Set up the VisionPOC repo with: - Approved design spec at docs/superpowers/specs/ - project.yml (XcodeGen, Swift 6, macOS 14+, com.dmdbrands.VisionPOC) - Theme.swift centralizing palette/layout/fonts/performance knobs - TextRasterizer + Share Tech Mono + Orbitron copied from MetalPOC - README, CONTRIBUTING, LICENSE, .gitignore matching the MetalPOC pattern Camera capture, processing pipeline, renderer, shaders, and AppKit entrypoint to follow in the next commit. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
175 lines
6.5 KiB
Swift
175 lines
6.5 KiB
Swift
import Metal
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import CoreText
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import CoreGraphics
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import AppKit
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final class TextRasterizer {
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private let device: MTLDevice
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private let colorSpace: CGColorSpace
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init(device: MTLDevice) {
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self.device = device
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self.colorSpace = CGColorSpaceCreateDeviceRGB()
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}
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/// Rasterize `string` at `scale` (backing factor) within `maxSize` (points). Returns a
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/// BGRA8 premultiplied `MTLTexture` sized to `ceil(maxSize * scale)` pixels.
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func rasterize(
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_ string: NSAttributedString,
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maxSize: CGSize,
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scale: CGFloat
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) -> MTLTexture? {
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let pixelWidth = max(Int((maxSize.width * scale).rounded(.up)), 1)
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let pixelHeight = max(Int((maxSize.height * scale).rounded(.up)), 1)
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let bytesPerRow = pixelWidth * 4
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guard let context = CGContext(
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data: nil,
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width: pixelWidth,
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height: pixelHeight,
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bitsPerComponent: 8,
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bytesPerRow: bytesPerRow,
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space: colorSpace,
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bitmapInfo: CGBitmapInfo.byteOrder32Little.rawValue
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| CGImageAlphaInfo.premultipliedFirst.rawValue
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) else { return nil }
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context.scaleBy(x: scale, y: scale)
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context.setShouldAntialias(true)
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context.setShouldSmoothFonts(true)
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// Inset the text region so glyphs sit clearly inside the widget's chamfered
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// frame (10% chamfer at TL + BR). Inset is 10% of the smaller widget dimension,
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// clamped to [4, 40] pt — gives breathing room without crowding small widgets.
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let dim = min(maxSize.width, maxSize.height)
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let inset = max(4.0, min(40.0, dim * 0.10))
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let framesetter = CTFramesetterCreateWithAttributedString(string)
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let path = CGPath(
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rect: CGRect(
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x: inset, y: inset,
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width: max(maxSize.width - 2 * inset, 1),
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height: max(maxSize.height - 2 * inset, 1)
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),
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transform: nil
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)
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let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
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// CoreText draws in a y-up coordinate system. The CGContext defaults to y-up too
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// after we've set no extra transforms, but we need to ensure the frame draws into
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// the visible area starting from the top — flip the y axis here.
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context.translateBy(x: 0, y: maxSize.height)
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context.scaleBy(x: 1, y: -1)
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CTFrameDraw(frame, context)
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// Undo the flip so future drawing isn't surprised.
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context.scaleBy(x: 1, y: -1)
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context.translateBy(x: 0, y: -maxSize.height)
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let descriptor = MTLTextureDescriptor.texture2DDescriptor(
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pixelFormat: .bgra8Unorm,
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width: pixelWidth,
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height: pixelHeight,
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mipmapped: false
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)
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descriptor.usage = [.shaderRead]
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descriptor.storageMode = .shared
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guard let texture = device.makeTexture(descriptor: descriptor),
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let data = context.data else { return nil }
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texture.replace(
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region: MTLRegionMake2D(0, 0, pixelWidth, pixelHeight),
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mipmapLevel: 0,
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withBytes: data,
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bytesPerRow: bytesPerRow
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)
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return texture
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}
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/// Rasterize `string` then call `extraDraw(ctx, maxSize)` into the same CGContext before
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/// uploading to a Metal texture. Use for overlaying sparklines or other CG graphics.
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func rasterize(
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_ string: NSAttributedString,
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maxSize: CGSize,
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scale: CGFloat,
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extraDraw: (CGContext, CGSize) -> Void
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) -> MTLTexture? {
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let pixelWidth = max(Int((maxSize.width * scale).rounded(.up)), 1)
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let pixelHeight = max(Int((maxSize.height * scale).rounded(.up)), 1)
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let bytesPerRow = pixelWidth * 4
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guard let context = CGContext(
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data: nil,
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width: pixelWidth,
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height: pixelHeight,
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bitsPerComponent: 8,
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bytesPerRow: bytesPerRow,
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space: colorSpace,
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bitmapInfo: CGBitmapInfo.byteOrder32Little.rawValue
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| CGImageAlphaInfo.premultipliedFirst.rawValue
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) else { return nil }
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context.scaleBy(x: scale, y: scale)
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context.setShouldAntialias(true)
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context.setShouldSmoothFonts(true)
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// Inset the text region so glyphs sit clearly inside the widget's chamfered
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// frame (10% chamfer at TL + BR). Inset is 10% of the smaller widget dimension,
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// clamped to [4, 40] pt — gives breathing room without crowding small widgets.
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let dim = min(maxSize.width, maxSize.height)
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let inset = max(4.0, min(40.0, dim * 0.10))
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let framesetter = CTFramesetterCreateWithAttributedString(string)
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let path = CGPath(
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rect: CGRect(
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x: inset, y: inset,
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width: max(maxSize.width - 2 * inset, 1),
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height: max(maxSize.height - 2 * inset, 1)
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),
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transform: nil
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)
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let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
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context.translateBy(x: 0, y: maxSize.height)
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context.scaleBy(x: 1, y: -1)
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CTFrameDraw(frame, context)
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context.scaleBy(x: 1, y: -1)
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context.translateBy(x: 0, y: -maxSize.height)
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// Run extra drawing (e.g. sparklines) into the same CGContext.
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extraDraw(context, maxSize)
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let descriptor = MTLTextureDescriptor.texture2DDescriptor(
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pixelFormat: .bgra8Unorm,
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width: pixelWidth,
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height: pixelHeight,
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mipmapped: false
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)
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descriptor.usage = [.shaderRead]
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descriptor.storageMode = .shared
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guard let texture = device.makeTexture(descriptor: descriptor),
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let data = context.data else { return nil }
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texture.replace(
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region: MTLRegionMake2D(0, 0, pixelWidth, pixelHeight),
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mipmapLevel: 0,
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withBytes: data,
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bytesPerRow: bytesPerRow
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)
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return texture
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}
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/// Convenience: rasterize a plain `String` with the supplied font and color.
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func rasterize(
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_ text: String,
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font: NSFont,
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color: NSColor,
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maxSize: CGSize,
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scale: CGFloat
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) -> MTLTexture? {
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let attributes: [NSAttributedString.Key: Any] = [
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.font: font,
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.foregroundColor: color
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]
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let attributed = NSAttributedString(string: text, attributes: attributes)
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return rasterize(attributed, maxSize: maxSize, scale: scale)
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}
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}
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