Переход на CpuRenderEngine
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@@ -42,8 +42,6 @@ pub fn deinit(self: *Canvas) void {
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/// Заполнить canvas градиентом
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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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@@ -55,58 +53,20 @@ pub fn redrawExample(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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// const new_texture = self.render_engine.example(width, height);
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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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std.debug.print("w={any}, fw={any};\th={any}, fh={any}\n", .{ width, full_w, height, full_h });
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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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// Ресетнуть example изображение в renderEngine
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pub fn exampleReset(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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self.render_engine.exampleReset();
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try self.redrawExample();
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}
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@@ -7,6 +7,7 @@ const WindowContext = @This();
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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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pub fn init(allocator: std.mem.Allocator) !WindowContext {
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var self: WindowContext = undefined;
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@@ -18,6 +19,8 @@ pub fn init(allocator: std.mem.Allocator) !WindowContext {
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self.canvas = Canvas.init(allocator, self.cpu_render.renderEngine());
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self.frame_index = 0;
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return self;
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}
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@@ -33,7 +33,6 @@ pub fn main() !void {
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defer ctx.deinit();
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var interrupted = false;
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main_loop: while (true) {
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// beginWait coordinates with waitTime below to run frames only when needed
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const nstime = win.beginWait(interrupted);
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@@ -89,12 +88,12 @@ 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 });
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{
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dvui.label(@src(), "Tools", .{}, .{});
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if (dvui.button(@src(), "Fill Random Color", .{}, .{})) {
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if (dvui.button(@src(), "Fill Random Color", .{}, .{}) or ctx.frame_index == 0) {
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canvas.exampleReset() catch |err| {
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std.debug.print("Error filling canvas: {}\n", .{err});
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};
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canvas.pos = .{ .x = 400, .y = 400 };
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canvas.setZoom(dvui.windowNaturalScale());
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ctx.canvas.pos = .{ .x = 400, .y = 400 };
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ctx.canvas.setZoom(dvui.windowNaturalScale());
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}
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if (dvui.checkbox(@src(), &canvas.native_scaling, "Scaling", .{})) {}
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}
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@@ -222,5 +221,7 @@ fn gui_frame(ctx: *WindowContext) bool {
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}
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back.deinit();
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ctx.frame_index += 1;
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return true;
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}
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@@ -35,10 +35,43 @@ pub fn exampleReset(self: *CpuRenderEngine) void {
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}
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pub fn example(self: CpuRenderEngine, canvas_size: ImageSize, visible_rect: ImageRect) !?dvui.Texture {
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_ = self;
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_ = canvas_size;
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_ = visible_rect;
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return null;
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const full_w = canvas_size.w;
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const full_h = canvas_size.h;
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const width = visible_rect.w;
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const height = visible_rect.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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std.debug.print("w={any}, fw={any};\th={any}, fh={any}\n", .{ width, full_w, height, full_h });
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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 = visible_rect.x + x;
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const gy: u32 = visible_rect.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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return try dvui.textureCreate(pixels, width, height, .nearest);
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}
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pub fn renderEngine(self: *CpuRenderEngine) RenderEngine {
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