#include "Window.hpp" // -------- OpenGL -------- // #define GLEW_STATIC #include #include "Graphics.hpp" // -------- Canvas -------- // #define NANOVG_GL3_IMPLEMENTATION #include #include namespace tp { class Canvas::Context { public: NVGcontext* vg {}; Window* window {}; }; } using namespace tp; Canvas::Canvas(Window* window) { mContext = new Context(); mContext->window = window; mContext->vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES); if (nvgCreateFont(mContext->vg, "default", "rsc/Font.ttf") == -1) { ASSERT(!"Cant create NVG font") } } Canvas::~Canvas() { nvgDeleteGL3(mContext->vg); delete mContext; } void Canvas::rect(RectF rec, const RGBA& col, halnf round) { rec.pos += mOrigin; nvgBeginPath(mContext->vg); if (round == 0) { nvgRect(mContext->vg, rec.x, rec.y, rec.z, rec.w); } else { nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, round); } nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a }); nvgFill(mContext->vg); } void Canvas::debugCross(RectF rec, const RGBA& col) { nvgBeginPath(mContext->vg); nvgMoveTo(mContext->vg, rec.p1().x, rec.p1().y); nvgLineTo(mContext->vg, rec.p3().x, rec.p3().y); nvgMoveTo(mContext->vg, rec.p2().x, rec.p2().y); nvgLineTo(mContext->vg, rec.p4().x, rec.p4().y); nvgStrokeWidth(mContext->vg, 2); nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a }); nvgStroke(mContext->vg); // nvgFill(mContext->vg); } void Canvas::frame(RectF rec, const RGBA& col, halnf round) { nvgBeginPath(mContext->vg); nvgMoveTo(mContext->vg, rec.p1().x, rec.p1().y); nvgLineTo(mContext->vg, rec.p2().x, rec.p2().y); nvgLineTo(mContext->vg, rec.p3().x, rec.p3().y); nvgLineTo(mContext->vg, rec.p4().x, rec.p4().y); nvgLineTo(mContext->vg, rec.p1().x, rec.p1().y); nvgStrokeWidth(mContext->vg, 2); nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a }); nvgStroke(mContext->vg); // nvgFill(mContext->vg); } void Canvas::circle(Vec2F pos, halnf size, const RGBA& col) { pos += mOrigin; nvgBeginPath(mContext->vg); nvgCircle(mContext->vg, pos.x, pos.y, size); nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a }); nvgFill(mContext->vg); } void Canvas::setOrigin(const Vec2F& origin) { mOrigin = origin; } void Canvas::pushClamp(const RectF& rec) { RectF intersection = rec; if (mScissors.size()) { mScissors.last().calcIntersection(rec, intersection); } nvgScissor(mContext->vg, intersection.x, intersection.y, intersection.z, intersection.w); mScissors.append(intersection); } void Canvas::popClamp() { DEBUG_ASSERT(mScissors.size()); mIsClamping = false; mScissors.pop(); if (mScissors.size()) { const auto& rec = mScissors.last(); nvgScissor(mContext->vg, rec.x, rec.y, rec.z, rec.w); } else { nvgResetScissor(mContext->vg); } } const RectF& Canvas::getClampedArea() const { return mScissors.last(); } void Canvas::text( const char* string, const RectF& aRec, halnf size, Align align, halnf marging, const RGBA& col ) { RectF rec = { aRec.x + marging, aRec.y + marging, aRec.z - marging * 2, aRec.w - marging * 2 }; rec.pos += mOrigin; pushClamp(rec); nvgFontSize(mContext->vg, size); nvgFontFace(mContext->vg, "default"); nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a }); float centerX = rec.x; float centerY = rec.y; int alignNVG = 0; if (((int1*) &align)[1] == 0x00) { // center x alignNVG |= NVG_ALIGN_CENTER; centerX += rec.z * 0.5f; } else if (((int1*) &align)[1] == 0x01) { // left x alignNVG |= NVG_ALIGN_LEFT; } else if (((int1*) &align)[1] == 0x02) { // right x alignNVG |= NVG_ALIGN_RIGHT; centerX += rec.z; } if (((int1*) &align)[0] == 0x00) { // center y alignNVG |= NVG_ALIGN_MIDDLE; centerY += rec.w * 0.5f; } else if (((int1*) &align)[0] == 0x01) { // top y alignNVG |= NVG_ALIGN_TOP; centerY += rec.w; } else if (((int1*) &align)[0] == 0x02) { // bottom y alignNVG |= NVG_ALIGN_BOTTOM; } nvgTextAlign(mContext->vg, alignNVG); nvgText(mContext->vg, centerX, centerY, string, nullptr); popClamp(); } void Canvas::drawImage(RectF rec, ImageHandle* image, halnf angle, halnf alpha, halnf rounding) { rec.pos += mOrigin; auto imgPaint = nvgImagePattern(mContext->vg, rec.x, rec.y, rec.z, rec.w, angle, image->id, alpha); nvgBeginPath(mContext->vg); nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, rounding); nvgFillPaint(mContext->vg, imgPaint); nvgFill(mContext->vg); } Canvas::ImageHandle Canvas::createImageFromTextId(ualni id, Vec2F size) { #ifdef ENV_OS_ANDROID return { (ualni) nvglCreateImageFromHandleGLES3(mContext->vg, id, size.x, size.y, 0) }; #else //return { (ualni) nvglCreateImageFromHandleGL3(mContext->vg, id, size.x, size.y, 0) }; return { (ualni) nvglCreateImageFromHandleGL3(mContext->vg, id, size.x, size.y, 0) }; #endif } void Canvas::updateTextureID(ImageHandle handle, ualni id) { auto nvgl = (GLNVGcontext*) nvgInternalParams(mContext->vg)->userPtr; auto glhandle = nvglImageHandleGL3(mContext->vg, handle.id); auto tex = glnvg__findTexture(nvgl, handle.id); tex->tex = id; } void Canvas::deleteImageHandle(ImageHandle image) { if (image.id) { nvgDeleteImage(mContext->vg, image.id); } } void Canvas::drawBegin() { const auto size = mContext->window->getSize(); nvgBeginFrame(mContext->vg, size.x, size.y, 1.0); glViewport(0, 0, size.x, size.y); } void Canvas::drawEnd() { const auto size = mContext->window->getSize(); glViewport(0, 0, size.x, size.y); nvgEndFrame(mContext->vg); } void Canvas::colorWheel(const RectF& rec, const ColorWheel& colorWheel) { auto NVG = mContext->vg; const auto sizeInner = 5.f; const auto sizeOuter = 7.f; float const x = rec.x + mOrigin.x; float const y = rec.y + mOrigin.y; float const w = rec.z; float const h = rec.w; const HSV& hsv = colorWheel.color; float const hue = hsv.h / (NVG_PI * 2); int i; float r0, r1, ax, ay, bx, by, cx, cy, aeps, r; NVGpaint paint; nvgSave(mContext->vg); cx = x + w * 0.5f; cy = y + h * 0.5f; r1 = (w < h ? w : h) * 0.5f - colorWheel.margin; r0 = r1 - colorWheel.thickness; aeps = 0.5f / r1; // half a pixel arc length in radians (2pi cancels out). for (i = 0; i < 6; i++) { float a0 = (float)i / 6.0f * NVG_PI * 2.0f - aeps; float a1 = (float)(i + 1.0f) / 6.0f * NVG_PI * 2.0f + aeps; nvgBeginPath(NVG); nvgArc(NVG, cx, cy, r0, a0, a1, NVG_CW); nvgArc(NVG, cx, cy, r1, a1, a0, NVG_CCW); nvgClosePath(NVG); ax = cx + cosf(a0) * (r0 + r1) * 0.5f; ay = cy + sinf(a0) * (r0 + r1) * 0.5f; bx = cx + cosf(a1) * (r0 + r1) * 0.5f; by = cy + sinf(a1) * (r0 + r1) * 0.5f; paint = nvgLinearGradient(NVG, ax, ay, bx, by, nvgHSLA(a0 / (NVG_PI * 2), 1.0f, 0.55f, 255), nvgHSLA(a1 / (NVG_PI * 2), 1.0f, 0.55f, 255)); nvgFillPaint(NVG, paint); nvgFill(NVG); } nvgBeginPath(NVG); nvgCircle(NVG, cx, cy, r0 - 0.5f); nvgCircle(NVG, cx, cy, r1 + 0.5f); nvgStrokeColor(NVG, nvgRGBA(0, 0, 0, 64)); nvgStrokeWidth(NVG, 1.0f); nvgStroke(NVG); // Selector nvgSave(NVG); nvgTranslate(NVG, cx, cy); nvgRotate(NVG, hue * NVG_PI * 2); // Marker on nvgStrokeWidth(NVG, 2.0f); nvgBeginPath(NVG); nvgRect(NVG, r0 - 1, -3, r1 - r0 + 2, 6); nvgStrokeColor(NVG, nvgRGBA(255, 255, 255, 192)); nvgStroke(NVG); paint = nvgBoxGradient(NVG, r0 - 3, -5, r1 - r0 + 6, 10, 2, 4, nvgRGBA(0, 0, 0, 128), nvgRGBA(0, 0, 0, 0)); nvgBeginPath(NVG); nvgRect(NVG, r0 - 2 - 10, -4 - 10, r1 - r0 + 4 + 20, 8 + 20); nvgRect(NVG, r0 - 2, -4, r1 - r0 + 4, 8); nvgPathWinding(NVG, NVG_HOLE); nvgFillPaint(NVG, paint); nvgFill(NVG); // Center triangle r = r0 - 6; ax = cosf(120.0f / 180.0f * NVG_PI) * r; ay = sinf(120.0f / 180.0f * NVG_PI) * r; bx = cosf(-120.0f / 180.0f * NVG_PI) * r; by = sinf(-120.0f / 180.0f * NVG_PI) * r; nvgBeginPath(NVG); nvgMoveTo(NVG, r, 0); nvgLineTo(NVG, ax, ay); nvgLineTo(NVG, bx, by); nvgClosePath(NVG); paint = nvgLinearGradient(NVG, r, 0, ax, ay, nvgHSLA(hue, 1.0f, 0.5f, 255), nvgRGBA(255, 255, 255, 255)); nvgFillPaint(NVG, paint); nvgFill(NVG); paint = nvgLinearGradient(NVG, (r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by, nvgRGBA(0, 0, 0, 0), nvgRGBA(0, 0, 0, 255)); nvgFillPaint(NVG, paint); nvgFill(NVG); nvgStrokeColor(NVG, nvgRGBA(0, 0, 0, 64)); nvgStroke(NVG); // Select circle on triangle float yt = hsv.v * hsv.s; float xt = hsv.v - 0.5 * yt; ay = sinf(120.0f / 180.0f * NVG_PI) * r * (-1.0f + xt * 2.0f); ax = cosf(120.0f / 180.0f * NVG_PI) * r * (1.0f - yt * 3.f); nvgStrokeWidth(NVG, 2.0f); nvgBeginPath(NVG); nvgCircle(NVG, ax, ay, sizeInner); nvgStrokeColor(NVG, nvgRGBA(255, 255, 255, 192)); nvgStroke(NVG); paint = nvgRadialGradient(NVG, ax, ay, 7, 9, nvgRGBA(0, 0, 0, 64), nvgRGBA(0, 0, 0, 0)); nvgBeginPath(NVG); nvgRect(NVG, ax - 20, ay - 20, 40, 40); nvgCircle(NVG, ax, ay, sizeOuter); nvgPathWinding(NVG, NVG_HOLE); nvgFillPaint(NVG, paint); nvgFill(NVG); nvgRestore(NVG); nvgRestore(NVG); } void Canvas::ColorWheel::fromPoint(const tp::RectF& area, const tp::Vec2F& crs) { auto wheel_rec = area; wheel_rec.pos += margin; wheel_rec.size -= margin * 2; auto center = wheel_rec.pos + wheel_rec.size / 2.f; auto edge = min(wheel_rec.size.x, wheel_rec.size.y); wheel_rec.pos = center - edge / 2.f; wheel_rec.size = edge; HSV hsv = color; auto pos = crs - center; auto r = (crs - center).length(); if (r < edge / 2.f) { if (r > edge / 2.f - thickness) { auto angle = halnf(atan2(pos.y, pos.x)); angle = halnf(angle > 0 ? angle : PI * 2 + angle); angle = clamp(angle, 0.f, halnf(PI * 2)); hsv.h = angle; } else { pos.y *= -1; pos /= (edge / 2.f) - thickness - 10; auto angle = PI * 2 - hsv.h - PI / 2; if (angle < 0) { angle += PI * 2; } auto sin = halnf(::sin(-angle)); auto cos = halnf(::cos(-angle)); auto sv_pos = Vec2F{ pos.x * cos - pos.y * sin, pos.x * sin + pos.y * cos }; auto sv_angle = halnf(atan2(sv_pos.x, sv_pos.y)); sv_angle = halnf(sv_angle > 0 ? sv_angle : PI * 2 + sv_angle); sv_angle = clamp(sv_angle, 0.f, halnf(PI * 2)); auto p1 = Vec2F(0, 1); auto p2 = Vec2F(::cos(PI / 6), -::sin(PI / 6)); auto p3 = Vec2F{ -p2.x, p2.y }; Vec2F intersection = sv_pos; if (sv_angle < PI / 3 * 2) { if (intersectLines2D({ 0, 0 }, sv_pos, p1, p2, &intersection)) { sv_pos = intersection; } } else if (sv_angle < PI / 3 * 4) { if (intersectLines2D({ 0, 0 }, sv_pos, p3, p2, &intersection)) { sv_pos = intersection; } } else { if (intersectLines2D({ 0, 0 }, sv_pos, p1, p3, &intersection)) { sv_pos = intersection; } } sv_pos.y = halnf((sv_pos.y + 1 / 2.f) * 2 / 3.f * 1.0); sv_pos.x = halnf(sv_pos.x * 2 / sqrt(3) * 1.0); sv_pos.x = (sv_pos.x + 1.f) / 2; sv_pos.x = clamp(sv_pos.x, 0.f, 1.f); sv_pos.y = clamp(sv_pos.y, 0.f, 1.f); auto v = sv_pos.y * 0.5f + sv_pos.x; auto s = sv_pos.y / v; hsv.v = clamp(v, 0.001f, 0.999f); hsv.s = clamp(s, 0.001f, 0.999f); } } color = hsv; }