|
|
|
@ -16,13 +16,12 @@ uniform int pointCount; |
|
|
|
|
uniform vec4 fillColor; |
|
|
|
|
uniform vec2 resolution; |
|
|
|
|
|
|
|
|
|
uniform bool useGradient; |
|
|
|
|
uniform int useGradient; |
|
|
|
|
uniform vec2 gradientStart; |
|
|
|
|
uniform vec2 gradientEnd; |
|
|
|
|
uniform vec4 gradientColors[15]; |
|
|
|
|
uniform float gradientStops[15]; |
|
|
|
|
uniform int gradientColorCount; |
|
|
|
|
uniform vec2 visibleGradientRange; |
|
|
|
|
|
|
|
|
|
vec4 getGradientColor(vec2 pos) { |
|
|
|
|
vec2 gradientDir = gradientEnd - gradientStart; |
|
|
|
@ -30,22 +29,9 @@ vec4 getGradientColor(vec2 pos) { |
|
|
|
|
if (gradientLength < 0.001) return gradientColors[0]; |
|
|
|
|
|
|
|
|
|
vec2 normalizedDir = gradientDir / gradientLength; |
|
|
|
|
vec2 pointVec = pos - gradientStart; |
|
|
|
|
float projection = dot(pointVec, normalizedDir); |
|
|
|
|
float t = clamp(dot(pos - gradientStart, normalizedDir) / gradientLength, 0.0, 1.0); |
|
|
|
|
|
|
|
|
|
float t = projection / gradientLength; |
|
|
|
|
|
|
|
|
|
// Gradient clipping: remap t to visible range |
|
|
|
|
float visibleStart = visibleGradientRange.x; |
|
|
|
|
float visibleEnd = visibleGradientRange.y; |
|
|
|
|
float visibleRange = visibleEnd - visibleStart; |
|
|
|
|
|
|
|
|
|
// Remap t to visible range |
|
|
|
|
if (visibleRange > 0.001) { |
|
|
|
|
t = visibleStart + t * visibleRange; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
t = clamp(t, 0.0, 1.0); |
|
|
|
|
if (gradientColorCount <= 1) return gradientColors[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]); |
|
|
|
@ -58,16 +44,11 @@ vec4 getGradientColor(vec2 pos) { |
|
|
|
|
|
|
|
|
|
bool isPointInsidePolygon(vec2 p) { |
|
|
|
|
if (pointCount < 3) return false; |
|
|
|
|
|
|
|
|
|
int crossings = 0; |
|
|
|
|
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) { |
|
|
|
|
vec2 pi = points[i]; |
|
|
|
|
vec2 pj = points[j]; |
|
|
|
|
|
|
|
|
|
// Skip degenerate edges |
|
|
|
|
if (distance(pi, pj) < 0.001) continue; |
|
|
|
|
|
|
|
|
|
// Ray-casting |
|
|
|
|
if (((pi.y > p.y) != (pj.y > p.y)) && |
|
|
|
|
(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y + 0.001) + pi.x)) { |
|
|
|
|
crossings++; |
|
|
|
@ -104,24 +85,24 @@ float distanceToEdge(vec2 p) { |
|
|
|
|
return minDist; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
float signedDistanceToPolygon(vec2 p) { |
|
|
|
|
float dist = distanceToEdge(p); |
|
|
|
|
bool inside = isPointInsidePolygon(p); |
|
|
|
|
return inside ? dist : -dist; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void main() { |
|
|
|
|
vec2 pixel = fragTexCoord * resolution; |
|
|
|
|
|
|
|
|
|
float signedDist = signedDistanceToPolygon(pixel); |
|
|
|
|
|
|
|
|
|
// Compute pixel size for anti-aliasing |
|
|
|
|
vec2 pixelGrad = vec2(dFdx(pixel.x), dFdy(pixel.y)); |
|
|
|
|
float pixelSize = length(pixelGrad); |
|
|
|
|
float aaWidth = max(0.5, pixelSize * 0.5); // Sharper anti-aliasing |
|
|
|
|
float aaWidth = max(0.5, pixelSize * 1.5); |
|
|
|
|
|
|
|
|
|
bool inside = isPointInsidePolygon(pixel); |
|
|
|
|
if (inside) { |
|
|
|
|
finalColor = useGradient == 1 ? getGradientColor(pixel) : fillColor; |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
float alpha = smoothstep(-aaWidth, aaWidth, signedDist); |
|
|
|
|
if (alpha > 0.0) { |
|
|
|
|
vec4 color = useGradient ? getGradientColor(fragTexCoord) : fillColor; |
|
|
|
|
float sd = -distanceToEdge(pixel); |
|
|
|
|
float alpha = smoothstep(-aaWidth, aaWidth, sd); |
|
|
|
|
if (alpha > 0.0){ |
|
|
|
|
vec4 color = useGradient == 1 ? getGradientColor(pixel) : fillColor; |
|
|
|
|
finalColor = vec4(color.rgb, color.a * alpha); |
|
|
|
|
} else { |
|
|
|
|
finalColor = vec4(0.0); |
|
|
|
@ -180,7 +161,6 @@ class ShaderState: |
|
|
|
|
'gradientStops': None, |
|
|
|
|
'gradientColorCount': None, |
|
|
|
|
'mvp': None, |
|
|
|
|
'visibleGradientRange': None, |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
# Pre-allocated FFI objects |
|
|
|
@ -191,7 +171,6 @@ class ShaderState: |
|
|
|
|
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]) |
|
|
|
|
self.visible_gradient_range_ptr = rl.ffi.new("float[]", [0.0, 0.0]) |
|
|
|
|
self.gradient_colors_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS * 4) |
|
|
|
|
self.gradient_stops_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS) |
|
|
|
|
|
|
|
|
@ -232,66 +211,40 @@ class ShaderState: |
|
|
|
|
self.initialized = False |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _configure_shader_color(state, color, gradient, rect, min_xy, max_xy): |
|
|
|
|
"""Configure shader uniforms for solid color or gradient rendering""" |
|
|
|
|
def _configure_shader_color(state, color, gradient, clipped_rect, original_rect): |
|
|
|
|
use_gradient = 1 if gradient else 0 |
|
|
|
|
state.use_gradient_ptr[0] = use_gradient |
|
|
|
|
rl.set_shader_value(state.shader, state.locations['useGradient'], state.use_gradient_ptr, UNIFORM_INT) |
|
|
|
|
|
|
|
|
|
if use_gradient: |
|
|
|
|
# Set gradient start/end |
|
|
|
|
state.gradient_start_ptr[0:2] = gradient['start'] |
|
|
|
|
state.gradient_end_ptr[0:2] = gradient['end'] |
|
|
|
|
start = np.array(gradient['start']) * np.array([original_rect.width, original_rect.height]) + np.array([original_rect.x, original_rect.y]) |
|
|
|
|
end = np.array(gradient['end']) * np.array([original_rect.width, original_rect.height]) + np.array([original_rect.x, original_rect.y]) |
|
|
|
|
start = start - np.array([clipped_rect.x, clipped_rect.y]) |
|
|
|
|
end = end - np.array([clipped_rect.x, clipped_rect.y]) |
|
|
|
|
state.gradient_start_ptr[0:2] = start.astype(np.float32) |
|
|
|
|
state.gradient_end_ptr[0:2] = end.astype(np.float32) |
|
|
|
|
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) |
|
|
|
|
|
|
|
|
|
# Calculate visible gradient range |
|
|
|
|
width = max_xy[0] - min_xy[0] |
|
|
|
|
height = max_xy[1] - min_xy[1] |
|
|
|
|
|
|
|
|
|
gradient_dir = (gradient['end'][0] - gradient['start'][0], gradient['end'][1] - gradient['start'][1]) |
|
|
|
|
is_vertical = abs(gradient_dir[1]) > abs(gradient_dir[0]) |
|
|
|
|
|
|
|
|
|
visible_start = 0.0 |
|
|
|
|
visible_end = 1.0 |
|
|
|
|
|
|
|
|
|
if is_vertical and height > 0: |
|
|
|
|
visible_start = (rect.y - min_xy[1]) / height |
|
|
|
|
visible_end = visible_start + rect.height / height |
|
|
|
|
elif width > 0: |
|
|
|
|
visible_start = (rect.x - min_xy[0]) / width |
|
|
|
|
visible_end = visible_start + rect.width / width |
|
|
|
|
|
|
|
|
|
# Clamp visible range |
|
|
|
|
visible_start = max(0.0, min(1.0, visible_start)) |
|
|
|
|
visible_end = max(0.0, min(1.0, visible_end)) |
|
|
|
|
|
|
|
|
|
state.visible_gradient_range_ptr[0:2] = [visible_start, visible_end] |
|
|
|
|
rl.set_shader_value(state.shader, state.locations['visibleGradientRange'], state.visible_gradient_range_ptr, UNIFORM_VEC2) |
|
|
|
|
|
|
|
|
|
# Set gradient colors |
|
|
|
|
colors = gradient['colors'] |
|
|
|
|
color_count = min(len(colors), MAX_GRADIENT_COLORS) |
|
|
|
|
state.color_count_ptr[0] = color_count |
|
|
|
|
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] |
|
|
|
|
stops = gradient.get('stops', [i / max(1, color_count - 1) for i in range(color_count)]) |
|
|
|
|
stops = np.clip(stops[:color_count], 0.0, 1.0) |
|
|
|
|
state.gradient_stops_ptr[0:color_count] = stops |
|
|
|
|
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 |
|
|
|
|
color = color or rl.WHITE |
|
|
|
|
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(rect: rl.Rectangle, points: np.ndarray, color=None, gradient=None): |
|
|
|
|
def draw_polygon(origin_rect: rl.Rectangle, points: np.ndarray, color=None, gradient=None): |
|
|
|
|
""" |
|
|
|
|
Draw a complex polygon using shader-based even-odd fill rule |
|
|
|
|
|
|
|
|
@ -317,21 +270,16 @@ def draw_polygon(rect: rl.Rectangle, points: np.ndarray, color=None, gradient=No |
|
|
|
|
# Find bounding box |
|
|
|
|
min_xy = np.min(points, axis=0) |
|
|
|
|
max_xy = np.max(points, axis=0) |
|
|
|
|
|
|
|
|
|
# Clip coordinates to rectangle |
|
|
|
|
clip_x = max(rect.x, min_xy[0]) |
|
|
|
|
clip_y = max(rect.y, min_xy[1]) |
|
|
|
|
clip_right = min(rect.x + rect.width, max_xy[0]) |
|
|
|
|
clip_bottom = min(rect.y + rect.height, max_xy[1]) |
|
|
|
|
clip_x = max(origin_rect.x, min_xy[0]) |
|
|
|
|
clip_y = max(origin_rect.y, min_xy[1]) |
|
|
|
|
clip_right = min(origin_rect.x + origin_rect.width, max_xy[0]) |
|
|
|
|
clip_bottom = min(origin_rect.y + origin_rect.height, max_xy[1]) |
|
|
|
|
|
|
|
|
|
# Check if polygon is completely off-screen |
|
|
|
|
if clip_x >= clip_right or clip_y >= clip_bottom: |
|
|
|
|
return |
|
|
|
|
|
|
|
|
|
clipped_width = clip_right - clip_x |
|
|
|
|
clipped_height = clip_bottom - clip_y |
|
|
|
|
|
|
|
|
|
clip_rect = rl.Rectangle(clip_x, clip_y, clipped_width, clipped_height) |
|
|
|
|
clipped_rect = rl.Rectangle(clip_x, clip_y, clip_right - clip_x, clip_bottom - clip_y) |
|
|
|
|
|
|
|
|
|
# Transform points relative to the CLIPPED area |
|
|
|
|
transformed_points = points - np.array([clip_x, clip_y]) |
|
|
|
@ -340,21 +288,21 @@ def draw_polygon(rect: rl.Rectangle, points: np.ndarray, color=None, gradient=No |
|
|
|
|
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] = [clipped_width, clipped_height] |
|
|
|
|
state.resolution_ptr[0:2] = [clipped_rect.width, clipped_rect.height] |
|
|
|
|
rl.set_shader_value(state.shader, state.locations['resolution'], state.resolution_ptr, UNIFORM_VEC2) |
|
|
|
|
|
|
|
|
|
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, UNIFORM_VEC2, len(transformed_points)) |
|
|
|
|
|
|
|
|
|
_configure_shader_color(state, color, gradient, clip_rect, min_xy, max_xy) |
|
|
|
|
_configure_shader_color(state, color, gradient, clipped_rect, origin_rect) |
|
|
|
|
|
|
|
|
|
# Render |
|
|
|
|
rl.begin_shader_mode(state.shader) |
|
|
|
|
rl.draw_texture_pro( |
|
|
|
|
state.white_texture, |
|
|
|
|
rl.Rectangle(0, 0, 2, 2), |
|
|
|
|
clip_rect, |
|
|
|
|
clipped_rect, |
|
|
|
|
rl.Vector2(0, 0), |
|
|
|
|
0.0, |
|
|
|
|
rl.WHITE, |
|
|
|
|