[canvas, metal] compute uv coords in shader using uvTransformed computed in canvas backend, using shape bounding box, image dimension, source and dest regions
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@ -98,6 +98,8 @@ typedef struct mg_canvas_data
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u32 vertexCount;
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u32 indexCount;
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mg_image currentImage;
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mg_resource_pool imagePool;
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vec2 atlasPos;
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@ -605,7 +607,26 @@ u32 mg_next_shape_textured(mg_canvas_data* canvas, vec2 uv, mg_color color)
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boxMax.y = maximum(boxMax.y, pos.y);
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}
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int prevIndex = canvas->nextShapeIndex-1;
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*(mp_rect*)(((char*)layout->boxBuffer) + prevIndex*layout->boxStride) = (mp_rect){boxMin.x, boxMin.y, boxMax.x, boxMax.y};
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vec2 texSize = mg_image_size(canvas->currentImage);
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mp_rect srcRegion = {0, 0, texSize.x, texSize.y};
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mp_rect destRegion = {boxMin.x, boxMin.y, boxMax.x - boxMin.x, boxMax.y - boxMin.y};
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mg_mat2x3 srcRegionToTexture = {1/texSize.x, 0, srcRegion.x/texSize.x,
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0, 1/texSize.y, srcRegion.y/texSize.y};
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mg_mat2x3 destRegionToSrcRegion = {srcRegion.w/destRegion.w, 0, 0,
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0, srcRegion.h/destRegion.h, 0};
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mg_mat2x3 userToDestRegion = {1, 0, -destRegion.x,
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0, 1, -destRegion.y};
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mg_mat2x3 screenToUser = {1, 0, 0,
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0, 1, 0};
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mg_mat2x3 uvTransform = srcRegionToTexture;
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uvTransform = mg_mat2x3_mul_m(uvTransform, destRegionToSrcRegion);
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uvTransform = mg_mat2x3_mul_m(uvTransform, userToDestRegion);
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uvTransform = mg_mat2x3_mul_m(uvTransform, screenToUser);
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*(mg_mat2x3*)(layout->uvTransformBuffer + prevIndex*layout->uvTransformStride) = uvTransform;
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}
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int index = canvas->nextShapeIndex;
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@ -617,9 +638,8 @@ u32 mg_next_shape_textured(mg_canvas_data* canvas, vec2 uv, mg_color color)
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canvas->clip.x + canvas->clip.w - 1,
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canvas->clip.y + canvas->clip.h - 1};
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*(vec2*)(((char*)layout->uvBuffer) + index*layout->uvStride) = uv;
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*(mg_color*)(((char*)layout->colorBuffer) + index*layout->colorStride) = color;
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*(mp_rect*)(((char*)layout->clipBuffer) + index*layout->clipStride) = clip;
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*(mg_color*)(((char*)layout->colorBuffer) + index*layout->colorStride) = color;
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return(index);
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@ -2937,7 +2957,7 @@ void mg_flush_commands(int primitiveCount, mg_primitive* primitives, mg_path_elt
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0, 1, 0};
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canvas->clip = (mp_rect){-FLT_MAX/2, -FLT_MAX/2, FLT_MAX, FLT_MAX};
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mg_image currentImage = mg_image_nil();
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canvas->currentImage = mg_image_nil();
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canvas->backend->begin(canvas->backend);
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@ -2951,11 +2971,11 @@ void mg_flush_commands(int primitiveCount, mg_primitive* primitives, mg_path_elt
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mg_primitive* primitive = &(primitives[nextIndex]);
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nextIndex++;
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if(i && primitive->attributes.image.h != currentImage.h)
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if(i && primitive->attributes.image.h != canvas->currentImage.h)
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{
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mg_image_data* imageData = mg_image_data_from_handle(canvas, currentImage);
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mg_image_data* imageData = mg_image_data_from_handle(canvas, canvas->currentImage);
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mg_flush_batch(canvas, imageData);
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currentImage = primitive->attributes.image;
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canvas->currentImage = primitive->attributes.image;
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}
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switch(primitive->cmd)
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@ -3065,7 +3085,7 @@ void mg_flush_commands(int primitiveCount, mg_primitive* primitives, mg_path_elt
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}
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exit_command_loop: ;
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mg_image_data* imageData = mg_image_data_from_handle(canvas, currentImage);
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mg_image_data* imageData = mg_image_data_from_handle(canvas, canvas->currentImage);
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mg_flush_batch(canvas, imageData);
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canvas->backend->end(canvas->backend);
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@ -203,8 +203,8 @@ typedef struct mg_vertex_layout
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char* cubicBuffer;
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u32 cubicStride;
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char* uvBuffer;
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u32 uvStride;
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char* uvTransformBuffer;
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u32 uvTransformStride;
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char* colorBuffer;
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u32 colorStride;
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@ -212,9 +212,6 @@ typedef struct mg_vertex_layout
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char* shapeIndexBuffer;
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u32 shapeIndexStride;
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char* boxBuffer;
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u32 boxStride;
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char* clipBuffer;
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u32 clipStride;
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@ -271,11 +271,8 @@ void mg_mtl_canvas_update_vertex_layout(mg_mtl_canvas_backend* backend)
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.colorStride = sizeof(mg_shape),
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.clipBuffer = shapeBase + offsetof(mg_shape, clip),
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.clipStride = sizeof(mg_shape),
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.uvBuffer = shapeBase + offsetof(mg_shape, uv),
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.uvStride = sizeof(mg_shape),
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.boxBuffer = shapeBase + offsetof(mg_shape, box),
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.boxStride = sizeof(mg_shape),
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.uvTransformBuffer = shapeBase + offsetof(mg_shape, uvTransform),
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.uvTransformStride = sizeof(mg_shape),
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.indexBuffer = indexBase,
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.indexStride = sizeof(int)};
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@ -29,8 +29,7 @@ typedef struct mg_shape
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{
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vector_float4 color;
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vector_float4 clip;
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vector_float4 box;
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vector_float2 uv; // texture coordinates?
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float uvTransform[6];
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} mg_shape;
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@ -267,15 +267,10 @@ kernel void RenderKernel(texture2d<float, access::write> outTexture [[texture(0)
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int shapeIndex = v0->shapeIndex;
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float4 color = shapeBuffer[shapeIndex].color;
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/////////////////////////////////////////////////////////////////////////
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float4 shapeBox = shapeBuffer[shapeIndex].box * contentsScaling[0];
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float2 uv0 = (p0 - shapeBox.xy)/(shapeBox.zw - shapeBox.xy);
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float2 uv1 = (p1 - shapeBox.xy)/(shapeBox.zw - shapeBox.xy);
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float2 uv2 = (p2 - shapeBox.xy)/(shapeBox.zw - shapeBox.xy);
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/////////////////////////////////////////////////////////////////////////
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const device float* uvTransform2x3 = shapeBuffer[shapeIndex].uvTransform;
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matrix_float3x3 uvTransform = {{uvTransform2x3[0], uvTransform2x3[3], 0},
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{uvTransform2x3[1], uvTransform2x3[4], 0},
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{uvTransform2x3[2], uvTransform2x3[5], 1}};
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for(int i=0; i<6; i++)
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{
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@ -294,7 +289,9 @@ kernel void RenderKernel(texture2d<float, access::write> outTexture [[texture(0)
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if(((int)w0+bias0) >= 0 && ((int)w1+bias1) >= 0 && ((int)w2+bias2) >= 0)
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{
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float4 cubic = (cubic0*w0 + cubic1*w1 + cubic2*w2)/(w0+w1+w2);
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float2 uv = (uv0*w0 + uv1*w1 + uv2*w2)/(w0+w1+w2);
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//float2 uv = (uv0*w0 + uv1*w1 + uv2*w2)/(w0+w1+w2);
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float2 uv = (uvTransform*(float3(samplePoint.xy/contentsScaling[0], 1))).xy;
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float4 texColor = float4(1, 1, 1, 1);
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if(*useTexture)
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