Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_shader_2D_widget_base_vert.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d6c93df98492d931bad4ac61b07725f8235a1de9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
#define recti parameters[widgetID * MAX_PARAM + 0]
#define rect parameters[widgetID * MAX_PARAM + 1]
#define radsi parameters[widgetID * MAX_PARAM + 2].x
#define rads parameters[widgetID * MAX_PARAM + 2].y
#define faci parameters[widgetID * MAX_PARAM + 2].zw
#define roundCorners parameters[widgetID * MAX_PARAM + 3]
#define colorInner1 parameters[widgetID * MAX_PARAM + 4]
#define colorInner2 parameters[widgetID * MAX_PARAM + 5]
#define colorEdge parameters[widgetID * MAX_PARAM + 6]
#define colorEmboss parameters[widgetID * MAX_PARAM + 7]
#define colorTria parameters[widgetID * MAX_PARAM + 8]
#define tria1Center parameters[widgetID * MAX_PARAM + 9].xy
#define tria2Center parameters[widgetID * MAX_PARAM + 9].zw
#define tria1Size parameters[widgetID * MAX_PARAM + 10].x
#define tria2Size parameters[widgetID * MAX_PARAM + 10].y
#define shadeDir parameters[widgetID * MAX_PARAM + 10].z
#define alphaDiscard parameters[widgetID * MAX_PARAM + 10].w
#define triaType parameters[widgetID * MAX_PARAM + 11].x

/* We encode alpha check and discard factor together. */
#define doAlphaCheck (alphaDiscard < 0.0)
#define discardFactor abs(alphaDiscard)

vec2 do_widget(void)
{
  /* Offset to avoid losing pixels (mimics conservative rasterization). */
  const vec2 ofs = vec2(0.5, -0.5);
  lineWidth = abs(rect.x - recti.x);
  vec2 emboss_ofs = vec2(0.0, -lineWidth);

  vec2 pos;
  switch (gl_VertexID) {
    default:
    case 0: {
      pos = rect.xz + emboss_ofs + ofs.yy;
      break;
    }
    case 1: {
      pos = rect.xw + ofs.yx;
      break;
    }
    case 2: {
      pos = rect.yz + emboss_ofs + ofs.xy;
      break;
    }
    case 3: {
      pos = rect.yw + ofs.xx;
      break;
    }
  }

  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 {
    innerColor = mix(colorInner2, colorInner1, fac);
    butCo = -abs(uv.x);
  }

  /* We need premultiplied color for transparency. */
  borderColor = colorEdge * vec4(colorEdge.aaa, 1.0);
  embossColor = colorEmboss * vec4(colorEmboss.aaa, 1.0);

  return pos;
}

vec2 do_tria()
{
  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 triangles joined together to render
     * both sides of the check-mark 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);
  }

  uvInterp *= abs(size);
  outRectSize *= abs(size);
  outRoundCorners *= abs(size);

  pos = pos * size + center;

  innerColor = colorTria * vec4(colorTria.aaa, 1.0);

  lineWidth = 0.0;
  borderColor = vec4(0.0);
  embossColor = vec4(0.0);

  butCo = -2.0;

  return pos;
}

void main()
{
  discardFac = discardFactor;
  bool is_tria = (gl_VertexID > 3);
  vec2 pos = (is_tria) ? do_tria() : do_widget();

  gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
}