rounded quads baby!
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@ -1,9 +1,55 @@
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#version 450
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layout(location = 0) in vec4 col;
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layout(location = 0) in vec4 color;
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layout(location = 1) in vec2 local_position;
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layout(location = 2) in vec2 global_position;
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layout(location = 3) in float radius;
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layout(location = 0) out vec4 fragColor;
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// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
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float sdf_rr(vec2 p, vec2 center, vec2 half_size, float radius) {
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// Translate fragment position to rectangle's coordinate system
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p -= center;
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// Adjust for rounded corners: shrink the rectangle by the radius
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vec2 q = abs(p) - half_size + radius;
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// Combine distance components:
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// - max(q, 0.0) handles regions outside the rounded corners
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// - min(max(q.x, q.y), 0.0) handles regions inside the rectangle
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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}
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void main()
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{
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fragColor = col;
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// local_position are normalized coordinates in the rectangle, passed from the
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// vertex shader
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/*
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* Window
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* +-----------------------+
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* | (1,1) |
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* | +----------x |
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* | | | |
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* | | | |
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* | | Rect | |
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* | | | |
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* | | | |
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* | x----------+ |
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* | (-1,-1) |
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* | |
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* +-----------------------+
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*/
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vec2 dx = dFdx(local_position);
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vec2 dy = dFdy(local_position);
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// Conversion from normalized coordinates to pixels
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vec2 norm_to_px = 1.0 / vec2(length(dx), length(dy));
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vec2 centerpoint = global_position - local_position * norm_to_px;
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// the half size of the rectangle is also norm_to_px
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vec2 half_size = 1.0 * norm_to_px;
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float distance = sdf_rr(global_position, centerpoint, half_size, radius);
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float alpha = 1.0 - smoothstep(0.0, 1.0, max(distance, 0.0));
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fragColor = vec4(color.rgb, color.a * alpha);
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}
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@ -10,6 +10,9 @@ layout(location = 1) in ivec2 uv;
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layout(location = 2) in ivec4 color;
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layout(location = 0) out vec4 col;
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layout(location = 1) out vec2 local_position;
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layout(location = 2) out vec2 global_position;
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layout(location = 3) out float radius;
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void main()
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{
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@ -24,5 +27,10 @@ void main()
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pos.y = -(float(position.y)*2.0 / view.y - 1.0);
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gl_Position = vec4(pos+shift, 0.0, 1.0);
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local_position = vec2(sign(uv));
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global_position = gl_Position.xy;
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radius = abs(float(uv.x));
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col = vec4(color) / 255.0;
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}
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@ -566,7 +566,7 @@ fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u,
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}
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// Push a quad into the quad buffer, return true on success and false on failure
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fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color)
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fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color, ushort radius = 0)
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{
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if (self.quad_buffer.count >= MAX_QUAD_BATCH) {
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return false;
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@ -600,11 +600,14 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
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* |/ |
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* +-------------+
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* v2 v3
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*/
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quad.vertices.v1 = {.pos = {.x = x, .y = y}, .col.u = color};
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quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .col.u = color};
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quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .col.u = color};
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quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .col.u = color};
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*/
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// the wanted radius is pushed into the uv coordinates, the vertex shader then extracts the absolute value
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// and passes it to the fragment shader, then it uses the sign to give the fragment shader local coordinates
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// into the quad.
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quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = -radius, .v = +radius}, .col.u = color};
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quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = -radius, .v = -radius}, .col.u = color};
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quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = +radius, .v = -radius}, .col.u = color};
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quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = +radius, .v = +radius}, .col.u = color};
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// triangle 1 indices
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quad.indices.i1 = 0; // v1
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quad.indices.i2 = 1; // v2
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@ -62,7 +62,7 @@ fn int main()
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}
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// rect 1
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ren.push_quad(100,100,100,100,0xff00ff00);
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ren.push_quad(100,100,100,100,0xff00ff00, 20);
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// rect 2
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ren.push_quad(0,0,20,20,0xff0000ff);
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// rect 3
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