Add GPU-accelerated polygon rendering with anti-aliased edges and gradient support

pull/35357/head
deanlee 4 weeks ago
parent 28da563386
commit 4645f5e72f
  1. 339
      system/ui/lib/shader_polygon.py

@ -0,0 +1,339 @@
import pyray as rl
from typing import Any
FRAGMENT_SHADER = """
#version 300 es
precision mediump float;
in vec2 fragTexCoord;
out vec4 finalColor;
uniform vec2 points[100];
uniform int pointCount;
uniform vec4 fillColor;
uniform vec2 resolution;
uniform bool useGradient;
uniform vec2 gradientStart;
uniform vec2 gradientEnd;
uniform vec4 gradientColors[8];
uniform float gradientStops[8];
uniform int gradientColorCount;
vec4 getGradientColor(vec2 pos) {
vec2 gradientDir = gradientEnd - gradientStart;
float gradientLength = length(gradientDir);
if (gradientLength < 0.001) return gradientColors[0];
vec2 normalizedDir = gradientDir / gradientLength;
vec2 pointVec = pos - gradientStart;
float projection = dot(pointVec, normalizedDir);
float t = clamp(projection / gradientLength, 0.0, 1.0);
for (int i = 0; i < gradientColorCount - 1; i++) {
if (t >= gradientStops[i] && t <= gradientStops[i+1]) {
float segmentT = (t - gradientStops[i]) / (gradientStops[i+1] - gradientStops[i]);
return mix(gradientColors[i], gradientColors[i+1], segmentT);
}
}
return gradientColors[gradientColorCount-1];
}
float distanceToEdge(vec2 p) {
float minDist = 1000.0;
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
vec2 edge0 = points[j];
vec2 edge1 = points[i];
if (edge0 == edge1) continue;
vec2 v1 = p - edge0;
vec2 v2 = edge1 - edge0;
float l2 = dot(v2, v2);
if (l2 < 0.0001) {
float dist = length(v1);
minDist = min(minDist, dist);
continue;
}
float t = max(0.0, min(1.0, dot(v1, v2) / l2));
vec2 projection = edge0 + t * v2;
float dist = length(p - projection);
minDist = min(minDist, dist);
}
return minDist;
}
bool isPointInsidePolygon(vec2 p) {
if (pointCount < 3) return false;
if (pointCount == 3) {
vec2 v0 = points[0];
vec2 v1 = points[1];
vec2 v2 = points[2];
float d = (v1.y - v2.y) * (v0.x - v2.x) + (v2.x - v1.x) * (v0.y - v2.y);
if (abs(d) < 0.0001) return false;
float a = ((v1.y - v2.y) * (p.x - v2.x) + (v2.x - v1.x) * (p.y - v2.y)) / d;
float b = ((v2.y - v0.y) * (p.x - v2.x) + (v0.x - v2.x) * (p.y - v2.y)) / d;
float c = 1.0 - a - b;
return (a >= 0.0 && b >= 0.0 && c >= 0.0);
}
bool inside = false;
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
if (points[i] == points[j]) continue;
float dy = points[j].y - points[i].y;
if (abs(dy) < 0.0001) continue;
if (((points[i].y > p.y) != (points[j].y > p.y))) {
float x_intersect = points[i].x + (points[j].x - points[i].x) * (p.y - points[i].y) / dy;
if (p.x < x_intersect) {
inside = !inside;
}
}
}
return inside;
}
void main() {
vec2 pixel = fragTexCoord * resolution;
bool inside = isPointInsidePolygon(pixel);
float dist = distanceToEdge(pixel);
float aaWidth = 1.0;
float alpha = inside ?
min(1.0, dist / aaWidth) :
max(0.0, 1.0 - dist / aaWidth);
if (alpha > 0.0) {
vec4 color;
if (useGradient) {
color = getGradientColor(fragTexCoord);
} else {
color = fillColor;
}
finalColor = vec4(color.rgb, color.a * alpha);
} else {
finalColor = vec4(0.0, 0.0, 0.0, 0.0);
}
}
"""
# Default vertex shader
VERTEX_SHADER = """
#version 300 es
in vec3 vertexPosition;
in vec2 vertexTexCoord;
out vec2 fragTexCoord;
uniform mat4 mvp;
void main() {
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
"""
class ShaderState:
_instance: Any = None
@classmethod
def get_instance(cls):
if cls._instance is None:
cls._instance = cls()
return cls._instance
def __init__(self):
if ShaderState._instance is not None:
raise Exception("This class is a singleton. Use get_instance() instead.")
self.initialized = False
self.shader = None
self.white_texture = None
# Shader uniform locations
self.locations = {
'pointCount': None,
'fillColor': None,
'resolution': None,
'points': None,
'useGradient': None,
'gradientStart': None,
'gradientEnd': None,
'gradientColors': None,
'gradientStops': None,
'gradientColorCount': None,
'mvp': None,
}
def initialize(self):
if self.initialized:
return
vertex_shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_SHADER)
self.shader = vertex_shader
# Create and cache white texture
white_img = rl.gen_image_color(2, 2, rl.WHITE)
self.white_texture = rl.load_texture_from_image(white_img)
rl.set_texture_filter(self.white_texture, rl.TEXTURE_FILTER_BILINEAR)
rl.unload_image(white_img)
# Cache all uniform locations
for uniform in self.locations.keys():
self.locations[uniform] = rl.get_shader_location(self.shader, uniform)
# Setup default MVP matrix
mvp_ptr = rl.ffi.new("float[16]", [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0])
rl.set_shader_value_matrix(self.shader, self.locations['mvp'], rl.Matrix(*mvp_ptr))
self.initialized = True
def cleanup(self):
if not self.initialized:
return
if self.white_texture:
rl.unload_texture(self.white_texture)
self.white_texture = None
if self.shader:
rl.unload_shader(self.shader)
self.shader = None
self.initialized = False
def draw_polygon(points, 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
color: Solid fill color (rl.Color)
gradient: Dict with gradient parameters:
{
'start': (x1, y1), # Start point (normalized 0-1)
'end': (x2, y2), # End point (normalized 0-1)
'colors': [rl.Color], # List of colors at stops
'stops': [float] # List of positions (0-1)
}
"""
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_x = min(p[0] for p in points)
max_x = max(p[0] for p in points)
min_y = min(p[1] for p in points)
max_y = max(p[1] for p in points)
width = max(1, max_x - min_x)
height = max(1, max_y - min_y)
# Transform points to shader space
transformed_points = [(p[0] - min_x, p[1] - min_y) for p in points]
# 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.SHADER_UNIFORM_INT)
resolution_ptr = rl.ffi.new("float[]", [width, height])
rl.set_shader_value(state.shader, state.locations['resolution'], resolution_ptr, rl.SHADER_UNIFORM_VEC2)
# Set points
points_ptr = rl.ffi.new("float[]", len(transformed_points) * 2)
for i, p in enumerate(transformed_points):
points_ptr[i * 2] = float(p[0])
points_ptr[i * 2 + 1] = float(p[1])
rl.set_shader_value_v(
state.shader, state.locations['points'], points_ptr, rl.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.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.SHADER_UNIFORM_VEC2)
rl.set_shader_value(state.shader, state.locations['gradientEnd'], end_ptr, rl.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.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.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.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.SHADER_UNIFORM_INT)
# 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.SHADER_UNIFORM_VEC4)
# 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.Vector2(0, 0),
0.0,
rl.WHITE,
)
rl.end_shader_mode()
def cleanup_shader_resources():
state = ShaderState.get_instance()
state.cleanup()
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