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313 lines
9.7 KiB
313 lines
9.7 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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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 dir = gradientEnd - gradientStart;
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float len = length(dir);
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if (len < 0.001) return gradientColors[0];
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float t = clamp(dot(pos - gradientStart, dir) / (len * len), 0.0, 1.0);
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if (gradientColorCount == 2) {
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return mix(gradientColors[0], gradientColors[1], t);
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}
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int low = 0;
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int high = gradientColorCount - 1;
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while (low < high) {
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int mid = (low + high) / 2;
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if (t > gradientStops[mid]) low = mid + 1;
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else high = mid;
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}
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if (low == 0) return gradientColors[0];
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if (low == gradientColorCount) return gradientColors[gradientColorCount - 1];
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float segmentT = (t - gradientStops[low - 1]) / (gradientStops[low] - gradientStops[low - 1]);
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return mix(gradientColors[low - 1], gradientColors[low], segmentT);
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}
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float distanceToEdge(vec2 p) {
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float minDist = resolution.x;
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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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vec2 v2 = edge1 - edge0;
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float l2 = dot(v2, v2);
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if (l2 < 0.0001) continue;
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vec2 v1 = p - edge0;
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float t = clamp(dot(v1, v2) / l2, 0.0, 1.0);
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minDist = min(minDist, length(v1 - t * v2));
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}
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return minDist;
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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], v1 = points[1], 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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vec2 pi = points[i], pj = points[j];
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float dy = pj.y - pi.y;
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if (abs(dy) < 1e-4 || pi == pj) continue;
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if ((pi.y > p.y) != (pj.y > p.y)) {
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float x_intersect = pi.x + (pj.x - pi.x) * (p.y - pi.y) / dy;
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if (p.x < x_intersect) inside = !inside;
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}
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}
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return inside;
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}
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void main() {
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vec2 pixel = fragTexCoord * resolution;
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bool inside = isPointInsidePolygon(pixel);
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float dist = distanceToEdge(pixel);
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float aaWidth = 2.0 / min(resolution.x, resolution.y);
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float alpha = inside ? min(1.0, dist / aaWidth) : max(0.0, 1.0 - dist / aaWidth);
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if (alpha == 0.0) {
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discard;
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}
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vec4 color = useGradient ? getGradientColor(pixel) : fillColor;
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finalColor = vec4(color.rgb, color.a * alpha);
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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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