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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl311
1 files changed, 119 insertions, 192 deletions
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..2fd5effccce 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;
+ 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 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);
- }
- 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);
- return v;
+ butCo = -2.0;
+
+ 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);
}