Support for 3d images in the renderer.

This commit is contained in:
H. Utku Maden 2024-04-14 22:51:10 +03:00
parent 4d5e0dd8f2
commit 5aa9a2f4e6
5 changed files with 215 additions and 37 deletions

@ -11,12 +11,14 @@ namespace Quik.Media.Defaults
{
private readonly StbImage image;
private QImageBuffer buffer;
private bool isSdf = false;
public override int Width => image.Width;
public override int Height => image.Height;
public override int Depth => 1;
public override bool IsSdf => isSdf;
public override QImageFormat InternalFormat => Stb2QImageFormat(image.Format);
public QImageStbi(Stream source)
@ -79,6 +81,11 @@ namespace Quik.Media.Defaults
buffer.UnlockBits();
}
public void SdfHint(bool value = true)
{
isSdf = value;
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);

@ -10,6 +10,7 @@ namespace Quik.Media
public abstract QImageFormat InternalFormat { get; }
public virtual int MipMapLevels => 0;
public virtual bool Premultiplied => false;
public virtual bool IsSdf => false;
public abstract void LockBits2d(out QImageLock imageLock, QImageLockOptions options);
public abstract void LockBits3d(out QImageLock imageLock, QImageLockOptions options);

@ -3,6 +3,8 @@ using System.IO;
using System.Collections.Generic;
using Quik.VertexGenerator;
using static Quik.OpenGL.GLEnum;
using Quik.Media;
using System.Linq;
namespace Quik.OpenGL
{
@ -10,18 +12,23 @@ namespace Quik.OpenGL
{
private int program;
private int v2Position;
private int iZIndex;
private int fZIndex;
private int v2TexPos;
private int fTexLayer;
private int v4Color;
private int m4Transforms;
private int iMaxZ;
private int fMaxZ;
private int iEnableSdf;
private int iEnableTexture;
private int iAlphaDiscard;
private int fSdfThreshold;
private int txTexture;
private int tx2d;
private int tx2darray;
private bool isDiposed;
private readonly Dictionary<DrawQueue, DrawData> data = new Dictionary<DrawQueue, DrawData>();
private readonly TextureManager textures = new TextureManager();
public bool IsInit { get; private set; } = false;
public event Action<GL21Driver> OnGCDispose;
@ -57,16 +64,19 @@ namespace Quik.OpenGL
GL.DeleteShader(fs);
v2Position = GL.GetAttribLocation(program, nameof(v2Position));
iZIndex = GL.GetAttribLocation(program, nameof(iZIndex));
fZIndex = GL.GetAttribLocation(program, nameof(fZIndex));
v2TexPos = GL.GetAttribLocation(program, nameof(v2TexPos));
fTexLayer = GL.GetAttribLocation(program, nameof(fTexLayer));
v4Color = GL.GetAttribLocation(program, nameof(v4Color));
m4Transforms = GL.GetUniformLocation(program, nameof(m4Transforms));
iMaxZ = GL.GetUniformLocation(program, nameof(iMaxZ));
fMaxZ = GL.GetUniformLocation(program, nameof(fMaxZ));
fSdfThreshold = GL.GetUniformLocation(program, nameof(fSdfThreshold));
iEnableSdf = GL.GetUniformLocation(program, nameof(iEnableSdf));
iEnableTexture = GL.GetUniformLocation(program, nameof(iEnableSdf));
iEnableTexture = GL.GetUniformLocation(program, nameof(iEnableTexture));
iAlphaDiscard = GL.GetUniformLocation(program, nameof(iAlphaDiscard));
txTexture = GL.GetUniformLocation(program, nameof(txTexture));
tx2d = GL.GetUniformLocation(program, nameof(tx2d));
tx2darray = GL.GetUniformLocation(program, nameof(tx2darray));
IsInit = true;
}
@ -93,23 +103,39 @@ namespace Quik.OpenGL
QMat4.Orthographic(out QMat4 matrix, view);
GL.UseProgram(program);
GL.Uniform1(iMaxZ, queue.ZDepth+1);
GL.Uniform1(fMaxZ, (float)(queue.ZDepth+1));
GL.UniformMatrix4(m4Transforms, false, in matrix);
GL.Uniform1(fSdfThreshold, 0.0f);
GL.Uniform1(txTexture, 0);
GL.Uniform1(tx2d, 0);
GL.Enable(GL_BLEND);
GL.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
foreach (DrawCall call in queue)
{
GL.Viewport(
(int)call.Bounds.Left,
(int)(view.Bottom - call.Bounds.Bottom),
(int)call.Bounds.Right,
(int)(view.Bottom - call.Bounds.Top));
GL.ActiveTexture(GL_TEXTURE0);
GL.BindTexture(GL_TEXTURE_2D, 0);
if (call.Texture != null)
{
// TODO: actually use textures?
GL.Uniform1(iEnableTexture, 1);
GL.Uniform1(iEnableSdf, call.Texture.SignedDistanceField ? 1 : 0);
GL.Uniform1(iEnableSdf, call.Texture.IsSdf ? 1 : 0);
GL.Uniform1(iAlphaDiscard, 1);
if (call.Texture.Depth > 1)
{
GL.Uniform1(iEnableTexture, 3);
GL.ActiveTexture(GL_TEXTURE1);
GL.BindTexture(GL_TEXTURE_2D_ARRAY, textures.GetTexture(call.Texture));
}
else
{
GL.Uniform1(iEnableTexture, 2);
GL.ActiveTexture(GL_TEXTURE0);
GL.BindTexture(GL_TEXTURE_2D, textures.GetTexture(call.Texture));
}
}
else
{
@ -254,13 +280,15 @@ namespace Quik.OpenGL
GL.BufferData(GL_ARRAY_BUFFER, QuikVertex.Stride * Queue.VertexCount, Queue.VertexArray, GL_STREAM_DRAW);
GL.VertexAttribPointer(driver.v2Position, 2, GL_FLOAT, false, QuikVertex.Stride, QuikVertex.PositionOffset);
GL.VertexAttribIPointer(driver.iZIndex, 1, GL_UNSIGNED_INT, QuikVertex.Stride, QuikVertex.ZIndexOffset);
GL.VertexAttribPointer(driver.fZIndex, 1, GL_UNSIGNED_INT, false, QuikVertex.Stride, QuikVertex.ZIndexOffset);
GL.VertexAttribPointer(driver.v2TexPos, 2, GL_FLOAT, false, QuikVertex.Stride, QuikVertex.TextureCoordinatesOffset);
GL.VertexAttribPointer(driver.fTexLayer, 1, GL_FLOAT, false, QuikVertex.Stride, QuikVertex.TextureLayerOffset);
GL.VertexAttribPointer(driver.v4Color, 4, GL_UNSIGNED_BYTE, true, QuikVertex.Stride, QuikVertex.ColorOffset);
GL.EnableVertexAttribArray(driver.v2Position);
GL.EnableVertexAttribArray(driver.iZIndex);
GL.EnableVertexAttribArray(driver.fZIndex);
GL.EnableVertexAttribArray(driver.v2TexPos);
GL.EnableVertexAttribArray(driver.v4Color);
GL.EnableVertexAttribArray(driver.fTexLayer);
GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, Queue.ElementCount * sizeof(int), Queue.ElementArray, GL_STREAM_DRAW);
@ -287,4 +315,115 @@ namespace Quik.OpenGL
}
}
}
internal class TextureManager : IDisposable
{
private readonly Dictionary<QImage, int> textures = new Dictionary<QImage, int>();
private readonly HashSet<QImage> imagesNotUsed = new HashSet<QImage>();
private bool isDisposed = false;
public void BeginFrame()
{
if (imagesNotUsed.Count > 0)
{
foreach (QImage image in imagesNotUsed)
{
GL.DeleteTexture(textures[image]);
}
imagesNotUsed.Clear();
}
foreach (QImage image in textures.Keys)
{
imagesNotUsed.Add(image);
}
}
public int GetTexture(QImage image)
{
if (textures.TryGetValue(image, out int texture))
{
return texture;
}
if (image.Depth > 1)
{
texture = UploadTexture3d(image);
}
else
{
texture = UploadTexture2d(image);
}
return textures[image] = texture;
}
public int UploadTexture3d(QImage image3d)
{
int texture = GL.GenTexture();
GL.BindTexture(GL_TEXTURE_2D_ARRAY, texture);
image3d.LockBits3d(out QImageLock lck, QImageLockOptions.Default);
GL.TexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, lck.Width, lck.Height, lck.Depth, 0, s_InternalFormat[lck.Format], s_PixelType[lck.Format], lck.ImagePtr);
image3d.UnlockBits();
GL.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GL.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return texture;
}
public int UploadTexture2d(QImage image2d)
{
int texture = GL.GenTexture();
GL.BindTexture(GL_TEXTURE_2D, texture);
image2d.LockBits2d(out QImageLock lck, QImageLockOptions.Default);
GL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lck.Width, lck.Height, 0, s_InternalFormat[lck.Format], s_PixelType[lck.Format], lck.ImagePtr);
image2d.UnlockBits();
GL.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GL.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return texture;
}
public void Dispose()
{
if (isDisposed)
return;
isDisposed = true;
int[] ids = textures.Values.ToArray();
GL.DeleteTextures(ids);
}
private static readonly Dictionary<QImageFormat, GLEnum> s_InternalFormat = new Dictionary<QImageFormat, GLEnum>()
{
[QImageFormat.AlphaF] = GL_ALPHA,
[QImageFormat.AlphaU8] = GL_ALPHA,
[QImageFormat.RedF] = GL_RED,
[QImageFormat.RedU8] = GL_RED,
[QImageFormat.RgbF] = GL_RGB,
[QImageFormat.RgbU8] = GL_RGB,
[QImageFormat.RgbaU8] = GL_RGBA,
[QImageFormat.RgbaF] = GL_RGBA,
};
private static readonly Dictionary<QImageFormat, GLEnum> s_PixelType = new Dictionary<QImageFormat, GLEnum>()
{
[QImageFormat.AlphaF] = GL_FLOAT,
[QImageFormat.RedF] = GL_FLOAT,
[QImageFormat.RgbF] = GL_FLOAT,
[QImageFormat.RgbaF] = GL_FLOAT,
[QImageFormat.AlphaU8] = GL_UNSIGNED_BYTE,
[QImageFormat.RedU8] = GL_UNSIGNED_BYTE,
[QImageFormat.RgbU8] = GL_UNSIGNED_BYTE,
[QImageFormat.RgbaU8] = GL_UNSIGNED_BYTE,
};
}
}

@ -2,16 +2,34 @@
* QUIK: User Interface Kit
* Copyright (C) 2023 Halit Utku Maden, et al.
*/
#version 120
#version 130
varying vec2 fv2TexPos;
varying vec4 fv4Color;
in vec2 fv2TexPos;
in vec4 fv4Color;
in float ffTexLayer;
uniform int iEnableSdf;
uniform int iEnableTexture;
uniform int iAlphaDiscard;
uniform float fSdfThreshold;
uniform sampler2D txTexture;
out vec4 fragColor;
uniform int iEnableSdf;
uniform int iEnableTexture;
uniform int iAlphaDiscard;
uniform float fSdfThreshold;
uniform sampler2D tx2d;
uniform sampler2DArray tx2dArray;
const float fAlphaThreshold = 0.01;
vec4 getTexture()
{
if (iEnableTexture == 3)
{
return texture(tx2dArray, vec3(fv2TexPos, ffTexLayer));
}
else
{
return texture(tx2d, fv2TexPos);
}
}
void main(void)
{
@ -19,16 +37,19 @@ void main(void)
if (iEnableTexture != 0)
{
vec4 value = texture2D(txTexture, fv2TexPos);
vec4 value = getTexture();
if (iEnableSdf != 0)
{
float a = max(value.r, value.a);
value = (a >= fSdfThreshold) ? vec4(1,1,1,1) : vec4(0,0,0,0);
value =
(a >= fSdfThreshold) ?
vec4(1.0,1.0,1.0,1.0) :
vec4(0.0,0.0,0.0,0.0);
}
if (iAlphaDiscard != 0 && value.a == 0.0)
if (iAlphaDiscard != 0 && value.a <= fAlphaThreshold)
{
discard;
}
@ -36,5 +57,5 @@ void main(void)
albedo = albedo * value;
}
gl_FragColor = albedo;
fragColor = albedo;
}

@ -2,24 +2,34 @@
* QUIK: User Interface Kit
* Copyright (C) 2023 Halit Utku Maden, et al.
*/
#version 120
#version 130
attribute vec2 v2Position; /**< The vertex position.*/
attribute int iZIndex; /**< The z index. */
attribute vec2 v2TexPos; /**< The texture coorindates. */
attribute vec4 v4Color; /**< The vertex color. */
in vec2 v2Position; /**< The vertex position.*/
in float fZIndex; /**< The z index. */
in vec2 v2TexPos; /**< The texture coorindates. */
in float fTexLayer; /**< The texture layer for 3D textures. */
in vec4 v4Color; /**< The vertex color. */
varying vec2 fv2TexPos;
varying vec4 fv4Color;
out vec2 fv2TexPos;
out float ffTexLayer;
out vec4 fv4Color;
uniform mat4 m4Transforms; /**< The view matrix. */
uniform int iMaxZ; /**< Highest Z coordinate. */
uniform float fMaxZ; /**< Highest Z coordinate. */
const mat4 m4BaseTransforms = mat4(
vec4( 2.0, 0.0, 0.0, 0.0),
vec4( 0.0, -2.0, 0.0, 0.0),
vec4( 0.0, 0.0, 1.0, 0.0),
vec4(-1.0, 1.0, 0.0, 1.0)
);
void main(void)
{
vec4 v = vec4(v2Position, float(iZIndex)/float(iMaxZ), 1);
gl_Position = v * m4Transforms;
vec4 v = vec4(v2Position, fZIndex/fMaxZ, 1);
gl_Position = m4Transforms * v;
fv2TexPos = v2TexPos;
fv4Color = v4Color;
}
ffTexLayer = fTexLayer;
}