/
vbuilder.go
538 lines (492 loc) · 16 KB
/
vbuilder.go
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package vglyph
import (
"errors"
"image"
"github.com/go-gl/mathgl/mgl32"
"github.com/lakal3/vge/vge/vk"
"golang.org/x/image/font/sfnt"
"golang.org/x/image/math/fixed"
)
type segment struct {
deg int // 1 - for line, 2 for quadratic bezier
points [3]mgl32.Vec2
}
type VectorBuilder struct {
name string
segments []segment
min mgl32.Vec2
max mgl32.Vec2
margin int
charOffset image.Point
edges image.Rectangle
size image.Point
offset image.Point
content []byte
hasDim bool
}
func (vb *VectorBuilder) AddLine(p1, p2 mgl32.Vec2) *VectorBuilder {
vb.addLimit(p1)
vb.segments = append(vb.segments, segment{deg: 1, points: [3]mgl32.Vec2{p1, p2, mgl32.Vec2{}}})
vb.addLimit(p2)
return vb
}
func (vb *VectorBuilder) AddPoint(p1 mgl32.Vec2) *VectorBuilder {
vb.addLimit(p1)
return vb
}
func (vb *VectorBuilder) AddQuadratic(p1, p2, p3 mgl32.Vec2) *VectorBuilder {
vb.addLimit(p1)
vb.segments = append(vb.segments, segment{deg: 2, points: [3]mgl32.Vec2{p1, p2, p3}})
vb.addLimit(p2)
vb.addLimit(p3)
return vb
}
func (vb *VectorBuilder) AddRect(outside bool, left mgl32.Vec2, size mgl32.Vec2) *VectorBuilder {
rt := left.Add(mgl32.Vec2{size[0], 0})
rb := left.Add(mgl32.Vec2{size[0], size[1]})
lb := left.Add(mgl32.Vec2{0, size[1]})
if outside {
vb.AddLine(left, rt)
vb.AddLine(rt, rb)
vb.AddLine(rb, lb)
vb.AddLine(lb, left)
} else {
vb.AddLine(left, lb)
vb.AddLine(lb, rb)
vb.AddLine(rb, rt)
vb.AddLine(rt, left)
}
return vb
}
func (vb *VectorBuilder) AddCornerRect(outside bool, left mgl32.Vec2, size mgl32.Vec2, corners mgl32.Vec4) *VectorBuilder {
if outside {
pp := left.Add(mgl32.Vec2{corners[0], 0})
pn := left.Add(mgl32.Vec2{size[0], 0}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Add(mgl32.Vec2{corners[0], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{corners[0], 0})
vb.AddLine(pp, pn)
} else {
pp := left.Add(mgl32.Vec2{corners[0], 0})
pn := left.Add(mgl32.Vec2{0, 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Add(mgl32.Vec2{corners[0], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], 0}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{corners[0], 0})
vb.AddLine(pp, pn)
}
return vb
}
func (vb *VectorBuilder) AddRoundedRect(outside bool, left mgl32.Vec2, size mgl32.Vec2, corners mgl32.Vec4) *VectorBuilder {
if outside {
pp := left.Add(mgl32.Vec2{corners[0], 0})
pn := left.Add(mgl32.Vec2{size[0], 0}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddCorner(pp, left.Add(mgl32.Vec2{size[0], 0}), pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(size).Sub(mgl32.Vec2{corners[2], 0})
vb.AddCorner(pp, left.Add(size), pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Add(mgl32.Vec2{corners[0], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddCorner(pp, left.Add(mgl32.Vec2{0, size[1]}), pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{corners[0], 0})
vb.AddCorner(pp, left, pn)
} else {
pp := left.Add(mgl32.Vec2{corners[0], 0})
pn := left.Add(mgl32.Vec2{0, corners[1]})
vb.AddCorner(pp, left, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{0, size[1]}).Add(mgl32.Vec2{corners[0], 0})
vb.AddCorner(pp, left.Add(mgl32.Vec2{0, size[1]}), pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], size[1]}).Sub(mgl32.Vec2{0, corners[3]})
vb.AddCorner(pp, left.Add(size), pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], 0}).Add(mgl32.Vec2{0, corners[1]})
vb.AddLine(pp, pn)
pp, pn = pn, left.Add(mgl32.Vec2{size[0], 0}).Sub(mgl32.Vec2{corners[2], 0})
vb.AddCorner(pp, left.Add(mgl32.Vec2{size[0], 0}), pn)
pp, pn = pn, left.Add(mgl32.Vec2{corners[0], 0})
vb.AddLine(pp, pn)
}
return vb
}
func (vb *VectorBuilder) AddCorner(from mgl32.Vec2, mid mgl32.Vec2, to mgl32.Vec2) {
vb.AddQuadratic(from, mid, to)
}
func (vb *VectorBuilder) addLimit(p mgl32.Vec2) {
if !vb.hasDim {
vb.min, vb.max, vb.hasDim = p, p, true
return
}
if vb.min[0] > p[0] {
vb.min[0] = p[0]
}
if vb.min[1] > p[1] {
vb.min[1] = p[1]
}
if vb.max[0] < p[0] {
vb.max[0] = p[0]
}
if vb.max[1] < p[1] {
vb.max[1] = p[1]
}
}
func (vb *VectorBuilder) calcSize() {
limits := vb.max.Sub(vb.min).Add(mgl32.Vec2{1, 1})
vb.size = image.Pt(int(limits[0]), int(limits[1])).Add(image.Pt(vb.margin*2, vb.margin*2))
// sd.im = image.NewRGBA(image.Rectangle{Max: ptLimits})
offset := vb.min.Sub(mgl32.Vec2{float32(vb.margin), float32(vb.margin)})
for idx, edge := range vb.segments {
vb.segments[idx].points[0] = edge.points[0].Sub(offset)
vb.segments[idx].points[1] = edge.points[1].Sub(offset)
if edge.deg > 1 {
vb.segments[idx].points[2] = edge.points[2].Sub(offset)
}
}
}
func (vb *VectorBuilder) renderOne(maxDistance float32) {
vb.content = make([]byte, vb.size.Y*vb.size.X)
for y := 0; y < vb.size.Y; y++ {
for x := 0; x < vb.size.X; x++ {
vb.fillPoint(maxDistance, x, y)
}
}
}
const notSetDistance = float32(1e10)
// from http://geomalgorithms.com/a03-_inclusion.html
// isLeft(): tests if a point is Left|On|Right of an infinite line.
// Input: three points P0, P1, and P2
// Return: >0 for P2 left of the line through P0 and P1
// =0 for P2 on the line
// <0 for P2 right of the line
// See: Algorithm 1 "Area of Triangles and Polygons"
func isLeft(pos, p1, p2 mgl32.Vec2) float32 {
return (p2[0]-p1[0])*(pos[1]-p1[1]) - (pos[0]-p1[0])*(p2[1]-p1[1])
}
func (vb *VectorBuilder) fillPoint(maxDistance float32, x int, y int) {
pos := mgl32.Vec2{float32(x), float32(y)}
dist := notSetDistance
var vn int
for _, sg := range vb.segments {
edgeDist := maxDistance
var vnEdge int
switch sg.deg {
case 1:
edgeDist, vnEdge = vb.lineLen(pos, sg.points[0], sg.points[1])
case 2:
edgeDist, vnEdge = vb.quadLen(pos, sg.points[0], sg.points[1], sg.points[2])
}
if edgeDist < dist {
dist = edgeDist
}
vn += vnEdge
}
if dist > maxDistance {
dist = maxDistance
}
var f float32
if vn <= 0 { // Outside
f = 0.5 + 0.5*dist/maxDistance
} else {
f = 0.5 - 0.5*dist/maxDistance
}
vb.content[y*vb.size.X+x] = uint8(f * 255)
}
func (vb *VectorBuilder) lineLen(pos mgl32.Vec2, p1 mgl32.Vec2, p2 mgl32.Vec2) (float32, int) {
a := pos.Sub(p1)
v := p2.Sub(p1)
l2 := v.LenSqr()
if l2 == 0 {
return a.Len(), 0
}
vn := 0
if p1[1] <= pos[1] {
if p2[1] > pos[1] { // Upwards
if isLeft(pos, p1, p2) > 0 {
vn = 1
}
}
} else {
if p2[1] <= pos[1] { // Downwards
if isLeft(pos, p1, p2) < 0 {
vn = -1
}
}
}
t := a.Dot(v) / l2
if t < 0 {
return a.Len(), vn
}
if t > 1 {
return p2.Sub(pos).Len(), vn
}
return p1.Add(v.Mul(t)).Sub(pos).Len(), vn
}
func (vb *VectorBuilder) quadLen(pos mgl32.Vec2, p0 mgl32.Vec2, pMid mgl32.Vec2, p1 mgl32.Vec2) (quadDist float32, quadVn int) {
quadDist = 1e10
segPrev := p0
for t := float32(0.125); t <= 1; t += 0.125 {
segNext := p0.Mul((1 - t) * (1 - t)).Add(pMid.Mul(2 * t * (1 - t))).Add(p1.Mul(t * t))
dist, vn := vb.lineLen(pos, segPrev, segNext)
if dist < quadDist {
quadDist = dist
}
segPrev = segNext
quadVn += vn
}
return
}
func (vb *VectorBuilder) addSegments(fSegs []float32) []float32 {
for _, sg := range vb.segments {
fSegs = append(fSegs, float32(sg.deg), 0, sg.points[0][0], sg.points[0][1], sg.points[1][0], sg.points[1][1],
sg.points[2][0], sg.points[2][1])
}
fSegs = append(fSegs, 0, 0, 0, 0, 0, 0, 0, 0)
return fSegs
}
// VectorSetBuilder converts vector based images (fonts and drawn) to glyph set
type VectorSetBuilder struct {
Ctx vk.APIContext
MaxDistance float32
glyphs []*VectorBuilder
b *sfnt.Buffer
}
// Add glyph using Vector builder. Margin will be added to final glyph. You must have few pixel around edges
// to separate glyph inside from outside
func (vsb *VectorSetBuilder) AddGlyph(name string, margin int) *VectorBuilder {
vb := &VectorBuilder{name: name, margin: margin}
vsb.glyphs = append(vsb.glyphs, vb)
return vb
}
// Add glyph that have 3 sides: top, center, bottom or left, center, right.
// 9 side glyphs have left, top, right, bottom, center and all corners.
func (vsb *VectorSetBuilder) AddEdgedGlyph(name string, margin int, edges image.Rectangle) *VectorBuilder {
vb := vsb.AddGlyph(name, margin)
vb.edges = edges
return vb
}
// Range of unicode points, ranges characters including
type Range struct {
From rune
To rune
}
// Add font to vector set builder. Glyph names will be directly font character converted as string
// Currently only fonts containing lines and quadratics bezier lines are support (this should include all ttf fonts)
// Cubic bezier lines are not
func (vsb *VectorSetBuilder) AddFont(ctx vk.APIContext, fontContent []byte, ranges ...Range) {
err := vsb.addFont(fontContent, ranges)
if err != nil {
ctx.SetError(err)
}
}
func (vsb *VectorSetBuilder) addFont(content []byte, ranges []Range) error {
font, err := sfnt.Parse(content)
if err != nil {
return err
}
for _, rg := range ranges {
for ch := rg.From; ch <= rg.To; ch++ {
vsb.AddChar(font, NOMINALFontSize, ch)
}
}
return nil
}
// Add individual character from font to vector builder
func (vsb *VectorSetBuilder) AddChar(font *sfnt.Font, pixelSize int, r rune) *VectorBuilder {
if vsb.b == nil {
vsb.b = &sfnt.Buffer{}
}
idx, err := font.GlyphIndex(vsb.b, r)
if err != nil || idx == 0 {
return nil
}
vb := vsb.AddGlyph(string(r), 3)
segments, err := font.LoadGlyph(vsb.b, idx, fixed.I(pixelSize), nil)
if err != nil {
return nil
}
var prevPos mgl32.Vec2
for _, sg := range segments {
switch sg.Op {
case sfnt.SegmentOpMoveTo:
prevPos = toVector(sg, 0)
case sfnt.SegmentOpLineTo:
pos := toVector(sg, 0)
vb.AddLine(prevPos, pos)
prevPos = pos
case sfnt.SegmentOpQuadTo:
mid := toVector(sg, 0)
pos := toVector(sg, 1)
vb.AddQuadratic(prevPos, mid, pos)
prevPos = pos
default:
panic("Invalid OP")
}
}
vb.charOffset = image.Pt(int(vb.min[0]), int(vb.min[1]))
return vb
}
// Convert added vector sets to glyph set. This glyph set will be signed depth field
func (vsb *VectorSetBuilder) Build(ctx vk.APIContext, dev *vk.Device) *GlyphSet {
for _, vb := range vsb.glyphs {
vb.calcSize()
}
w := 256
h := 0
for h == 0 || h > w {
w = 2 * w
h = vsb.calcImageSize(w)
if w > MAXImageWidth {
ctx.SetError(errors.New("Glyph set too large"))
return nil
}
}
bi := &vectorBuildInfo{}
defer bi.owner.Dispose()
bi.gs = newGlyphSet(ctx, dev, len(vsb.glyphs), w, h, SETDepthField)
bi.prepare(ctx, dev, vsb)
bi.render(ctx, dev, vsb)
vsb.addGlyphs(bi.gs)
bi.gs.Advance = DefaultAdvance
return bi.gs
}
func (vsb *VectorSetBuilder) addGlyphs(gs *GlyphSet) {
for _, gb := range vsb.glyphs {
max := gb.offset.Add(gb.size)
gs.glyphs[gb.name] = Glyph{Name: gb.name, CharOffset: gb.charOffset,
Location: image.Rectangle{Min: gb.offset.Add(image.Pt(1, 1)), Max: max.Sub(image.Pt(2, 2))}, Edges: gb.edges}
}
}
func (vsb *VectorSetBuilder) calcImageSize(w int) int {
h := 0
var offset image.Point
var lHeight int
for _, im := range vsb.glyphs {
if im.size.X > w {
return 0 // Won't fit
}
if im.size.X+offset.X > w {
h += lHeight
offset = image.Point{0, h}
lHeight = 0
}
im.offset = offset
if lHeight < im.size.Y {
lHeight = im.size.Y
}
offset.X = offset.X + im.size.X
}
return h + lHeight
}
func toVector(sg sfnt.Segment, pos int) mgl32.Vec2 {
p := sg.Args[pos]
return mgl32.Vec2{float32(p.X), float32(p.Y)}.Mul(1.0 / 64)
}
type vectorBuildInfo struct {
gs *GlyphSet
owner vk.Owner
segments *vk.Buffer
sUniforms []*vk.Slice
dsIn []*vk.DescriptorSet
dsOut *vk.DescriptorSet
pl *vk.ComputePipeline
}
var kVDepthInputLayout = vk.NewKeys(2)
var kVDepthPipeline = vk.NewKey()
func (bi *vectorBuildInfo) prepare(ctx vk.APIContext, dev *vk.Device, vsb *VectorSetBuilder) {
pool := vk.NewMemoryPool(dev)
bi.owner.AddChild(pool)
segments := 0
for _, gl := range vsb.glyphs {
segments += len(gl.segments) + 1
}
bi.segments = pool.ReserveBuffer(ctx, uint64(segments*4*8), true, vk.BUFFERUsageStorageBufferBit)
bUniforms := pool.ReserveBuffer(ctx, vk.MinUniformBufferOffsetAlignment*uint64(len(vsb.glyphs)), true,
vk.BUFFERUsageUniformBufferBit)
pool.Allocate(ctx)
laIn1 := dev.Get(ctx, kVDepthInputLayout, func(ctx vk.APIContext) interface{} {
return vk.NewDescriptorLayout(ctx, dev, vk.DESCRIPTORTypeUniformBuffer, vk.SHADERStageComputeBit, 1)
}).(*vk.DescriptorLayout)
laIn := dev.Get(ctx, kVDepthInputLayout+1, func(ctx vk.APIContext) interface{} {
return laIn1.AddBinding(ctx, vk.DESCRIPTORTypeStorageBuffer, vk.SHADERStageComputeBit, 1)
}).(*vk.DescriptorLayout)
laOut := dev.Get(ctx, kOutputLayout, func(ctx vk.APIContext) interface{} {
return vk.NewDescriptorLayout(ctx, dev, vk.DESCRIPTORTypeStorageImage, vk.SHADERStageComputeBit, 1)
}).(*vk.DescriptorLayout)
bi.pl = dev.Get(ctx, kVDepthPipeline, func(ctx vk.APIContext) interface{} {
cp := vk.NewComputePipeline(ctx, dev)
cp.AddShader(ctx, vdepth_comp_spv)
cp.AddLayout(ctx, laIn)
cp.AddLayout(ctx, laOut)
cp.Create(ctx)
return cp
}).(*vk.ComputePipeline)
dpOut := vk.NewDescriptorPool(ctx, laOut, 1)
bi.owner.AddChild(dpOut)
bi.dsOut = dpOut.Alloc(ctx)
dpIn := vk.NewDescriptorPool(ctx, laIn, len(vsb.glyphs))
bi.owner.AddChild(dpIn)
bi.dsIn = make([]*vk.DescriptorSet, len(vsb.glyphs))
bi.sUniforms = make([]*vk.Slice, len(vsb.glyphs))
for idx, _ := range vsb.glyphs {
ds := dpIn.Alloc(ctx)
sl := bUniforms.Slice(ctx, uint64(idx)*vk.MinUniformBufferOffsetAlignment, uint64(idx+1)*vk.MinUniformBufferOffsetAlignment)
ds.WriteSlice(ctx, 0, 0, sl)
ds.WriteBuffer(ctx, 1, 0, bi.segments)
bi.sUniforms[idx] = sl
bi.dsIn[idx] = ds
}
fr := bi.gs.image.FullRange()
fr.Layout = vk.IMAGELayoutGeneral
view := vk.NewImageView(ctx, bi.gs.image, &fr)
bi.owner.AddChild(view)
bi.dsOut.WriteImage(ctx, 0, 0, view, nil)
}
const wgSize = 16
func (bi *vectorBuildInfo) render(ctx vk.APIContext, dev *vk.Device, vsb *VectorSetBuilder) {
cmd := vk.NewCommand(ctx, dev, vk.QUEUEComputeBit, true)
defer cmd.Dispose()
cmd.Begin()
ir := bi.gs.image.FullRange()
cmd.SetLayout(bi.gs.image, &ir, vk.IMAGELayoutGeneral)
var fSegments []float32
for idx, gl := range vsb.glyphs {
ubfs := []float32{float32(gl.size.X), float32(gl.size.Y),
float32(gl.offset.X), float32(gl.offset.Y), float32(len(fSegments) / 8)}
fSegments = gl.addSegments(fSegments)
copy(bi.sUniforms[idx].Content, vk.Float32ToBytes(ubfs))
cmd.Compute(bi.pl, uint32(gl.size.X/wgSize)+1, uint32(gl.size.Y/wgSize)+1, 1, bi.dsIn[idx], bi.dsOut)
}
cmd.SetLayout(bi.gs.image, &ir, vk.IMAGELayoutShaderReadOnlyOptimal)
copy(bi.segments.Bytes(ctx), vk.Float32ToBytes(fSegments))
cmd.Submit()
cmd.Wait()
}