Switched to fixed point in gles triangle rasterization, and fixed wrong offset curve check collapsing the internal control points
This commit is contained in:
parent
e0300e9e3c
commit
0796b2cbcd
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@ -41,7 +41,7 @@ int main()
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mp_window_bring_to_front(window);
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mp_window_focus(window);
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f32 dx = 17.000029, dy = 0;
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f32 dx = 0, dy = 0;
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while(!mp_should_quit())
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{
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@ -67,30 +67,27 @@ int main()
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case MP_EVENT_KEYBOARD_KEY:
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{
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printf("key %i: %s\n",
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event.key.code,
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event.key.action == MP_KEY_PRESS ? "press" : (event.key.action == MP_KEY_RELEASE ? "release" : "repeat"));
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if(event.key.action == MP_KEY_PRESS || event.key.action == MP_KEY_REPEAT)
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{
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if(event.key.code == MP_KEY_LEFT)
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{
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printf("left\n");
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dx-=0.1;
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dx-=1.1;
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}
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else if(event.key.code == MP_KEY_RIGHT)
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{
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printf("right\n");
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dx+=0.1;
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dx+=1.1;
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}
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else if(event.key.code == MP_KEY_UP)
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{
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printf("up\n");
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dy+=0.1;
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dy+=1.1;
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}
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else if(event.key.code == MP_KEY_DOWN)
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{
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printf("down\n");
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dy-=0.1;
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dy-=1.1;
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}
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}
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} break;
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@ -102,12 +99,10 @@ int main()
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mg_surface_prepare(surface);
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printf("dx = %f, dy = %f\n", dx, dy);
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// background
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mg_set_color_rgba(1, 0, 1, 1);
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mg_clear();
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/*
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// head
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mg_set_color_rgba(1, 1, 0, 1);
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mg_circle_fill(dx+400, dy+300, 200);
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@ -123,8 +118,6 @@ int main()
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// eyes
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mg_ellipse_fill(dx+330, dy+350, 30, 50);
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mg_ellipse_fill(dx+470, dy+350, 30, 50);
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*/
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mg_rectangle_fill((int)(dx + 200), 200, (int)(dy+300), (int)(dy+300));
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mg_flush();
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mg_surface_present(surface);
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@ -0,0 +1,9 @@
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https://fgiesen.wordpress.com/2013/02/08/triangle-rasterization-in-practice/
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https://github.com/rygorous/trirast/blob/master/main.cpp
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https://joshbeam.com/articles/triangle_rasterization/
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https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/
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https://web.archive.org/web/20120625103536/http://devmaster.net/forums/topic/1145-advanced-rasterization/
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@ -2,7 +2,7 @@
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*
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* file: gles_canvas_shaders.h
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* note: string literals auto-generated by embed_text.py
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* date: 01/022023
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* date: 02/022023
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*
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**********************************************************************/
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#ifndef __GLES_CANVAS_SHADERS_H__
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@ -36,32 +36,25 @@ const char* gles_canvas_fragment =
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"layout(location = 0) uniform int indexCount;\n"
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"layout(location = 0) out vec4 fragColor;\n"
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"\n"
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"bool is_top_left(vec2 a, vec2 b)\n"
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"bool is_top_left(ivec2 a, ivec2 b)\n"
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"{\n"
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" return( (a.y == b.y && b.x < a.x)\n"
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" ||(b.y < a.y));\n"
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"}\n"
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"\n"
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"float orient2d(vec2 a, vec2 b, vec2 c)\n"
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"int orient2d(ivec2 a, ivec2 b, ivec2 p)\n"
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"{\n"
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" //////////////////////////////////////////////////////////////////////////////////////////\n"
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" //TODO(martin): FIX this. This is a **horrible** quick hack to fix the precision issues\n"
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" // arising when a, b, and c are close. But it degrades when a, c, and c\n"
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" // are big. The proper solution is to change the expression to avoid\n"
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" // precision loss but I'm too busy/lazy to do it now.\n"
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" //////////////////////////////////////////////////////////////////////////////////////////\n"
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" a *= 10.;\n"
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" b *= 10.;\n"
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" c *= 10.;\n"
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" return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));\n"
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" return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" float subPixelFactor = 16.;\n"
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"\n"
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" vec4 pixelColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" vec4 currentColor = vec4(0., 0., 0., 1.0);\n"
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"\n"
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" vec2 samplePoint = gl_FragCoord.xy;\n"
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" ivec2 samplePoint = ivec2(gl_FragCoord.xy * subPixelFactor + vec2(0.5, 0.5));\n"
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"\n"
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" int currentZIndex = -1;\n"
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" int flipCount = 0;\n"
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@ -73,22 +66,22 @@ const char* gles_canvas_fragment =
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" uint i1 = indexBuffer.elements[i+1];\n"
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" uint i2 = indexBuffer.elements[i+2];\n"
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"\n"
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" vec2 p0 = vertexBuffer.elements[i0].pos;\n"
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" vec2 p1 = vertexBuffer.elements[i1].pos;\n"
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" vec2 p2 = vertexBuffer.elements[i2].pos;\n"
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" ivec2 p0 = ivec2(vertexBuffer.elements[i0].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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" ivec2 p1 = ivec2(vertexBuffer.elements[i1].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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" ivec2 p2 = ivec2(vertexBuffer.elements[i2].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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"\n"
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" int zIndex = vertexBuffer.elements[i0].zIndex;\n"
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" vec4 color = vertexBuffer.elements[i0].color;\n"
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"\n"
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" //NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge\n"
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" float cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;\n"
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" if(cw < 0.)\n"
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" int cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;\n"
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" if(cw < 0)\n"
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" {\n"
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" uint tmpIndex = i1;\n"
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" i1 = i2;\n"
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" i2 = tmpIndex;\n"
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"\n"
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" vec2 tmpPoint = p1;\n"
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" ivec2 tmpPoint = p1;\n"
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" p1 = p2;\n"
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" p2 = tmpPoint;\n"
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" }\n"
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@ -101,14 +94,13 @@ const char* gles_canvas_fragment =
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" int bias1 = is_top_left(p2, p0) ? 0 : -1;\n"
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" int bias2 = is_top_left(p0, p1) ? 0 : -1;\n"
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"\n"
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" float w0 = orient2d(p1, p2, samplePoint);\n"
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" float w1 = orient2d(p2, p0, samplePoint);\n"
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" float w2 = orient2d(p0, p1, samplePoint);\n"
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" int w0 = orient2d(p1, p2, samplePoint);\n"
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" int w1 = orient2d(p2, p0, samplePoint);\n"
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" int w2 = orient2d(p0, p1, samplePoint);\n"
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"\n"
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" if((int(w0)+bias0) >= 0 && (int(w1)+bias1) >= 0 && (int(w2)+bias2) >= 0)\n"
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" if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)\n"
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" {\n"
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" //TODO check cubic\n"
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" vec4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);\n"
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" vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));\n"
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"\n"
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" float eps = 0.0001;\n"
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" if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)\n"
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@ -23,32 +23,25 @@ layout(binding = 1) buffer indexBufferSSBO {
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layout(location = 0) uniform int indexCount;
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layout(location = 0) out vec4 fragColor;
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bool is_top_left(vec2 a, vec2 b)
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bool is_top_left(ivec2 a, ivec2 b)
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{
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return( (a.y == b.y && b.x < a.x)
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||(b.y < a.y));
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}
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float orient2d(vec2 a, vec2 b, vec2 c)
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int orient2d(ivec2 a, ivec2 b, ivec2 p)
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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//TODO(martin): FIX this. This is a **horrible** quick hack to fix the precision issues
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// arising when a, b, and c are close. But it degrades when a, c, and c
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// are big. The proper solution is to change the expression to avoid
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// precision loss but I'm too busy/lazy to do it now.
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//////////////////////////////////////////////////////////////////////////////////////////
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a *= 10.;
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b *= 10.;
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c *= 10.;
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));
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}
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void main()
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{
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float subPixelFactor = 16.;
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vec4 pixelColor = vec4(0.0, 1.0, 0.0, 1.0);
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vec4 currentColor = vec4(0., 0., 0., 1.0);
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vec2 samplePoint = gl_FragCoord.xy;
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ivec2 samplePoint = ivec2(gl_FragCoord.xy * subPixelFactor + vec2(0.5, 0.5));
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int currentZIndex = -1;
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int flipCount = 0;
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@ -60,22 +53,22 @@ void main()
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uint i1 = indexBuffer.elements[i+1];
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uint i2 = indexBuffer.elements[i+2];
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vec2 p0 = vertexBuffer.elements[i0].pos;
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vec2 p1 = vertexBuffer.elements[i1].pos;
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vec2 p2 = vertexBuffer.elements[i2].pos;
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ivec2 p0 = ivec2(vertexBuffer.elements[i0].pos * subPixelFactor + vec2(0.5, 0.5));
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ivec2 p1 = ivec2(vertexBuffer.elements[i1].pos * subPixelFactor + vec2(0.5, 0.5));
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ivec2 p2 = ivec2(vertexBuffer.elements[i2].pos * subPixelFactor + vec2(0.5, 0.5));
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int zIndex = vertexBuffer.elements[i0].zIndex;
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vec4 color = vertexBuffer.elements[i0].color;
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//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
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float cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;
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if(cw < 0.)
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int cw = (p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x;
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if(cw < 0)
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{
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uint tmpIndex = i1;
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i1 = i2;
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i2 = tmpIndex;
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vec2 tmpPoint = p1;
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ivec2 tmpPoint = p1;
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p1 = p2;
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p2 = tmpPoint;
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}
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@ -88,14 +81,13 @@ void main()
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int bias1 = is_top_left(p2, p0) ? 0 : -1;
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int bias2 = is_top_left(p0, p1) ? 0 : -1;
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float w0 = orient2d(p1, p2, samplePoint);
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float w1 = orient2d(p2, p0, samplePoint);
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float w2 = orient2d(p0, p1, samplePoint);
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int w0 = orient2d(p1, p2, samplePoint);
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int w1 = orient2d(p2, p0, samplePoint);
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int w2 = orient2d(p0, p1, samplePoint);
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if((int(w0)+bias0) >= 0 && (int(w1)+bias1) >= 0 && (int(w2)+bias2) >= 0)
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if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
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{
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//TODO check cubic
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vec4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
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vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));
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float eps = 0.0001;
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if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
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@ -1154,7 +1154,7 @@ void mg_offset_hull(int count, vec2* p, vec2* result, f32 offset)
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{
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//////////////////////////////////////////////////////////////////////////////////////
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//WARN: quick fix for coincident middle control points
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if(count == 4 && (p[1].x - p[2].x < 0.01) && (p[1].y - p[2].y < 0.01))
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if(count == 4 && (fabs(p[1].x - p[2].x) < 0.01) && (fabs(p[1].y - p[2].y) < 0.01))
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{
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vec2 hull3[3] = {p[0], p[1], p[3]};
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vec2 result3[3];
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@ -1284,6 +1284,7 @@ void mg_render_stroke_quadratic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, m
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//
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// we compute the maximum overshoot outside these bounds and split the curve at the corresponding parameter
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//TODO: maybe refactor by using tolerance in the _check_, not in the computation of the overshoot
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f32 tolerance = minimum(attributes->tolerance, 0.5 * attributes->width);
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f32 d2LowBound = Square(0.5 * attributes->width - attributes->tolerance);
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f32 d2HighBound = Square(0.5 * attributes->width + attributes->tolerance);
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@ -1316,7 +1317,6 @@ void mg_render_stroke_quadratic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, m
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if(maxOvershoot > 0)
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{
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//TODO(martin): split at maxErrorParameter and recurse
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vec2 splitLeft[3];
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vec2 splitRight[3];
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mg_quadratic_split(p, maxOvershootParameter, splitLeft, splitRight);
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@ -1442,6 +1442,7 @@ void mg_render_stroke_cubic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, mg_at
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//
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// we compute the maximum overshoot outside these bounds and split the curve at the corresponding parameter
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//TODO: maybe refactor by using tolerance in the _check_, not in the computation of the overshoot
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f32 tolerance = minimum(attributes->tolerance, 0.5 * attributes->width);
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f32 d2LowBound = Square(0.5 * attributes->width - attributes->tolerance);
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f32 d2HighBound = Square(0.5 * attributes->width + attributes->tolerance);
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@ -1474,17 +1475,17 @@ void mg_render_stroke_cubic(mg_canvas_data* canvas, vec2 p[4], u32 zIndex, mg_at
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if(maxOvershoot > 0)
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{
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//TODO(martin): split at maxErrorParameter and recurse
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vec2 splitLeft[4];
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vec2 splitRight[4];
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mg_cubic_split(p, maxOvershootParameter, splitLeft, splitRight);
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mg_render_stroke_cubic(canvas, splitLeft, zIndex, attributes);
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mg_render_stroke_cubic(canvas, splitRight, zIndex, attributes);
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//TODO: render joint between the split curves
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}
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else
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{
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//NOTE(martin): push the actual fill commands for the offset contour
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u32 zIndex = mg_get_next_z_index(canvas);
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mg_render_fill_cubic(canvas, positiveOffsetHull, zIndex, attributes->color);
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408
todo.txt
408
todo.txt
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@ -1,198 +1,210 @@
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[.] Check changes in macos version
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[x] Restructure macos version to use mp_app_internal.h/mp_app.c
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[x] test new run loop structure on macos
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[x] Fix resize crash when there's no surface
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[>] separate data for key and mouse event?
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[>] Simplify event structs
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[ ] use isARepeat in macos keyDown event and simplify update key state
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[x] use surfaces to define restricted drawing locations
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[x] Implement with NSView subviews on osx
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[/] Maybe switch to just using CALayers?
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[ ] Cleanup graphics backend compile-time/runtime selection
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[ ] Cleanup graphics resource handles
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[>>] OpenGL surface on OSX
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[>>] Port vector graphics to OpenGL on OSX
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[>] Check OpenGL vector graphics on win32
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[ ] Implement surfaces with child windows on win32
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[/] Maybe implement compositing directly in d3d and opengl compat extension...
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Windows port
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------------
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[.] Finish events handling
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[x] window
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[x] mouse move/buttons/enter/leave
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[x] mouse wheel
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[.] keys
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[!] set key label
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[x] text input
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[/] pathdrop
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[x] Unify app struct and window structs for different platforms?
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> define common app and window struct in mp_app_internal.h
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> this file conditionally includes platform specific headers, win32_app.h, osx_app.h, etc...
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> these define a macro to fill the common app and window structures with platform specific stuff.
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> Common app/window proc are defined in mp_app.c
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> Platform specific stuff is defined in platform specific files win32_app.c, osx_app.m, etc...
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(mp_app.c can 'see' platform specific stuff, so ObjectiveC defs pose a problem, but we can define id as void*
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when not in ObjC...)
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[.] Implement input polling
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[ ] Simplify input polling API names
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[/] Try to simplify input state and polling once we have UI usage code
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[ ] Finish win32 window create flags and properties query/setting
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[ ] Implement clipboard
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[ ] Implement file dialogs
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[ ] Impement resource path... -> maybe in abstracted file handling
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[ ] Clean backend selection (compile time and runtime)
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[ ] Finish OpenGL loader
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[ ] Test compute shaders
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[ ] Initial version of vector graphics backend
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[ ] Check integration of UI.
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[ ] Remove unused APIs
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Misc
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----
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[ ] Clean-up file structure
|
||||
[ ] Move stb libs to ext/
|
||||
|
||||
[ ] Renaming/clean-up pass
|
||||
[ ] Separate Internal/API functions in mp_app.c
|
||||
[ ] Remove MP_EVENT_KEYBOARD_MODS
|
||||
[ ] Rename MP_EVENT_HIDE/SHOW to MINMIZE/UNMINIMIZE
|
||||
[ ] Remove frame
|
||||
[ ] Remove sequence from char event?
|
||||
[ ] Replace frame_event with mp_rect
|
||||
[ ] Document/unify quit/request_quit etc
|
||||
[ ] Document/unify close/request_close etc
|
||||
[ ] Cleanup window management
|
||||
[ ] Remove unused run loop constructs
|
||||
[ ]
|
||||
|
||||
Shortlist
|
||||
---------
|
||||
[x] let pass flat args in ui_size_push() and ui_box_set_size()
|
||||
[x] separate style stacks
|
||||
[x] animation time stack
|
||||
[>] margins? as part of size, or different styling stack?
|
||||
|
||||
[ ] Let build code set target style directly, and animate from current to target
|
||||
[ ] filter styles stack by tag
|
||||
[ ] image backgrounds/gradients?
|
||||
[ ] animating open/close widgets?
|
||||
|
||||
[.] Text box widget
|
||||
[ ] Draw selection
|
||||
[ ] Set cursor on click
|
||||
[ ] Scroll to cursor
|
||||
|
||||
Canvas Drawing
|
||||
--------------
|
||||
[.] Correctly handle resizing / viewport
|
||||
[x] associate surfaces with mp_windows
|
||||
[x] window resize resizes surface. Surface always renders to whole mp_window
|
||||
[x] Add ability to create sub-views, and create surfaces for these
|
||||
- window comes with a main view, so we can get a surface for the whole window
|
||||
[>] Clean native mp_window_data struct (don't need to cache a lot of stuff here)
|
||||
|
||||
[.] Add images bliting
|
||||
[x] Clean, rename uv vs texUV stuff
|
||||
[>] Destroy stuff
|
||||
[>] More unified handle system
|
||||
[.] Rounded images (sortof)
|
||||
[ ] path clipped images
|
||||
|
||||
[ ] Add color gradients?
|
||||
[ ] Make canvas implicit?
|
||||
[/] Handle based error signaling
|
||||
[/] Allow polling events in main thread, and updating/rendering in background thread.
|
||||
|
||||
[x] font metrics shouldn't depend on surface, & font
|
||||
shouldn't really depend on canvas either???
|
||||
> meaning we should be able to pass fonts without canvas in ui
|
||||
> and only pass canvas when drawing at the end...
|
||||
|
||||
UI
|
||||
--
|
||||
[x] Make gui context implicit?
|
||||
[x] Uniform ui_box struct + cache widgets
|
||||
[x] Prune unused boxes
|
||||
[.] Layout boxes
|
||||
[x] basic two pass layout
|
||||
[x] Layout from start or end
|
||||
[>] Add overflow flags to layout, & solve conflicts
|
||||
|
||||
[x] Temporarily push transform and text flip when rendering UI, so that the coord system is y down, origin at top left
|
||||
[x] Canvas render the same size on a high-dpi surface
|
||||
> it works with abstract 'pixel' units, which are transformed to pixels in the shader, according to backing store scaling
|
||||
|
||||
[.] Style struct and style stack
|
||||
[ ] Maybe use individual stack for different style attributes
|
||||
[x] Pass initial style in ui_begin_frame()
|
||||
|
||||
[.] Draw boxes
|
||||
[x] use flags to enable/disable drawing each feature
|
||||
[ ] active/hovered transitions
|
||||
|
||||
[x] Change input state handling a move it to app layer
|
||||
[x] Compute signals for ui_box
|
||||
[x] Use ui_size_push() and pass axis instead of ui_width/height_push()
|
||||
[>] Use value is ui_size as margin when kind == text or == children?
|
||||
|
||||
[ ] Allow animating sizes according to hot/active?
|
||||
|
||||
[ ] Basic helpers
|
||||
[.] button
|
||||
[.] slider (or rather, scroll bar)
|
||||
[.] simple spacers
|
||||
[ ] have a flag for non-cached stuff
|
||||
[.] scrolling panel
|
||||
[ ] Allow/disallow scrolling in x/y
|
||||
[ ] Scroll with mousewheel
|
||||
[/] add margins to scrollbars (disallow scrollbars crossing)
|
||||
|
||||
[?] Maybe let builder code handle "active"/"hot" state, since it
|
||||
depends on the widgets
|
||||
[ ] On the other hand, this state must be set before layouting, in
|
||||
particular font/fontSize -> maybe do a pass for static layout,
|
||||
instead of doing it in box creation...
|
||||
[ ] this way we can compute styling after user has set active/hot, but before layout
|
||||
> Maybe just let user set style selector, and provide persistent state bits that can
|
||||
> be used in any way? (to replace eg active/hot?) or perhaps not needed if we have just
|
||||
> 'dragging' state
|
||||
|
||||
|
||||
[x] Mask mouse outside of parent rects -> maintain clip stack and clip mouse against it
|
||||
[x] Mask mouse below panels/other widgets
|
||||
[x] popups and tooltips
|
||||
[x] allow pushing/popping boxes irrespective of parent/child relation
|
||||
[x] ui_begin_frame() prepares two containers, user ui goes in the first one
|
||||
[x] tooltips and menus go to the second one
|
||||
[x] Add menus
|
||||
[ ] line editing widget
|
||||
|
||||
Misc
|
||||
----
|
||||
[x] Split metal surface and metal painter (but put them in the same compilation unit?)
|
||||
[x] Have only one rect struct
|
||||
[x] Shorten mp_string to str8
|
||||
|
||||
[ ] Better/Simpler time API
|
||||
|
||||
[/] Frame throttling
|
||||
[x] For now, we always wait on vblank during mg_surface_present(), regardless of target fps
|
||||
[ ] Then actually get the correct display interval from the surface's current monitor
|
||||
[ ] Allow waiting for more display interval than one? (ie allow throttling at 30fps for a 60fps display)
|
||||
|
||||
[/] split osx_app and move all platform independant stuff outside
|
||||
|
||||
[ ] Sort out mg_matrix_push/pop() -> transform vs. set...
|
||||
|
||||
[.] Check changes in macos version
|
||||
[x] Restructure macos version to use mp_app_internal.h/mp_app.c
|
||||
[x] test new run loop structure on macos
|
||||
[x] Fix resize crash when there's no surface
|
||||
[>] separate data for key and mouse event?
|
||||
[>] Simplify event structs
|
||||
[ ] use isARepeat in macos keyDown event and simplify update key state
|
||||
|
||||
[x] use surfaces to define restricted drawing locations
|
||||
[x] Implement with NSView subviews on osx
|
||||
[/] Maybe switch to just using CALayers?
|
||||
|
||||
[ ] Cleanup graphics backend compile-time/runtime selection
|
||||
[ ] Cleanup graphics resource handles
|
||||
|
||||
[.] GLES 3.0 surface on OSX
|
||||
[x] GLES 3.1 surface on Win32
|
||||
[.] GLES vector graphics on win32
|
||||
[x] Fix triangle rasterization precision issues
|
||||
-> we do not want to snap vertex coordinates to integers though, but use fixed point with 4 or 8 bits of subpixel precision
|
||||
-> convert verts pos to fixed point
|
||||
-> do orient2d in fixed point
|
||||
[!] Check precision/possible overflow when using barycentric coords
|
||||
|
||||
[>>] Investigate cubics flipping when curves are disabled
|
||||
[>>] Investigate bad curve splitting on the right?
|
||||
[ ] Multi-sampling
|
||||
|
||||
[>] Avoid first useless (degenerate) triangle on every path
|
||||
|
||||
[ ] Implement surfaces with child windows on win32
|
||||
[/] Maybe implement compositing directly in d3d and opengl compat extension...
|
||||
|
||||
Windows port
|
||||
------------
|
||||
[.] Finish events handling
|
||||
[x] window
|
||||
[x] mouse move/buttons/enter/leave
|
||||
[x] mouse wheel
|
||||
[.] keys
|
||||
[!] set key label
|
||||
[x] text input
|
||||
[/] pathdrop
|
||||
|
||||
[x] Unify app struct and window structs for different platforms?
|
||||
> define common app and window struct in mp_app_internal.h
|
||||
> this file conditionally includes platform specific headers, win32_app.h, osx_app.h, etc...
|
||||
> these define a macro to fill the common app and window structures with platform specific stuff.
|
||||
> Common app/window proc are defined in mp_app.c
|
||||
> Platform specific stuff is defined in platform specific files win32_app.c, osx_app.m, etc...
|
||||
(mp_app.c can 'see' platform specific stuff, so ObjectiveC defs pose a problem, but we can define id as void*
|
||||
when not in ObjC...)
|
||||
|
||||
[.] Implement input polling
|
||||
[ ] Simplify input polling API names
|
||||
[/] Try to simplify input state and polling once we have UI usage code
|
||||
|
||||
[ ] Finish win32 window create flags and properties query/setting
|
||||
|
||||
[ ] Implement clipboard
|
||||
[ ] Implement file dialogs
|
||||
[ ] Impement resource path... -> maybe in abstracted file handling
|
||||
|
||||
[ ] Clean backend selection (compile time and runtime)
|
||||
[ ] Finish OpenGL loader
|
||||
[ ] Test compute shaders
|
||||
[ ] Initial version of vector graphics backend
|
||||
[ ] Check integration of UI.
|
||||
|
||||
[ ] Remove unused APIs
|
||||
|
||||
|
||||
|
||||
Misc
|
||||
----
|
||||
[ ] Clean-up file structure
|
||||
[ ] Move stb libs to ext/
|
||||
|
||||
[ ] Renaming/clean-up pass
|
||||
[ ] Separate Internal/API functions in mp_app.c
|
||||
[ ] Remove MP_EVENT_KEYBOARD_MODS
|
||||
[ ] Rename MP_EVENT_HIDE/SHOW to MINMIZE/UNMINIMIZE
|
||||
[ ] Remove frame
|
||||
[ ] Remove sequence from char event?
|
||||
[ ] Replace frame_event with mp_rect
|
||||
[ ] Document/unify quit/request_quit etc
|
||||
[ ] Document/unify close/request_close etc
|
||||
[ ] Cleanup window management
|
||||
[ ] Remove unused run loop constructs
|
||||
[ ]
|
||||
|
||||
Shortlist
|
||||
---------
|
||||
[x] let pass flat args in ui_size_push() and ui_box_set_size()
|
||||
[x] separate style stacks
|
||||
[x] animation time stack
|
||||
[>] margins? as part of size, or different styling stack?
|
||||
|
||||
[ ] Let build code set target style directly, and animate from current to target
|
||||
[ ] filter styles stack by tag
|
||||
[ ] image backgrounds/gradients?
|
||||
[ ] animating open/close widgets?
|
||||
|
||||
[.] Text box widget
|
||||
[ ] Draw selection
|
||||
[ ] Set cursor on click
|
||||
[ ] Scroll to cursor
|
||||
|
||||
Canvas Drawing
|
||||
--------------
|
||||
[.] Correctly handle resizing / viewport
|
||||
[x] associate surfaces with mp_windows
|
||||
[x] window resize resizes surface. Surface always renders to whole mp_window
|
||||
[x] Add ability to create sub-views, and create surfaces for these
|
||||
- window comes with a main view, so we can get a surface for the whole window
|
||||
[>] Clean native mp_window_data struct (don't need to cache a lot of stuff here)
|
||||
|
||||
[.] Add images bliting
|
||||
[x] Clean, rename uv vs texUV stuff
|
||||
[>] Destroy stuff
|
||||
[>] More unified handle system
|
||||
[.] Rounded images (sortof)
|
||||
[ ] path clipped images
|
||||
|
||||
[ ] Add color gradients?
|
||||
[ ] Make canvas implicit?
|
||||
[/] Handle based error signaling
|
||||
[/] Allow polling events in main thread, and updating/rendering in background thread.
|
||||
|
||||
[x] font metrics shouldn't depend on surface, & font
|
||||
shouldn't really depend on canvas either???
|
||||
> meaning we should be able to pass fonts without canvas in ui
|
||||
> and only pass canvas when drawing at the end...
|
||||
|
||||
UI
|
||||
--
|
||||
[x] Make gui context implicit?
|
||||
[x] Uniform ui_box struct + cache widgets
|
||||
[x] Prune unused boxes
|
||||
[.] Layout boxes
|
||||
[x] basic two pass layout
|
||||
[x] Layout from start or end
|
||||
[>] Add overflow flags to layout, & solve conflicts
|
||||
|
||||
[x] Temporarily push transform and text flip when rendering UI, so that the coord system is y down, origin at top left
|
||||
[x] Canvas render the same size on a high-dpi surface
|
||||
> it works with abstract 'pixel' units, which are transformed to pixels in the shader, according to backing store scaling
|
||||
|
||||
[.] Style struct and style stack
|
||||
[ ] Maybe use individual stack for different style attributes
|
||||
[x] Pass initial style in ui_begin_frame()
|
||||
|
||||
[.] Draw boxes
|
||||
[x] use flags to enable/disable drawing each feature
|
||||
[ ] active/hovered transitions
|
||||
|
||||
[x] Change input state handling a move it to app layer
|
||||
[x] Compute signals for ui_box
|
||||
[x] Use ui_size_push() and pass axis instead of ui_width/height_push()
|
||||
[>] Use value is ui_size as margin when kind == text or == children?
|
||||
|
||||
[ ] Allow animating sizes according to hot/active?
|
||||
|
||||
[ ] Basic helpers
|
||||
[.] button
|
||||
[.] slider (or rather, scroll bar)
|
||||
[.] simple spacers
|
||||
[ ] have a flag for non-cached stuff
|
||||
[.] scrolling panel
|
||||
[ ] Allow/disallow scrolling in x/y
|
||||
[ ] Scroll with mousewheel
|
||||
[/] add margins to scrollbars (disallow scrollbars crossing)
|
||||
|
||||
[?] Maybe let builder code handle "active"/"hot" state, since it
|
||||
depends on the widgets
|
||||
[ ] On the other hand, this state must be set before layouting, in
|
||||
particular font/fontSize -> maybe do a pass for static layout,
|
||||
instead of doing it in box creation...
|
||||
[ ] this way we can compute styling after user has set active/hot, but before layout
|
||||
> Maybe just let user set style selector, and provide persistent state bits that can
|
||||
> be used in any way? (to replace eg active/hot?) or perhaps not needed if we have just
|
||||
> 'dragging' state
|
||||
|
||||
|
||||
[x] Mask mouse outside of parent rects -> maintain clip stack and clip mouse against it
|
||||
[x] Mask mouse below panels/other widgets
|
||||
[x] popups and tooltips
|
||||
[x] allow pushing/popping boxes irrespective of parent/child relation
|
||||
[x] ui_begin_frame() prepares two containers, user ui goes in the first one
|
||||
[x] tooltips and menus go to the second one
|
||||
[x] Add menus
|
||||
[ ] line editing widget
|
||||
|
||||
Misc
|
||||
----
|
||||
[x] Split metal surface and metal painter (but put them in the same compilation unit?)
|
||||
[x] Have only one rect struct
|
||||
[x] Shorten mp_string to str8
|
||||
|
||||
[ ] Better/Simpler time API
|
||||
|
||||
[/] Frame throttling
|
||||
[x] For now, we always wait on vblank during mg_surface_present(), regardless of target fps
|
||||
[ ] Then actually get the correct display interval from the surface's current monitor
|
||||
[ ] Allow waiting for more display interval than one? (ie allow throttling at 30fps for a 60fps display)
|
||||
|
||||
[/] split osx_app and move all platform independant stuff outside
|
||||
|
||||
[ ] Sort out mg_matrix_push/pop() -> transform vs. set...
|
||||
|
|
Loading…
Reference in New Issue