diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-08 01:44:35 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-08 01:44:35 +0300 |
commit | 987c56c4b6150afb67af245f7d71bc965ed5ffc8 (patch) | |
tree | d71991af7eaf446a0810d7296f77e65560cbba3c /source/blender/gpu/shaders | |
parent | 1a337074175e51c705de0afd230264ff73e04b4b (diff) |
BLF: Opti: Draw only one quad per shadow/blurred glyph.
This port the Blurring of blf fonts to the final drawing shader.
We add a bit of extra padding to each glyph so that jittering the texture
coord does not sample the neighbor glyphs.
Diffstat (limited to 'source/blender/gpu/shaders')
3 files changed, 97 insertions, 9 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl index 7ff90ad4f21..3e5fdd8b90b 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl @@ -1,15 +1,99 @@ flat in vec4 color_flat; +flat in vec4 texCoord_rect; noperspective in vec2 texCoord_interp; out vec4 fragColor; uniform sampler2D glyph; +const vec2 offsets9[9] = vec2[9]( + vec2(-1.0, -1.0), vec2( 0.0, -1.0), vec2( 1.0, -1.0), + vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0), + vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) +); + +const vec2 offsets25[25] = vec2[25]( + vec2(-2.0, -2.0), vec2(-1.0, -2.0), vec2( 0.0, -2.0), vec2( 1.0, -2.0), vec2( 2.0, -2.0), + vec2(-2.0, -1.0), vec2(-1.0, -1.0), vec2( 0.0, -1.0), vec2( 1.0, -1.0), vec2( 2.0, -1.0), + vec2(-2.0, 0.0), vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0), vec2( 2.0, 0.0), + vec2(-2.0, 1.0), vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0), vec2( 2.0, 1.0), + vec2(-2.0, 2.0), vec2(-1.0, 2.0), vec2( 0.0, 2.0), vec2( 1.0, 2.0), vec2( 2.0, 2.0) +); + +const float weights9[9] = float[9]( + 1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0, + 2.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0, + 1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0 +); + +const float weights25[25] = float[25]( + 1.0 / 60.0, 1.0 / 60.0, 2.0 / 60.0, 1.0 / 60.0, 1.0 / 60.0, + 1.0 / 60.0, 3.0 / 60.0, 5.0 / 60.0, 3.0 / 60.0, 1.0 / 60.0, + 2.0 / 60.0, 5.0 / 60.0, 8.0 / 60.0, 5.0 / 60.0, 2.0 / 60.0, + 1.0 / 60.0, 3.0 / 60.0, 5.0 / 60.0, 3.0 / 60.0, 1.0 / 60.0, + 1.0 / 60.0, 1.0 / 60.0, 2.0 / 60.0, 1.0 / 60.0, 1.0 / 60.0 +); + +#define sample_glyph_offset(texco, texel, ofs) texture(glyph, texco + ofs * texel).r + void main() { // input color replaces texture color fragColor.rgb = color_flat.rgb; + vec2 texel = 1.0 / vec2(textureSize(glyph, 0)); + vec2 texco = mix(abs(texCoord_rect.xy), abs(texCoord_rect.zw), texCoord_interp); + // modulate input alpha & texture alpha - fragColor.a = color_flat.a * texture(glyph, texCoord_interp).r; + if (texCoord_rect.x > 0) { + fragColor.a = texture(glyph, texco).r; + } + else { + fragColor.a = 0.0; + + if (texCoord_rect.w > 0) { + /* 3x3 blur */ + /* Manual unroll for perf. (stupid glsl compiler) */ + fragColor.a += sample_glyph_offset(texco, texel, offsets9[0]) * weights9[0]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[1]) * weights9[1]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[2]) * weights9[2]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[3]) * weights9[3]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[4]) * weights9[4]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[5]) * weights9[5]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[6]) * weights9[6]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[7]) * weights9[7]; + fragColor.a += sample_glyph_offset(texco, texel, offsets9[8]) * weights9[8]; + } + else { + /* 5x5 blur */ + /* Manual unroll for perf. (stupid glsl compiler) */ + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 0]) * weights25[ 0]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 1]) * weights25[ 1]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 2]) * weights25[ 2]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 3]) * weights25[ 3]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 4]) * weights25[ 4]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 5]) * weights25[ 5]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 6]) * weights25[ 6]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 7]) * weights25[ 7]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 8]) * weights25[ 8]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[ 9]) * weights25[ 9]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[10]) * weights25[10]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[11]) * weights25[11]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[12]) * weights25[12]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[13]) * weights25[13]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[14]) * weights25[14]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[15]) * weights25[15]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[16]) * weights25[16]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[17]) * weights25[17]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[18]) * weights25[18]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[19]) * weights25[19]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[20]) * weights25[20]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[21]) * weights25[21]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[22]) * weights25[22]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[23]) * weights25[23]; + fragColor.a += sample_glyph_offset(texco, texel, offsets25[24]) * weights25[24]; + } + } + + fragColor.a *= color_flat.a; } diff --git a/source/blender/gpu/shaders/gpu_shader_text_geom.glsl b/source/blender/gpu/shaders/gpu_shader_text_geom.glsl index d4d86db6bc3..0acd2106f7a 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_geom.glsl @@ -9,26 +9,28 @@ in vec4 tex_rect[]; in vec4 color[]; flat out vec4 color_flat; +flat out vec4 texCoord_rect; noperspective out vec2 texCoord_interp; void main() { color_flat = color[0]; + texCoord_rect = tex_rect[0]; gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xy, 0.0, 1.0)); - texCoord_interp = tex_rect[0].xy; + texCoord_interp = vec2(0.0, 0.0); EmitVertex(); gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zy, 0.0, 1.0)); - texCoord_interp = tex_rect[0].zy; + texCoord_interp = vec2(1.0, 0.0); EmitVertex(); gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xw, 0.0, 1.0)); - texCoord_interp = tex_rect[0].xw; + texCoord_interp = vec2(0.0, 1.0); EmitVertex(); gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zw, 0.0, 1.0)); - texCoord_interp = tex_rect[0].zw; + texCoord_interp = vec2(1.0, 1.0); EmitVertex(); EndPrimitive(); diff --git a/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl index 79dc996997b..8903fd1df57 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl @@ -7,27 +7,29 @@ in vec4 tex_rect[]; in vec4 color[]; flat out vec4 color_flat; +flat out vec4 texCoord_rect; noperspective out vec2 texCoord_interp; void main() { color_flat = color[0]; + texCoord_rect = tex_rect[0]; gl_Position.zw = vec2(0.0, 1.0); gl_Position.xy = pos_rect[0].xy; - texCoord_interp = tex_rect[0].xy; + texCoord_interp = vec2(0.0, 0.0); EmitVertex(); gl_Position.xy = pos_rect[0].zy; - texCoord_interp = tex_rect[0].zy; + texCoord_interp = vec2(1.0, 0.0); EmitVertex(); gl_Position.xy = pos_rect[0].xw; - texCoord_interp = tex_rect[0].xw; + texCoord_interp = vec2(0.0, 1.0); EmitVertex(); gl_Position.xy = pos_rect[0].zw; - texCoord_interp = tex_rect[0].zw; + texCoord_interp = vec2(1.0, 1.0); EmitVertex(); EndPrimitive(); |