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levlib/draw/shaders/source/base_2d.frag
Zachary Levy bca19277b3 draw-improvements (#17)
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
2026-04-24 07:57:44 +00:00

201 lines
7.6 KiB
GLSL

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