- Move and Zoom perf_text example with the mouse
- Reverted to using 4 bits of subpixel precision and computing cross products with 32 bits integers, for perf reasons - Fixed some confusion in tile array size vs number of elements (could still clean-up naming a bit though) - Fixed bug where triangles on the left or below canvas boundaries where bucketted to the first colum/row of tiles - Fixed bug in mouse button message handling (was always sending press on left button)
This commit is contained in:
parent
833767d6e2
commit
4a8c77f023
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@ -10,32 +10,54 @@
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#define LOG_SUBSYSTEM "Main"
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#define LOG_SUBSYSTEM "Main"
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static const char* TEST_STRING =
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static const char* TEST_STRING =
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"Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla quam enim, aliquam in placerat luctus, rutrum in quam.\n" \
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"Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla quam enim, aliquam in placerat luctus, rutrum in quam. "
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"Cras urna elit, pellentesque ac ipsum at, lobortis scelerisque eros. Aenean et turpis nibh. Maecenas lectus augue, eleifend\n" \
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"Cras urna elit, pellentesque ac ipsum at, lobortis scelerisque eros. Aenean et turpis nibh. Maecenas lectus augue, eleifend "
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"nec efficitur eu, faucibus eget turpis. Suspendisse vel nulla mi. Duis imperdiet neque orci, ac ultrices orci molestie a.\n"
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"nec efficitur eu, faucibus eget turpis. Suspendisse vel nulla mi. Duis imperdiet neque orci, ac ultrices orci molestie a. "
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"Etiam malesuada vulputate hendrerit. Cras ultricies diam in lectus finibus, eu laoreet diam rutrum.\n" \
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"Etiam malesuada vulputate hendrerit. Cras ultricies diam in lectus finibus, eu laoreet diam rutrum.\n"
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"\n" \
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"\n"
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"Etiam dictum orci arcu, ac fermentum leo dapibus lacinia. Integer vitae elementum ex. Vestibulum tempor nunc eu hendrerit\n" \
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"Etiam dictum orci arcu, ac fermentum leo dapibus lacinia. Integer vitae elementum ex. Vestibulum tempor nunc eu hendrerit "
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"ornare. Nunc pretium ligula sit amet massa pulvinar, vitae imperdiet justo bibendum. Maecenas consectetur elementum mi, sed\n" \
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"ornare. Nunc pretium ligula sit amet massa pulvinar, vitae imperdiet justo bibendum. Maecenas consectetur elementum mi, sed "
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"vehicula neque pulvinar sit amet. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc tortor erat, accumsan in laoreet\n" \
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"vehicula neque pulvinar sit amet. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc tortor erat, accumsan in laoreet "
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"quis, placerat nec enim. Nulla facilisi. Morbi vitae nibh ligula. Suspendisse in molestie magna, eget aliquet mauris. Sed \n" \
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"quis, placerat nec enim. Nulla facilisi. Morbi vitae nibh ligula. Suspendisse in molestie magna, eget aliquet mauris. Sed "
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"aliquam faucibus magna.\n" \
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"aliquam faucibus magna.\n"
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"\n" \
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"\n"
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"Sed metus odio, imperdiet et consequat non, faucibus nec risus. Suspendisse facilisis sem neque, id scelerisque dui mattis sit\n" \
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"Sed metus odio, imperdiet et consequat non, faucibus nec risus. Suspendisse facilisis sem neque, id scelerisque dui mattis sit "
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"amet. Nullam tincidunt nisl nec dui dignissim mattis. Proin fermentum ornare ipsum. Proin eleifend, mi vitae porttitor placerat,\n" \
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"amet. Nullam tincidunt nisl nec dui dignissim mattis. Proin fermentum ornare ipsum. Proin eleifend, mi vitae porttitor placerat, "
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"neque magna elementum turpis, eu aliquet mi urna et leo. Pellentesque interdum est mauris, sed pellentesque risus blandit in.\n" \
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"neque magna elementum turpis, eu aliquet mi urna et leo. Pellentesque interdum est mauris, sed pellentesque risus blandit in. "
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"Phasellus dignissim consequat eros, at aliquam elit finibus posuere. Proin suscipit tortor leo, id vulputate odio lobortis in.\n" \
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"Phasellus dignissim consequat eros, at aliquam elit finibus posuere. Proin suscipit tortor leo, id vulputate odio lobortis in. "
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"Vestibulum et orci ligula. Sed scelerisque nunc non nisi aliquam, vel eleifend felis suscipit. Integer posuere sapien elit, \n" \
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"Vestibulum et orci ligula. Sed scelerisque nunc non nisi aliquam, vel eleifend felis suscipit. Integer posuere sapien elit, "
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"lacinia ultricies nibh sodales nec.\n" \
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"lacinia ultricies nibh sodales nec.\n"
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"\n" \
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"\n"
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"Etiam aliquam purus sit amet purus ultricies tristique. Nunc maximus nunc quis magna ornare, vel interdum urna fermentum.\n" \
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"Etiam aliquam purus sit amet purus ultricies tristique. Nunc maximus nunc quis magna ornare, vel interdum urna fermentum. "
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"Vestibulum cursus nisl ut nulla egestas, quis mattis elit venenatis. Praesent malesuada mi non magna aliquam fringilla eget eu\n" \
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"Vestibulum cursus nisl ut nulla egestas, quis mattis elit venenatis. Praesent malesuada mi non magna aliquam fringilla eget eu "
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"turpis. Integer suscipit elit vel consectetur vulputate. Integer euismod, erat eget elementum tempus, magna metus consectetur\n" \
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"turpis. Integer suscipit elit vel consectetur vulputate. Integer euismod, erat eget elementum tempus, magna metus consectetur "
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"elit, sed feugiat urna sapien sodales sapien. Sed sit amet varius nunc. Curabitur sodales nunc justo, ac scelerisque ipsum semper\n" \
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"elit, sed feugiat urna sapien sodales sapien. Sed sit amet varius nunc. Curabitur sodales nunc justo, ac scelerisque ipsum semper "
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"eget. Integer ornare, velit ut hendrerit dapibus, erat mauris commodo justo, vel semper urna justo non mauris. Proin blandit,\n" \
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"eget. Integer ornare, velit ut hendrerit dapibus, erat mauris commodo justo, vel semper urna justo non mauris. Proin blandit, "
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"enim ut posuere placerat, leo nibh tristique eros, ut pulvinar sapien elit eget enim. Pellentesque et mauris lectus. Curabitur\n" \
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"enim ut posuere placerat, leo nibh tristique eros, ut pulvinar sapien elit eget enim. Pellentesque et mauris lectus. Curabitur "
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"quis lobortis leo, sit amet egestas dui. Nullam ut sapien eu justo lacinia ultrices. Ut tincidunt, sem non luctus tempus, felis\n" \
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"quis lobortis leo, sit amet egestas dui. Nullam ut sapien eu justo lacinia ultrices. Ut tincidunt, sem non luctus tempus, felis "
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"purus imperdiet nisi, non ultricies libero ipsum eu augue. Mauris at luctus enim.";
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"purus imperdiet nisi, non ultricies libero ipsum eu augue. Mauris at luctus enim.\n"
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"\n"
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"Aliquam sed tortor a justo pulvinar dictum consectetur eu felis. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices "
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"posuere cubilia curae; Etiam vehicula porttitor volutpat. Morbi fringilla tortor nec accumsan aliquet. Aliquam in commodo neque. "
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"Sed laoreet tellus in consectetur aliquet. Nullam nibh eros, feugiat sit amet aliquam non, malesuada vel urna. Ut vel egestas nunc. "
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"Pellentesque vitae ante quis ante pharetra pretium. Nam quis eros commodo, mattis enim sed, finibus ante. Quisque lacinia tortor ut "
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"odio laoreet, vel viverra libero porttitor. Vestibulum vitae dapibus ex. Phasellus varius lorem sed justo sollicitudin faucibus. "
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"Etiam aliquam lacinia consectetur. Phasellus nulla ipsum, viverra non nulla in, rhoncus posuere nunc.\n"
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"\n"
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"Phasellus efficitur commodo tellus, eget lobortis erat porta quis. Aenean condimentum tortor ut neque dapibus, vitae vulputate quam "
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"condimentum. Aliquam elementum vitae nulla vitae tristique. Suspendisse feugiat turpis ac magna dapibus, ut blandit diam tincidunt. "
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"Integer id dui id enim ullamcorper dictum. Maecenas malesuada vitae ex pharetra iaculis. Curabitur eu dolor consectetur, tempus augue "
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"sed, finibus est. Nulla facilisi. Vivamus sed lacinia turpis, in gravida dolor. Aenean interdum consectetur enim a malesuada. Sed turpis "
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"nisi, lacinia et fermentum nec, pharetra id dui. Vivamus neque ligula, iaculis sed tempor eget, vehicula blandit quam. Morbi rhoncus quam "
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"semper magna mollis luctus. Donec eu dolor ut ante ullamcorper porta. Mauris et est tristique libero pharetra faucibus.\n"
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"\n"
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"Duis ut elementum sem. Praesent commodo erat nec sem ultricies sollicitudin. Suspendisse a pellentesque sapien. Nunc ac magna a dui "
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"elementum luctus non a mi. Cras elementum nunc sed nunc gravida, sit amet accumsan tortor pulvinar. Etiam elit arcu, pellentesque non ex "
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"id, vestibulum pellentesque velit. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque habitant morbi tristique senectus "
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"et netus et malesuada fames ac turpis egestas. Proin sit amet velit eget tellus vulputate sagittis eget non massa. Cras accumsan tempor "
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"tortor, quis rutrum neque placerat id. Nullam a egestas eros, eu porta nisi. Aenean rutrum, sapien quis fermentum tempus, dolor orci "
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"faucibus eros, vel luctus justo leo vitae ante. Curabitur aliquam condimentum ipsum sit amet ultrices. Nullam ac velit semper, dapibus urna "
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"sit amet, malesuada enim. Mauris ultricies nibh orci.";
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mg_font create_font()
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mg_font create_font()
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@ -106,6 +128,15 @@ int main()
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u32* codePoints = malloc_array(utf32, codePointCount);
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u32* codePoints = malloc_array(utf32, codePointCount);
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utf8_to_codepoints(codePointCount, codePoints, str8_from_cstring((char*)TEST_STRING));
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utf8_to_codepoints(codePointCount, codePoints, str8_from_cstring((char*)TEST_STRING));
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u32 glyphCount = 0;
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for(int i=0; i<codePointCount; i++)
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{
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if(codePoints[i] != ' ' && codePoints[i] != '\n')
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{
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glyphCount++;
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}
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}
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// start app
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// start app
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mp_window_bring_to_front(window);
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mp_window_bring_to_front(window);
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mp_window_focus(window);
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mp_window_focus(window);
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bool tracked = false;
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bool tracked = false;
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vec2 trackPoint = {0};
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vec2 trackPoint = {0};
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f32 startX = 10;
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f32 zoom = 1;
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f32 startY = contentRect.h - lineHeight - 10;
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f32 startX = 10;
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f32 startY = (contentRect.h - lineHeight - 10);
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/*
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f32 startX = -100;
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f32 startY = -100;
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*/
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while(!mp_should_quit())
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while(!mp_should_quit())
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{
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{
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f64 startFrameTime = mp_get_time(MP_CLOCK_MONOTONIC);
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f64 startFrameTime = mp_get_time(MP_CLOCK_MONOTONIC);
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{
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{
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tracked = true;
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tracked = true;
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vec2 mousePos = mp_input_mouse_position();
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vec2 mousePos = mp_input_mouse_position();
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trackPoint.x = mousePos.x - startX;
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trackPoint.x = mousePos.x/zoom - startX;
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trackPoint.y = mousePos.y - startY;
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trackPoint.y = mousePos.y/zoom - startY;
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}
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}
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else
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else
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{
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{
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tracked = false;
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tracked = false;
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}
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}
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}
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}
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} break;
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} break;
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case MP_EVENT_MOUSE_WHEEL:
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{
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vec2 mousePos = mp_input_mouse_position();
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f32 trackX = mousePos.x/zoom - startX;
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f32 trackY = mousePos.y/zoom - startY;
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zoom *= 1 + event.move.deltaY * 0.01;
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zoom = Clamp(zoom, 0.2, 10);
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startX = mousePos.x/zoom - trackX;
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startY = mousePos.y/zoom - trackY;
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} break;
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default:
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default:
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break;
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break;
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}
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}
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if(tracked)
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if(tracked)
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{
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{
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vec2 mousePos = mp_input_mouse_position();
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vec2 mousePos = mp_input_mouse_position();
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startX = mousePos.x - trackPoint.x;
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startX = mousePos.x/zoom - trackPoint.x;
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startY = mousePos.y - trackPoint.y;
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startY = mousePos.y/zoom - trackPoint.y;
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}
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}
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f32 textX = startX;
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f32 textX = startX;
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f32 textY = startY;
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f32 textY = startY;
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mg_surface_prepare(surface);
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mg_surface_prepare(surface);
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/*
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mg_set_color_rgba(1, 1, 1, 1);
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mg_clear();
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mg_set_color_rgba(1, 0, 0, 1);
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for(int i=0; i<1000; i++)
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{
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mg_rectangle_fill(0, 0, 100, 100);
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}
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*/
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mg_matrix_push((mg_mat2x3){zoom, 0, 0,
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0, zoom, 0});
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mg_set_color_rgba(1, 1, 1, 1);
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mg_set_color_rgba(1, 1, 1, 1);
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mg_clear();
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mg_clear();
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{
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{
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bool lineBreak = false;
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bool lineBreak = false;
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int subIndex = 0;
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int subIndex = 0;
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for(; (startIndex+subIndex) < codePointCount && subIndex < 512; subIndex++)
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for(; (startIndex+subIndex) < codePointCount && subIndex < 120; subIndex++)
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{
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{
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if(codePoints[startIndex + subIndex] == '\n')
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if(codePoints[startIndex + subIndex] == '\n')
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{
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{
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lineBreak = true;
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break;
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break;
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}
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}
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}
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}
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mg_glyph_outlines((str32){subIndex, glyphs});
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mg_glyph_outlines((str32){subIndex, glyphs});
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mg_fill();
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mg_fill();
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if(lineBreak)
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{
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textY -= lineHeight;
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textY -= lineHeight;
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mg_move_to(textX, textY);
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mg_move_to(textX, textY);
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startIndex++;
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startIndex++;
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}
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startIndex += subIndex;
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startIndex += subIndex;
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}
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}
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mg_matrix_pop();
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mg_set_color_rgba(0, 0, 1, 1);
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mg_set_color_rgba(0, 0, 1, 1);
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mg_set_font(font);
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mg_set_font(font);
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mg_set_font_size(14);
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mg_set_font_size(14);
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mg_move_to(10, 10 + lineHeight);
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mg_move_to(10, 10 + lineHeight);
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str8 text = str8_pushf(mem_scratch(),
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str8 text = str8_pushf(mem_scratch(),
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"Milepost vector graphics test program (frame time = %fs, fps = %f)...",
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"Test program: %i glyphs, frame time = %fs, fps = %f",
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glyphCount,
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frameTime,
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frameTime,
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1./frameTime);
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1./frameTime);
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mg_text_outlines(text);
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mg_text_outlines(text);
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MG_GL_CANVAS_VERTEX_BUFFER_SIZE = MG_GL_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_VERTEX_SIZE,
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MG_GL_CANVAS_VERTEX_BUFFER_SIZE = MG_GL_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_VERTEX_SIZE,
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MG_GL_CANVAS_SHAPE_BUFFER_SIZE = MG_GL_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_SHAPE_SIZE,
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MG_GL_CANVAS_SHAPE_BUFFER_SIZE = MG_GL_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_SHAPE_SIZE,
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MG_GL_CANVAS_INDEX_BUFFER_SIZE = MG_GL_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_INT_SIZE,
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MG_GL_CANVAS_INDEX_BUFFER_SIZE = MG_GL_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_INT_SIZE,
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MG_GL_CANVAS_TILE_COUNTER_BUFFER_SIZE = 65536,
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MG_GL_CANVAS_TILE_COUNTER_BUFFER_LENGTH = 65536,
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MG_GL_CANVAS_TILE_ARRAY_SIZE = sizeof(int)*4096,
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MG_GL_CANVAS_TILE_COUNTER_BUFFER_SIZE = sizeof(int)*MG_GL_CANVAS_TILE_COUNTER_BUFFER_LENGTH,
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MG_GL_CANVAS_TILE_ARRAY_BUFFER_SIZE = MG_GL_CANVAS_TILE_COUNTER_BUFFER_SIZE * MG_GL_CANVAS_TILE_ARRAY_SIZE,
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MG_GL_CANVAS_TILE_ARRAY_LENGTH = 1<<10,
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MG_GL_CANVAS_TILE_ARRAY_SIZE = sizeof(int)*MG_GL_CANVAS_TILE_ARRAY_LENGTH,
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MG_GL_CANVAS_TILE_ARRAY_BUFFER_SIZE = MG_GL_CANVAS_TILE_COUNTER_BUFFER_LENGTH * MG_GL_CANVAS_TILE_ARRAY_SIZE,
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};
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};
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void mg_gl_canvas_update_vertex_layout(mg_gl_canvas_backend* backend)
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void mg_gl_canvas_update_vertex_layout(mg_gl_canvas_backend* backend)
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@ -186,7 +188,7 @@ void mg_gl_canvas_draw_batch(mg_canvas_backend* interface, u32 shapeCount, u32 v
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const int tileSize = 16;
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const int tileSize = 16;
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const int tileCountX = (frame.w*contentsScaling.x + tileSize - 1)/tileSize;
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const int tileCountX = (frame.w*contentsScaling.x + tileSize - 1)/tileSize;
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const int tileCountY = (frame.h*contentsScaling.y + tileSize - 1)/tileSize;
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const int tileCountY = (frame.h*contentsScaling.y + tileSize - 1)/tileSize;
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const int tileArraySize = MG_GL_CANVAS_TILE_ARRAY_SIZE;
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const int tileArraySize = MG_GL_CANVAS_TILE_ARRAY_LENGTH;
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//TODO: ensure there's enough space in tile buffer
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//TODO: ensure there's enough space in tile buffer
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@ -53,12 +53,19 @@ bool is_top_left(ivec2 a, ivec2 b)
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||(b.y < a.y));
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||(b.y < a.y));
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}
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}
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|
||||||
int64_t orient2d(i64vec2 a, i64vec2 b, i64vec2 p)
|
//////////////////////////////////////////////////////////////////////////////
|
||||||
|
//TODO: we should do these computations on 64bits, because otherwise
|
||||||
|
// we might overflow for values > 2048.
|
||||||
|
// Unfortunately this is costly.
|
||||||
|
// Another way is to precompute triangle edges (b - a) in full precision
|
||||||
|
// once to avoid doing it all the time...
|
||||||
|
//////////////////////////////////////////////////////////////////////////////
|
||||||
|
int orient2d(ivec2 a, ivec2 b, ivec2 p)
|
||||||
{
|
{
|
||||||
return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));
|
return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));
|
||||||
}
|
}
|
||||||
|
|
||||||
int64_t is_clockwise(i64vec2 p0, i64vec2 p1, i64vec2 p2)
|
int is_clockwise(ivec2 p0, ivec2 p1, ivec2 p2)
|
||||||
{
|
{
|
||||||
return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);
|
return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);
|
||||||
}
|
}
|
||||||
|
@ -68,21 +75,21 @@ void main()
|
||||||
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
|
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
|
||||||
uvec2 tileCoord = uvec2(pixelCoord) / tileSize;
|
uvec2 tileCoord = uvec2(pixelCoord) / tileSize;
|
||||||
uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;
|
uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;
|
||||||
uint tileCounter = tileCounterBuffer.elements[tileIndex];
|
uint tileCounter = min(tileCounterBuffer.elements[tileIndex], tileArraySize);
|
||||||
|
|
||||||
const float subPixelFactor = 256.;
|
const float subPixelFactor = 16.;
|
||||||
ivec2 centerPoint = ivec2((vec2(pixelCoord) + vec2(0.5, 0.5)) * subPixelFactor);
|
ivec2 centerPoint = ivec2((vec2(pixelCoord) + vec2(0.5, 0.5)) * subPixelFactor);
|
||||||
|
|
||||||
//*
|
//*
|
||||||
const int sampleCount = 8;
|
const int sampleCount = 8;
|
||||||
ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(1, 3)*16,
|
ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(1, 3),
|
||||||
centerPoint + ivec2(-1, -3)*16,
|
centerPoint + ivec2(-1, -3),
|
||||||
centerPoint + ivec2(5, -1)*16,
|
centerPoint + ivec2(5, -1),
|
||||||
centerPoint + ivec2(-3, 5)*16,
|
centerPoint + ivec2(-3, 5),
|
||||||
centerPoint + ivec2(-5, -5)*16,
|
centerPoint + ivec2(-5, -5),
|
||||||
centerPoint + ivec2(-7, 1)*16,
|
centerPoint + ivec2(-7, 1),
|
||||||
centerPoint + ivec2(3, -7)*16,
|
centerPoint + ivec2(3, -7),
|
||||||
centerPoint + ivec2(7, 7)*16);
|
centerPoint + ivec2(7, 7));
|
||||||
/*/
|
/*/
|
||||||
const int sampleCount = 4;
|
const int sampleCount = 4;
|
||||||
ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(-2, 6),
|
ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(-2, 6),
|
||||||
|
@ -148,7 +155,7 @@ void main()
|
||||||
ivec4 clip = ivec4(round((shapeBuffer.elements[zIndex].clip * vec4(scaling, scaling) + vec4(0.5, 0.5, 0.5, 0.5)) * subPixelFactor));
|
ivec4 clip = ivec4(round((shapeBuffer.elements[zIndex].clip * vec4(scaling, scaling) + vec4(0.5, 0.5, 0.5, 0.5)) * subPixelFactor));
|
||||||
|
|
||||||
//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
|
//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
|
||||||
int64_t cw = is_clockwise(p0, p1, p2);
|
int cw = is_clockwise(p0, p1, p2);
|
||||||
if(cw < 0)
|
if(cw < 0)
|
||||||
{
|
{
|
||||||
uint tmpIndex = i1;
|
uint tmpIndex = i1;
|
||||||
|
@ -164,9 +171,9 @@ void main()
|
||||||
vec4 cubic1 = vertexBuffer.elements[i1].cubic;
|
vec4 cubic1 = vertexBuffer.elements[i1].cubic;
|
||||||
vec4 cubic2 = vertexBuffer.elements[i2].cubic;
|
vec4 cubic2 = vertexBuffer.elements[i2].cubic;
|
||||||
|
|
||||||
int64_t bias0 = is_top_left(p1, p2) ? 0 : -1;
|
int bias0 = is_top_left(p1, p2) ? 0 : -1;
|
||||||
int64_t bias1 = is_top_left(p2, p0) ? 0 : -1;
|
int bias1 = is_top_left(p2, p0) ? 0 : -1;
|
||||||
int64_t bias2 = is_top_left(p0, p1) ? 0 : -1;
|
int bias2 = is_top_left(p0, p1) ? 0 : -1;
|
||||||
|
|
||||||
for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
|
for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
|
||||||
{
|
{
|
||||||
|
@ -180,9 +187,9 @@ void main()
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
int64_t w0 = orient2d(p1, p2, samplePoint);
|
int w0 = orient2d(p1, p2, samplePoint);
|
||||||
int64_t w1 = orient2d(p2, p0, samplePoint);
|
int w1 = orient2d(p2, p0, samplePoint);
|
||||||
int64_t w2 = orient2d(p0, p1, samplePoint);
|
int w2 = orient2d(p0, p1, samplePoint);
|
||||||
|
|
||||||
if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
|
if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -53,7 +53,7 @@ void main()
|
||||||
{
|
{
|
||||||
uint tileIndex = gl_WorkGroupID.x;
|
uint tileIndex = gl_WorkGroupID.x;
|
||||||
uint tileArrayOffset = tileArraySize * tileIndex;
|
uint tileArrayOffset = tileArraySize * tileIndex;
|
||||||
uint tileArrayCount = tileCounterBuffer.elements[tileIndex];
|
uint tileArrayCount = min(tileCounterBuffer.elements[tileIndex], tileArraySize);
|
||||||
|
|
||||||
for(uint tileArrayIndex=1u; tileArrayIndex < tileArrayCount; tileArrayIndex++)
|
for(uint tileArrayIndex=1u; tileArrayIndex < tileArrayCount; tileArrayIndex++)
|
||||||
{
|
{
|
||||||
|
|
|
@ -66,20 +66,25 @@ void main()
|
||||||
min(max(max(p0.x, p1.x), p2.x), clip.z),
|
min(max(max(p0.x, p1.x), p2.x), clip.z),
|
||||||
min(max(max(p0.y, p1.y), p2.y), clip.w));
|
min(max(max(p0.y, p1.y), p2.y), clip.w));
|
||||||
|
|
||||||
uvec4 box = uvec4(floor(fbox))/tileSize;
|
ivec4 box = ivec4(floor(fbox))/int(tileSize);
|
||||||
|
|
||||||
uint xMin = max(0u, box.x);
|
//NOTE(martin): it's importat to do the computation with signed int, so that we can have negative xMax/yMax
|
||||||
uint yMin = max(0u, box.y);
|
// otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0.
|
||||||
uint xMax = min(box.z, tileCount.x - 1u);
|
int xMin = max(0, box.x);
|
||||||
uint yMax = min(box.w, tileCount.y - 1u);
|
int yMin = max(0, box.y);
|
||||||
|
int xMax = min(box.z, int(tileCount.x) - 1);
|
||||||
|
int yMax = min(box.w, int(tileCount.y) - 1);
|
||||||
|
|
||||||
for(uint y = yMin; y <= yMax; y++)
|
for(int y = yMin; y <= yMax; y++)
|
||||||
{
|
{
|
||||||
for(uint x = xMin ; x <= xMax; x++)
|
for(int x = xMin ; x <= xMax; x++)
|
||||||
{
|
{
|
||||||
uint tileIndex = y*tileCount.x + x;
|
uint tileIndex = uint(y)*tileCount.x + uint(x);
|
||||||
uint tileCounter = atomicAdd(tileCounterBuffer.elements[tileIndex], 1u);
|
uint tileCounter = atomicAdd(tileCounterBuffer.elements[tileIndex], 1u);
|
||||||
|
if(tileCounter < tileArraySize)
|
||||||
|
{
|
||||||
tileArrayBuffer.elements[tileArraySize*tileIndex + tileCounter] = triangleIndex;
|
tileArrayBuffer.elements[tileArraySize*tileIndex + tileCounter] = triangleIndex;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
19
todo.txt
19
todo.txt
|
@ -1,10 +1,9 @@
|
||||||
|
|
||||||
Overview
|
Overview
|
||||||
--------
|
--------
|
||||||
[ ] Pan/Zoom on text example
|
[x] Pan/Zoom on text example
|
||||||
[ ] Clean+Fixes of canvas code and examples
|
[ ] Clean+Fixes of canvas code and examples
|
||||||
[ ] Make backend selection easier
|
[ ] Make backend selection easier
|
||||||
[ ] Investigate and fix artifact when seam is aligned to tile boundary?
|
|
||||||
|
|
||||||
[ ] Image API and backend
|
[ ] Image API and backend
|
||||||
[ ] Build image atlas on top
|
[ ] Build image atlas on top
|
||||||
|
@ -24,15 +23,29 @@ Clean+Fixes
|
||||||
|
|
||||||
[ ] Clean shaders (folder/filenames, version string, debug flags, ...)
|
[ ] Clean shaders (folder/filenames, version string, debug flags, ...)
|
||||||
|
|
||||||
[ ] Fix resource loading path in examples (to load font relative to executable)
|
[x] Fix resource loading path in examples (to load font relative to executable)
|
||||||
|
|
||||||
[ ] GL loader: allow using different GL versions (eg using a desktop GL surface and a GLES surface in the same app).
|
[ ] GL loader: allow using different GL versions (eg using a desktop GL surface and a GLES surface in the same app).
|
||||||
[ ] Clean up surface backend and canvas backend compile-time and run-time selections
|
[ ] Clean up surface backend and canvas backend compile-time and run-time selections
|
||||||
|
|
||||||
[!] Investigate artifact when shifting positions of vertices by (0.5, 0.5) before multiplying
|
[!] Investigate artifact when shifting positions of vertices by (0.5, 0.5) before multiplying
|
||||||
by subpixel precision and truncating... -> ie sampling at the middle of pixels vs at integer coordinates...
|
by subpixel precision and truncating... -> ie sampling at the middle of pixels vs at integer coordinates...
|
||||||
|
> seems to happen on tile boundaries
|
||||||
[ ] What alignment gives crisp-ier lines?
|
[ ] What alignment gives crisp-ier lines?
|
||||||
|
|
||||||
|
[!] decide how to handle overflow in cross-product computation in triangle rasterizing code
|
||||||
|
- could reduce subpixel precision (but only to some extent, since we need subpixel precision for msaa)
|
||||||
|
- could try to center all coords around 0 to maximize usable range
|
||||||
|
- could use int64_t and i64vec (but it has a big perf cost)
|
||||||
|
- could precompute some int64_t computation...
|
||||||
|
|
||||||
|
[!] handle pathological case where there are a lot of triangle on the same tile
|
||||||
|
> can we detect the first solid triangle covering the whole tile?
|
||||||
|
|
||||||
|
[!] handle pathological case where there are a lot of very small triangles (eg when zooming out)
|
||||||
|
> do we need the same precision then?
|
||||||
|
|
||||||
|
[!] Investigate why WM_MOUSEMOVE messages seem to lag behing mouse cursor
|
||||||
|
|
||||||
Canvas renderer
|
Canvas renderer
|
||||||
---------------
|
---------------
|
||||||
|
|
Loading…
Reference in New Issue