Files
sx/library/modules/ui/renderer.sx
agra 4e27a7e6c9 platform: UIKitPlatform end-to-end — chess game runs on iOS sim
What works on iOS sim now:
- pure-UIKit boot via UIApplicationMain (no SDL3 on iOS)
- SxGLView (CAEAGLLayer) + EAGLContext(GLES3) + CADisplayLink
- GLES3 shader path in modules/ui/renderer.sx (was wasm-only; now
  wasm-OR-ios)
- UITouch -> ui.Event translation (mouse_down/moved/up) on touchesBegan/
  Moved/Ended/Cancelled. Verified by tapping the chess board: the
  expected pawn highlights and its legal moves show as green dots.
- chdir to NSBundle.mainBundle.resourcePath inside UIKitPlatform.init so
  the game's relative fopen("assets/...") calls resolve.

Required restructuring to fix four problems discovered along the way:

1. GL context + load_gl must happen BEFORE UIApplicationMain so the
   game's pipeline.init (which compiles shaders) doesn't crash on null
   function pointers. Pulled EAGLContext creation + load_gl out of
   didFinishLaunching: into UIKitPlatform.init via uikit_create_gl_context.

2. UIScreen.nativeScale returns CGFloat (=double on 64-bit Apple).
   Reading it through a `(*void, *void) -> f32` msgSend signature
   clobbers the value to 0 — the upper 32 bits of d0 land where the f32
   reads from. Replaced msg_f with msg_d returning f64 (and added
   msg_odbl for setContentScaleFactor: which takes CGFloat).

3. `xx <f64-call-result>` directly assigned to an f32 field through a
   sema path lowers as `sitofp` (integer→float) on the double — LLVM
   verification rejects it. Workaround: hoist into an `f64` local first.

4. The renderer was selecting the GLSL 330 core shader on every non-wasm
   target, including iOS GLES3 where it silently fails to compile and
   no quads render. Added OS == .ios to the GLES branch.

Game changes:
- main.sx: g_plat is now a boxed `Platform` (not concrete *SdlPlatform).
  Backend chosen per-target via `inline if OS == .ios { ... }`. The
  ESC-to-stop handling is OS-guarded (mobile apps don't quit on key
  press, and SDL_Keycode references would force-link SDL on iOS).
- build.sx: iOS no longer adds SDL3; it adds UIKit + OpenGLES +
  QuartzCore instead.
- delta_time and viewport dims are now mirrored to free globals so the
  dock subsystem (`g_dock_delta_time = @g_delta_time`) and build_ui
  layout decisions don't need a pointer through the boxed protocol.

Other:
- Added `stop()` to the Platform protocol (no-op on UIKitPlatform).
- examples/66-uikit-platform.sx updated: taps advance the clear color
  (red → green → blue) — smoke test for the touch IMP wiring.
- shutdown() on UIKitPlatform is a no-op (mobile apps don't tear down).

Outstanding for next session:
- The Dynamic Island notch overlaps the top of the board because we
  haven't read UIView.safeAreaInsets yet (CGRect/UIEdgeInsets struct
  returns require a different msgSend ABI than we currently express).
- Keyboard observer (UIKeyboardWillChangeFrameNotification + animation
  duration) — the load-bearing iOS feature.
- Real-device codesigning workflow for the new build.

Two more sx compiler bugs to file out of this work:
- xx(f64 call result) → f32 emits sitofp (problem #3 above).
- Inline `#import` inside `inline if` fails to parse (we worked around
  by importing both backends unconditionally; the unused-backend's
  Obj-C calls are gated by `inline if OS == .ios`).
2026-05-17 16:52:03 +03:00

461 lines
15 KiB
Plaintext
Executable File

#import "modules/std.sx";
#import "modules/compiler.sx";
#import "modules/opengl.sx";
#import "modules/math";
#import "modules/ui/types.sx";
#import "modules/ui/render.sx";
#import "modules/ui/glyph_cache.sx";
#import "modules/ui/font.sx";
// Vertex: pos(2) + uv(2) + color(4) + params(4) = 12 floats
UI_VERTEX_FLOATS :s64: 12;
UI_VERTEX_BYTES :s64: 48;
MAX_UI_VERTICES :s64: 16384;
UIRenderer :: struct {
vao: u32;
vbo: u32;
shader: u32;
proj_loc: s32;
tex_loc: s32;
vertices: [*]f32;
vertex_count: s64;
screen_width: f32;
screen_height: f32;
dpi_scale: f32;
white_texture: u32;
current_texture: u32;
draw_calls: s64;
init :: (self: *UIRenderer) {
// Create shader (ES for WASM/WebGL2 + iOS GLES3, Core for desktop GL 3.3)
inline if OS == .wasm or OS == .ios {
self.shader = create_program(UI_VERT_SRC_ES, UI_FRAG_SRC_ES);
} else {
self.shader = create_program(UI_VERT_SRC_CORE, UI_FRAG_SRC_CORE);
}
self.proj_loc = glGetUniformLocation(self.shader, "uProj");
self.tex_loc = glGetUniformLocation(self.shader, "uTex");
// Allocate vertex buffer (CPU side)
buf_size := MAX_UI_VERTICES * UI_VERTEX_BYTES;
self.vertices = xx context.allocator.alloc(buf_size);
memset(self.vertices, 0, buf_size);
self.vertex_count = 0;
// Create VAO/VBO
glGenVertexArrays(1, @self.vao);
glGenBuffers(1, @self.vbo);
glBindVertexArray(self.vao);
glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
glBufferData(GL_ARRAY_BUFFER, xx buf_size, null, GL_DYNAMIC_DRAW);
// pos (2 floats)
glVertexAttribPointer(0, 2, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 0);
glEnableVertexAttribArray(0);
// uv (2 floats)
glVertexAttribPointer(1, 2, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 8);
glEnableVertexAttribArray(1);
// color (4 floats)
glVertexAttribPointer(2, 4, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 16);
glEnableVertexAttribArray(2);
// params: corner_radius, border_width, rect_w, rect_h
glVertexAttribPointer(3, 4, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 32);
glEnableVertexAttribArray(3);
glBindVertexArray(0);
self.dpi_scale = 1.0;
// 1x1 white texture for solid rects
self.white_texture = create_white_texture();
}
begin :: (self: *UIRenderer, width: f32, height: f32, font_texture: u32) {
self.screen_width = width;
self.screen_height = height;
self.vertex_count = 0;
self.current_texture = font_texture;
self.draw_calls = 0;
// Set up GL state once for the entire frame
glUseProgram(self.shader);
proj := Mat4.ortho(0.0, width, height, 0.0, -1.0, 1.0);
glUniformMatrix4fv(self.proj_loc, 1, 0, proj.data);
glUniform1i(self.tex_loc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, font_texture);
glBindVertexArray(self.vao);
glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
}
bind_texture :: (self: *UIRenderer, tex: u32) {
if tex != self.current_texture {
self.flush();
self.current_texture = tex;
}
}
// Emit a quad (2 triangles = 6 vertices)
push_quad :: (self: *UIRenderer, frame: Frame, color: Color, radius: f32, border_w: f32) {
if self.vertex_count + 6 > MAX_UI_VERTICES {
self.flush();
}
x0 := frame.origin.x;
y0 := frame.origin.y;
x1 := x0 + frame.size.width;
y1 := y0 + frame.size.height;
r := color.rf();
g := color.gf();
b := color.bf();
a := color.af();
w := frame.size.width;
h := frame.size.height;
// 6 vertices for quad: TL, TR, BL, TR, BR, BL
self.write_vertex(x0, y0, 0.0, 0.0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x1, y0, 1.0, 0.0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x0, y1, 0.0, 1.0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x1, y0, 1.0, 0.0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x1, y1, 1.0, 1.0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x0, y1, 0.0, 1.0, r, g, b, a, radius, border_w, w, h);
}
// Emit a quad with custom UV coordinates (for sprite sheet sub-textures)
push_quad_uv :: (self: *UIRenderer, frame: Frame, color: Color, radius: f32, border_w: f32, uv_min: Point, uv_max: Point) {
if self.vertex_count + 6 > MAX_UI_VERTICES {
self.flush();
}
x0 := frame.origin.x;
y0 := frame.origin.y;
x1 := x0 + frame.size.width;
y1 := y0 + frame.size.height;
r := color.rf();
g := color.gf();
b := color.bf();
a := color.af();
w := frame.size.width;
h := frame.size.height;
u0 := uv_min.x;
v0 := uv_min.y;
u1 := uv_max.x;
v1 := uv_max.y;
self.write_vertex(x0, y0, u0, v0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x1, y0, u1, v0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x0, y1, u0, v1, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x1, y0, u1, v0, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x1, y1, u1, v1, r, g, b, a, radius, border_w, w, h);
self.write_vertex(x0, y1, u0, v1, r, g, b, a, radius, border_w, w, h);
}
write_vertex :: (self: *UIRenderer, x: f32, y: f32, u: f32, v: f32, r: f32, g: f32, b: f32, a: f32, cr: f32, bw: f32, rw: f32, rh: f32) {
off := self.vertex_count * UI_VERTEX_FLOATS;
self.vertices[off + 0] = x;
self.vertices[off + 1] = y;
self.vertices[off + 2] = u;
self.vertices[off + 3] = v;
self.vertices[off + 4] = r;
self.vertices[off + 5] = g;
self.vertices[off + 6] = b;
self.vertices[off + 7] = a;
self.vertices[off + 8] = cr;
self.vertices[off + 9] = bw;
self.vertices[off + 10] = rw;
self.vertices[off + 11] = rh;
self.vertex_count += 1;
}
// Walk the render tree and emit quads
process :: (self: *UIRenderer, tree: *RenderTree) {
i := 0;
while i < tree.nodes.len {
node := tree.nodes.items[i];
if node.type == {
case .rect: {
self.push_quad(node.frame, node.fill_color, 0.0, 0.0);
}
case .rounded_rect: {
self.push_quad(node.frame, node.fill_color, node.corner_radius, node.stroke_width);
}
case .text: {
if g_font != null {
self.render_text(node);
}
}
case .image: {
self.bind_texture(node.texture_id);
neg2 : f32 = 0.0 - 2.0;
self.push_quad_uv(node.frame, COLOR_WHITE, neg2, 0.0, node.uv_min, node.uv_max);
// Re-bind font atlas after image
font := g_font;
if font != null {
self.bind_texture(font.texture_id);
}
}
case .clip_push: {
self.flush();
glEnable(GL_SCISSOR_TEST);
dpi := self.dpi_scale;
glScissor(
xx (node.frame.origin.x * dpi),
xx ((self.screen_height - node.frame.origin.y - node.frame.size.height) * dpi),
xx (node.frame.size.width * dpi),
xx (node.frame.size.height * dpi)
);
}
case .clip_pop: {
self.flush();
glDisable(GL_SCISSOR_TEST);
}
case .opacity_push: {}
case .opacity_pop: {}
}
i += 1;
}
}
flush :: (self: *UIRenderer) {
if self.vertex_count == 0 { return; }
// Only bind the current texture (program, projection, VAO already bound in begin())
glBindTexture(GL_TEXTURE_2D, self.current_texture);
upload_size : s64 = self.vertex_count * UI_VERTEX_BYTES;
// Use glBufferData to orphan the old buffer and avoid GPU sync stalls
glBufferData(GL_ARRAY_BUFFER, xx upload_size, self.vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, xx self.vertex_count);
self.vertex_count = 0;
self.draw_calls += 1;
}
render_text :: (self: *UIRenderer, node: RenderNode) {
font := g_font;
if font == null { return; }
// Shape text into positioned glyphs
font.shape_text(node.text, node.font_size);
// Flush any new glyphs to the atlas texture (no texture switch needed — atlas is already bound)
font.flush();
r := node.text_color.rf();
g := node.text_color.gf();
b := node.text_color.bf();
a := node.text_color.af();
ascent := font.get_ascent(node.font_size);
raster_size := node.font_size * font.dpi_scale;
inv_dpi := font.inv_dpi;
i : s64 = 0;
while i < font.shaped_buf.len {
shaped := font.shaped_buf.items[i];
cached := font.get_or_rasterize(shaped.glyph_index, raster_size);
if cached != null {
if cached.width > 0.0 {
// Scale physical pixel dimensions back to logical units
gx0 := node.frame.origin.x + shaped.x + cached.offset_x * inv_dpi;
gy0 := node.frame.origin.y + ascent + shaped.y + cached.offset_y * inv_dpi;
gx1 := gx0 + cached.width * inv_dpi;
gy1 := gy0 + cached.height * inv_dpi;
u0 := cached.uv_x;
v0 := cached.uv_y;
u1 := cached.uv_x + cached.uv_w;
v1 := cached.uv_y + cached.uv_h;
if self.vertex_count + 6 > MAX_UI_VERTICES {
self.flush();
}
// corner_radius = -1.0 signals "text mode" to the fragment shader
neg1 : f32 = 0.0 - 1.0;
self.write_vertex(gx0, gy0, u0, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
self.write_vertex(gx1, gy0, u1, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
self.write_vertex(gx0, gy1, u0, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
self.write_vertex(gx1, gy0, u1, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
self.write_vertex(gx1, gy1, u1, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
self.write_vertex(gx0, gy1, u0, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
}
}
i += 1;
}
// Flush any glyphs rasterized during this text draw
font.flush();
}
}
create_white_texture :: () -> u32 {
tex : u32 = 0;
glGenTextures(1, @tex);
glBindTexture(GL_TEXTURE_2D, tex);
pixel : [4]u8 = .[255, 255, 255, 255];
glTexImage2D(GL_TEXTURE_2D, 0, xx GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, @pixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_NEAREST);
tex;
}
// --- UI Shaders ---
// --- Desktop (Core Profile 3.3) shaders ---
UI_VERT_SRC_CORE :: #string GLSL
#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(location = 3) in vec4 aParams;
uniform mat4 uProj;
out vec2 vUV;
out vec4 vColor;
out vec4 vParams;
void main() {
gl_Position = uProj * vec4(aPos, 0.0, 1.0);
vUV = aUV;
vColor = aColor;
vParams = aParams;
}
GLSL;
UI_FRAG_SRC_CORE :: #string GLSL
#version 330 core
in vec2 vUV;
in vec4 vColor;
in vec4 vParams;
uniform sampler2D uTex;
out vec4 FragColor;
float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
vec2 q = abs(center) - half_size + vec2(radius);
return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
}
void main() {
float mode = vParams.x;
float border = vParams.y;
vec2 rectSize = vParams.zw;
if (mode < -1.5) {
// Image mode (mode == -2.0): sample texture
FragColor = texture(uTex, vUV) * vColor;
} else if (mode < 0.0) {
// Text mode (mode == -1.0): sample glyph atlas .r as alpha
float alpha = texture(uTex, vUV).r;
float ew = fwidth(alpha) * 0.7;
alpha = smoothstep(0.5 - ew, 0.5 + ew, alpha);
FragColor = vec4(vColor.rgb, vColor.a * pow(alpha, 0.9));
} else if (mode > 0.0 || border > 0.0) {
// Rounded rect: SDF alpha, vertex color only (no texture sample)
vec2 half_size = rectSize * 0.5;
vec2 center = (vUV - vec2(0.5)) * rectSize;
float dist = roundedBoxSDF(center, half_size, mode);
float aa = fwidth(dist);
float alpha = 1.0 - smoothstep(-aa, aa, dist);
if (border > 0.0) {
float inner = roundedBoxSDF(center, half_size - vec2(border), max(mode - border, 0.0));
float border_alpha = smoothstep(-aa, aa, inner);
alpha = alpha * max(border_alpha, 0.0);
}
FragColor = vec4(vColor.rgb, vColor.a * alpha);
} else {
// Plain rect: vertex color only (no texture sample)
FragColor = vColor;
}
}
GLSL;
// --- WASM (ES 3.0 / WebGL2) shaders ---
UI_VERT_SRC_ES :: #string GLSL
#version 300 es
precision mediump float;
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(location = 3) in vec4 aParams;
uniform mat4 uProj;
out vec2 vUV;
out vec4 vColor;
out vec4 vParams;
void main() {
gl_Position = uProj * vec4(aPos, 0.0, 1.0);
vUV = aUV;
vColor = aColor;
vParams = aParams;
}
GLSL;
UI_FRAG_SRC_ES :: #string GLSL
#version 300 es
precision mediump float;
in vec2 vUV;
in vec4 vColor;
in vec4 vParams;
uniform sampler2D uTex;
out vec4 FragColor;
float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
vec2 q = abs(center) - half_size + vec2(radius);
return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
}
void main() {
float mode = vParams.x;
float border = vParams.y;
vec2 rectSize = vParams.zw;
if (mode < -1.5) {
// Image mode (mode == -2.0): sample texture
FragColor = texture(uTex, vUV) * vColor;
} else if (mode < 0.0) {
// Text mode (mode == -1.0): sample glyph atlas .r as alpha
float alpha = texture(uTex, vUV).r;
float ew = fwidth(alpha) * 0.7;
alpha = smoothstep(0.5 - ew, 0.5 + ew, alpha);
FragColor = vec4(vColor.rgb, vColor.a * pow(alpha, 0.9));
} else if (mode > 0.0 || border > 0.0) {
// Rounded rect: SDF alpha, vertex color only
vec2 half_size = rectSize * 0.5;
vec2 center = (vUV - vec2(0.5)) * rectSize;
float dist = roundedBoxSDF(center, half_size, mode);
float aa = fwidth(dist);
float alpha = 1.0 - smoothstep(-aa, aa, dist);
if (border > 0.0) {
float inner = roundedBoxSDF(center, half_size - vec2(border), max(mode - border, 0.0));
float border_alpha = smoothstep(-aa, aa, inner);
alpha = alpha * max(border_alpha, 0.0);
}
FragColor = vec4(vColor.rgb, vColor.a * alpha);
} else {
// Plain rect: vertex color only
FragColor = vColor;
}
}
GLSL;