system/ui: GPU-accelerated polygon rendering with anti-aliasing and gradients (#35357)
* Add GPU-accelerated polygon rendering with anti-aliased edges and gradient support
* use np array
* update ModelRenderer
* ndarray
* cleanup
* improve shader
* Revert "improve shader"
This reverts commit 992247617a
.
* improve shader for smoother edges
pull/35366/head
parent
feaef58188
commit
6c28575573
2 changed files with 398 additions and 43 deletions
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import pyray as rl |
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import numpy as np |
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from typing import Any |
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FRAGMENT_SHADER = """ |
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#version 300 es |
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precision mediump float; |
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in vec2 fragTexCoord; |
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out vec4 finalColor; |
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uniform vec2 points[100]; |
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uniform int pointCount; |
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uniform vec4 fillColor; |
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uniform vec2 resolution; |
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uniform bool useGradient; |
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uniform vec2 gradientStart; |
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uniform vec2 gradientEnd; |
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uniform vec4 gradientColors[8]; |
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uniform float gradientStops[8]; |
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uniform int gradientColorCount; |
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vec4 getGradientColor(vec2 pos) { |
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vec2 gradientDir = gradientEnd - gradientStart; |
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float gradientLength = length(gradientDir); |
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if (gradientLength < 0.001) return gradientColors[0]; |
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vec2 normalizedDir = gradientDir / gradientLength; |
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vec2 pointVec = pos - gradientStart; |
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float projection = dot(pointVec, normalizedDir); |
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float t = clamp(projection / gradientLength, 0.0, 1.0); |
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for (int i = 0; i < gradientColorCount - 1; i++) { |
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if (t >= gradientStops[i] && t <= gradientStops[i+1]) { |
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float segmentT = (t - gradientStops[i]) / (gradientStops[i+1] - gradientStops[i]); |
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return mix(gradientColors[i], gradientColors[i+1], segmentT); |
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} |
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} |
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return gradientColors[gradientColorCount-1]; |
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} |
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bool isPointInsidePolygon(vec2 p) { |
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if (pointCount < 3) return false; |
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if (pointCount == 3) { |
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vec2 v0 = points[0]; |
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vec2 v1 = points[1]; |
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vec2 v2 = points[2]; |
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float d = (v1.y - v2.y) * (v0.x - v2.x) + (v2.x - v1.x) * (v0.y - v2.y); |
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if (abs(d) < 0.0001) return false; |
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float a = ((v1.y - v2.y) * (p.x - v2.x) + (v2.x - v1.x) * (p.y - v2.y)) / d; |
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float b = ((v2.y - v0.y) * (p.x - v2.x) + (v0.x - v2.x) * (p.y - v2.y)) / d; |
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float c = 1.0 - a - b; |
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return (a >= 0.0 && b >= 0.0 && c >= 0.0); |
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} |
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bool inside = false; |
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for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) { |
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if (distance(points[i], points[j]) < 0.0001) continue; |
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float dy = points[j].y - points[i].y; |
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if (abs(dy) < 0.0001) continue; |
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if (((points[i].y > p.y) != (points[j].y > p.y))) { |
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float x_intersect = points[i].x + (points[j].x - points[i].x) * (p.y - points[i].y) / dy; |
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if (p.x < x_intersect) { |
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inside = !inside; |
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} |
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} |
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} |
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return inside; |
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} |
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float distanceToEdge(vec2 p) { |
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float minDist = 1000.0; |
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for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) { |
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vec2 edge0 = points[j]; |
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vec2 edge1 = points[i]; |
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if (distance(edge0, edge1) < 0.0001) continue; |
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vec2 v1 = p - edge0; |
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vec2 v2 = edge1 - edge0; |
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float l2 = dot(v2, v2); |
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if (l2 < 0.0001) { |
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float dist = length(v1); |
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minDist = min(minDist, dist); |
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continue; |
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} |
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float t = clamp(dot(v1, v2) / l2, 0.0, 1.0); |
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vec2 projection = edge0 + t * v2; |
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float dist = length(p - projection); |
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minDist = min(minDist, dist); |
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} |
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return minDist; |
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} |
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float signedDistanceToPolygon(vec2 p) { |
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float dist = distanceToEdge(p); |
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bool inside = isPointInsidePolygon(p); |
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return inside ? dist : -dist; |
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} |
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void main() { |
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vec2 pixel = fragTexCoord * resolution; |
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float signedDist = signedDistanceToPolygon(pixel); |
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vec2 pixelGrad = vec2(dFdx(pixel.x), dFdy(pixel.y)); |
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float pixelSize = length(pixelGrad); |
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float aaWidth = max(0.5, pixelSize * 1.0); |
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float alpha = smoothstep(-aaWidth, aaWidth, signedDist); |
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if (alpha > 0.0) { |
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vec4 color; |
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if (useGradient) { |
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color = getGradientColor(fragTexCoord); |
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} else { |
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color = fillColor; |
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} |
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finalColor = vec4(color.rgb, color.a * alpha); |
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} else { |
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finalColor = vec4(0.0, 0.0, 0.0, 0.0); |
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} |
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} |
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""" |
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# Default vertex shader |
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VERTEX_SHADER = """ |
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#version 300 es |
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in vec3 vertexPosition; |
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in vec2 vertexTexCoord; |
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out vec2 fragTexCoord; |
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uniform mat4 mvp; |
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void main() { |
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fragTexCoord = vertexTexCoord; |
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gl_Position = mvp * vec4(vertexPosition, 1.0); |
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} |
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""" |
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class ShaderState: |
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_instance: Any = None |
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@classmethod |
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def get_instance(cls): |
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if cls._instance is None: |
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cls._instance = cls() |
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return cls._instance |
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def __init__(self): |
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if ShaderState._instance is not None: |
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raise Exception("This class is a singleton. Use get_instance() instead.") |
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self.initialized = False |
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self.shader = None |
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self.white_texture = None |
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# Shader uniform locations |
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self.locations = { |
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'pointCount': None, |
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'fillColor': None, |
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'resolution': None, |
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'points': None, |
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'useGradient': None, |
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'gradientStart': None, |
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'gradientEnd': None, |
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'gradientColors': None, |
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'gradientStops': None, |
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'gradientColorCount': None, |
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'mvp': None, |
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} |
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def initialize(self): |
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if self.initialized: |
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return |
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vertex_shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_SHADER) |
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self.shader = vertex_shader |
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# Create and cache white texture |
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white_img = rl.gen_image_color(2, 2, rl.WHITE) |
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self.white_texture = rl.load_texture_from_image(white_img) |
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rl.set_texture_filter(self.white_texture, rl.TEXTURE_FILTER_BILINEAR) |
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rl.unload_image(white_img) |
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# Cache all uniform locations |
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for uniform in self.locations.keys(): |
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self.locations[uniform] = rl.get_shader_location(self.shader, uniform) |
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# Setup default MVP matrix |
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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]) |
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rl.set_shader_value_matrix(self.shader, self.locations['mvp'], rl.Matrix(*mvp_ptr)) |
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self.initialized = True |
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def cleanup(self): |
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if not self.initialized: |
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return |
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if self.white_texture: |
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rl.unload_texture(self.white_texture) |
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self.white_texture = None |
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if self.shader: |
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rl.unload_shader(self.shader) |
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self.shader = None |
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self.initialized = False |
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def draw_polygon(points: np.ndarray, color=None, gradient=None): |
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""" |
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Draw a complex polygon using shader-based even-odd fill rule |
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Args: |
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points: List of (x,y) points defining the polygon |
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color: Solid fill color (rl.Color) |
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gradient: Dict with gradient parameters: |
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{ |
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'start': (x1, y1), # Start point (normalized 0-1) |
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'end': (x2, y2), # End point (normalized 0-1) |
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'colors': [rl.Color], # List of colors at stops |
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'stops': [float] # List of positions (0-1) |
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} |
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""" |
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if len(points) < 3: |
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return |
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# Get shader state singleton |
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state = ShaderState.get_instance() |
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# Initialize shader if not already done |
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if not state.initialized: |
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state.initialize() |
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# Find bounding box |
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min_xy = np.min(points, axis=0) |
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min_x, min_y = min_xy |
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max_x, max_y = np.max(points, axis=0) |
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width = max(1, max_x - min_x) |
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height = max(1, max_y - min_y) |
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# Transform points to shader space |
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transformed_points = points - min_xy |
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# Set basic shader uniforms using cached locations |
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point_count_ptr = rl.ffi.new("int[]", [len(transformed_points)]) |
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rl.set_shader_value(state.shader, state.locations['pointCount'], point_count_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT) |
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resolution_ptr = rl.ffi.new("float[]", [width, height]) |
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rl.set_shader_value(state.shader, state.locations['resolution'], resolution_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2) |
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# Set points |
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flat_points = np.ascontiguousarray(transformed_points.flatten().astype(np.float32)) |
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points_ptr = rl.ffi.cast("float *", flat_points.ctypes.data) |
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rl.set_shader_value_v( |
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state.shader, state.locations['points'], points_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2, len(transformed_points) |
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) |
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# Set gradient or solid color based on what was provided |
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if gradient: |
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# Enable gradient |
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use_gradient_ptr = rl.ffi.new("int[]", [1]) |
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rl.set_shader_value(state.shader, state.locations['useGradient'], use_gradient_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT) |
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# Set gradient start/end |
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start_ptr = rl.ffi.new("float[]", [gradient['start'][0], gradient['start'][1]]) |
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end_ptr = rl.ffi.new("float[]", [gradient['end'][0], gradient['end'][1]]) |
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rl.set_shader_value(state.shader, state.locations['gradientStart'], start_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2) |
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rl.set_shader_value(state.shader, state.locations['gradientEnd'], end_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2) |
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# Set gradient colors |
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colors = gradient['colors'] |
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color_count = min(len(colors), 8) # Max 8 colors |
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colors_ptr = rl.ffi.new("float[]", color_count * 4) |
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for i, c in enumerate(colors[:color_count]): |
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colors_ptr[i * 4] = c.r / 255.0 |
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colors_ptr[i * 4 + 1] = c.g / 255.0 |
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colors_ptr[i * 4 + 2] = c.b / 255.0 |
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colors_ptr[i * 4 + 3] = c.a / 255.0 |
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rl.set_shader_value_v( |
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state.shader, state.locations['gradientColors'], colors_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4, color_count |
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) |
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# Set gradient stops |
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stops = gradient.get('stops', [i / (color_count - 1) for i in range(color_count)]) |
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stops_ptr = rl.ffi.new("float[]", color_count) |
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for i, s in enumerate(stops[:color_count]): |
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stops_ptr[i] = s |
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rl.set_shader_value_v( |
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state.shader, state.locations['gradientStops'], stops_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT, color_count |
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) |
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# Set color count |
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color_count_ptr = rl.ffi.new("int[]", [color_count]) |
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rl.set_shader_value(state.shader, state.locations['gradientColorCount'], color_count_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT) |
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else: |
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# Disable gradient |
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use_gradient_ptr = rl.ffi.new("int[]", [0]) |
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rl.set_shader_value(state.shader, state.locations['useGradient'], use_gradient_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT) |
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# Set solid color |
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if color is None: |
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color = rl.WHITE |
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fill_color_ptr = rl.ffi.new("float[]", [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0]) |
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rl.set_shader_value(state.shader, state.locations['fillColor'], fill_color_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4) |
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# Draw with shader |
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rl.begin_shader_mode(state.shader) |
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rl.draw_texture_pro( |
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state.white_texture, |
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rl.Rectangle(0, 0, 2, 2), |
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rl.Rectangle(int(min_x), int(min_y), int(width), int(height)), |
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rl.Vector2(0, 0), |
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0.0, |
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rl.WHITE, |
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) |
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rl.end_shader_mode() |
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def cleanup_shader_resources(): |
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state = ShaderState.get_instance() |
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state.cleanup() |
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