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6 Commits
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...
716b6fbeea
| Author | SHA1 | Date | |
|---|---|---|---|
| 716b6fbeea | |||
| e7a0c20353 | |||
| 070c8bad2d | |||
| d640269cad | |||
| 3ac35a5046 | |||
| 6f58967049 |
7
.vscode/settings.json
vendored
Normal file
7
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,7 @@
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{
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"zig.testArgs": [
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"build",
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"test",
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"-Dtest-filter=${filter}"
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]
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}
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11
build.zig
11
build.zig
@@ -34,7 +34,16 @@ pub fn build(b: *std.Build) void {
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}
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const exe_tests = b.addTest(.{
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.root_module = exe.root_module,
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.root_module = b.createModule(.{
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.root_source_file = b.path("src/tests.zig"),
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.target = target,
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.optimize = optimize,
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.imports = &.{
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.{ .name = "dvui", .module = dvui_dep.module("dvui_sdl3") },
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.{ .name = "sdl-backend", .module = dvui_dep.module("sdl3") },
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},
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}),
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});
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const run_exe_tests = b.addRunArtifact(exe_tests);
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171
src/Canvas.zig
171
src/Canvas.zig
@@ -1,34 +1,35 @@
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const std = @import("std");
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const builtin = @import("builtin");
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const dvui = @import("dvui");
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const Document = @import("models/Document.zig");
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const RenderEngine = @import("render/RenderEngine.zig").RenderEngine;
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const ImageRect = @import("models/rasterization_models.zig").ImageRect;
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const Size = dvui.Size;
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const Color = dvui.Color;
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const Canvas = @This();
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pub const ImageRect = struct {
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x: u32,
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y: u32,
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w: u32,
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h: u32,
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};
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allocator: std.mem.Allocator,
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texture: ?dvui.Texture = null,
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visible_rect: ?ImageRect = null,
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size: Size = .{ .w = 800, .h = 600 },
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pos: dvui.Point = dvui.Point{ .x = 0, .y = 0 },
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scroll: dvui.ScrollInfo = .{
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.vertical = .auto,
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.horizontal = .auto,
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},
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zoom: f32 = 1,
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native_scaling: bool = false,
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gradient_start: Color.PMA = .{ .r = 0, .g = 0, .b = 0, .a = 255 },
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gradient_end: Color.PMA = .{ .r = 255, .g = 255, .b = 255, .a = 255 },
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document: ?*Document = null,
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render_engine: RenderEngine,
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_visible_rect: ?ImageRect = null,
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_zoom: f32 = 1,
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pub fn init(allocator: std.mem.Allocator) Canvas {
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return .{ .allocator = allocator };
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pub fn init(allocator: std.mem.Allocator, engine: RenderEngine) Canvas {
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return .{
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.allocator = allocator,
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.render_engine = engine,
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};
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}
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pub fn deinit(self: *Canvas) void {
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@@ -39,12 +40,10 @@ pub fn deinit(self: *Canvas) void {
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}
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/// Заполнить canvas градиентом
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pub fn redrawGradient(self: *Canvas) !void {
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pub fn redrawExample(self: *Canvas) !void {
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const full = self.getScaledImageSize();
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const full_w: u32 = full.w;
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const full_h: u32 = full.h;
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const vis: ImageRect = self.visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
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const vis: ImageRect = self._visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
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if (vis.w == 0 or vis.h == 0) {
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if (self.texture) |tex| {
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@@ -54,68 +53,39 @@ pub fn redrawGradient(self: *Canvas) !void {
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return;
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}
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const width: u32 = vis.w;
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const height: u32 = vis.h;
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// Выделить буфер пиксельных данных
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const pixels = try self.allocator.alloc(Color.PMA, @as(usize, width) * height);
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defer self.allocator.free(pixels);
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var y: u32 = 0;
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while (y < height) : (y += 1) {
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var x: u32 = 0;
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while (x < width) : (x += 1) {
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const gx: u32 = vis.x + x;
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const gy: u32 = vis.y + y;
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const denom_x: f32 = if (full_w > 1) @as(f32, @floatFromInt(full_w - 1)) else 1;
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const denom_y: f32 = if (full_h > 1) @as(f32, @floatFromInt(full_h - 1)) else 1;
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const fx: f32 = @as(f32, @floatFromInt(gx)) / denom_x;
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const fy: f32 = @as(f32, @floatFromInt(gy)) / denom_y;
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const factor: f32 = std.math.clamp((fx + fy) / 2, 0, 1);
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const r_f: f32 = @as(f32, @floatFromInt(self.gradient_start.r)) + factor * (@as(f32, @floatFromInt(self.gradient_end.r)) - @as(f32, @floatFromInt(self.gradient_start.r)));
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const g_f: f32 = @as(f32, @floatFromInt(self.gradient_start.g)) + factor * (@as(f32, @floatFromInt(self.gradient_end.g)) - @as(f32, @floatFromInt(self.gradient_start.g)));
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const b_f: f32 = @as(f32, @floatFromInt(self.gradient_start.b)) + factor * (@as(f32, @floatFromInt(self.gradient_end.b)) - @as(f32, @floatFromInt(self.gradient_start.b)));
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const r: u8 = @intFromFloat(std.math.clamp(r_f, 0, 255));
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const g: u8 = @intFromFloat(std.math.clamp(g_f, 0, 255));
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const b: u8 = @intFromFloat(std.math.clamp(b_f, 0, 255));
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pixels[y * width + x] = .{ .r = r, .g = g, .b = b, .a = 255 };
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}
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}
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const new_texture = self.render_engine.example(.{ .w = full.w, .h = full.h }, vis) catch null;
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if (new_texture) |tex| {
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// Удалить старую текстуру
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if (self.texture) |tex| {
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dvui.Texture.destroyLater(tex);
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if (self.texture) |old_tex| {
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dvui.Texture.destroyLater(old_tex);
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}
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// Создать новую текстуру из пиксельных данных
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self.texture = try dvui.textureCreate(pixels, width, height, .nearest);
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self.texture = tex;
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}
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}
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/// Заполнить canvas случайным градиентом
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pub fn fillRandomGradient(self: *Canvas) !void {
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// Сгенерировать случайные цвета градиента
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var prng = std.Random.DefaultPrng.init(@intCast(std.time.microTimestamp()));
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const random = prng.random();
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self.gradient_start = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
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self.gradient_end = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
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// Ресетнуть example изображение в renderEngine
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pub fn exampleReset(self: *Canvas) !void {
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self.render_engine.exampleReset();
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try self.redrawExample();
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}
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try self.redrawGradient();
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pub fn setZoom(self: *Canvas, value: f32) void {
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self._zoom = @max(value, 0.01);
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}
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pub fn addZoom(self: *Canvas, value: f32) void {
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self.zoom += value;
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self.zoom = @max(self.zoom, 0.01);
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self._zoom += value;
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self._zoom = @max(self._zoom, 0.01);
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}
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pub fn getScaledImageSize(self: Canvas) ImageRect {
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return .{
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.x = @intFromFloat(self.pos.x),
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.y = @intFromFloat(self.pos.y),
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.w = @intFromFloat(self.size.w * self.zoom),
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.h = @intFromFloat(self.size.h * self.zoom),
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.w = @intFromFloat(self.size.w * self._zoom),
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.h = @intFromFloat(self.size.h * self._zoom),
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};
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}
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@@ -127,76 +97,39 @@ pub fn getScaledImageSize(self: Canvas) ImageRect {
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pub fn updateVisibleImageRect(self: *Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) !void {
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const next = computeVisibleImageRect(self.*, viewport, scroll_offset);
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var changed = false;
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if (self.visible_rect) |vis| {
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if (self._visible_rect) |vis| {
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changed |= next.x != vis.x or next.y != vis.y or next.w != vis.w or next.h != vis.h;
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}
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self.visible_rect = next;
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self._visible_rect = next;
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if (changed) {
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std.debug.print("Visible Image Rect: {{ x: {}, y: {}, w: {}, h: {} }}\n", .{ next.x, next.y, next.w, next.h });
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}
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if (changed or self.texture == null) {
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try self.redrawGradient();
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try self.redrawExample();
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}
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}
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fn computeVisibleImageRect(self: Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) ImageRect {
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const image_rect = self.getScaledImageSize();
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const img_w_f: f32 = @floatFromInt(image_rect.w);
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const img_h_f: f32 = @floatFromInt(image_rect.h);
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const img_w: u32 = image_rect.w;
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const img_h: u32 = image_rect.h;
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const view_left: f32 = scroll_offset.x;
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const view_top: f32 = scroll_offset.y;
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const view_right: f32 = scroll_offset.x + viewport.w;
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const view_bottom: f32 = scroll_offset.y + viewport.h;
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// Видимый размер всегда равен размеру viewport, но не больше холста
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const vis_w: u32 = @min(@as(u32, @intFromFloat(viewport.w)), img_w);
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const vis_h: u32 = @min(@as(u32, @intFromFloat(viewport.h)), img_h);
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const img_left: f32 = @floatFromInt(image_rect.x);
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const img_top: f32 = @floatFromInt(image_rect.y);
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const img_right: f32 = img_left + img_w_f;
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const img_bottom: f32 = img_top + img_h_f;
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// Вычисляем x и y на основе scroll_offset, clamped чтобы не выходить за границы
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const raw_x: i64 = @intFromFloat(scroll_offset.x - @as(f32, @floatFromInt(image_rect.x)));
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const raw_y: i64 = @intFromFloat(scroll_offset.y - @as(f32, @floatFromInt(image_rect.y)));
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const inter_left: f32 = @max(view_left, img_left);
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const inter_top: f32 = @max(view_top, img_top);
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const inter_right: f32 = @min(view_right, img_right);
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const inter_bottom: f32 = @min(view_bottom, img_bottom);
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const vis_x: u32 = @intCast(std.math.clamp(raw_x, 0, @as(i64, img_w) - @as(i64, vis_w)));
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const vis_y: u32 = @intCast(std.math.clamp(raw_y, 0, @as(i64, img_h) - @as(i64, vis_h)));
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if (inter_right <= inter_left or inter_bottom <= inter_top) {
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if (builtin.mode == .Debug) {
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std.debug.print(" -> no intersection, return empty\n", .{});
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}
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return .{ .x = 0, .y = 0, .w = 0, .h = 0 };
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}
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// Переводим из координат контента в локальные координаты картинки
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const local_x0: f32 = inter_left - img_left;
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const local_y0: f32 = inter_top - img_top;
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const local_x1: f32 = inter_right - img_left;
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const local_y1: f32 = inter_bottom - img_top;
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// Консервативно округляем до пикселей: начало вниз (floor), конец вверх (ceil)
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const x0_u32: u32 = floatToClampedU32(@floor(local_x0), image_rect.w);
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const y0_u32: u32 = floatToClampedU32(@floor(local_y0), image_rect.h);
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const x1_u32: u32 = floatToClampedU32(@ceil(local_x1), image_rect.w);
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const y1_u32: u32 = floatToClampedU32(@ceil(local_y1), image_rect.h);
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const out: ImageRect = .{
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.x = x0_u32,
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.y = y0_u32,
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.w = if (x1_u32 > x0_u32) x1_u32 - x0_u32 else 0,
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.h = if (y1_u32 > y0_u32) y1_u32 - y0_u32 else 0,
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return ImageRect{
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.x = vis_x,
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.y = vis_y,
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.w = vis_w,
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.h = vis_h,
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};
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return out;
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}
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fn floatToClampedU32(value: f32, max_inclusive: u32) u32 {
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if (max_inclusive == 0) return 0;
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if (value <= 0) return 0;
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const max_f: f32 = @floatFromInt(max_inclusive);
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if (value >= max_f) return max_inclusive;
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return @intFromFloat(value);
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}
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/// Отобразить canvas в UI
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pub fn render(self: Canvas, rect: dvui.RectScale) !void {
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if (self.texture) |texture| {
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try dvui.renderTexture(texture, rect, .{});
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}
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}
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@@ -1,19 +1,30 @@
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const std = @import("std");
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const dvui = @import("dvui");
|
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const Canvas = @import("Canvas.zig");
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const CpuRenderEngine = @import("render/CpuRenderEngine.zig");
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const WindowContext = @This();
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|
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allocator: std.mem.Allocator,
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canvas: Canvas,
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cpu_render: *CpuRenderEngine,
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frame_index: u64,
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|
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pub fn init(allocator: std.mem.Allocator) WindowContext {
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return .{
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.allocator = allocator,
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.canvas = Canvas.init(allocator),
|
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};
|
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pub fn init(allocator: std.mem.Allocator) !WindowContext {
|
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var self: WindowContext = undefined;
|
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self.allocator = allocator;
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|
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self.cpu_render = try allocator.create(CpuRenderEngine);
|
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errdefer allocator.destroy(self.cpu_render);
|
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self.cpu_render.* = CpuRenderEngine.init(allocator, .Squares);
|
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|
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self.canvas = Canvas.init(allocator, self.cpu_render.renderEngine());
|
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|
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self.frame_index = 0;
|
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|
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return self;
|
||||
}
|
||||
|
||||
pub fn deinit(self: *WindowContext) void {
|
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self.canvas.deinit();
|
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self.allocator.destroy(self.cpu_render);
|
||||
}
|
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|
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65
src/main.zig
65
src/main.zig
@@ -1,9 +1,10 @@
|
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const std = @import("std");
|
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const builtin = @import("builtin");
|
||||
const dvui = @import("dvui");
|
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const dvui_ext = @import("./ui/dvui_ext.zig");
|
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const dvui_ext = @import("ui/dvui_ext.zig");
|
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const SDLBackend = @import("sdl-backend");
|
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const Document = @import("Document.zig");
|
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const Document = @import("models/Document.zig");
|
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const ImageRect = @import("models/rasterization_models.zig").ImageRect;
|
||||
const WindowContext = @import("WindowContext.zig");
|
||||
const sdl_c = SDLBackend.c;
|
||||
const Allocator = std.mem.Allocator;
|
||||
@@ -29,11 +30,10 @@ pub fn main() !void {
|
||||
});
|
||||
defer win.deinit();
|
||||
|
||||
var ctx = WindowContext.init(allocator);
|
||||
var ctx = try WindowContext.init(allocator);
|
||||
defer ctx.deinit();
|
||||
|
||||
var interrupted = false;
|
||||
|
||||
main_loop: while (true) {
|
||||
// beginWait coordinates with waitTime below to run frames only when needed
|
||||
const nstime = win.beginWait(interrupted);
|
||||
@@ -89,14 +89,21 @@ fn gui_frame(ctx: *WindowContext) bool {
|
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var left_panel = dvui.box(@src(), .{ .dir = .vertical }, .{ .expand = .vertical, .min_size_content = .{ .w = 200 }, .background = true });
|
||||
{
|
||||
dvui.label(@src(), "Tools", .{}, .{});
|
||||
if (dvui.button(@src(), "Fill Random Color", .{}, .{})) {
|
||||
canvas.fillRandomGradient() catch |err| {
|
||||
std.debug.print("Error filling canvas: {}\n", .{err});
|
||||
if (dvui.button(@src(), "Fill Random Color", .{}, .{}) or ctx.frame_index == 0) {
|
||||
canvas.exampleReset() catch |err| {
|
||||
std.debug.print("Error reset example: {}\n", .{err});
|
||||
};
|
||||
canvas.pos = .{ .x = 400, .y = 400 };
|
||||
canvas.zoom = dvui.windowNaturalScale();
|
||||
}
|
||||
if (dvui.checkbox(@src(), &canvas.native_scaling, "Scaling", .{})) {}
|
||||
if (dvui.button(@src(), if (ctx.cpu_render.type == .Gradient) "Gradient" else "Squares", .{}, .{})) {
|
||||
if (ctx.cpu_render.type == .Gradient) {
|
||||
ctx.cpu_render.type = .Squares;
|
||||
} else {
|
||||
ctx.cpu_render.type = .Gradient;
|
||||
}
|
||||
canvas.redrawExample() catch {};
|
||||
}
|
||||
}
|
||||
left_panel.deinit();
|
||||
|
||||
@@ -164,29 +171,47 @@ fn gui_frame(ctx: *WindowContext) bool {
|
||||
std.debug.print("updateVisibleImageRect error: {}\n", .{err});
|
||||
};
|
||||
|
||||
// `canvas.texture` contains ONLY the visible part.
|
||||
// If we render it inside a widget sized as the full image, dvui will stretch it.
|
||||
// Instead: create a scroll content surface sized like the full image, then place
|
||||
// the visible texture at the correct offset at 1:1.
|
||||
const content_w_px: u32 = img_size.x + img_size.w;
|
||||
const content_h_px: u32 = img_size.y + img_size.h;
|
||||
const content_w = @as(f32, @floatFromInt(content_w_px)) / natural_scale;
|
||||
const content_h = @as(f32, @floatFromInt(content_h_px)) / natural_scale;
|
||||
|
||||
var canvas_layer = dvui.overlay(
|
||||
@src(),
|
||||
.{ .min_size_content = .{ .w = content_w, .h = content_h }, .background = false },
|
||||
);
|
||||
{
|
||||
if (canvas.texture) |tex| {
|
||||
const vis = canvas._visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
|
||||
const left = @as(f32, @floatFromInt(img_size.x + vis.x)) / natural_scale;
|
||||
const top = @as(f32, @floatFromInt(img_size.y + vis.y)) / natural_scale;
|
||||
|
||||
_ = dvui.image(
|
||||
@src(),
|
||||
.{ .source = .{ .texture = tex } },
|
||||
.{
|
||||
.background = false,
|
||||
.margin = .{
|
||||
.x = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
|
||||
.y = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
|
||||
.w = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
|
||||
},
|
||||
.expand = .none,
|
||||
.gravity_x = 0.0,
|
||||
.gravity_y = 0.0,
|
||||
.margin = .{ .x = left, .y = top, .w = canvas.pos.x, .h = canvas.pos.y },
|
||||
.min_size_content = .{
|
||||
.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
|
||||
.w = @as(f32, @floatFromInt(vis.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(vis.h)) / natural_scale,
|
||||
},
|
||||
.max_size_content = .{
|
||||
.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
|
||||
.w = @as(f32, @floatFromInt(vis.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(vis.h)) / natural_scale,
|
||||
},
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
canvas_layer.deinit();
|
||||
|
||||
// Заблокировать события скролла, если нажат ctrl
|
||||
if (ctrl) {
|
||||
@@ -198,7 +223,7 @@ fn gui_frame(ctx: *WindowContext) bool {
|
||||
switch (action) {
|
||||
.wheel_y => |y| {
|
||||
canvas.addZoom(y / 1000);
|
||||
canvas.redrawGradient() catch {};
|
||||
canvas.redrawExample() catch {};
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
@@ -222,5 +247,7 @@ fn gui_frame(ctx: *WindowContext) bool {
|
||||
}
|
||||
back.deinit();
|
||||
|
||||
ctx.frame_index += 1;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
11
src/models/rasterization_models.zig
Normal file
11
src/models/rasterization_models.zig
Normal file
@@ -0,0 +1,11 @@
|
||||
pub const ImageRect = struct {
|
||||
x: u32,
|
||||
y: u32,
|
||||
w: u32,
|
||||
h: u32,
|
||||
};
|
||||
|
||||
pub const ImageSize = struct {
|
||||
w: u32,
|
||||
h: u32,
|
||||
};
|
||||
169
src/render/CpuRenderEngine.zig
Normal file
169
src/render/CpuRenderEngine.zig
Normal file
@@ -0,0 +1,169 @@
|
||||
const std = @import("std");
|
||||
const builtin = @import("builtin");
|
||||
const dvui = @import("dvui");
|
||||
const RenderEngine = @import("RenderEngine.zig").RenderEngine;
|
||||
const rast_models = @import("../models/rasterization_models.zig");
|
||||
const ImageSize = rast_models.ImageSize;
|
||||
const ImageRect = rast_models.ImageRect;
|
||||
const Allocator = std.mem.Allocator;
|
||||
const Color = dvui.Color;
|
||||
|
||||
const CpuRenderEngine = @This();
|
||||
const Type = enum {
|
||||
Gradient,
|
||||
Squares,
|
||||
};
|
||||
|
||||
type: Type,
|
||||
_allocator: Allocator,
|
||||
gradient_start: Color.PMA = .{ .r = 0, .g = 0, .b = 0, .a = 255 },
|
||||
gradient_end: Color.PMA = .{ .r = 255, .g = 255, .b = 255, .a = 255 },
|
||||
|
||||
pub fn init(allocator: Allocator, render_type: Type) CpuRenderEngine {
|
||||
return .{
|
||||
._allocator = allocator,
|
||||
.type = render_type,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn exampleReset(self: *CpuRenderEngine) void {
|
||||
// Сгенерировать случайные цвета градиента
|
||||
var prng = std.Random.DefaultPrng.init(@intCast(std.time.microTimestamp()));
|
||||
const random = prng.random();
|
||||
self.gradient_start = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
|
||||
self.gradient_end = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
|
||||
}
|
||||
|
||||
fn renderGradient(self: CpuRenderEngine, pixels: []Color.PMA, width: u32, height: u32, full_w: u32, full_h: u32, visible_rect: ImageRect) void {
|
||||
var y: u32 = 0;
|
||||
while (y < height) : (y += 1) {
|
||||
var x: u32 = 0;
|
||||
while (x < width) : (x += 1) {
|
||||
const gx: u32 = visible_rect.x + x;
|
||||
const gy: u32 = visible_rect.y + y;
|
||||
|
||||
const denom_x: f32 = if (full_w > 1) @as(f32, @floatFromInt(full_w - 1)) else 1;
|
||||
const denom_y: f32 = if (full_h > 1) @as(f32, @floatFromInt(full_h - 1)) else 1;
|
||||
const fx: f32 = @as(f32, @floatFromInt(gx)) / denom_x;
|
||||
const fy: f32 = @as(f32, @floatFromInt(gy)) / denom_y;
|
||||
const factor: f32 = std.math.clamp((fx + fy) / 2, 0, 1);
|
||||
|
||||
const r_f: f32 = @as(f32, @floatFromInt(self.gradient_start.r)) + factor * (@as(f32, @floatFromInt(self.gradient_end.r)) - @as(f32, @floatFromInt(self.gradient_start.r)));
|
||||
const g_f: f32 = @as(f32, @floatFromInt(self.gradient_start.g)) + factor * (@as(f32, @floatFromInt(self.gradient_end.g)) - @as(f32, @floatFromInt(self.gradient_start.g)));
|
||||
const b_f: f32 = @as(f32, @floatFromInt(self.gradient_start.b)) + factor * (@as(f32, @floatFromInt(self.gradient_end.b)) - @as(f32, @floatFromInt(self.gradient_start.b)));
|
||||
|
||||
const r: u8 = @intFromFloat(std.math.clamp(r_f, 0, 255));
|
||||
const g: u8 = @intFromFloat(std.math.clamp(g_f, 0, 255));
|
||||
const b: u8 = @intFromFloat(std.math.clamp(b_f, 0, 255));
|
||||
pixels[y * width + x] = .{ .r = r, .g = g, .b = b, .a = 255 };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn renderSquares(self: CpuRenderEngine, pixels: []Color.PMA, canvas_size: ImageSize, visible_rect: ImageRect) void {
|
||||
_ = self;
|
||||
|
||||
const squares_num = 5;
|
||||
var thikness: u32 = @intFromFloat(@as(f32, @floatFromInt(canvas_size.w + canvas_size.h)) / 2 * 0.03);
|
||||
if (thikness == 0) thikness = 1;
|
||||
|
||||
const squares_sum_w = canvas_size.w - thikness * (squares_num + 1);
|
||||
const base_w = squares_sum_w / squares_num;
|
||||
const extra_w = squares_sum_w % squares_num;
|
||||
const squares_sum_h = canvas_size.h - thikness * (squares_num + 1);
|
||||
const base_h = squares_sum_h / squares_num;
|
||||
const extra_h = squares_sum_h % squares_num;
|
||||
|
||||
var x_pos: [6]u32 = undefined;
|
||||
x_pos[0] = 0;
|
||||
for (1..squares_num + 1) |i| {
|
||||
const w = base_w + if (i - 1 < extra_w) @as(u32, 1) else 0;
|
||||
x_pos[i] = x_pos[i - 1] + thikness + w;
|
||||
}
|
||||
|
||||
var y_pos: [6]u32 = undefined;
|
||||
y_pos[0] = 0;
|
||||
for (1..squares_num + 1) |i| {
|
||||
const h = base_h + if (i - 1 < extra_h) @as(u32, 1) else 0;
|
||||
y_pos[i] = y_pos[i - 1] + thikness + h;
|
||||
}
|
||||
|
||||
var y: u32 = 0;
|
||||
while (y < visible_rect.h) : (y += 1) {
|
||||
const canvas_y = y + visible_rect.y;
|
||||
if (canvas_y >= canvas_size.h) continue;
|
||||
var x: u32 = 0;
|
||||
while (x < visible_rect.w) : (x += 1) {
|
||||
const canvas_x = x + visible_rect.x;
|
||||
if (canvas_x >= canvas_size.w) continue;
|
||||
|
||||
// Check if in vertical line
|
||||
var in_vertical_line = false;
|
||||
for (x_pos) |pos| {
|
||||
if (canvas_x >= pos and canvas_x < pos + thikness) {
|
||||
in_vertical_line = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if in horizontal line
|
||||
var in_horizontal_line = false;
|
||||
for (y_pos) |pos| {
|
||||
if (canvas_y >= pos and canvas_y < pos + thikness) {
|
||||
in_horizontal_line = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (in_vertical_line or in_horizontal_line) {
|
||||
pixels[y * visible_rect.w + x] = .{ .r = 255, .g = 0, .b = 0, .a = 255 };
|
||||
} else {
|
||||
// Find square
|
||||
var square_x: u32 = 0;
|
||||
for (0..squares_num) |i| {
|
||||
if (canvas_x >= x_pos[i] + thikness and canvas_x < x_pos[i + 1]) {
|
||||
square_x = @intCast(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
var square_y: u32 = 0;
|
||||
for (0..squares_num) |i| {
|
||||
if (canvas_y >= y_pos[i] + thikness and canvas_y < y_pos[i + 1]) {
|
||||
square_y = @intCast(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (square_x % 2 == square_y % 2) {
|
||||
pixels[y * visible_rect.w + x] = .{ .r = 255, .g = 255, .b = 255, .a = 255 };
|
||||
} else {
|
||||
pixels[y * visible_rect.w + x] = .{ .r = 0, .g = 0, .b = 0, .a = 255 };
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn example(self: CpuRenderEngine, canvas_size: ImageSize, visible_rect: ImageRect) !?dvui.Texture {
|
||||
const full_w = canvas_size.w;
|
||||
const full_h = canvas_size.h;
|
||||
|
||||
const width = visible_rect.w;
|
||||
const height = visible_rect.h;
|
||||
|
||||
// Выделить буфер пиксельных данных
|
||||
const pixels = try self._allocator.alloc(Color.PMA, @as(usize, width) * height);
|
||||
defer self._allocator.free(pixels);
|
||||
|
||||
// std.debug.print("w={any}, fw={any};\th={any}, fh={any}\n", .{ width, full_w, height, full_h });
|
||||
|
||||
switch (self.type) {
|
||||
.Gradient => self.renderGradient(pixels, width, height, full_w, full_h, visible_rect),
|
||||
.Squares => self.renderSquares(pixels, canvas_size, visible_rect),
|
||||
}
|
||||
|
||||
return try dvui.textureCreate(pixels, width, height, .nearest);
|
||||
}
|
||||
|
||||
pub fn renderEngine(self: *CpuRenderEngine) RenderEngine {
|
||||
return .{ .cpu = self };
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
// Интерфейс для рендеринга документа
|
||||
20
src/render/RenderEngine.zig
Normal file
20
src/render/RenderEngine.zig
Normal file
@@ -0,0 +1,20 @@
|
||||
// Интерфейс для рендеринга документа
|
||||
const dvui = @import("dvui");
|
||||
const CpuRenderEngine = @import("CpuRenderEngine.zig");
|
||||
const rast_models = @import("../models/rasterization_models.zig");
|
||||
|
||||
pub const RenderEngine = union(enum) {
|
||||
cpu: *CpuRenderEngine,
|
||||
|
||||
pub fn exampleReset(self: RenderEngine) void {
|
||||
switch (self) {
|
||||
.cpu => |cpu_r| cpu_r.exampleReset(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn example(self: RenderEngine, canvas_size: rast_models.ImageSize, visible_rect: rast_models.ImageRect) !?dvui.Texture {
|
||||
return switch (self) {
|
||||
.cpu => |cpu_r| cpu_r.example(canvas_size, visible_rect),
|
||||
};
|
||||
}
|
||||
};
|
||||
6
src/tests.zig
Normal file
6
src/tests.zig
Normal file
@@ -0,0 +1,6 @@
|
||||
// Test root for `zig build test`.
|
||||
// Import modules here to ensure their `test` blocks are discovered.
|
||||
|
||||
test "module test discovery" {
|
||||
_ = @import("render/CpuRenderEngine.zig");
|
||||
}
|
||||
Reference in New Issue
Block a user