mirror of
https://github.com/slint-ui/slint.git
synced 2025-10-02 06:41:14 +00:00
471 lines
14 KiB
Rust
471 lines
14 KiB
Rust
/* LICENSE BEGIN
|
|
This file is part of the SixtyFPS Project -- https://sixtyfps.io
|
|
Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
|
|
Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
|
|
|
|
SPDX-License-Identifier: GPL-3.0-only
|
|
This file is also available under commercial licensing terms.
|
|
Please contact info@sixtyfps.io for more information.
|
|
LICENSE END */
|
|
use super::{
|
|
buffers::{GLArrayBuffer, GLIndexBuffer},
|
|
texture::GLTexture,
|
|
GLContext, Vertex,
|
|
};
|
|
use glow::HasContext;
|
|
use sixtyfps_corelib::graphics::RgbaColor;
|
|
use std::rc::Rc;
|
|
|
|
fn premultiply_alpha(col: RgbaColor<f32>) -> RgbaColor<f32> {
|
|
RgbaColor {
|
|
alpha: col.alpha,
|
|
red: col.red * col.alpha,
|
|
green: col.green * col.alpha,
|
|
blue: col.blue * col.alpha,
|
|
}
|
|
}
|
|
|
|
struct Shader {
|
|
program: <GLContext as HasContext>::Program,
|
|
context: Rc<glow::Context>,
|
|
}
|
|
|
|
impl Shader {
|
|
fn new(gl: &Rc<GLContext>, vertex_shader_source: &str, fragment_shader_source: &str) -> Shader {
|
|
let program = unsafe { gl.create_program().expect("Cannot create program") };
|
|
|
|
let shader_sources = [
|
|
(glow::VERTEX_SHADER, vertex_shader_source),
|
|
(glow::FRAGMENT_SHADER, fragment_shader_source),
|
|
];
|
|
|
|
let mut shaders = Vec::with_capacity(shader_sources.len());
|
|
|
|
for (shader_type, shader_source) in shader_sources.iter() {
|
|
unsafe {
|
|
let shader = gl.create_shader(*shader_type).expect("Cannot create shader");
|
|
gl.shader_source(shader, &shader_source);
|
|
gl.compile_shader(shader);
|
|
if !gl.get_shader_compile_status(shader) {
|
|
panic!(gl.get_shader_info_log(shader));
|
|
}
|
|
gl.attach_shader(program, shader);
|
|
shaders.push(shader);
|
|
}
|
|
}
|
|
|
|
unsafe {
|
|
gl.link_program(program);
|
|
if !gl.get_program_link_status(program) {
|
|
panic!(gl.get_program_info_log(program));
|
|
}
|
|
|
|
for shader in shaders {
|
|
gl.detach_shader(program, shader);
|
|
gl.delete_shader(shader);
|
|
}
|
|
}
|
|
|
|
Shader { context: gl.clone(), program }
|
|
}
|
|
|
|
pub fn use_program(&self, gl: &glow::Context) {
|
|
unsafe {
|
|
gl.use_program(Some(self.program));
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Drop for Shader {
|
|
fn drop(&mut self) {
|
|
unsafe {
|
|
self.context.delete_program(self.program);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub(crate) struct PathShader {
|
|
inner: Rc<Shader>,
|
|
matrix_location: <GLContext as HasContext>::UniformLocation,
|
|
vertcolor_location: <GLContext as HasContext>::UniformLocation,
|
|
pos_location: u32,
|
|
}
|
|
|
|
impl PathShader {
|
|
pub fn new(gl: &Rc<glow::Context>) -> Self {
|
|
const PATH_VERTEX_SHADER: &str = r#"#version 100
|
|
attribute vec2 pos;
|
|
uniform vec4 vertcolor;
|
|
uniform mat4 matrix;
|
|
varying lowp vec4 fragcolor;
|
|
|
|
void main() {
|
|
gl_Position = matrix * vec4(pos, 0.0, 1);
|
|
fragcolor = vertcolor;
|
|
}"#;
|
|
|
|
const PATH_FRAGMENT_SHADER: &str = r#"#version 100
|
|
precision mediump float;
|
|
varying lowp vec4 fragcolor;
|
|
void main() {
|
|
gl_FragColor = fragcolor;
|
|
}"#;
|
|
|
|
let inner = Rc::new(Shader::new(&gl, PATH_VERTEX_SHADER, PATH_FRAGMENT_SHADER));
|
|
|
|
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
|
|
let vertcolor_location =
|
|
unsafe { gl.get_uniform_location(inner.program, "vertcolor").unwrap() };
|
|
|
|
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
|
|
|
|
Self { inner, matrix_location, vertcolor_location, pos_location }
|
|
}
|
|
|
|
pub fn bind(
|
|
&self,
|
|
gl: &glow::Context,
|
|
matrix: &[f32; 16],
|
|
vertcolor: RgbaColor<f32>,
|
|
pos: &GLArrayBuffer<Vertex>,
|
|
indices: &GLIndexBuffer<u16>,
|
|
) {
|
|
self.inner.use_program(&gl);
|
|
|
|
let vertcolor = premultiply_alpha(vertcolor);
|
|
|
|
unsafe {
|
|
gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix);
|
|
|
|
gl.uniform_4_f32(
|
|
Some(&self.vertcolor_location),
|
|
vertcolor.red,
|
|
vertcolor.green,
|
|
vertcolor.blue,
|
|
vertcolor.alpha,
|
|
)
|
|
};
|
|
|
|
pos.bind(&gl, self.pos_location);
|
|
|
|
indices.bind(&gl);
|
|
}
|
|
|
|
pub fn unbind(&self, gl: &glow::Context) {
|
|
unsafe {
|
|
gl.disable_vertex_attrib_array(self.pos_location);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub(crate) struct RectShader {
|
|
inner: Rc<Shader>,
|
|
matrix_location: <GLContext as HasContext>::UniformLocation,
|
|
vertcolor_location: <GLContext as HasContext>::UniformLocation,
|
|
pos_location: u32,
|
|
rect_size_location: <GLContext as HasContext>::UniformLocation,
|
|
radius_location: <GLContext as HasContext>::UniformLocation,
|
|
border_width_location: <GLContext as HasContext>::UniformLocation,
|
|
border_color_location: <GLContext as HasContext>::UniformLocation,
|
|
}
|
|
|
|
impl RectShader {
|
|
pub fn new(gl: &Rc<glow::Context>) -> Self {
|
|
const RECT_VERTEX_SHADER: &str = r#"#version 100
|
|
attribute vec2 pos;
|
|
uniform vec4 vertcolor;
|
|
uniform mat4 matrix;
|
|
varying lowp vec4 fragcolor;
|
|
varying lowp vec2 fragpos;
|
|
|
|
void main() {
|
|
gl_Position = matrix * vec4(pos, 0.0, 1);
|
|
fragcolor = vertcolor;
|
|
fragpos = pos;
|
|
}"#;
|
|
|
|
const RECT_FRAGMENT_SHADER: &str = r#"#version 100
|
|
precision highp float;
|
|
uniform vec2 rectsize;
|
|
uniform float radius;
|
|
uniform float border_width;
|
|
uniform lowp vec4 border_color;
|
|
varying lowp vec4 fragcolor;
|
|
varying lowp vec2 fragpos;
|
|
|
|
float roundRectDistance(vec2 pos, vec2 rect_size, float radius)
|
|
{
|
|
vec2 q = abs(pos) - rect_size + radius;
|
|
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
|
|
}
|
|
|
|
float fillAlpha(float dist)
|
|
{
|
|
return clamp(-dist, 0.0, 1.0);
|
|
}
|
|
|
|
float innerBorderAlpha(float dist, float border_width)
|
|
{
|
|
float alpha1 = clamp(dist + border_width, 0.0, 1.0);
|
|
float alpha2 = clamp(dist, 0.0, 1.0);
|
|
return alpha1 - alpha2;
|
|
}
|
|
|
|
void main() {
|
|
float dist = roundRectDistance(fragpos - rectsize, rectsize, radius);
|
|
vec4 col;
|
|
if (radius > 0.) {
|
|
col = mix(vec4(0., 0., 0., 0.), fragcolor, fillAlpha(dist));
|
|
} else {
|
|
if (dist < 0.) {
|
|
col = fragcolor;
|
|
} else {
|
|
col = vec4(0., 0., 0., 0.);
|
|
}
|
|
}
|
|
col = mix(col, border_color, innerBorderAlpha(dist, border_width));
|
|
gl_FragColor = col;
|
|
}"#;
|
|
|
|
let inner = Rc::new(Shader::new(&gl, RECT_VERTEX_SHADER, RECT_FRAGMENT_SHADER));
|
|
|
|
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
|
|
let vertcolor_location =
|
|
unsafe { gl.get_uniform_location(inner.program, "vertcolor").unwrap() };
|
|
let rect_size_location =
|
|
unsafe { gl.get_uniform_location(inner.program, "rectsize").unwrap() };
|
|
let radius_location = unsafe { gl.get_uniform_location(inner.program, "radius").unwrap() };
|
|
let border_width_location =
|
|
unsafe { gl.get_uniform_location(inner.program, "border_width").unwrap() };
|
|
let border_color_location =
|
|
unsafe { gl.get_uniform_location(inner.program, "border_color").unwrap() };
|
|
|
|
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
|
|
|
|
Self {
|
|
inner,
|
|
matrix_location,
|
|
vertcolor_location,
|
|
pos_location,
|
|
rect_size_location,
|
|
radius_location,
|
|
border_width_location,
|
|
border_color_location,
|
|
}
|
|
}
|
|
|
|
pub fn bind(
|
|
&self,
|
|
gl: &glow::Context,
|
|
matrix: &[f32; 16],
|
|
vertcolor: RgbaColor<f32>,
|
|
rect_size: &[f32; 2],
|
|
radius: f32,
|
|
border_width: f32,
|
|
border_color: RgbaColor<f32>,
|
|
pos: &GLArrayBuffer<Vertex>,
|
|
indices: &GLIndexBuffer<u16>,
|
|
) {
|
|
self.inner.use_program(&gl);
|
|
|
|
let vertcolor = premultiply_alpha(vertcolor);
|
|
let border_color = premultiply_alpha(border_color);
|
|
|
|
unsafe {
|
|
gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix);
|
|
|
|
gl.uniform_4_f32(
|
|
Some(&self.vertcolor_location),
|
|
vertcolor.red,
|
|
vertcolor.green,
|
|
vertcolor.blue,
|
|
vertcolor.alpha,
|
|
);
|
|
|
|
gl.uniform_2_f32(Some(&self.rect_size_location), rect_size[0], rect_size[1]);
|
|
|
|
gl.uniform_1_f32(Some(&self.radius_location), radius);
|
|
|
|
gl.uniform_1_f32(Some(&self.border_width_location), border_width);
|
|
gl.uniform_4_f32(
|
|
Some(&self.border_color_location),
|
|
border_color.red,
|
|
border_color.green,
|
|
border_color.blue,
|
|
border_color.alpha,
|
|
);
|
|
};
|
|
|
|
pos.bind(&gl, self.pos_location);
|
|
|
|
indices.bind(&gl);
|
|
}
|
|
|
|
pub fn unbind(&self, gl: &glow::Context) {
|
|
unsafe {
|
|
gl.disable_vertex_attrib_array(self.pos_location);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub(crate) struct ImageShader {
|
|
inner: Rc<Shader>,
|
|
matrix_location: <GLContext as HasContext>::UniformLocation,
|
|
tex_location: <GLContext as HasContext>::UniformLocation,
|
|
pos_location: u32,
|
|
tex_pos_location: u32,
|
|
}
|
|
|
|
impl ImageShader {
|
|
pub fn new(gl: &Rc<glow::Context>) -> Self {
|
|
const IMAGE_VERTEX_SHADER: &str = r#"#version 100
|
|
attribute vec2 pos;
|
|
attribute vec2 tex_pos;
|
|
uniform mat4 matrix;
|
|
varying highp vec2 frag_tex_pos;
|
|
void main() {
|
|
gl_Position = matrix * vec4(pos, 0.0, 1);
|
|
frag_tex_pos = tex_pos;
|
|
}"#;
|
|
|
|
const IMAGE_FRAGMENT_SHADER: &str = r#"#version 100
|
|
varying highp vec2 frag_tex_pos;
|
|
uniform sampler2D tex;
|
|
void main() {
|
|
gl_FragColor = texture2D(tex, frag_tex_pos);
|
|
}"#;
|
|
|
|
let inner = Rc::new(Shader::new(&gl, IMAGE_VERTEX_SHADER, IMAGE_FRAGMENT_SHADER));
|
|
|
|
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
|
|
let tex_location = unsafe { gl.get_uniform_location(inner.program, "tex").unwrap() };
|
|
|
|
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
|
|
let tex_pos_location = unsafe { gl.get_attrib_location(inner.program, "tex_pos").unwrap() };
|
|
|
|
Self { inner, matrix_location, tex_location, pos_location, tex_pos_location }
|
|
}
|
|
|
|
pub fn bind(
|
|
&self,
|
|
gl: &glow::Context,
|
|
matrix: &[f32; 16],
|
|
tex: &GLTexture,
|
|
pos: &GLArrayBuffer<Vertex>,
|
|
tex_pos: &GLArrayBuffer<Vertex>,
|
|
) {
|
|
self.inner.use_program(&gl);
|
|
|
|
unsafe { gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix) };
|
|
|
|
tex.bind_to_location(&self.tex_location);
|
|
|
|
pos.bind(&gl, self.pos_location);
|
|
|
|
tex_pos.bind(&gl, self.tex_pos_location);
|
|
}
|
|
|
|
pub fn unbind(&self, gl: &glow::Context) {
|
|
unsafe {
|
|
gl.disable_vertex_attrib_array(self.pos_location);
|
|
gl.disable_vertex_attrib_array(self.tex_pos_location);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub(crate) struct GlyphShader {
|
|
inner: Rc<Shader>,
|
|
matrix_location: <GLContext as HasContext>::UniformLocation,
|
|
text_color_location: <GLContext as HasContext>::UniformLocation,
|
|
tex_location: <GLContext as HasContext>::UniformLocation,
|
|
pos_location: u32,
|
|
tex_pos_location: u32,
|
|
}
|
|
|
|
impl GlyphShader {
|
|
pub fn new(gl: &Rc<glow::Context>) -> Self {
|
|
const GLYPH_VERTEX_SHADER: &str = r#"#version 100
|
|
attribute vec2 pos;
|
|
attribute vec2 tex_pos;
|
|
uniform mat4 matrix;
|
|
uniform vec4 text_color;
|
|
varying highp vec2 frag_tex_pos;
|
|
varying lowp vec4 fragcolor;
|
|
void main() {
|
|
gl_Position = matrix * vec4(pos, 0.0, 1);
|
|
frag_tex_pos = tex_pos;
|
|
fragcolor = text_color;
|
|
}"#;
|
|
|
|
const GLYPH_FRAGMENT_SHADER: &str = r#"#version 100
|
|
varying highp vec2 frag_tex_pos;
|
|
varying lowp vec4 fragcolor;
|
|
uniform sampler2D tex;
|
|
void main() {
|
|
gl_FragColor = fragcolor * texture2D(tex, frag_tex_pos).a;
|
|
}"#;
|
|
|
|
let inner = Rc::new(Shader::new(&gl, GLYPH_VERTEX_SHADER, GLYPH_FRAGMENT_SHADER));
|
|
|
|
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
|
|
let text_color_location =
|
|
unsafe { gl.get_uniform_location(inner.program, "text_color").unwrap() };
|
|
let tex_location = unsafe { gl.get_uniform_location(inner.program, "tex").unwrap() };
|
|
|
|
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
|
|
|
|
let tex_pos_location = unsafe { gl.get_attrib_location(inner.program, "tex_pos").unwrap() };
|
|
|
|
Self {
|
|
inner,
|
|
matrix_location,
|
|
text_color_location,
|
|
tex_location,
|
|
pos_location,
|
|
tex_pos_location,
|
|
}
|
|
}
|
|
|
|
pub fn bind(
|
|
&self,
|
|
gl: &glow::Context,
|
|
matrix: &[f32; 16],
|
|
text_color: RgbaColor<f32>,
|
|
tex: &GLTexture,
|
|
pos: &GLArrayBuffer<Vertex>,
|
|
tex_pos: &GLArrayBuffer<Vertex>,
|
|
) {
|
|
self.inner.use_program(&gl);
|
|
|
|
let text_color = premultiply_alpha(text_color);
|
|
|
|
unsafe {
|
|
gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix);
|
|
|
|
gl.uniform_4_f32(
|
|
Some(&self.text_color_location),
|
|
text_color.red,
|
|
text_color.green,
|
|
text_color.blue,
|
|
text_color.alpha,
|
|
)
|
|
};
|
|
|
|
tex.bind_to_location(&self.tex_location);
|
|
|
|
pos.bind(&gl, self.pos_location);
|
|
|
|
tex_pos.bind(&gl, self.tex_pos_location);
|
|
}
|
|
|
|
pub fn unbind(&self, gl: &glow::Context) {
|
|
unsafe {
|
|
gl.disable_vertex_attrib_array(self.pos_location);
|
|
gl.disable_vertex_attrib_array(self.tex_pos_location);
|
|
}
|
|
}
|
|
}
|