module Graphics.Rendering.Rect.Backgrounds(Backgrounds(..), Pattern(..),
RadialShape(..), Resize(..), Length(..), Extent(..),
resolveSize, renderBackgrounds) where
import Graphics.Rendering.Rect.CSS.Backgrounds
import Graphics.Rendering.Rect.Types
import Graphics.Rendering.Rect.Image (Texture(texSize), textureSetRepeat)
import qualified Data.ByteString.Char8 as B8
import Linear (M44, V2(..))
import Control.Monad.IO.Class (MonadIO(..))
import Data.Maybe (fromMaybe, listToMaybe)
import Control.Monad (forM)
baseFragmentShader :: B8.ByteString
baseFragmentShader = B8.pack $ unlines [
"#version 330 core",
"out vec4 fcolour;",
"uniform vec4 colour;",
"void main() { fcolour = colour; }"
]
imageFragmentShader :: B8.ByteString
imageFragmentShader = B8.pack $ unlines [
"#version 330 core",
"in vec2 coord;",
"out vec4 fcolour;",
"uniform vec2 pos;",
"uniform sampler2D image;",
"uniform vec2 size;",
"void main() { fcolour = texture(image, coord/size - pos/size); }"
]
linearFragmentShader :: B8.ByteString
linearFragmentShader = B8.pack $ unlines [
"#version 330 core",
"in vec2 coord;",
"out vec4 fcolour;",
"uniform vec2 size;",
"uniform vec4 stops[10];",
"uniform float stopPoints[10];",
"uniform int nStops;",
"uniform float angle;",
"",
"void main() {",
" vec2 pos = coord/size;", -- Range 0..1
" pos -= 0.5; pos *= 2;", -- Range -1..1
" float a = pos.x*sin(angle) + pos.y*-cos(angle);", -- Range -1..1
" a /= 2; a += 0.5;", -- Range 0..1
"",
" int i = 0;",
-- Workaround for buggy GPU drivers on test machine.
" if (1 < nStops - 1 && a > stopPoints[1]) i = 1;",
" if (2 < nStops - 1 && a > stopPoints[2]) i = 2;",
" if (3 < nStops - 1 && a > stopPoints[3]) i = 3;",
" if (4 < nStops - 1 && a > stopPoints[4]) i = 4;",
" if (5 < nStops - 1 && a > stopPoints[5]) i = 5;",
" if (6 < nStops - 1 && a > stopPoints[6]) i = 6;",
" if (7 < nStops - 1 && a > stopPoints[7]) i = 7;",
" if (8 < nStops - 1 && a > stopPoints[8]) i = 8;",
"",
" a = smoothstep(stopPoints[i], stopPoints[i+1], a);",
" fcolour = mix(stops[i], stops[i+1], a);",
"}"
]
radialFragmentShader :: B8.ByteString
radialFragmentShader = B8.pack $ unlines [
"#version 330 core",
"in vec2 coord;",
"out vec4 fcolour;",
"uniform vec2 size;",
"uniform vec2 extent;",
"uniform vec2 center;",
"uniform vec4 stops[10];",
"uniform float stopPoints[10];",
"uniform int nStops;",
"",
"void main() {",
" float a = distance(coord/extent, center/size) * 2;",
"",
" int i = 0;",
-- Workaround for buggy GPU drivers on test machine.
" if (1 < nStops - 1 && a > stopPoints[1]) i = 1;",
" if (2 < nStops - 1 && a > stopPoints[2]) i = 2;",
" if (3 < nStops - 1 && a > stopPoints[3]) i = 3;",
" if (4 < nStops - 1 && a > stopPoints[4]) i = 4;",
" if (5 < nStops - 1 && a > stopPoints[5]) i = 5;",
" if (6 < nStops - 1 && a > stopPoints[6]) i = 6;",
" if (7 < nStops - 1 && a > stopPoints[7]) i = 7;",
" if (8 < nStops - 1 && a > stopPoints[8]) i = 8;",
"",
" a = smoothstep(stopPoints[i], stopPoints[i+1], a);",
" fcolour = mix(stops[i], stops[i+1], a);",
"}"
]
circleFragmentShader :: B8.ByteString
circleFragmentShader = B8.pack $ unlines [
"#version 330 core",
"in vec2 coord;",
"out vec4 fcolour;",
"uniform vec2 center;",
"uniform float radius;",
"uniform vec4 stops[10];",
"uniform float stopPoints[10];",
"uniform int nStops;",
"",
"void main() {",
" float a = distance(coord, center)/radius;",
"",
" int i = 0;",
-- Workaround for buggy GPU drivers on test machine.
" if (1 < nStops - 1 && a > stopPoints[1]) i = 1;",
" if (2 < nStops - 1 && a > stopPoints[2]) i = 2;",
" if (3 < nStops - 1 && a > stopPoints[3]) i = 3;",
" if (4 < nStops - 1 && a > stopPoints[4]) i = 4;",
" if (5 < nStops - 1 && a > stopPoints[5]) i = 5;",
" if (6 < nStops - 1 && a > stopPoints[6]) i = 6;",
" if (7 < nStops - 1 && a > stopPoints[7]) i = 7;",
" if (8 < nStops - 1 && a > stopPoints[8]) i = 8;",
"",
" a = smoothstep(stopPoints[i], stopPoints[i+1], a);",
" fcolour = mix(stops[i], stops[i+1], a);",
"}"
]
conicFragmentShader :: B8.ByteString
conicFragmentShader = B8.pack $ unlines [
"#version 330 core",
"in vec2 coord;",
"out vec4 fcolour;",
"uniform vec2 center;",
"uniform float angle;",
"uniform vec4 stops[10];",
"uniform float stopPoints[10];",
"uniform int nStops;",
"",
"void main() {",
" vec2 v = coord - center;",
" float a = atan(v.x, -v.y) - angle;",
" float turn = 2*radians(180);",
" a = fract(a/turn);",
"",
" int i = 0;",
-- Workaround for buggy GPU drivers on test machine.
" if (1 < nStops - 1 && a > stopPoints[1]) i = 1;",
" if (2 < nStops - 1 && a > stopPoints[2]) i = 2;",
" if (3 < nStops - 1 && a > stopPoints[3]) i = 3;",
" if (4 < nStops - 1 && a > stopPoints[4]) i = 4;",
" if (5 < nStops - 1 && a > stopPoints[5]) i = 5;",
" if (6 < nStops - 1 && a > stopPoints[6]) i = 6;",
" if (7 < nStops - 1 && a > stopPoints[7]) i = 7;",
" if (8 < nStops - 1 && a > stopPoints[8]) i = 8;",
"",
" a = smoothstep(stopPoints[i], stopPoints[i+1], a);",
" fcolour = mix(stops[i], stops[i+1], a);",
"}"
]
renderBackgrounds :: (MonadIO m, MonadIO n) =>
n (Backgrounds Texture -> Rects -> M44 Float -> m ())
renderBackgrounds = do
base <- renderRectWith baseFragmentShader ["colour"]
layer <- renderRectWith imageFragmentShader ["size", "pos"]
linear <- renderRectWith linearFragmentShader ["size", "angle",
"stops", "stopPoints", "nStops"]
ellipse <- renderRectWith radialFragmentShader ["size", "extent", "center",
"stops", "stopPoints", "nStops"]
circle <- renderRectWith circleFragmentShader ["center", "radius",
"stops", "stopPoints", "nStops"]
conic <- renderRectWith conicFragmentShader ["center", "angle",
"stops", "stopPoints", "nStops"]
return $ \self a b -> do
base [] [c $ background self] (headDef borderBox $ clip self)
(headDef paddingBox $ origin self) a b
let layers = image self `zip` (clip self ++ repeat borderBox)
`zip` (bgSize self ++ repeat (Size Auto Auto))
`zip` (origin self ++ repeat paddingBox)
`zip` (bgPos self ++ repeat (Absolute 0, Absolute 0))
`zip` (bgRepeat self ++ repeat (True, True))
_<-forM layers $ \(((((pat0, clip0), size0), origin0), pos0), repeat0) ->
case pat0 of
None -> return ()
Img img0 -> do
let sz = resolveSize (size $ clip0 a) (texSize img0) size0
let pos' = (v2$l2f' pos0$size$clip0 a) - (v2$l2f' pos0 sz)
textureSetRepeat img0 repeat0
layer [img0] [u $ v2 sz, u pos'] clip0 origin0 a b
Linear angle stops -> let size' = size $ clip0 a in linear [] [
u $ v2 $ size', u angle, cs 10 $ map fst stops,
us $ ls2fs size' $ map snd $ take 10 stops, u $ length stops
] clip0 origin0 a b
-- FIXME: Incorporate resolveEllipseExtent without messing up center
Radial Ellipse ext org stops -> let sz@(_,h) = size $ clip0 a in
let (org', ext') = resolveEllipseExtent sz org ext in ellipse [] [
u $ v2 sz, u $ v2 ext', u $ v2 org', cs 10 $ map fst stops,
us $ ls2fs (0,h/2) $ map snd $ take 10 stops, u $ length stops
] clip0 origin0 a b
Radial Circle ext org stops -> let sz@(w,h) = size $ clip0 a
in let (org', r) = resolveCircleExtent sz org ext in circle [] [
u $ v2 org', u r, cs 10 $ map fst stops,
us $ ls2fs (0,min w h/2) $ map snd $ take 10 stops,
u $ length stops
] clip0 origin0 a b
Conical angle org stops -> let sz = size $ clip0 a in conic [] [
u $ v2 $ l2f' org sz, u angle, cs 10 $ map fst stops,
us $ ls2fs (0,2*pi) $ map snd $ take 10 stops, u $ length stops
] clip0 origin0 a b
return ()
headDef :: c -> [c] -> c
headDef def = fromMaybe def . listToMaybe
v2 :: (a, a) -> V2 a
v2 = uncurry V2
-- Easier to express this algorithm on CPU-side...
ls2fs :: (Float, Float) -> [Length] -> [Float]
ls2fs (_,h) ls = resolveAutos 0 $ inner True 0 ls
where
-- https://drafts.csswg.org/css-images/#color-stop-fixup Step 1.
inner True _ (Auto:ls') = Scale 0:inner False 0 ls'
inner _ _ [Auto] = [Scale 1]
-- Step 2
inner _ prev (Scale x:ls') | x < prev = Scale prev:inner False prev ls'
inner _ prev (Absolute x:ls') | x/h < prev = Scale prev:inner False prev ls'
inner _ _ (Scale x:ls') = Scale x:inner False x ls'
inner _ _ (Absolute x:ls') = Absolute x:inner False (x/h) ls'
inner _ prev (Auto:ls') = Auto:inner False prev ls'
inner _ _ [] = []
-- Step 3
resolveAutos :: Float -> [Length] -> [Float]
resolveAutos _ (Scale x:ls') = x:resolveAutos x ls'
resolveAutos _ (Absolute x:ls') = (x/h):resolveAutos (x/h) ls'
resolveAutos _ [] = []
resolveAutos prev ls0 = [prev + succ i*grad | i <- [0..n - 1]] ++ fs
where
(autos, ls') = span (==Auto) ls0
n = toEnum $ length autos
fs = resolveAutos 0 ls' -- Doesn't matter if prev's in another branch...
next | (x:_) <- fs = x
| otherwise = 1 -- Step 1 should've taken care of this...
grad = (next - prev)/(n + 1)
l2f :: Length -> Float -> Float
l2f Auto x = x/2
l2f (Scale x) y = x*y
l2f (Absolute x) _ = x
l2f' :: (Length, Length) -> (Float, Float) -> (Float, Float)
l2f' (x,y) (w,h) = (l2f x w, l2f y h)
resolveEllipseExtent :: (Float, Float) -> (Length, Length) -> Extent ->
((Float, Float), (Float, Float))
resolveEllipseExtent sz@(x',y') pos ext = ((x, y), inner ext)
where
(x,y) = l2f' pos sz
horiz = [x, x' - x]
vert = [y, y' - y]
inner (Extent s t) = (l2f s x, l2f t y)
-- FIXME: How to calculate closest/farthest-corner?
-- Spec just says keep this aspect ratio.
inner ClosestCorner = (minimum horiz * 2, minimum vert * 2)
inner ClosestSide = (minimum horiz * 2, minimum vert * 2)
inner FarthestCorner = (maximum horiz * 2, maximum vert * 2)
inner FarthestSide = (maximum horiz * 2, maximum vert * 2)
resolveCircleExtent :: (Float, Float) -> (Length, Length) -> Extent ->
((Float, Float), Float)
resolveCircleExtent sz@(x',y') pos ext = ((x, y), inner ext)
where
(x,y) = l2f' pos sz
sides = [x, x' - x, y, y' - y]
corners = [hypot x y, hypot x $ y'-y, hypot y $ x'-x, hypot (x'-x) (y'-y)]
hypot a b = sqrt $ a*a + b*b
inner (Extent a _) = l2f a y -- Should be absolute...
inner ClosestCorner = minimum corners
inner ClosestSide = minimum sides
inner FarthestCorner = maximum corners
inner FarthestSide = maximum sides