Major rework to draw rendering system. We are making a SDF first rendering system with tesselated stuff only as a fallback strategy for specific situations where SDF is particularly poorly suited Co-authored-by: Zachary Levy <zachary@sunforge.is> Reviewed-on: #17
201 lines
7.6 KiB
GLSL
201 lines
7.6 KiB
GLSL
#version 450 core
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// --- Inputs from vertex shader ---
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layout(location = 0) in mediump vec4 f_color;
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layout(location = 1) in vec2 f_local_or_uv;
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layout(location = 2) in vec4 f_params;
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layout(location = 3) in vec4 f_params2;
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layout(location = 4) flat in uint f_flags;
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layout(location = 5) flat in uint f_rotation_sc;
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layout(location = 6) flat in uvec4 f_uv_or_effects;
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// --- Output ---
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layout(location = 0) out vec4 out_color;
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// --- Texture sampler (for tessellated/text path) ---
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layout(set = 2, binding = 0) uniform sampler2D tex;
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// ---------------------------------------------------------------------------
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// SDF helper functions (Inigo Quilez)
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// All operate in physical pixel space — no dpi_scale needed here.
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// ---------------------------------------------------------------------------
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float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
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vec2 rxy = (p.x > 0.0) ? r.xy : r.zw;
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float rr = (p.y > 0.0) ? rxy.x : rxy.y;
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vec2 q = abs(p) - b;
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if (rr == 0.0) {
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return max(q.x, q.y);
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}
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q += rr;
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return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
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}
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// Approximate ellipse SDF — fast, suitable for UI, NOT a true Euclidean distance.
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float sdEllipseApprox(vec2 p, vec2 ab) {
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float k0 = length(p / ab);
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float k1 = length(p / (ab * ab));
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return k0 * (k0 - 1.0) / k1;
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}
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// Regular N-gon SDF (Inigo Quilez).
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float sdRegularPolygon(vec2 p, float r, float n) {
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float an = 3.141592653589793 / n;
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float bn = mod(atan(p.y, p.x), 2.0 * an) - an;
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return length(p) * cos(bn) - r;
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}
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// Coverage from SDF distance using half-feather width (feather_px * 0.5, pre-computed on CPU).
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// Produces a symmetric transition centered on d=0: smoothstep(-h, h, d).
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float sdf_alpha(float d, float h) {
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return 1.0 - smoothstep(-h, h, d);
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}
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// ---------------------------------------------------------------------------
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// Gradient helpers
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// ---------------------------------------------------------------------------
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mediump vec4 gradient_2color(mediump vec4 start_color, mediump vec4 end_color, mediump float t) {
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return mix(start_color, end_color, clamp(t, 0.0, 1.0));
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}
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// ---------------------------------------------------------------------------
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// main
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// ---------------------------------------------------------------------------
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void main() {
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uint kind = f_flags & 0xFFu;
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uint flags = (f_flags >> 8u) & 0xFFu;
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// Kind 0: Tessellated path — vertex colors arrive premultiplied from CPU.
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// Texture samples are straight-alpha (SDL_ttf glyph atlas: rgb=1, a=coverage;
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// or the 1x1 white texture: rgba=1). Convert to premultiplied form so the
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// blend state (ONE, ONE_MINUS_SRC_ALPHA) composites correctly.
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if (kind == 0u) {
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vec4 t = texture(tex, f_local_or_uv);
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t.rgb *= t.a;
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out_color = f_color * t;
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return;
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}
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// SDF path — dispatch on kind
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float d = 1e30;
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float h = 0.5; // half-feather width; overwritten per shape kind
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vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
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vec2 p_local = f_local_or_uv;
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// Apply inverse rotation using pre-computed sin/cos (no per-pixel trig).
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// .Rotated flag = bit 4 = 16u
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if ((flags & 16u) != 0u) {
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vec2 sc = unpackHalf2x16(f_rotation_sc); // .x = sin(angle), .y = cos(angle)
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// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]]
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p_local = vec2(sc.y * p_local.x + sc.x * p_local.y,
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-sc.x * p_local.x + sc.y * p_local.y);
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}
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if (kind == 1u) {
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// RRect — half_feather in params2.z
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vec4 corner_radii = vec4(f_params.zw, f_params2.xy);
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h = f_params2.z;
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d = sdRoundedBox(p_local, half_size, corner_radii);
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}
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else if (kind == 2u) {
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// NGon — half_feather in params.z
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float radius = f_params.x;
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float sides = f_params.y;
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h = f_params.z;
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d = sdRegularPolygon(p_local, radius, sides);
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half_size = vec2(radius); // for gradient UV computation
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}
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else if (kind == 3u) {
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// Ellipse — half_feather in params.z
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vec2 ab = f_params.xy;
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h = f_params.z;
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d = sdEllipseApprox(p_local, ab);
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half_size = ab; // for gradient UV computation
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}
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else if (kind == 4u) {
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// Ring_Arc — half_feather in params2.z
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// Arc mode from flag bits 5-6: 0 = full, 1 = narrow (≤π), 2 = wide (>π)
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float inner = f_params.x;
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float outer = f_params.y;
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vec2 n_start = f_params.zw;
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vec2 n_end = f_params2.xy;
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uint arc_bits = (flags >> 5u) & 3u;
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h = f_params2.z;
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float r = length(p_local);
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d = max(inner - r, r - outer);
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if (arc_bits != 0u) {
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float d_start = dot(p_local, n_start);
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float d_end = dot(p_local, n_end);
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float d_wedge = (arc_bits == 1u)
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? max(d_start, d_end) // arc ≤ π: intersect half-planes
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: min(d_start, d_end); // arc > π: union half-planes
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d = max(d, d_wedge);
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}
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half_size = vec2(outer); // for gradient UV computation
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}
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// --- fwidth-based normalization for correct AA and stroke width ---
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float grad_magnitude = max(fwidth(d), 1e-6);
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d = d / grad_magnitude;
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h = h / grad_magnitude;
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// --- Determine shape color based on flags ---
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mediump vec4 shape_color;
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if ((flags & 2u) != 0u) {
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// Gradient active (bit 1)
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mediump vec4 gradient_start = f_color;
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mediump vec4 gradient_end = unpackUnorm4x8(f_uv_or_effects.x);
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if ((flags & 4u) != 0u) {
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// Radial gradient (bit 2): t from distance to center
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mediump float t = length(p_local / half_size);
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shape_color = gradient_2color(gradient_start, gradient_end, t);
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} else {
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// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
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vec2 direction = unpackHalf2x16(f_uv_or_effects.z);
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mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
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shape_color = gradient_2color(gradient_start, gradient_end, t);
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}
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} else if ((flags & 1u) != 0u) {
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// Textured (bit 0) — RRect only in practice
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vec4 uv_rect = uintBitsToFloat(f_uv_or_effects);
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vec2 local_uv = p_local / half_size * 0.5 + 0.5;
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vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
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shape_color = f_color * texture(tex, uv);
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} else {
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// Solid color
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shape_color = f_color;
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}
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// --- Outline (bit 3) — outer outline via premultiplied compositing ---
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// The outline band sits OUTSIDE the original shape boundary (d=0 to d=+ol_width).
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// fill_cov covers the interior with AA at d=0; total_cov covers interior+outline with
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// AA at d=ol_width. The outline band's coverage is total_cov - fill_cov.
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// Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
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if ((flags & 8u) != 0u) {
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mediump vec4 ol_color = unpackUnorm4x8(f_uv_or_effects.y);
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// Outline width in f_uv_or_effects.w (low f16 half)
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float ol_width = unpackHalf2x16(f_uv_or_effects.w).x / grad_magnitude;
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float fill_cov = sdf_alpha(d, h);
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float total_cov = sdf_alpha(d - ol_width, h);
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float outline_cov = max(total_cov - fill_cov, 0.0);
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// Premultiplied output — no divide, no threshold check
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vec3 rgb_pm = shape_color.rgb * shape_color.a * fill_cov
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+ ol_color.rgb * ol_color.a * outline_cov;
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float alpha_pm = shape_color.a * fill_cov + ol_color.a * outline_cov;
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out_color = vec4(rgb_pm, alpha_pm);
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} else {
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mediump float alpha = sdf_alpha(d, h);
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out_color = vec4(shape_color.rgb * shape_color.a * alpha, shape_color.a * alpha);
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}
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}
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