;
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in vec4 vColor;
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in vec4 vParams;
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uniform sampler2D uTex;
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out vec4 FragColor;
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float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
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vec2 q = abs(center) - half_size + vec2(radius);
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return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
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}
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void main() {
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float radius = vParams.x;
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float border = vParams.y;
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vec2 rectSize = vParams.zw;
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if (radius < 0.0) {
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float textAlpha = texture(uTex, vUV).r;
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FragColor = vec4(vColor.rgb, vColor.a * textAlpha);
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} else if (radius > 0.0 || border > 0.0) {
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vec4 texColor = texture(uTex, vUV);
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vec2 half_size = rectSize * 0.5;
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vec2 center = (vUV - vec2(0.5)) * rectSize;
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float dist = roundedBoxSDF(center, half_size, radius);
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float aa = fwidth(dist);
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float alpha = 1.0 - smoothstep(-aa, aa, dist);
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if (border > 0.0) {
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float inner = roundedBoxSDF(center, half_size - vec2(border), max(radius - border, 0.0));
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float border_alpha = smoothstep(-aa, aa, inner);
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alpha = alpha * max(border_alpha, 0.0);
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}
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FragColor = vec4(texColor.rgb * vColor.rgb, texColor.a * vColor.a * alpha);
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} else {
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vec4 texColor = texture(uTex, vUV);
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FragColor = texColor * vColor;
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}
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}
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GLSL;
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