265 lines
11 KiB
C#

using System.Numerics;
using System.Reflection;
using System.Runtime.InteropServices;
using BlurgText;
using Dashboard.Drawing;
using Dashboard.OpenGL;
using OpenTK.Graphics.OpenGL;
using OPENGL = OpenTK.Graphics.OpenGL;
namespace Dashboard.BlurgText.OpenGL
{
public class BlurgGLExtension : BlurgDcExtension
{
private readonly List<int> _textures = new List<int>();
private int _program = 0;
private int _transformsLocation = -1;
private int _atlasLocation = -1;
private int _borderWidthLocation = -1;
private int _borderColorLocation = -1;
private int _fillColorLocation = -1;
private int _vertexArray = 0;
public override Blurg Blurg { get; }
public bool SystemFontsEnabled { get; set; }
public bool IsDisposed { get; private set; } = false;
public override string DriverName => "BlurgText";
public override string DriverVendor => "Dashboard and BlurgText";
public override Version DriverVersion => new Version(1, 0);
private new GLDeviceContext Context => (GLDeviceContext)base.Context;
public BlurgGLExtension()
{
Blurg = new Blurg(AllocateTexture, UpdateTexture);
SystemFontsEnabled = Blurg.EnableSystemFonts();
}
~BlurgGLExtension()
{
Dispose(false);
}
public BlurgFontProxy InternFont(IFont font)
{
BlurgTextExtension appExtension = Application.ExtensionRequire<BlurgTextExtension>();
if (font is FontInfo fontInfo)
{
return (BlurgFontProxy)appExtension.Load(fontInfo);
}
else if (font is BlurgFontProxy blurgFont)
{
if (blurgFont.Owner != Blurg)
{
if (blurgFont.Path == null)
return (BlurgFontProxy)appExtension.Load(new FontInfo(blurgFont.Family, blurgFont.Weight,
blurgFont.Slant,
blurgFont.Stretch));
else
return (BlurgFontProxy)appExtension.Load(blurgFont.Path);
}
else
{
return blurgFont;
}
}
else
{
throw new Exception("Unsupported font resource.");
}
}
private void UseProgram()
{
if (_program != 0)
{
GL.UseProgram(_program);
return;
}
Assembly self = typeof(BlurgGLExtension).Assembly;
using Stream vsource = self.GetManifestResourceStream("Dashboard.BlurgText.OpenGL.text.vert")!;
using Stream fsource = self.GetManifestResourceStream("Dashboard.BlurgText.OpenGL.text.frag")!;
int vs = ShaderUtil.CompileShader(ShaderType.VertexShader, vsource);
int fs = ShaderUtil.CompileShader(ShaderType.FragmentShader, fsource);
_program = ShaderUtil.LinkProgram(vs, fs, [
"a_v3Position",
"a_v2TexCoords",
]);
GL.DeleteShader(vs);
GL.DeleteShader(fs);
_transformsLocation = GL.GetUniformLocation(_program, "m4Transforms");
_atlasLocation = GL.GetUniformLocation(_program, "txAtlas");
_borderWidthLocation = GL.GetUniformLocation(_program, "fBorderWidth");
_borderColorLocation = GL.GetUniformLocation(_program, "v4BorderColor");
_fillColorLocation = GL.GetUniformLocation(_program, "v4FillColor");
GL.UseProgram(_program);
GL.Uniform1i(_atlasLocation, 0);
}
private void UpdateTexture(IntPtr texture, IntPtr buffer, int x, int y, int width, int height)
{
GL.BindTexture(TextureTarget.Texture2d, (int)texture);
GL.TexSubImage2D(TextureTarget.Texture2d, 0, x, y, width, height, OPENGL.PixelFormat.Rgba, PixelType.UnsignedByte, buffer);
// GL.TexSubImage2D(TextureTarget.Texture2d, 0, x, y, width, height, OPENGL.PixelFormat.Red, PixelType.Byte, buffer);
}
private IntPtr AllocateTexture(int width, int height)
{
int texture = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2d, texture);
GL.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgba, width, height, 0, OPENGL.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
// GL.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.R8, width, height, 0, OPENGL.PixelFormat.Red, PixelType.Byte, IntPtr.Zero);
GL.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
// GL.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureSwizzleR, (int)TextureSwizzle.One);
// GL.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureSwizzleG, (int)TextureSwizzle.One);
// GL.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureSwizzleB, (int)TextureSwizzle.One);
// GL.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureSwizzleA, (int)TextureSwizzle.Red);
_textures.Add(texture);
return texture;
}
protected virtual void Dispose(bool disposing)
{
if (IsDisposed)
return;
IsDisposed = true;
if (disposing)
{
GC.SuppressFinalize(this);
foreach (int texture in _textures)
{
Context.Collector.DeleteTexture(texture);
}
}
}
public override void DrawBlurgResult(BlurgResult result, Vector3 position)
{
if (result.Count == 0)
return;
Matrix4x4 view = Matrix4x4.CreateTranslation(position) * Context.ExtensionRequire<IDeviceContextBase>().Transforms;
List<DrawCall> drawCalls = new List<DrawCall>();
List<Vertex> vertices = new List<Vertex>();
List<ushort> indices = new List<ushort>();
int offset = 0;
int count = 0;
DrawCall prototype = default;
for (int i = 0; i < result.Count; i++)
{
BlurgRect rect = result[i];
int texture = (int)rect.UserData;
Vector4 fillColor = new Vector4(rect.Color.R / 255f, rect.Color.G / 255f, rect.Color.B / 255f,
rect.Color.A / 255f);
if (i == 0)
{
prototype = new DrawCall(0, 0, texture, fillColor);
}
else if (prototype.Texture != texture || prototype.FillColor != fillColor)
{
drawCalls.Add(prototype with { Count = count, Offset = offset });
prototype = new DrawCall(0, 0, texture, fillColor);
offset += count;
count = 0;
}
vertices.Add(new Vertex(rect.X, rect.Y, 0, rect.U0, rect.V0));
vertices.Add(new Vertex(rect.X + rect.Width, rect.Y, 0, rect.U1, rect.V0));
vertices.Add(new Vertex(rect.X + rect.Width, rect.Y + rect.Height, 0, rect.U1, rect.V1));
vertices.Add(new Vertex(rect.X, rect.Y + rect.Height, 0, rect.U0, rect.V1));
indices.Add((ushort)(vertices.Count - 4));
indices.Add((ushort)(vertices.Count - 3));
indices.Add((ushort)(vertices.Count - 2));
indices.Add((ushort)(vertices.Count - 4));
indices.Add((ushort)(vertices.Count - 2));
indices.Add((ushort)(vertices.Count - 1));
count += 6;
}
drawCalls.Add(prototype with { Count = count, Offset = offset });
if (_vertexArray == 0)
{
_vertexArray = GL.GenVertexArray();
}
GL.BindVertexArray(_vertexArray);
Span<int> buffers = stackalloc int[2];
GL.GenBuffers(2, buffers);
GL.BindBuffer(BufferTarget.ArrayBuffer, buffers[0]);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Count * Vertex.Size, (ReadOnlySpan<Vertex>)CollectionsMarshal.AsSpan(vertices), BufferUsage.StaticRead);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, buffers[1]);
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Count * sizeof(ushort), (ReadOnlySpan<ushort>)CollectionsMarshal.AsSpan(indices), BufferUsage.StaticRead);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vertex.Size, Vertex.PositionOffset);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex.Size, Vertex.TexCoordOffset);
GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1);
UseProgram();
GL.UniformMatrix4f(_transformsLocation, 1, true, in view);
GL.ActiveTexture(TextureUnit.Texture0);
foreach (DrawCall call in drawCalls)
{
GL.BindTexture(TextureTarget.Texture2d, call.Texture);
GL.Uniform4f(_fillColorLocation, call.FillColor.X, call.FillColor.Y, call.FillColor.Z,
call.FillColor.W);
GL.DrawElements(PrimitiveType.Triangles, call.Count, DrawElementsType.UnsignedShort, call.Offset);
}
GL.DeleteBuffers(2, buffers);
}
public override void Dispose()
{
Dispose(true);
}
[StructLayout(LayoutKind.Explicit, Size = Size)]
private struct Vertex(Vector3 position, Vector2 texCoord)
{
[FieldOffset(PositionOffset)]
public Vector3 Position = position;
[FieldOffset(TexCoordOffset)]
public Vector2 TexCoord = texCoord;
public Vertex(float x, float y, float z, float u, float v)
: this(new Vector3(x, y, z), new Vector2(u, v))
{
}
public const int Size = 8 * sizeof(float);
public const int PositionOffset = 0 * sizeof(float);
public const int TexCoordOffset = 4 * sizeof(float);
}
private struct DrawCall(int offset, int count, int texture, Vector4 fillColor)
{
public int Offset = offset;
public int Count = count;
public int Texture = texture;
public Vector4 FillColor = fillColor;
}
}
}