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authorClément Foucault <foucault.clem@gmail.com>2020-06-22 20:57:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-22 20:57:53 +0300
commit15dda0115c783805753119984decb4d9249b1f01 (patch)
treec2d674f83d02edd6eb694c2510dbe1aaff510fe7 /source/blender
parent3cea42ce29cb986cf9614d9b712d72915d52e546 (diff)
UI: Widget: Replace geometry by fragment shader drawing
This means all the antiailasing is done inside the fragment shader. We use a Signed Distance Field to draw the 2D rounded boxes. This ensure the best quality for AA. This reduce the averge Batch for widget to 16 verts instead of ~600 and reduce overshading a lot. Theme Emboss alpha and tria alpha needs to be changed after this refactor. The shadow drawing is left unchanged and still use geometry. Reviewed By: Severin Differential Revision: https://developer.blender.org/D7833
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/interface/interface_draw.c152
-rw-r--r--source/blender/editors/interface/interface_intern.h5
-rw-r--r--source/blender/editors/interface/interface_widgets.c250
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl81
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl311
5 files changed, 317 insertions, 482 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 499d2f7f1fa..1cb8565b38d 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -118,51 +118,53 @@ void UI_draw_roundbox_aa(
bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4])
{
uiWidgetBaseParameters widget_params = {
- .recti.xmin = minx,
- .recti.ymin = miny,
- .recti.xmax = maxx,
- .recti.ymax = maxy,
+ .recti.xmin = minx + U.pixelsize,
+ .recti.ymin = miny + U.pixelsize,
+ .recti.xmax = maxx - U.pixelsize,
+ .recti.ymax = maxy - U.pixelsize,
+ .rect.xmin = minx,
+ .rect.ymin = miny,
+ .rect.xmax = maxx,
+ .rect.ymax = maxy,
.radi = rad,
+ .rad = rad,
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
- .color_inner1[0] = color[0],
- .color_inner2[0] = color[0],
- .color_inner1[1] = color[1],
- .color_inner2[1] = color[1],
- .color_inner1[2] = color[2],
- .color_inner2[2] = color[2],
- .color_inner1[3] = color[3],
- .color_inner2[3] = color[3],
+ .color_inner1[0] = filled ? color[0] : 0.0f,
+ .color_inner1[1] = filled ? color[1] : 0.0f,
+ .color_inner1[2] = filled ? color[2] : 0.0f,
+ .color_inner1[3] = filled ? color[3] : 0.0f,
+ .color_inner2[0] = filled ? color[0] : 0.0f,
+ .color_inner2[1] = filled ? color[1] : 0.0f,
+ .color_inner2[2] = filled ? color[2] : 0.0f,
+ .color_inner2[3] = filled ? color[3] : 0.0f,
+ .color_outline[0] = color[0],
+ .color_outline[1] = color[1],
+ .color_outline[2] = color[2],
+ .color_outline[3] = color[3],
.alpha_discard = 1.0f,
};
- GPU_blend(true);
-
+ /* XXX this is to emulate previous behavior of semitransparent fills but that's was a side effect
+ * of the previous AA method. Better fix the callers. */
if (filled) {
- /* plain antialiased filled box */
- widget_params.color_inner1[3] *= 0.125f;
- widget_params.color_inner2[3] *= 0.125f;
-
- /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
- * If it has been scaled, then it's no longer valid. */
- GPUBatch *batch = ui_batch_roundbox_get(filled, true);
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
- GPU_batch_draw(batch);
+ widget_params.color_inner1[3] *= 0.65f;
+ widget_params.color_inner2[3] *= 0.65f;
+ widget_params.color_outline[3] *= 0.65f;
}
- else {
- /* plain antialiased unfilled box */
- GPU_line_smooth(true);
- GPUBatch *batch = ui_batch_roundbox_get(filled, false);
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
- GPU_batch_draw(batch);
+ /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
+ * If it has been scaled, then it's no longer valid. */
- GPU_line_smooth(false);
- }
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+
+ GPU_blend(true);
+
+ GPU_batch_draw(batch);
GPU_blend(false);
}
@@ -251,32 +253,49 @@ void UI_draw_roundbox_4fv(
immEnd();
immUnbindProgram();
#endif
-
uiWidgetBaseParameters widget_params = {
- .recti.xmin = minx,
- .recti.ymin = miny,
- .recti.xmax = maxx,
- .recti.ymax = maxy,
+ .recti.xmin = minx + U.pixelsize,
+ .recti.ymin = miny + U.pixelsize,
+ .recti.xmax = maxx - U.pixelsize,
+ .recti.ymax = maxy - U.pixelsize,
+ .rect.xmin = minx,
+ .rect.ymin = miny,
+ .rect.xmax = maxx,
+ .rect.ymax = maxy,
.radi = rad,
+ .rad = rad,
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
- .color_inner1[0] = col[0],
- .color_inner2[0] = col[0],
- .color_inner1[1] = col[1],
- .color_inner2[1] = col[1],
- .color_inner1[2] = col[2],
- .color_inner2[2] = col[2],
- .color_inner1[3] = col[3],
- .color_inner2[3] = col[3],
+ .color_inner1[0] = filled ? col[0] : 0.0f,
+ .color_inner1[1] = filled ? col[1] : 0.0f,
+ .color_inner1[2] = filled ? col[2] : 0.0f,
+ .color_inner1[3] = filled ? col[3] : 0.0f,
+ .color_inner2[0] = filled ? col[0] : 0.0f,
+ .color_inner2[1] = filled ? col[1] : 0.0f,
+ .color_inner2[2] = filled ? col[2] : 0.0f,
+ .color_inner2[3] = filled ? col[3] : 0.0f,
+ .color_outline[0] = col[0],
+ .color_outline[1] = col[1],
+ .color_outline[2] = col[2],
+ .color_outline[3] = col[3],
.alpha_discard = 1.0f,
};
+ /* Exactly the same as UI_draw_roundbox_aa but does not do the legacy transparency. */
+
+ /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
+ * If it has been scaled, then it's no longer valid. */
- GPUBatch *batch = ui_batch_roundbox_get(filled, false);
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+
+ GPU_blend(true);
+
GPU_batch_draw(batch);
+
+ GPU_blend(false);
}
#if 0
@@ -427,29 +446,38 @@ void UI_draw_roundbox_shade_x(bool filled,
immEnd();
immUnbindProgram();
#endif
-
uiWidgetBaseParameters widget_params = {
- .recti.xmin = minx,
- .recti.ymin = miny,
- .recti.xmax = maxx,
- .recti.ymax = maxy,
+ .recti.xmin = minx + U.pixelsize,
+ .recti.ymin = miny + U.pixelsize,
+ .recti.xmax = maxx - U.pixelsize,
+ .recti.ymax = maxy - U.pixelsize,
+ .rect.xmin = minx,
+ .rect.ymin = miny,
+ .rect.xmax = maxx,
+ .rect.ymax = maxy,
.radi = rad,
+ .rad = rad,
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
- .color_inner1[0] = min_ff(1.0f, col[0] + shadetop),
- .color_inner2[0] = max_ff(0.0f, col[0] + shadedown),
- .color_inner1[1] = min_ff(1.0f, col[1] + shadetop),
- .color_inner2[1] = max_ff(0.0f, col[1] + shadedown),
- .color_inner1[2] = min_ff(1.0f, col[2] + shadetop),
- .color_inner2[2] = max_ff(0.0f, col[2] + shadedown),
- .color_inner1[3] = 1.0f,
- .color_inner2[3] = 1.0f,
+ .color_inner1[0] = !filled ? 0.0f : min_ff(1.0f, col[0] + shadetop),
+ .color_inner1[1] = !filled ? 0.0f : min_ff(1.0f, col[1] + shadetop),
+ .color_inner1[2] = !filled ? 0.0f : min_ff(1.0f, col[2] + shadetop),
+ .color_inner1[3] = !filled ? 0.0f : 1.0f,
+ .color_inner2[0] = !filled ? 0.0f : max_ff(0.0f, col[0] + shadedown),
+ .color_inner2[1] = !filled ? 0.0f : max_ff(0.0f, col[1] + shadedown),
+ .color_inner2[2] = !filled ? 0.0f : max_ff(0.0f, col[2] + shadedown),
+ .color_inner2[3] = !filled ? 0.0f : 1.0f,
+ /* TODO: non-filled box don't have gradients. Just use middle color. */
+ .color_outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f),
+ .color_outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f),
+ .color_outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f),
+ .color_outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f),
.alpha_discard = 1.0f,
};
- GPUBatch *batch = ui_batch_roundbox_get(filled, false);
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
GPU_batch_draw(batch);
@@ -2678,7 +2706,6 @@ void ui_draw_dropshadow(
GPU_batch_draw(batch);
/* outline emphasis */
- GPU_line_smooth(true);
float color[4] = {0.0f, 0.0f, 0.0f, 0.4f};
UI_draw_roundbox_4fv(false,
rct->xmin - 0.5f,
@@ -2687,7 +2714,6 @@ void ui_draw_dropshadow(
rct->ymax + 0.5f,
radius + 0.5f,
color);
- GPU_line_smooth(false);
GPU_blend(false);
}
diff --git a/source/blender/editors/interface/interface_intern.h b/source/blender/editors/interface/interface_intern.h
index 6cd990ec2b0..fac78808a9a 100644
--- a/source/blender/editors/interface/interface_intern.h
+++ b/source/blender/editors/interface/interface_intern.h
@@ -848,6 +848,8 @@ typedef struct uiWidgetBaseParameters {
* The absolute value itself is the discard factor.
* Initialize value to 1.0.f if you don't want discard */
float alpha_discard;
+ float tria_type;
+ float _pad[3];
} uiWidgetBaseParameters;
enum {
@@ -861,8 +863,7 @@ enum {
ROUNDBOX_TRIA_MAX, /* don't use */
};
-struct GPUBatch *ui_batch_roundbox_get(bool filled, bool antialiased);
-struct GPUBatch *ui_batch_roundbox_widget_get(int tria);
+struct GPUBatch *ui_batch_roundbox_widget_get(void);
struct GPUBatch *ui_batch_roundbox_shadow_get(void);
void ui_draw_anti_tria_rect(const rctf *rect, char dir, const float color[4]);
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index 0498b312618..16a5a13885b 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -393,35 +393,14 @@ static const uint g_shape_preset_hold_action_face[2][3] = {{2, 0, 1}, {3, 5, 4}}
*
* \{ */
-/* offset in triavec[] in shader per type */
-static const int tria_ofs[ROUNDBOX_TRIA_MAX] = {
- [ROUNDBOX_TRIA_NONE] = 0,
- [ROUNDBOX_TRIA_ARROWS] = 0,
- [ROUNDBOX_TRIA_SCROLL] = 12,
- [ROUNDBOX_TRIA_MENU] = 28,
- [ROUNDBOX_TRIA_CHECK] = 34,
- [ROUNDBOX_TRIA_HOLD_ACTION_ARROW] = 40,
-};
-static const int tria_vcount[ROUNDBOX_TRIA_MAX] = {
- [ROUNDBOX_TRIA_NONE] = 0,
- [ROUNDBOX_TRIA_ARROWS] = 6,
- [ROUNDBOX_TRIA_SCROLL] = 16,
- [ROUNDBOX_TRIA_MENU] = 6,
- [ROUNDBOX_TRIA_CHECK] = 6,
- [ROUNDBOX_TRIA_HOLD_ACTION_ARROW] = 3,
-};
-
static struct {
- GPUBatch *roundbox_widget[ROUNDBOX_TRIA_MAX];
-
- GPUBatch *roundbox_simple;
- GPUBatch *roundbox_simple_aa;
- GPUBatch *roundbox_simple_outline;
+ GPUBatch *roundbox_widget;
GPUBatch *roundbox_shadow;
+ /* TODO remove */
GPUVertFormat format;
uint vflag_id;
-} g_ui_batch_cache = {{0}};
+} g_ui_batch_cache = {0};
static GPUVertFormat *vflag_format(void)
{
@@ -436,7 +415,7 @@ static GPUVertFormat *vflag_format(void)
#define INNER 0
#define OUTLINE 1
#define EMBOSS 2
-#define NO_AA WIDGET_AA_JITTER
+#define NO_AA 0
static void set_roundbox_vertex_data(GPUVertBufRaw *vflag_step, uint32_t d)
{
@@ -462,176 +441,30 @@ static uint32_t set_roundbox_vertex(GPUVertBufRaw *vflag_step,
return *data;
}
-static uint32_t set_tria_vertex(
- GPUVertBufRaw *vflag_step, int tria_type, int tria_v, int tria_id, int jit_v)
-{
- uint32_t *data = GPU_vertbuf_raw_step(vflag_step);
- if (ELEM(tria_type, ROUNDBOX_TRIA_ARROWS)) {
- tria_v += tria_id * tria_vcount[ROUNDBOX_TRIA_ARROWS];
- }
- *data = tria_ofs[tria_type] + tria_v;
- *data |= jit_v << 6;
- *data |= (tria_id == 0) ? (1 << 10) : 0; /* is first tria */
- *data |= 1 << 14; /* is tria vert */
- return *data;
-}
-
-static void roundbox_batch_add_tria(GPUVertBufRaw *vflag_step, int tria, uint32_t last_data)
+GPUBatch *ui_batch_roundbox_widget_get(void)
{
- const int tria_num =
- ELEM(tria, ROUNDBOX_TRIA_CHECK, ROUNDBOX_TRIA_HOLD_ACTION_ARROW, ROUNDBOX_TRIA_MENU) ? 1 : 2;
- /* for each tria */
- for (int t = 0; t < tria_num; t++) {
- for (int j = 0; j < WIDGET_AA_JITTER; j++) {
- /* restart */
- set_roundbox_vertex_data(vflag_step, last_data);
- set_tria_vertex(vflag_step, tria, 0, t, j);
- for (int v = 0; v < tria_vcount[tria]; v++) {
- last_data = set_tria_vertex(vflag_step, tria, v, t, j);
- }
- }
- }
-}
-
-GPUBatch *ui_batch_roundbox_widget_get(int tria)
-{
- if (g_ui_batch_cache.roundbox_widget[tria] == NULL) {
- uint32_t last_data;
- GPUVertBufRaw vflag_step;
+ if (g_ui_batch_cache.roundbox_widget == NULL) {
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(vflag_format());
- int vcount = WIDGET_SIZE_MAX; /* inner */
- vcount += 2; /* restart */
- vcount += ((WIDGET_SIZE_MAX + 1) * 2) * WIDGET_AA_JITTER; /* outline (edges) */
- vcount += 2; /* restart */
- vcount += ((WIDGET_CURVE_RESOLU * 2) * 2) * WIDGET_AA_JITTER; /* emboss */
- if (tria) {
- vcount += (tria_vcount[tria] + 2) * WIDGET_AA_JITTER; /* tria1 */
- if (!ELEM(tria, ROUNDBOX_TRIA_CHECK, ROUNDBOX_TRIA_HOLD_ACTION_ARROW, ROUNDBOX_TRIA_MENU)) {
- vcount += (tria_vcount[tria] + 2) * WIDGET_AA_JITTER; /* tria2 */
- }
- }
- GPU_vertbuf_data_alloc(vbo, vcount);
- GPU_vertbuf_attr_get_raw_data(vbo, g_ui_batch_cache.vflag_id, &vflag_step);
- /* Inner */
- for (int c1 = 0, c2 = 3; c1 < 2; c1++, c2--) {
- for (int a1 = 0, a2 = WIDGET_CURVE_RESOLU - 1; a2 >= 0; a1++, a2--) {
- last_data = set_roundbox_vertex(&vflag_step, c1, a1, NO_AA, true, false, INNER);
- last_data = set_roundbox_vertex(&vflag_step, c2, a2, NO_AA, true, false, INNER);
- }
- }
- /* restart */
- set_roundbox_vertex_data(&vflag_step, last_data);
- set_roundbox_vertex(&vflag_step, 0, 0, 0, true, false, OUTLINE);
- /* Outlines */
- for (int j = 0; j < WIDGET_AA_JITTER; j++) {
- for (int c = 0; c < 4; c++) {
- for (int a = 0; a < WIDGET_CURVE_RESOLU; a++) {
- set_roundbox_vertex(&vflag_step, c, a, j, true, false, OUTLINE);
- set_roundbox_vertex(&vflag_step, c, a, j, false, false, OUTLINE);
- }
- }
- /* Close the loop. */
- set_roundbox_vertex(&vflag_step, 0, 0, j, true, false, OUTLINE);
- last_data = set_roundbox_vertex(&vflag_step, 0, 0, j, false, false, OUTLINE);
- }
- /* restart */
- set_roundbox_vertex_data(&vflag_step, last_data);
- set_roundbox_vertex(&vflag_step, 0, 0, 0, false, false, EMBOSS);
- /* Emboss */
- /* go back and forth : avoid degenerate triangle (but beware of backface cull) */
- bool rev = false;
- for (int j = 0; j < WIDGET_AA_JITTER; j++, rev = !rev) {
- for (int c = (rev) ? 1 : 0; (rev) ? c >= 0 : c < 2; (rev) ? c-- : c++) {
- int sta = (rev) ? WIDGET_CURVE_RESOLU - 1 : 0;
- int end = WIDGET_CURVE_RESOLU;
- for (int a = sta; (rev) ? a >= 0 : a < end; (rev) ? a-- : a++) {
- set_roundbox_vertex(&vflag_step, c, a, j, false, false, EMBOSS);
- last_data = set_roundbox_vertex(&vflag_step, c, a, j, false, true, EMBOSS);
- }
- }
- }
- if (tria) {
- roundbox_batch_add_tria(&vflag_step, tria, last_data);
- }
- g_ui_batch_cache.roundbox_widget[tria] = GPU_batch_create_ex(
- GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
- gpu_batch_presets_register(g_ui_batch_cache.roundbox_widget[tria]);
- }
- return g_ui_batch_cache.roundbox_widget[tria];
-}
-GPUBatch *ui_batch_roundbox_get(bool filled, bool antialiased)
-{
- GPUBatch **batch = NULL;
+ GPU_vertbuf_data_alloc(vbo, 12);
- if (filled) {
- if (antialiased) {
- batch = &g_ui_batch_cache.roundbox_simple_aa;
- }
- else {
- batch = &g_ui_batch_cache.roundbox_simple;
- }
- }
- else {
- if (antialiased) {
- BLI_assert(0); /* Use GL_LINE_SMOOTH instead!!: */
- }
- else {
- batch = &g_ui_batch_cache.roundbox_simple_outline;
- }
- }
+ GPUIndexBufBuilder ibuf;
+ GPU_indexbuf_init(&ibuf, GPU_PRIM_TRIS, 6, 12);
+ /* Widget */
+ GPU_indexbuf_add_tri_verts(&ibuf, 0, 1, 2);
+ GPU_indexbuf_add_tri_verts(&ibuf, 2, 1, 3);
+ /* Trias */
+ GPU_indexbuf_add_tri_verts(&ibuf, 4, 5, 6);
+ GPU_indexbuf_add_tri_verts(&ibuf, 6, 5, 7);
- if (*batch == NULL) {
- uint32_t last_data;
- GPUVertBufRaw vflag_step;
- GPUVertBuf *vbo = GPU_vertbuf_create_with_format(vflag_format());
- int vcount = WIDGET_SIZE_MAX;
- vcount += (filled) ? 2 : 0;
- vcount *= (antialiased) ? WIDGET_AA_JITTER : 1;
- GPU_vertbuf_data_alloc(vbo, vcount);
- GPU_vertbuf_attr_get_raw_data(vbo, g_ui_batch_cache.vflag_id, &vflag_step);
+ GPU_indexbuf_add_tri_verts(&ibuf, 8, 9, 10);
+ GPU_indexbuf_add_tri_verts(&ibuf, 10, 9, 11);
- if (filled) {
- for (int j = 0; j < WIDGET_AA_JITTER; j++) {
- if (!antialiased) {
- j = NO_AA;
- }
- /* restart */
- set_roundbox_vertex(&vflag_step, 0, 0, j, true, false, INNER);
- for (int c1 = 0, c2 = 3; c1 < 2; c1++, c2--) {
- for (int a1 = 0, a2 = WIDGET_CURVE_RESOLU - 1; a2 >= 0; a1++, a2--) {
- last_data = set_roundbox_vertex(&vflag_step, c1, a1, j, true, false, INNER);
- last_data = set_roundbox_vertex(&vflag_step, c2, a2, j, true, false, INNER);
- }
- }
- /* restart */
- set_roundbox_vertex_data(&vflag_step, last_data);
- if (!antialiased) {
- break;
- }
- }
- *batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
- }
- else {
- for (int j = 0; j < WIDGET_AA_JITTER; j++) {
- if (!antialiased) {
- j = NO_AA;
- }
- for (int c = 0; c < 4; c++) {
- for (int a = 0; a < WIDGET_CURVE_RESOLU; a++) {
- set_roundbox_vertex(&vflag_step, c, a, j, true, false, INNER);
- }
- }
- if (!antialiased) {
- break;
- }
- }
- *batch = GPU_batch_create_ex(GPU_PRIM_LINE_LOOP, vbo, NULL, GPU_BATCH_OWNS_VBO);
- }
-
- gpu_batch_presets_register(*batch);
+ g_ui_batch_cache.roundbox_widget = GPU_batch_create_ex(
+ GPU_PRIM_TRIS, vbo, GPU_indexbuf_build(&ibuf), GPU_BATCH_OWNS_INDEX | GPU_BATCH_OWNS_VBO);
+ gpu_batch_presets_register(g_ui_batch_cache.roundbox_widget);
}
- return *batch;
+ return g_ui_batch_cache.roundbox_widget;
}
GPUBatch *ui_batch_roundbox_shadow_get(void)
@@ -1314,14 +1147,13 @@ static void widgetbase_set_uniform_colors_ubv(uiWidgetBase *wtb,
/* keep in sync with shader */
#define MAX_WIDGET_BASE_BATCH 6
-#define MAX_WIDGET_PARAMETERS 11
+#define MAX_WIDGET_PARAMETERS 12
static struct {
- GPUBatch *batch; /* Batch type */
uiWidgetBaseParameters params[MAX_WIDGET_BASE_BATCH];
int count;
bool enabled;
-} g_widget_base_batch = {0};
+} g_widget_base_batch = {{{{0}}}};
void UI_widgetbase_draw_cache_flush(void)
{
@@ -1332,7 +1164,7 @@ void UI_widgetbase_draw_cache_flush(void)
return;
}
- GPUBatch *batch = g_widget_base_batch.batch;
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
if (g_widget_base_batch.count == 1) {
/* draw single */
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
@@ -1376,31 +1208,15 @@ void UI_widgetbase_draw_cache_end(void)
GPU_blend(false);
}
-static void draw_widgetbase_batch(GPUBatch *batch, uiWidgetBase *wtb)
+static void draw_widgetbase_batch(uiWidgetBase *wtb)
{
+ wtb->uniform_params.tria_type = wtb->tria1.type;
wtb->uniform_params.tria1_size = wtb->tria1.size;
wtb->uniform_params.tria2_size = wtb->tria2.size;
copy_v2_v2(wtb->uniform_params.tria1_center, wtb->tria1.center);
copy_v2_v2(wtb->uniform_params.tria2_center, wtb->tria2.center);
if (g_widget_base_batch.enabled) {
- if (g_widget_base_batch.batch == NULL) {
- g_widget_base_batch.batch = ui_batch_roundbox_widget_get(ROUNDBOX_TRIA_ARROWS);
- }
-
- /* draw multi */
- if (batch != g_ui_batch_cache.roundbox_widget[ROUNDBOX_TRIA_NONE] &&
- batch != g_widget_base_batch.batch) {
- /* issue previous calls before changing batch type. */
- UI_widgetbase_draw_cache_flush();
- g_widget_base_batch.batch = batch;
- }
-
- /* No need to change batch if tria is not visible. Just scale it to 0. */
- if (batch == g_ui_batch_cache.roundbox_widget[ROUNDBOX_TRIA_NONE]) {
- wtb->uniform_params.tria1_size = wtb->uniform_params.tria2_size = 0;
- }
-
g_widget_base_batch.params[g_widget_base_batch.count] = wtb->uniform_params;
g_widget_base_batch.count++;
@@ -1412,6 +1228,7 @@ static void draw_widgetbase_batch(GPUBatch *batch, uiWidgetBase *wtb)
const float checker_params[3] = {
UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, 8.0f};
/* draw single */
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(
batch, "parameters", MAX_WIDGET_PARAMETERS, (float *)&wtb->uniform_params);
@@ -1434,8 +1251,6 @@ static void widgetbase_draw_ex(uiWidgetBase *wtb,
show_alpha_checkers = false;
}
- GPU_blend(true);
-
/* backdrop non AA */
if (wtb->draw_inner) {
if (wcol->shaded == 0) {
@@ -1455,7 +1270,7 @@ static void widgetbase_draw_ex(uiWidgetBase *wtb,
outline_col[0] = wcol->outline[0];
outline_col[1] = wcol->outline[1];
outline_col[2] = wcol->outline[2];
- outline_col[3] = wcol->outline[3] / WIDGET_AA_JITTER;
+ outline_col[3] = wcol->outline[3];
/* emboss bottom shadow */
if (wtb->draw_emboss) {
@@ -1467,7 +1282,7 @@ static void widgetbase_draw_ex(uiWidgetBase *wtb,
tria_col[0] = wcol->item[0];
tria_col[1] = wcol->item[1];
tria_col[2] = wcol->item[2];
- tria_col[3] = (uchar)((float)wcol->item[3] / WIDGET_AA_JITTER);
+ tria_col[3] = wcol->item[3];
}
/* Draw everything in one drawcall */
@@ -1476,11 +1291,10 @@ static void widgetbase_draw_ex(uiWidgetBase *wtb,
widgetbase_set_uniform_colors_ubv(
wtb, inner_col1, inner_col2, outline_col, emboss_col, tria_col, show_alpha_checkers);
- GPUBatch *roundbox_batch = ui_batch_roundbox_widget_get(wtb->tria1.type);
- draw_widgetbase_batch(roundbox_batch, wtb);
+ GPU_blend(true);
+ draw_widgetbase_batch(wtb);
+ GPU_blend(false);
}
-
- GPU_blend(false);
}
static void widgetbase_draw(uiWidgetBase *wtb, const uiWidgetColors *wcol)
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
index bdc87baf924..05fbae53e18 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -1,11 +1,62 @@
uniform vec3 checkerColorAndSize;
-noperspective in vec4 finalColor;
+noperspective in vec2 uvInterp;
noperspective in float butCo;
flat in float discardFac;
+flat in float shadeTri;
+flat in vec2 outRectSize;
+flat in vec4 outRoundCorners;
+noperspective in vec4 innerColor;
+flat in vec4 borderColor;
+flat in vec4 embossColor;
+flat in float lineWidth;
out vec4 fragColor;
+vec3 compute_masks(vec2 uv)
+{
+ bool upper_half = uv.y > outRectSize.y * 0.5;
+ bool right_half = uv.x > outRectSize.x * 0.5;
+ float corner_rad;
+
+ vec2 uv_sdf = uv;
+ if (right_half) {
+ uv_sdf.x = outRectSize.x - uv_sdf.x;
+ }
+ if (upper_half) {
+ uv_sdf.y = outRectSize.y - uv_sdf.y;
+ corner_rad = right_half ? outRoundCorners.z : outRoundCorners.w;
+ }
+ else {
+ corner_rad = right_half ? outRoundCorners.y : outRoundCorners.x;
+ }
+
+ /* Signed distance field from the corner (in pixel).
+ * inner_sdf is sharp and outer_sdf is rounded. */
+ uv_sdf -= corner_rad;
+ float inner_sdf = max(0.0, min(uv_sdf.x, uv_sdf.y));
+ float outer_sdf = -length(min(uv_sdf, 0.0));
+ float sdf = inner_sdf + outer_sdf + corner_rad;
+
+ /* Fade emboss at the border. */
+ float emboss_size = clamp((upper_half) ? 0.0 : (uv.x / corner_rad), 0.0, 1.0);
+
+ /* Clamp line width to be at least 1px wide. This can happen if the projection matrix
+ * has been scaled (i.e: Node editor)... */
+ float line_width = (lineWidth > 0.0) ? max(fwidth(uv.x), lineWidth) : 0.0;
+
+ const float aa_radius = 0.5;
+ vec3 masks;
+ masks.x = smoothstep(-aa_radius, aa_radius, sdf);
+ masks.y = smoothstep(-aa_radius, aa_radius, sdf - line_width);
+ masks.z = smoothstep(-aa_radius, aa_radius, sdf + line_width * emboss_size);
+
+ /* Compose masks together to avoid having too much alpha. */
+ masks.zx = max(vec2(0.0), masks.zx - masks.xy);
+
+ return masks;
+}
+
vec4 do_checkerboard()
{
float size = checkerColorAndSize.z;
@@ -25,16 +76,32 @@ void main()
discard;
}
- fragColor = finalColor;
-
- if (butCo > 0.5) {
- vec4 checker = do_checkerboard();
- fragColor = mix(checker, fragColor, fragColor.a);
- }
+ vec3 masks = compute_masks(uvInterp);
if (butCo > 0.0) {
+ /* Alpha checker widget. */
+ if (butCo > 0.5) {
+ vec4 checker = do_checkerboard();
+ fragColor = mix(checker, innerColor, innerColor.a);
+ }
+ else {
+ /* Set alpha to 1.0. */
+ fragColor = innerColor;
+ }
fragColor.a = 1.0;
}
+ else {
+ /* Premultiply here. */
+ fragColor = innerColor * vec4(innerColor.aaa, 1.0);
+ }
+ fragColor *= masks.y;
+ fragColor += masks.x * borderColor;
+ fragColor += masks.z * embossColor;
+
+ /* Un-premult because the blend equation is already doing the mult. */
+ if (fragColor.a > 0.0) {
+ fragColor.rgb /= fragColor.a;
+ }
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index d7cc851556b..30d0cd05926 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -1,127 +1,7 @@
-#define BIT_RANGE(x) uint((1 << x) - 1)
-
-/* 2 bits for corner */
-/* Attention! Not the same order as in UI_interface.h!
- * Ordered by drawing order. */
-#define BOTTOM_LEFT 0u
-#define BOTTOM_RIGHT 1u
-#define TOP_RIGHT 2u
-#define TOP_LEFT 3u
-#define CNR_FLAG_RANGE BIT_RANGE(2)
-
-/* 4bits for corner id */
-#define CORNER_VEC_OFS 2u
-#define CORNER_VEC_RANGE BIT_RANGE(4)
-const vec2 cornervec[9] = vec2[9](vec2(0.0, 1.0),
- vec2(0.02, 0.805),
- vec2(0.067, 0.617),
- vec2(0.169, 0.45),
- vec2(0.293, 0.293),
- vec2(0.45, 0.169),
- vec2(0.617, 0.076),
- vec2(0.805, 0.02),
- vec2(1.0, 0.0));
-
-/* 4bits for jitter id */
-#define JIT_OFS 6u
-#define JIT_RANGE BIT_RANGE(4)
-const vec2 jit[9] = vec2[9](vec2(0.468813, -0.481430),
- vec2(-0.155755, -0.352820),
- vec2(0.219306, -0.238501),
- vec2(-0.393286, -0.110949),
- vec2(-0.024699, 0.013908),
- vec2(0.343805, 0.147431),
- vec2(-0.272855, 0.269918),
- vec2(0.095909, 0.388710),
- vec2(0.0, 0.0));
-
-/* 2bits for other flags */
-#define INNER_FLAG uint(1 << 10) /* is inner vert */
-#define EMBOSS_FLAG uint(1 << 11) /* is emboss vert */
-
-/* 2bits for color */
-#define COLOR_OFS 12u
-#define COLOR_RANGE BIT_RANGE(2)
-#define COLOR_INNER 0u
-#define COLOR_EDGE 1u
-#define COLOR_EMBOSS 2u
-
-/* 2bits for trias type */
-#define TRIA_FLAG uint(1 << 14) /* is tria vert */
-#define TRIA_FIRST INNER_FLAG /* is first tria (reuse INNER_FLAG) */
-
-/* We can reuse the CORNER_* bits for tria */
-#define TRIA_VEC_RANGE BIT_RANGE(6)
-
-/* Some GPUs have performanse issues with this array being const (Doesn't fit in the registers?).
- * To resolve this issue, store the array as a uniform buffer.
- * (The array is still stored in the registry, but indexing is done in the uniform buffer.) */
-uniform vec2 triavec[43] = vec2[43](
-
- /* ROUNDBOX_TRIA_ARROWS */
- vec2(-0.170000, 0.400000),
- vec2(-0.050000, 0.520000),
- vec2(0.250000, 0.000000),
- vec2(0.470000, -0.000000),
- vec2(-0.170000, -0.400000),
- vec2(-0.050000, -0.520000),
- vec2(0.170000, 0.400000),
- vec2(0.050000, 0.520000),
- vec2(-0.250000, 0.000000),
- vec2(-0.470000, -0.000000),
- vec2(0.170000, -0.400000),
- vec2(0.050000, -0.520000),
-
- /* ROUNDBOX_TRIA_SCROLL - circle tria (triangle strip) */
- vec2(0.000000, 1.000000),
- vec2(0.382684, 0.923879),
- vec2(-0.382683, 0.923880),
- vec2(0.707107, 0.707107),
- vec2(-0.707107, 0.707107),
- vec2(0.923879, 0.382684),
- vec2(-0.923879, 0.382684),
- vec2(1.000000, 0.000000),
- vec2(-1.000000, 0.000000),
- vec2(0.923879, -0.382684),
- vec2(-0.923879, -0.382684),
- vec2(0.707107, -0.707107),
- vec2(-0.707107, -0.707107),
- vec2(0.382684, -0.923879),
- vec2(-0.382683, -0.923880),
- vec2(0.000000, -1.000000),
-
- /* ROUNDBOX_TRIA_MENU - menu arrows */
- vec2(-0.51, 0.07),
- vec2(-0.4, 0.18),
- vec2(-0.05, -0.39),
- vec2(-0.05, -0.17),
- vec2(0.41, 0.07),
- vec2(0.3, 0.18),
-
- /* ROUNDBOX_TRIA_CHECK - check mark */
- vec2(-0.67000, 0.020000),
- vec2(-0.500000, 0.190000),
- vec2(-0.130000, -0.520000),
- vec2(-0.130000, -0.170000),
- vec2(0.720000, 0.430000),
- vec2(0.530000, 0.590000),
-
-/* ROUNDBOX_TRIA_HOLD_ACTION_ARROW - hold action arrows */
-#define OX (-0.32)
-#define OY (0.1)
-#define SC (0.35 * 2)
- // vec2(-0.5 + SC, 1.0 + OY), vec2( 0.5, 1.0 + OY), vec2( 0.5, 0.0 + OY + SC),
- vec2((0.5 - SC) + OX, 1.0 + OY),
- vec2(-0.5 + OX, 1.0 + OY),
- vec2(-0.5 + OX, SC + OY)
-#undef OX
-#undef OY
-#undef SC
-);
uniform mat4 ModelViewProjectionMatrix;
-#define MAX_PARAM 11
+#define MAX_PARAM 12
#ifdef USE_INSTANCE
# define MAX_INSTANCE 6
uniform vec4 parameters[MAX_PARAM * MAX_INSTANCE];
@@ -147,105 +27,152 @@ uniform vec4 parameters[MAX_PARAM];
#define tria2Size parameters[gl_InstanceID * MAX_PARAM + 10].y
#define shadeDir parameters[gl_InstanceID * MAX_PARAM + 10].z
#define alphaDiscard parameters[gl_InstanceID * MAX_PARAM + 10].w
+#define triaType parameters[gl_InstanceID * MAX_PARAM + 11].x
/* We encode alpha check and discard factor together. */
#define doAlphaCheck (alphaDiscard < 0.0)
#define discardFactor abs(alphaDiscard)
-in uint vflag;
-
-noperspective out vec4 finalColor;
+noperspective out vec2 uvInterp;
+flat out vec2 outRectSize;
+flat out vec4 outRoundCorners;
+noperspective out vec4 innerColor;
+flat out vec4 borderColor;
+flat out vec4 embossColor;
+flat out float lineWidth;
noperspective out float butCo;
flat out float discardFac;
vec2 do_widget(void)
{
- uint cflag = vflag & CNR_FLAG_RANGE;
- uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
- bool is_inner = (vflag & INNER_FLAG) != 0u;
-
- vec2 v = cornervec[vofs];
- /* Scale by corner radius */
- v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
- /* Flip in the right direction and osition to corner */
- vec4 rct = (is_inner) ? recti : rect;
- if (cflag == BOTTOM_LEFT) {
- v += rct.xz;
- }
- else if (cflag == BOTTOM_RIGHT) {
- v = vec2(-v.y, v.x);
- v += rct.yz;
- }
- else if (cflag == TOP_RIGHT) {
- v = -v;
- v += rct.yw;
- }
- else /* (cflag == TOP_LEFT) */ {
- v = vec2(v.y, -v.x);
- v += rct.xw;
- }
-
- vec2 uv = faci * (v - recti.xz);
-
- /* compute uv and color gradient */
- uint color_id = (vflag >> COLOR_OFS) & COLOR_RANGE;
- if (color_id == COLOR_INNER) {
- float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
-
- if (doAlphaCheck) {
- finalColor = colorInner1;
- butCo = uv.x;
- }
- else {
- finalColor = mix(colorInner2, colorInner1, fac);
- butCo = -abs(uv.x);
- }
- }
- else if (color_id == COLOR_EDGE) {
- finalColor = colorEdge;
- butCo = -abs(uv.x);
+ lineWidth = abs(rect.x - recti.x);
+ vec2 emboss_ofs = vec2(0.0, -lineWidth);
+ vec2 v_pos[4] = vec2[4](rect.xz + emboss_ofs, rect.xw, rect.yz + emboss_ofs, rect.yw);
+ vec2 pos = v_pos[gl_VertexID];
+
+ uvInterp = pos - rect.xz;
+ outRectSize = rect.yw - rect.xz;
+ outRoundCorners = rads * roundCorners;
+
+ vec2 uv = uvInterp / outRectSize;
+ float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
+ /* Note innerColor is premultiplied inside the fragment shader. */
+ if (doAlphaCheck) {
+ innerColor = colorInner1;
+ butCo = uv.x;
}
- else /* (color_id == COLOR_EMBOSS) */ {
- finalColor = colorEmboss;
+ else {
+ innerColor = mix(colorInner2, colorInner1, fac);
butCo = -abs(uv.x);
}
- bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
- v.y -= (is_emboss) ? (recti.z - rect.z) : 0.0;
+ /* We need premultiplied color for transparency. */
+ borderColor = colorEdge * vec4(colorEdge.aaa, 1.0);
+ embossColor = colorEmboss * vec4(colorEmboss.aaa, 1.0);
- return v;
+ return pos;
}
vec2 do_tria()
{
- uint vofs = vflag & TRIA_VEC_RANGE;
+ int vidx = gl_VertexID % 4;
+ bool tria2 = gl_VertexID > 7;
+
+ vec2 pos;
+ float size = (tria2) ? -tria2Size : tria1Size;
+ vec2 center = (tria2) ? tria2Center : tria1Center;
+
+ vec2 arrow_pos[4] = vec2[4](vec2(0.0, 0.6), vec2(0.6, 0.0), vec2(-0.6, 0.0), vec2(0.0, -0.6));
+ /* Rotated uv space by 45deg and mirrored. */
+ vec2 arrow_uvs[4] = vec2[4](vec2(0.0, 0.85), vec2(0.85, 0.85), vec2(0.0, 0.0), vec2(0.0, 0.85));
+
+ vec2 point_pos[4] = vec2[4](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0));
+ vec2 point_uvs[4] = vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0));
+
+ /* We reuse the SDF roundbox rendering of widget to render the tria shapes.
+ * This means we do clever tricks to position the rectangle the way we want using
+ * the 2 triangles uvs. */
+ if (triaType == 0.0) {
+ /* ROUNDBOX_TRIA_NONE */
+ outRectSize = uvInterp = pos = vec2(0);
+ outRoundCorners = vec4(0.01);
+ }
+ else if (triaType == 1.0) {
+ /* ROUNDBOX_TRIA_ARROWS */
+ pos = arrow_pos[vidx];
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= vec2(0.05, 0.63); /* Translate */
+ outRectSize = vec2(0.74, 0.17);
+ outRoundCorners = vec4(0.08);
+ }
+ else if (triaType == 2.0) {
+ /* ROUNDBOX_TRIA_SCROLL */
+ pos = point_pos[vidx];
+ uvInterp = point_uvs[vidx];
+ outRectSize = vec2(1.0);
+ outRoundCorners = vec4(0.5);
+ }
+ else if (triaType == 3.0) {
+ /* ROUNDBOX_TRIA_MENU */
+ pos = tria2 ? vec2(0.0) : arrow_pos[vidx]; /* Solo tria */
+ pos = vec2(pos.y, -pos.x); /* Rotate */
+ pos += vec2(-0.05, 0.0); /* Translate */
+ size *= 0.8; /* Scale */
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= vec2(0.05, 0.63); /* Translate */
+ outRectSize = vec2(0.74, 0.17);
+ outRoundCorners = vec4(0.01);
+ }
+ else if (triaType == 4.0) {
+ /* ROUNDBOX_TRIA_CHECK */
+ /* A bit more hacky: We use the two trias joined together to render
+ * both sides of the checkmark with different length. */
+ pos = arrow_pos[min(vidx, 2)]; /* Only keep 1 triangle. */
+ pos.y = tria2 ? -pos.y : pos.y; /* Mirror along X */
+ pos = pos.x * vec2(0.0872, -0.996) + pos.y * vec2(0.996, 0.0872); /* Rotate (85deg) */
+ pos += vec2(-0.1, 0.2); /* Translate */
+ center = tria1Center;
+ size = tria1Size * 1.7; /* Scale */
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= tria2 ? vec2(0.4, 0.65) : vec2(0.08, 0.65); /* Translate */
+ outRectSize = vec2(0.74, 0.14);
+ outRoundCorners = vec4(0.01);
+ }
+ else {
+ /* ROUNDBOX_TRIA_HOLD_ACTION_ARROW */
+ /* We use a single triangle to cut the round rect in half. The edge will not be Antialiased. */
+ pos = tria2 ? vec2(0.0) : arrow_pos[min(vidx, 2)]; /* Only keep 1 triangle. */
+ pos = pos.x * vec2(0.707, 0.707) + pos.y * vec2(-0.707, 0.707); /* Rotate (45deg) */
+ pos += vec2(-1.7, 2.4); /* Translate (hardcoded, might want to remove) */
+ size *= 0.4; /* Scale */
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= vec2(0.05, 0.05); /* Translate */
+ outRectSize = vec2(0.75);
+ outRoundCorners = vec4(0.01);
+ }
- vec2 v = triavec[vofs];
+ uvInterp *= abs(size);
+ outRectSize *= abs(size);
+ outRoundCorners *= abs(size);
- finalColor = colorTria;
- butCo = -1.0;
+ pos = pos * size + center;
- bool is_tria_first = (vflag & TRIA_FIRST) != 0u;
+ innerColor = colorTria * vec4(colorTria.aaa, 1.0);
- if (is_tria_first) {
- v = v * tria1Size + tria1Center;
- }
- else {
- v = v * tria2Size + tria2Center;
- }
+ lineWidth = 0.0;
+ borderColor = vec4(0.0);
+ embossColor = vec4(0.0);
+
+ butCo = -1.0;
- return v;
+ return pos;
}
void main()
{
discardFac = discardFactor;
- bool is_tria = (vflag & TRIA_FLAG) != 0u;
-
- vec2 v = (is_tria) ? do_tria() : do_widget();
-
- /* Antialiasing offset */
- v += jit[(vflag >> JIT_OFS) & JIT_RANGE];
+ bool is_tria = (gl_VertexID > 3);
+ vec2 pos = (is_tria) ? do_tria() : do_widget();
- gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
}