system/ui: optimizes the draw_polygon() and improving code maintainability (#35366)

improve draw_polygon
pull/35368/head
Dean Lee 3 months ago committed by GitHub
parent 9460ff8f30
commit 3682fac7b6
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  1. 132
      system/ui/lib/shader_polygon.py

@ -152,8 +152,14 @@ void main() {
"""
UNIFORM_INT = rl.ShaderUniformDataType.SHADER_UNIFORM_INT
UNIFORM_FLOAT = rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT
UNIFORM_VEC2 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2
UNIFORM_VEC4 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4
class ShaderState:
_instance: Any = None
_instance: Any = None
@classmethod
def get_instance(cls):
@ -184,6 +190,19 @@ class ShaderState:
'mvp': None,
}
# Pre-allocated FFI objects
self.point_count_ptr = rl.ffi.new("int[]", [0])
self.resolution_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.fill_color_ptr = rl.ffi.new("float[]", [0.0, 0.0, 0.0, 0.0])
self.use_gradient_ptr = rl.ffi.new("int[]", [0])
self.gradient_start_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.gradient_end_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.color_count_ptr = rl.ffi.new("int[]", [0])
# Pre-allocate gradient arrays (max 8 colors)
self.gradient_colors_ptr = rl.ffi.new("float[]", 32) # 8 colors * 4 components
self.gradient_stops_ptr = rl.ffi.new("float[]", 8)
def initialize(self):
if self.initialized:
return
@ -222,12 +241,46 @@ class ShaderState:
self.initialized = False
def _configure_shader_color(state, color, gradient):
"""Configure shader uniforms for solid color or gradient rendering"""
state.use_gradient_ptr[0] = 1 if gradient else 0
rl.set_shader_value(state.shader, state.locations['useGradient'], state.use_gradient_ptr, UNIFORM_INT)
if gradient:
# Set gradient start/end
state.gradient_start_ptr[0:2] = gradient['start']
state.gradient_end_ptr[0:2] = gradient['end']
rl.set_shader_value(state.shader, state.locations['gradientStart'], state.gradient_start_ptr, UNIFORM_VEC2)
rl.set_shader_value(state.shader, state.locations['gradientEnd'], state.gradient_end_ptr, UNIFORM_VEC2)
# Set gradient colors
colors = gradient['colors']
color_count = min(len(colors), 8) # Max 8 colors
for i, c in enumerate(colors[:color_count]):
base_idx = i * 4
state.gradient_colors_ptr[base_idx:base_idx+4] = [c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0]
rl.set_shader_value_v(state.shader, state.locations['gradientColors'], state.gradient_colors_ptr, UNIFORM_VEC4, color_count)
# Set gradient stops
stops = gradient.get('stops', [i / (color_count - 1) for i in range(color_count)])
state.gradient_stops_ptr[0:color_count] = stops[:color_count]
rl.set_shader_value_v(state.shader, state.locations['gradientStops'], state.gradient_stops_ptr, UNIFORM_FLOAT, color_count)
# Set color count
state.color_count_ptr[0] = color_count
rl.set_shader_value(state.shader, state.locations['gradientColorCount'], state.color_count_ptr, UNIFORM_INT)
else:
color = color or rl.WHITE # Default to white if no color provided
state.fill_color_ptr[0:4] = [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0]
rl.set_shader_value(state.shader, state.locations['fillColor'], state.fill_color_ptr, UNIFORM_VEC4)
def draw_polygon(points: np.ndarray, color=None, gradient=None):
"""
Draw a complex polygon using shader-based even-odd fill rule
Args:
points: List of (x,y) points defining the polygon
points: numpy array of (x,y) points defining the polygon
color: Solid fill color (rl.Color)
gradient: Dict with gradient parameters:
{
@ -240,92 +293,41 @@ def draw_polygon(points: np.ndarray, color=None, gradient=None):
if len(points) < 3:
return
# Get shader state singleton
state = ShaderState.get_instance()
# Initialize shader if not already done
if not state.initialized:
state.initialize()
# Find bounding box
min_xy = np.min(points, axis=0)
min_x, min_y = min_xy
max_x, max_y = np.max(points, axis=0)
max_xy = np.max(points, axis=0)
width = max(1, max_x - min_x)
height = max(1, max_y - min_y)
width = max(1, max_xy[0] - min_xy[0])
height = max(1, max_xy[1] - min_xy[1])
# Transform points to shader space
transformed_points = points - min_xy
# Set basic shader uniforms using cached locations
point_count_ptr = rl.ffi.new("int[]", [len(transformed_points)])
rl.set_shader_value(state.shader, state.locations['pointCount'], point_count_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
state.point_count_ptr[0] = len(transformed_points)
rl.set_shader_value(state.shader, state.locations['pointCount'], state.point_count_ptr, UNIFORM_INT)
state.resolution_ptr[0:2] = [width, height]
rl.set_shader_value(state.shader, state.locations['resolution'], state.resolution_ptr, UNIFORM_VEC2)
resolution_ptr = rl.ffi.new("float[]", [width, height])
rl.set_shader_value(state.shader, state.locations['resolution'], resolution_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)
# Set points
flat_points = np.ascontiguousarray(transformed_points.flatten().astype(np.float32))
points_ptr = rl.ffi.cast("float *", flat_points.ctypes.data)
rl.set_shader_value_v(
state.shader, state.locations['points'], points_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2, len(transformed_points)
)
# Set gradient or solid color based on what was provided
if gradient:
# Enable gradient
use_gradient_ptr = rl.ffi.new("int[]", [1])
rl.set_shader_value(state.shader, state.locations['useGradient'], use_gradient_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
# Set gradient start/end
start_ptr = rl.ffi.new("float[]", [gradient['start'][0], gradient['start'][1]])
end_ptr = rl.ffi.new("float[]", [gradient['end'][0], gradient['end'][1]])
rl.set_shader_value(state.shader, state.locations['gradientStart'], start_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)
rl.set_shader_value(state.shader, state.locations['gradientEnd'], end_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)
# Set gradient colors
colors = gradient['colors']
color_count = min(len(colors), 8) # Max 8 colors
colors_ptr = rl.ffi.new("float[]", color_count * 4)
for i, c in enumerate(colors[:color_count]):
colors_ptr[i * 4] = c.r / 255.0
colors_ptr[i * 4 + 1] = c.g / 255.0
colors_ptr[i * 4 + 2] = c.b / 255.0
colors_ptr[i * 4 + 3] = c.a / 255.0
rl.set_shader_value_v(
state.shader, state.locations['gradientColors'], colors_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4, color_count
)
# Set gradient stops
stops = gradient.get('stops', [i / (color_count - 1) for i in range(color_count)])
stops_ptr = rl.ffi.new("float[]", color_count)
for i, s in enumerate(stops[:color_count]):
stops_ptr[i] = s
rl.set_shader_value_v(
state.shader, state.locations['gradientStops'], stops_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT, color_count
)
# Set color count
color_count_ptr = rl.ffi.new("int[]", [color_count])
rl.set_shader_value(state.shader, state.locations['gradientColorCount'], color_count_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
else:
# Disable gradient
use_gradient_ptr = rl.ffi.new("int[]", [0])
rl.set_shader_value(state.shader, state.locations['useGradient'], use_gradient_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
rl.set_shader_value_v(state.shader, state.locations['points'], points_ptr, UNIFORM_VEC2, len(transformed_points))
# Set solid color
if color is None:
color = rl.WHITE
fill_color_ptr = rl.ffi.new("float[]", [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0])
rl.set_shader_value(state.shader, state.locations['fillColor'], fill_color_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4)
# Configure color/gradient uniforms
_configure_shader_color(state, color, gradient)
# Draw with shader
rl.begin_shader_mode(state.shader)
rl.draw_texture_pro(
state.white_texture,
rl.Rectangle(0, 0, 2, 2),
rl.Rectangle(int(min_x), int(min_y), int(width), int(height)),
rl.Rectangle(int(min_xy[0]), int(min_xy[1]), int(width), int(height)),
rl.Vector2(0, 0),
0.0,
rl.WHITE,

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