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Diffstat (limited to '')
-rw-r--r-- | src/ui/widget/canvas/glgraphics.cpp | 873 |
1 files changed, 873 insertions, 0 deletions
diff --git a/src/ui/widget/canvas/glgraphics.cpp b/src/ui/widget/canvas/glgraphics.cpp new file mode 100644 index 0000000..b00503c --- /dev/null +++ b/src/ui/widget/canvas/glgraphics.cpp @@ -0,0 +1,873 @@ +// SPDX-License-Identifier: GPL-2.0-or-later +#include <2geom/transforms.h> +#include <2geom/rect.h> +#include "ui/util.h" +#include "helper/geom.h" +#include "glgraphics.h" +#include "stores.h" +#include "prefs.h" +#include "pixelstreamer.h" +#include "util.h" + +namespace Inkscape { +namespace UI { +namespace Widget { + +namespace { + +// 2Geom <-> OpenGL + +void geom_to_uniform_mat(Geom::Affine const &affine, GLuint location) +{ + glUniformMatrix2fv(location, 1, GL_FALSE, std::begin({(GLfloat)affine[0], (GLfloat)affine[1], (GLfloat)affine[2], (GLfloat)affine[3]})); +} + +void geom_to_uniform_trans(Geom::Affine const &affine, GLuint location) +{ + glUniform2fv(location, 1, std::begin({(GLfloat)affine[4], (GLfloat)affine[5]})); +} + +void geom_to_uniform(Geom::Affine const &affine, GLuint mat_location, GLuint trans_location) +{ + geom_to_uniform_mat(affine, mat_location); + geom_to_uniform_trans(affine, trans_location); +} + +void geom_to_uniform(Geom::Point const &vec, GLuint location) +{ + glUniform2fv(location, 1, std::begin({(GLfloat)vec.x(), (GLfloat)vec.y()})); +} + +// Get the affine transformation required to paste fragment A onto fragment B, assuming +// coordinates such that A is a texture (0 to 1) and B is a framebuffer (-1 to 1). +static auto calc_paste_transform(Fragment const &a, Fragment const &b) +{ + Geom::Affine result = Geom::Scale(a.rect.dimensions()); + + if (a.affine == b.affine) { + result *= Geom::Translate(a.rect.min() - b.rect.min()); + } else { + result *= Geom::Translate(a.rect.min()) * a.affine.inverse() * b.affine * Geom::Translate(-b.rect.min()); + } + + return result * Geom::Scale(2.0 / b.rect.dimensions()) * Geom::Translate(-1.0, -1.0); +} + +// Given a region, shrink it by 0.5px, and convert the result to a VAO of triangles. +static auto region_shrink_vao(Cairo::RefPtr<Cairo::Region> const ®, Geom::IntRect const &rel) +{ + // Shrink the region by 0.5 (translating it by (0.5, 0.5) in the process). + auto reg2 = shrink_region(reg, 1); + + // Preallocate the vertex buffer. + int nrects = reg2->get_num_rectangles(); + std::vector<GLfloat> verts; + verts.reserve(nrects * 12); + + // Add a vertex to the buffer, transformed to a coordinate system in which the enclosing rectangle 'rel' goes from 0 to 1. + // Also shift them up/left by 0.5px; combined with the width/height increase from earlier, this shrinks the region by 0.5px. + auto emit_vertex = [&] (Geom::IntPoint const &pt) { + verts.emplace_back((pt.x() - 0.5f - rel.left()) / rel.width()); + verts.emplace_back((pt.y() - 0.5f - rel.top() ) / rel.height()); + }; + + // Todo: Use a better triangulation algorithm here that results in 1) less triangles, and 2) no seaming. + for (int i = 0; i < nrects; i++) { + auto rect = cairo_to_geom(reg2->get_rectangle(i)); + for (int j = 0; j < 6; j++) { + int constexpr indices[] = {0, 1, 2, 0, 2, 3}; + emit_vertex(rect.corner(indices[j])); + } + } + + // Package the data in a VAO. + VAO result; + glGenBuffers(1, &result.vbuf); + glBindBuffer(GL_ARRAY_BUFFER, result.vbuf); + glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(GLfloat), verts.data(), GL_STREAM_DRAW); + glGenVertexArrays(1, &result.vao); + glBindVertexArray(result.vao); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, 0); + + // Return the VAO and the number of rectangles. + return std::make_pair(std::move(result), nrects); +} + +auto pref_to_pixelstreamer(int index) +{ + auto constexpr arr = std::array{PixelStreamer::Method::Auto, + PixelStreamer::Method::Persistent, + PixelStreamer::Method::Asynchronous, + PixelStreamer::Method::Synchronous}; + assert(1 <= index && index <= arr.size()); + return arr[index - 1]; +} + +} // namespace + +GLGraphics::GLGraphics(Prefs const &prefs, Stores const &stores, PageInfo const &pi) + : prefs(prefs) + , stores(stores) + , pi(pi) +{ + // Create rectangle geometry. + GLfloat constexpr verts[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f}; + glGenBuffers(1, &rect.vbuf); + glBindBuffer(GL_ARRAY_BUFFER, rect.vbuf); + glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); + glGenVertexArrays(1, &rect.vao); + glBindVertexArray(rect.vao); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, 0); + + // Create shader programs. + auto vs = VShader(R"( + #version 330 core + + uniform mat2 mat; + uniform vec2 trans; + uniform vec2 subrect; + layout(location = 0) in vec2 pos; + smooth out vec2 uv; + + void main() + { + uv = pos * subrect; + vec2 pos2 = mat * pos + trans; + gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0); + } + )"); + + auto texcopy_fs = FShader(R"( + #version 330 core + + uniform sampler2D tex; + smooth in vec2 uv; + out vec4 outColour; + + void main() + { + outColour = texture(tex, uv); + } + )"); + + auto texcopydouble_fs = FShader(R"( + #version 330 core + + uniform sampler2D tex; + uniform sampler2D tex_outline; + smooth in vec2 uv; + layout(location = 0) out vec4 outColour; + layout(location = 1) out vec4 outColour_outline; + + void main() + { + outColour = texture(tex, uv); + outColour_outline = texture(tex_outline, uv); + } + )"); + + auto outlineoverlay_fs = FShader(R"( + #version 330 core + + uniform sampler2D tex; + uniform sampler2D tex_outline; + uniform float opacity; + smooth in vec2 uv; + out vec4 outColour; + + void main() + { + vec4 c1 = texture(tex, uv); + vec4 c2 = texture(tex_outline, uv); + vec4 c1w = vec4(mix(c1.rgb, vec3(1.0, 1.0, 1.0) * c1.a, opacity), c1.a); + outColour = c1w * (1.0 - c2.a) + c2; + } + )"); + + auto xray_fs = FShader(R"( + #version 330 core + + uniform sampler2D tex; + uniform sampler2D tex_outline; + uniform vec2 pos; + uniform float radius; + smooth in vec2 uv; + out vec4 outColour; + + void main() + { + vec4 c1 = texture(tex, uv); + vec4 c2 = texture(tex_outline, uv); + + float r = length(gl_FragCoord.xy - pos); + r = clamp((radius - r) / 2.0, 0.0, 1.0); + + outColour = mix(c1, c2, r); + } + )"); + + auto outlineoverlayxray_fs = FShader(R"( + #version 330 core + + uniform sampler2D tex; + uniform sampler2D tex_outline; + uniform float opacity; + uniform vec2 pos; + uniform float radius; + smooth in vec2 uv; + out vec4 outColour; + + void main() + { + vec4 c1 = texture(tex, uv); + vec4 c2 = texture(tex_outline, uv); + vec4 c1w = vec4(mix(c1.rgb, vec3(1.0, 1.0, 1.0) * c1.a, opacity), c1.a); + outColour = c1w * (1.0 - c2.a) + c2; + + float r = length(gl_FragCoord.xy - pos); + r = clamp((radius - r) / 2.0, 0.0, 1.0); + + outColour = mix(outColour, c2, r); + } + )"); + + auto checker_fs = FShader(R"( + #version 330 core + + uniform float size; + uniform vec3 col1, col2; + out vec4 outColour; + + void main() + { + vec2 a = floor(fract(gl_FragCoord.xy / size) * 2.0); + float b = abs(a.x - a.y); + outColour = vec4((1.0 - b) * col1 + b * col2, 1.0); + } + )"); + + auto shadow_gs = GShader(R"( + #version 330 core + + layout(triangles) in; + layout(triangle_strip, max_vertices = 10) out; + + uniform vec2 wh; + uniform float size; + uniform vec2 dir; + + smooth out vec2 uv; + flat out vec2 maxuv; + + void f(vec4 p, vec4 v0, mat2 m) + { + gl_Position = p; + uv = m * (p.xy - v0.xy); + EmitVertex(); + } + + float push(float x) + { + return 0.15 * (1.0 + clamp(x / 0.707, -1.0, 1.0)); + } + + void main() + { + vec4 v0 = gl_in[0].gl_Position; + vec4 v1 = gl_in[1].gl_Position; + vec4 v2 = gl_in[2].gl_Position; + vec4 v3 = gl_in[2].gl_Position - gl_in[1].gl_Position + gl_in[0].gl_Position; + + vec2 a = normalize((v1 - v0).xy * wh); + vec2 b = normalize((v3 - v0).xy * wh); + float det = a.x * b.y - a.y * b.x; + float s = -sign(det); + vec2 c = size / abs(det) / wh; + vec4 d = vec4(a * c, 0.0, 0.0); + vec4 e = vec4(b * c, 0.0, 0.0); + mat2 m = s * mat2(a.y, -b.y, -a.x, b.x) * mat2(wh.x, 0.0, 0.0, wh.y) / size; + + float ap = s * dot(vec2(a.y, -a.x), dir); + float bp = s * dot(vec2(-b.y, b.x), dir); + v0.xy += (b * push( ap) + a * push( bp)) * size / wh; + v1.xy += (b * push( ap) + a * -push(-bp)) * size / wh; + v2.xy += (b * -push(-ap) + a * -push(-bp)) * size / wh; + v3.xy += (b * -push(-ap) + a * push( bp)) * size / wh; + + maxuv = m * (v2.xy - v0.xy); + f(v0, v0, m); + f(v0 - d - e, v0, m); + f(v1, v0, m); + f(v1 + d - e, v0, m); + f(v2, v0, m); + f(v2 + d + e, v0, m); + f(v3, v0, m); + f(v3 - d + e, v0, m); + f(v0, v0, m); + f(v0 - d - e, v0, m); + EndPrimitive(); + } + )"); + + auto shadow_fs = FShader(R"( + #version 330 core + + uniform vec4 shadow_col; + + smooth in vec2 uv; + flat in vec2 maxuv; + + out vec4 outColour; + + void main() + { + float x = max(uv.x - maxuv.x, 0.0) - max(-uv.x, 0.0); + float y = max(uv.y - maxuv.y, 0.0) - max(-uv.y, 0.0); + float s = min(length(vec2(x, y)), 1.0); + + float A = 4.0; // This coefficient changes how steep the curve is and controls shadow drop-off. + s = (exp(A * (1.0 - s)) - 1.0) / (exp(A) - 1.0); // Exponential decay for drop shadow - long tail. + + outColour = shadow_col * s; + } + )"); + + texcopy.create(vs, texcopy_fs); + texcopydouble.create(vs, texcopydouble_fs); + outlineoverlay.create(vs, outlineoverlay_fs); + xray.create(vs, xray_fs); + outlineoverlayxray.create(vs, outlineoverlayxray_fs); + checker.create(vs, checker_fs); + shadow.create(vs, shadow_gs, shadow_fs); + + // Create the framebuffer object for rendering to off-view fragments. + glGenFramebuffers(1, &fbo); + + // Create the texture cache. + texturecache = TextureCache::create(); + + // Create the PixelStreamer. + pixelstreamer = PixelStreamer::create_supported(pref_to_pixelstreamer(prefs.pixelstreamer_method)); + + // Set the last known state as unspecified, forcing a pipeline recreation whatever the next operation is. + state = State::None; +} + +GLGraphics::~GLGraphics() +{ + glDeleteFramebuffers(1, &fbo); +} + +std::unique_ptr<Graphics> Graphics::create_gl(Prefs const &prefs, Stores const &stores, PageInfo const &pi) +{ + return std::make_unique<GLGraphics>(prefs, stores, pi); +} + +void GLGraphics::set_outlines_enabled(bool enabled) +{ + outlines_enabled = enabled; + if (!enabled) { + store.outline_texture.clear(); + snapshot.outline_texture.clear(); + } +} + +void GLGraphics::setup_stores_pipeline() +{ + if (state == State::Stores) return; + state = State::Stores; + + glDisable(GL_BLEND); + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); + GLuint constexpr attachments[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; + glDrawBuffers(outlines_enabled ? 2 : 1, attachments); + + auto const &shader = outlines_enabled ? texcopydouble : texcopy; + glUseProgram(shader.id); + mat_loc = shader.loc("mat"); + trans_loc = shader.loc("trans"); + geom_to_uniform({1.0, 1.0}, shader.loc("subrect")); + tex_loc = shader.loc("tex"); + if (outlines_enabled) texoutline_loc = shader.loc("tex_outline"); +} + +void GLGraphics::recreate_store(Geom::IntPoint const &dims) +{ + auto tex_size = dims * scale_factor; + + // Setup the base pipeline. + setup_stores_pipeline(); + + // Recreate the store textures. + auto recreate = [&] (Texture &tex) { + if (tex && tex.size() == tex_size) { + tex.invalidate(); + } else { + tex = Texture(tex_size); + } + }; + + recreate(store.texture); + if (outlines_enabled) { + recreate(store.outline_texture); + } + + // Bind the store to the framebuffer for writing to. + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, store.texture.id(), 0); + if (outlines_enabled) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, store.outline_texture.id(), 0); + glViewport(0, 0, store.texture.size().x(), store.texture.size().y()); + + // Clear the store to transparent. + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); +} + +void GLGraphics::shift_store(Fragment const &dest) +{ + auto tex_size = dest.rect.dimensions() * scale_factor; + + // Setup the base pipeline. + setup_stores_pipeline(); + + // Create the new fragment. + auto create_or_reuse = [&] (Texture &tex, Texture &from) { + if (from && from.size() == tex_size) { + from.invalidate(); + tex = std::move(from); + } else { + tex = Texture(tex_size); + } + }; + + GLFragment fragment; + create_or_reuse(fragment.texture, snapshot.texture); + if (outlines_enabled) { + create_or_reuse(fragment.outline_texture, snapshot.outline_texture); + } + + // Bind new store to the framebuffer to writing to. + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fragment.texture .id(), 0); + if (outlines_enabled) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fragment.outline_texture.id(), 0); + glViewport(0, 0, fragment.texture.size().x(), fragment.texture.size().y()); + + // Clear new store to transparent. + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + + // Bind the old store to texture units 0 and 1 for reading from. + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, store.texture.id()); + glUniform1i(tex_loc, 0); + if (outlines_enabled) { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, store.outline_texture.id()); + glUniform1i(texoutline_loc, 1); + } + glBindVertexArray(rect.vao); + + // Copy re-usuable contents of the old store into the new store. + geom_to_uniform(calc_paste_transform(stores.store(), dest), mat_loc, trans_loc); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + // Set the result as the new store. + snapshot = std::move(store); + store = std::move(fragment); +} + +void GLGraphics::swap_stores() +{ + std::swap(store, snapshot); +} + +void GLGraphics::fast_snapshot_combine() +{ + // Ensure the base pipeline is correctly set up. + setup_stores_pipeline(); + + // Compute the vertex data for the drawn region. + auto [clean_vao, clean_numrects] = region_shrink_vao(stores.store().drawn, stores.store().rect); + + // Bind the snapshot to the framebuffer for writing to. + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, snapshot.texture.id(), 0); + if (outlines_enabled) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, snapshot.outline_texture.id(), 0); + glViewport(0, 0, snapshot.texture.size().x(), snapshot.texture.size().y()); + + // Bind the store to texture unit 0 (and its outline to 1, if necessary). + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, store.texture.id()); + glUniform1i(tex_loc, 0); + if (outlines_enabled) { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, store.outline_texture.id()); + glUniform1i(texoutline_loc, 1); + } + + // Copy the clean region of the store to the snapshot. + geom_to_uniform(calc_paste_transform(stores.store(), stores.snapshot()), mat_loc, trans_loc); + glBindVertexArray(clean_vao.vao); + glDrawArrays(GL_TRIANGLES, 0, 6 * clean_numrects); +} + +void GLGraphics::snapshot_combine(Fragment const &dest) +{ + // Create the new fragment. + auto content_size = dest.rect.dimensions() * scale_factor; + + // Ensure the base pipeline is correctly set up. + setup_stores_pipeline(); + + // Compute the vertex data for the clean region. + auto [clean_vao, clean_numrects] = region_shrink_vao(stores.store().drawn, stores.store().rect); + + GLFragment fragment; + fragment.texture = Texture(content_size); + if (outlines_enabled) fragment.outline_texture = Texture(content_size); + + // Bind the new fragment to the framebuffer for writing to. + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fragment.texture.id(), 0); + if (outlines_enabled) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fragment.outline_texture.id(), 0); + + // Clear the new fragment to transparent. + glViewport(0, 0, fragment.texture.size().x(), fragment.texture.size().y()); + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + + // Bind the store and snapshot to texture units 0 and 1 (and their outlines to 2 and 3, if necessary). + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, snapshot.texture.id()); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, store.texture.id()); + if (outlines_enabled) { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, snapshot.outline_texture.id()); + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, store.outline_texture.id()); + } + + // Paste the snapshot store onto the new fragment. + glUniform1i(tex_loc, 0); + if (outlines_enabled) glUniform1i(texoutline_loc, 2); + geom_to_uniform(calc_paste_transform(stores.snapshot(), dest), mat_loc, trans_loc); + glBindVertexArray(rect.vao); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + // Paste the backing store onto the new fragment. + glUniform1i(tex_loc, 1); + if (outlines_enabled) glUniform1i(texoutline_loc, 3); + geom_to_uniform(calc_paste_transform(stores.store(), dest), mat_loc, trans_loc); + glBindVertexArray(clean_vao.vao); + glDrawArrays(GL_TRIANGLES, 0, 6 * clean_numrects); + + // Set the result as the new snapshot. + snapshot = std::move(fragment); +} + +void GLGraphics::invalidate_snapshot() +{ + if (snapshot.texture) snapshot.texture.invalidate(); + if (snapshot.outline_texture) snapshot.outline_texture.invalidate(); +} + +void GLGraphics::setup_tiles_pipeline() +{ + if (state == State::Tiles) return; + state = State::Tiles; + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); + GLuint constexpr attachments[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; + glDrawBuffers(outlines_enabled ? 2 : 1, attachments); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, store.texture.id(), 0); + if (outlines_enabled) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, store.outline_texture.id(), 0); + glViewport(0, 0, store.texture.size().x(), store.texture.size().y()); + + auto const &shader = outlines_enabled ? texcopydouble : texcopy; + glUseProgram(shader.id); + mat_loc = shader.loc("mat"); + trans_loc = shader.loc("trans"); + subrect_loc = shader.loc("subrect"); + glUniform1i(shader.loc("tex"), 0); + if (outlines_enabled) glUniform1i(shader.loc("tex_outline"), 1); + + glBindVertexArray(rect.vao); + glDisable(GL_BLEND); +}; + +Cairo::RefPtr<Cairo::ImageSurface> GLGraphics::request_tile_surface(Geom::IntRect const &rect, bool nogl) +{ + Cairo::RefPtr<Cairo::ImageSurface> surface; + + { + auto g = std::lock_guard(ps_mutex); + surface = pixelstreamer->request(rect.dimensions() * scale_factor, nogl); + } + + if (surface) { + cairo_surface_set_device_scale(surface->cobj(), scale_factor, scale_factor); + } + + return surface; +} + +void GLGraphics::draw_tile(Fragment const &fragment, Cairo::RefPtr<Cairo::ImageSurface> surface, Cairo::RefPtr<Cairo::ImageSurface> outline_surface) +{ + auto g = std::lock_guard(ps_mutex); + auto surface_size = dimensions(surface); + + Texture texture, outline_texture; + + glActiveTexture(GL_TEXTURE0); + texture = texturecache->request(surface_size); // binds + pixelstreamer->finish(std::move(surface)); // uploads content + + if (outlines_enabled) { + glActiveTexture(GL_TEXTURE1); + outline_texture = texturecache->request(surface_size); + pixelstreamer->finish(std::move(outline_surface)); + } + + setup_tiles_pipeline(); + + geom_to_uniform(calc_paste_transform(fragment, stores.store()), mat_loc, trans_loc); + geom_to_uniform(Geom::Point(surface_size) / texture.size(), subrect_loc); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + texturecache->finish(std::move(texture)); + if (outlines_enabled) { + texturecache->finish(std::move(outline_texture)); + } +} + +void GLGraphics::junk_tile_surface(Cairo::RefPtr<Cairo::ImageSurface> surface) +{ + auto g = std::lock_guard(ps_mutex); + pixelstreamer->finish(std::move(surface), true); +} + +void GLGraphics::setup_widget_pipeline(Fragment const &view) +{ + state = State::Widget; + + glDrawBuffer(GL_COLOR_ATTACHMENT0); + glViewport(0, 0, view.rect.width() * scale_factor, view.rect.height() * scale_factor); + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_NOTEQUAL, 1, 1); + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, store.texture.id()); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, snapshot.texture.id()); + if (outlines_enabled) { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, store.outline_texture.id()); + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, snapshot.outline_texture.id()); + } + glBindVertexArray(rect.vao); +}; + +void GLGraphics::paint_widget(Fragment const &view, PaintArgs const &a, Cairo::RefPtr<Cairo::Context> const&) +{ + // If in decoupled mode, create the vertex data describing the drawn region of the store. + VAO clean_vao; + int clean_numrects; + if (stores.mode() == Stores::Mode::Decoupled) { + std::tie(clean_vao, clean_numrects) = region_shrink_vao(stores.store().drawn, stores.store().rect); + } + + setup_widget_pipeline(view); + + // Clear the buffers. Since we have to pick a clear colour, we choose the page colour, enabling the single-page optimisation later. + glClearColor(SP_RGBA32_R_U(page) / 255.0f, SP_RGBA32_G_U(page) / 255.0f, SP_RGBA32_B_U(page) / 255.0f, 1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + if (check_single_page(view, pi)) { + // A single page occupies the whole view. + if (SP_RGBA32_A_U(page) == 255) { + // Page is solid - nothing to do, since already cleared to this colour. + } else { + // Page is checkerboard - fill view with page pattern. + glDisable(GL_BLEND); + glUseProgram(checker.id); + glUniform1f(checker.loc("size"), 12.0 * scale_factor); + glUniform3fv(checker.loc("col1"), 1, std::begin(rgb_to_array(page))); + glUniform3fv(checker.loc("col2"), 1, std::begin(checkerboard_darken(page))); + geom_to_uniform(Geom::Scale(2.0, -2.0) * Geom::Translate(-1.0, 1.0), checker.loc("mat"), checker.loc("trans")); + geom_to_uniform({1.0, 1.0}, checker.loc("subrect")); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glDisable(GL_BLEND); + + auto set_page_transform = [&] (Geom::Rect const &rect, Program const &prog) { + geom_to_uniform(Geom::Scale(rect.dimensions()) * Geom::Translate(rect.min()) * calc_paste_transform({{}, Geom::IntRect::from_xywh(0, 0, 1, 1)}, view) * Geom::Scale(1.0, -1.0), prog.loc("mat"), prog.loc("trans")); + }; + + // Pages + glUseProgram(checker.id); + glUniform1f(checker.loc("size"), 12.0 * scale_factor); + glUniform3fv(checker.loc("col1"), 1, std::begin(rgb_to_array(page))); + glUniform3fv(checker.loc("col2"), 1, std::begin(checkerboard_darken(page))); + geom_to_uniform({1.0, 1.0}, checker.loc("subrect")); + for (auto &rect : pi.pages) { + set_page_transform(rect, checker); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + + // Desk + glUniform3fv(checker.loc("col1"), 1, std::begin(rgb_to_array(desk))); + glUniform3fv(checker.loc("col2"), 1, std::begin(checkerboard_darken(desk))); + geom_to_uniform(Geom::Scale(2.0, -2.0) * Geom::Translate(-1.0, 1.0), checker.loc("mat"), checker.loc("trans")); + geom_to_uniform({1.0, 1.0}, checker.loc("subrect")); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + + // Shadows + if (SP_RGBA32_A_U(border) != 0) { + auto dir = (Geom::Point(1.0, a.yaxisdir) * view.affine * Geom::Scale(1.0, -1.0)).normalized(); // Shadow direction rotates with view. + glUseProgram(shadow.id); + geom_to_uniform({1.0, 1.0}, shadow.loc("subrect")); + glUniform2fv(shadow.loc("wh"), 1, std::begin({(GLfloat)view.rect.width(), (GLfloat)view.rect.height()})); + glUniform1f(shadow.loc("size"), 40.0 * std::pow(std::abs(view.affine.det()), 0.25)); + glUniform2fv(shadow.loc("dir"), 1, std::begin({(GLfloat)dir.x(), (GLfloat)dir.y()})); + glUniform4fv(shadow.loc("shadow_col"), 1, std::begin(premultiplied(rgba_to_array(border)))); + for (auto &rect : pi.pages) { + set_page_transform(rect, shadow); + glDrawArrays(GL_TRIANGLES, 0, 3); + } + } + + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + } + + glStencilFunc(GL_NOTEQUAL, 2, 2); + + enum class DrawMode + { + Store, + Outline, + Combine + }; + + auto draw_store = [&, this] (Program const &prog, DrawMode drawmode) { + glUseProgram(prog.id); + geom_to_uniform({1.0, 1.0}, prog.loc("subrect")); + glUniform1i(prog.loc("tex"), drawmode == DrawMode::Outline ? 2 : 0); + if (drawmode == DrawMode::Combine) { + glUniform1i(prog.loc("tex_outline"), 2); + glUniform1f(prog.loc("opacity"), prefs.outline_overlay_opacity / 100.0); + } + + if (stores.mode() == Stores::Mode::Normal) { + // Backing store fragment. + geom_to_uniform(calc_paste_transform(stores.store(), view) * Geom::Scale(1.0, -1.0), prog.loc("mat"), prog.loc("trans")); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } else { + // Backing store fragment, clipped to its clean region. + geom_to_uniform(calc_paste_transform(stores.store(), view) * Geom::Scale(1.0, -1.0), prog.loc("mat"), prog.loc("trans")); + glBindVertexArray(clean_vao.vao); + glDrawArrays(GL_TRIANGLES, 0, 6 * clean_numrects); + + // Snapshot fragment. + glUniform1i(prog.loc("tex"), drawmode == DrawMode::Outline ? 3 : 1); + if (drawmode == DrawMode::Combine) glUniform1i(prog.loc("tex_outline"), 3); + geom_to_uniform(calc_paste_transform(stores.snapshot(), view) * Geom::Scale(1.0, -1.0), prog.loc("mat"), prog.loc("trans")); + glBindVertexArray(rect.vao); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + }; + + if (a.splitmode == Inkscape::SplitMode::NORMAL || (a.splitmode == Inkscape::SplitMode::XRAY && !a.mouse)) { + + // Drawing the backing store over the whole view. + a.render_mode == Inkscape::RenderMode::OUTLINE_OVERLAY + ? draw_store(outlineoverlay, DrawMode::Combine) + : draw_store(texcopy, DrawMode::Store); + + } else if (a.splitmode == Inkscape::SplitMode::SPLIT) { + + // Calculate the clipping rectangles for split view. + auto [store_clip, outline_clip] = calc_splitview_cliprects(view.rect.dimensions(), a.splitfrac, a.splitdir); + + glEnable(GL_SCISSOR_TEST); + + // Draw the backing store. + glScissor(store_clip.left() * scale_factor, (view.rect.height() - store_clip.bottom()) * scale_factor, store_clip.width() * scale_factor, store_clip.height() * scale_factor); + a.render_mode == Inkscape::RenderMode::OUTLINE_OVERLAY + ? draw_store(outlineoverlay, DrawMode::Combine) + : draw_store(texcopy, DrawMode::Store); + + // Draw the outline store. + glScissor(outline_clip.left() * scale_factor, (view.rect.height() - outline_clip.bottom()) * scale_factor, outline_clip.width() * scale_factor, outline_clip.height() * scale_factor); + draw_store(texcopy, DrawMode::Outline); + + glDisable(GL_SCISSOR_TEST); + glDisable(GL_STENCIL_TEST); + + // Calculate the bounding rectangle of the split view controller. + auto rect = Geom::IntRect({0, 0}, view.rect.dimensions()); + auto dim = a.splitdir == Inkscape::SplitDirection::EAST || a.splitdir == Inkscape::SplitDirection::WEST ? Geom::X : Geom::Y; + rect[dim] = Geom::IntInterval(-21, 21) + std::round(a.splitfrac[dim] * view.rect.dimensions()[dim]); + + // Lease out a PixelStreamer mapping to draw on. + auto surface_size = rect.dimensions() * scale_factor; + auto surface = pixelstreamer->request(surface_size); + cairo_surface_set_device_scale(surface->cobj(), scale_factor, scale_factor); + + // Actually draw the content with Cairo. + auto cr = Cairo::Context::create(surface); + cr->set_operator(Cairo::OPERATOR_SOURCE); + cr->set_source_rgba(0.0, 0.0, 0.0, 0.0); + cr->paint(); + cr->translate(-rect.left(), -rect.top()); + paint_splitview_controller(view.rect.dimensions(), a.splitfrac, a.splitdir, a.hoverdir, cr); + + // Convert the surface to a texture. + glActiveTexture(GL_TEXTURE0); + auto texture = texturecache->request(surface_size); + pixelstreamer->finish(std::move(surface)); + + // Paint the texture onto the view. + glUseProgram(texcopy.id); + glUniform1i(texcopy.loc("tex"), 0); + geom_to_uniform(Geom::Scale(rect.dimensions()) * Geom::Translate(rect.min()) * Geom::Scale(2.0 / view.rect.width(), -2.0 / view.rect.height()) * Geom::Translate(-1.0, 1.0), texcopy.loc("mat"), texcopy.loc("trans")); + geom_to_uniform(Geom::Point(surface_size) / texture.size(), texcopy.loc("subrect")); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + // Return the texture back to the texture cache. + texturecache->finish(std::move(texture)); + + } else { // if (_split_mode == Inkscape::SplitMode::XRAY && a.mouse) + + // Draw the backing store over the whole view. + auto const &shader = a.render_mode == Inkscape::RenderMode::OUTLINE_OVERLAY ? outlineoverlayxray : xray; + glUseProgram(shader.id); + glUniform1f(shader.loc("radius"), prefs.xray_radius * scale_factor); + glUniform2fv(shader.loc("pos"), 1, std::begin({(GLfloat)(a.mouse->x() * scale_factor), (GLfloat)((view.rect.height() - a.mouse->y()) * scale_factor)})); + draw_store(shader, DrawMode::Combine); + } +} + +} // namespace Widget +} // namespace UI +} // namespace Inkscape + +/* + Local Variables: + mode:c++ + c-file-style:"stroustrup" + c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +)) + indent-tabs-mode:nil + fill-column:99 + End: +*/ +// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 : |