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367 lines
11 KiB
367 lines
11 KiB
import pyray as rl
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import numpy as np
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from typing import Any
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MAX_GRADIENT_COLORS = 15
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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[15];
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uniform float gradientStops[15];
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uniform int gradientColorCount;
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uniform vec2 visibleGradientRange;
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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 = projection / gradientLength;
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// Gradient clipping: remap t to visible range
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float visibleStart = visibleGradientRange.x;
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float visibleEnd = visibleGradientRange.y;
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float visibleRange = visibleEnd - visibleStart;
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// Remap t to visible range
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if (visibleRange > 0.001) {
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t = visibleStart + t * visibleRange;
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}
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t = clamp(t, 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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int crossings = 0;
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for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
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vec2 pi = points[i];
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vec2 pj = points[j];
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// Skip degenerate edges
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if (distance(pi, pj) < 0.001) continue;
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// Ray-casting
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if (((pi.y > p.y) != (pj.y > p.y)) &&
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(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y + 0.001) + pi.x)) {
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crossings++;
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}
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}
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return (crossings & 1) == 1;
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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 * 0.5); // Sharper anti-aliasing
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float alpha = smoothstep(-aaWidth, aaWidth, signedDist);
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if (alpha > 0.0) {
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vec4 color = useGradient ? getGradientColor(fragTexCoord) : fillColor;
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finalColor = vec4(color.rgb, color.a * alpha);
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} else {
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finalColor = vec4(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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UNIFORM_INT = rl.ShaderUniformDataType.SHADER_UNIFORM_INT
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UNIFORM_FLOAT = rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT
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UNIFORM_VEC2 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2
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UNIFORM_VEC4 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4
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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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'visibleGradientRange': None,
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}
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# Pre-allocated FFI objects
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self.point_count_ptr = rl.ffi.new("int[]", [0])
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self.resolution_ptr = rl.ffi.new("float[]", [0.0, 0.0])
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self.fill_color_ptr = rl.ffi.new("float[]", [0.0, 0.0, 0.0, 0.0])
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self.use_gradient_ptr = rl.ffi.new("int[]", [0])
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self.gradient_start_ptr = rl.ffi.new("float[]", [0.0, 0.0])
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self.gradient_end_ptr = rl.ffi.new("float[]", [0.0, 0.0])
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self.color_count_ptr = rl.ffi.new("int[]", [0])
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self.visible_gradient_range_ptr = rl.ffi.new("float[]", [0.0, 0.0])
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self.gradient_colors_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS * 4)
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self.gradient_stops_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS)
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def initialize(self):
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if self.initialized:
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return
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_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 _configure_shader_color(state, color, gradient, rect, min_xy, max_xy):
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"""Configure shader uniforms for solid color or gradient rendering"""
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use_gradient = 1 if gradient else 0
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state.use_gradient_ptr[0] = use_gradient
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rl.set_shader_value(state.shader, state.locations['useGradient'], state.use_gradient_ptr, UNIFORM_INT)
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if use_gradient:
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# Set gradient start/end
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state.gradient_start_ptr[0:2] = gradient['start']
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state.gradient_end_ptr[0:2] = gradient['end']
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rl.set_shader_value(state.shader, state.locations['gradientStart'], state.gradient_start_ptr, UNIFORM_VEC2)
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rl.set_shader_value(state.shader, state.locations['gradientEnd'], state.gradient_end_ptr, UNIFORM_VEC2)
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# Calculate visible gradient range
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width = max_xy[0] - min_xy[0]
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height = max_xy[1] - min_xy[1]
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gradient_dir = (gradient['end'][0] - gradient['start'][0], gradient['end'][1] - gradient['start'][1])
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is_vertical = abs(gradient_dir[1]) > abs(gradient_dir[0])
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visible_start = 0.0
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visible_end = 1.0
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if is_vertical and height > 0:
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visible_start = (rect.y - min_xy[1]) / height
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visible_end = visible_start + rect.height / height
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elif width > 0:
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visible_start = (rect.x - min_xy[0]) / width
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visible_end = visible_start + rect.width / width
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# Clamp visible range
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visible_start = max(0.0, min(1.0, visible_start))
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visible_end = max(0.0, min(1.0, visible_end))
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state.visible_gradient_range_ptr[0:2] = [visible_start, visible_end]
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rl.set_shader_value(state.shader, state.locations['visibleGradientRange'], state.visible_gradient_range_ptr, 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), MAX_GRADIENT_COLORS)
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for i, c in enumerate(colors[:color_count]):
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base_idx = i * 4
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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]
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rl.set_shader_value_v(state.shader, state.locations['gradientColors'], state.gradient_colors_ptr, UNIFORM_VEC4, color_count)
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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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state.gradient_stops_ptr[0:color_count] = stops[:color_count]
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rl.set_shader_value_v(state.shader, state.locations['gradientStops'], state.gradient_stops_ptr, UNIFORM_FLOAT, color_count)
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# Set color count
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state.color_count_ptr[0] = color_count
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rl.set_shader_value(state.shader, state.locations['gradientColorCount'], state.color_count_ptr, UNIFORM_INT)
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else:
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color = color or rl.WHITE # Default to white if no color provided
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state.fill_color_ptr[0:4] = [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'], state.fill_color_ptr, UNIFORM_VEC4)
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def draw_polygon(rect: rl.Rectangle, 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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rect: Rectangle defining the drawing area
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points: numpy array 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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state = ShaderState.get_instance()
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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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max_xy = np.max(points, axis=0)
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# Clip coordinates to rectangle
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clip_x = max(rect.x, min_xy[0])
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clip_y = max(rect.y, min_xy[1])
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clip_right = min(rect.x + rect.width, max_xy[0])
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clip_bottom = min(rect.y + rect.height, max_xy[1])
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# Check if polygon is completely off-screen
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if clip_x >= clip_right or clip_y >= clip_bottom:
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return
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clipped_width = clip_right - clip_x
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clipped_height = clip_bottom - clip_y
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clip_rect = rl.Rectangle(clip_x, clip_y, clipped_width, clipped_height)
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# Transform points relative to the CLIPPED area
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transformed_points = points - np.array([clip_x, clip_y])
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# Set shader values
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state.point_count_ptr[0] = len(transformed_points)
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rl.set_shader_value(state.shader, state.locations['pointCount'], state.point_count_ptr, UNIFORM_INT)
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state.resolution_ptr[0:2] = [clipped_width, clipped_height]
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rl.set_shader_value(state.shader, state.locations['resolution'], state.resolution_ptr, UNIFORM_VEC2)
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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(state.shader, state.locations['points'], points_ptr, UNIFORM_VEC2, len(transformed_points))
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_configure_shader_color(state, color, gradient, clip_rect, min_xy, max_xy)
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# Render
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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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clip_rect,
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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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