mirror of https://github.com/mosra/magnum.git
Browse Source
Will need those in the Ui library, in a form that's quite restricted compared to what the generic shader provides (2D only, uniform buffers always, ...). Plus it doesn't make sense to make the Ui library depend on Shaders, so it would be just these two files copied verbatim between the two.pull/651/merge
7 changed files with 460 additions and 331 deletions
@ -0,0 +1,76 @@ |
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/* |
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This file is part of Magnum. |
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|
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|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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|
2020, 2021, 2022, 2023, 2024, 2025 |
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|
Vladimír Vondruš <mosra@centrum.cz> |
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|
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|
Permission is hereby granted, free of charge, to any person obtaining a |
||||||
|
copy of this software and associated documentation files (the "Software"), |
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|
to deal in the Software without restriction, including without limitation |
||||||
|
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||||
|
and/or sell copies of the Software, and to permit persons to whom the |
||||||
|
Software is furnished to do so, subject to the following conditions: |
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|
|
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|
The above copyright notice and this permission notice shall be included |
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|
in all copies or substantial portions of the Software. |
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|
|
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|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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|
DEALINGS IN THE SOFTWARE. |
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|
*/ |
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|
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mediump float lineBlendFactor( |
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in highp vec2 centerDistanceSigned, |
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in highp float halfSegmentLength, |
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in highp float hasCap, |
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in mediump const float width, |
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in mediump const float smoothness) |
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{ |
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/* Calculate a distance from the original line endpoint (B). Assuming a cap |
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that's not a butt, actual quad vertices (2, 3 on the left diagram) would |
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be at a distance `width/2` in both X and Y (in the space of the line |
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segment, where X is in direction of the segment and Y is in direction to |
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the line edges): |
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|
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----------2 --------2 |
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| | |
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[0,0] B | [0,0] B |
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| | |
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----------3 --------3 |
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|
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For a butt cap, the endpoint B would be at the edge instead (right |
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diagram) -- to have handling consistent for all cap styles, add |
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`width/2` to the center distance in that case. For fragments on the left |
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of B the X distance would be negative, make it 0 in that case |
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instead. */ |
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highp const vec2 centerDistance = abs(centerDistanceSigned); |
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highp vec2 endpointDistance = vec2(max(centerDistance.x |
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#ifdef CAP_STYLE_BUTT |
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+ width*0.5 |
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#endif |
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- halfSegmentLength, 0.0), centerDistance.y); |
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|
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/* If hasCap is negative, it means the nearest endpoint is a join, not a |
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cap. Thus no smoothing happens in the direction of a cap, i.e. same as |
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if we'd be at the center of the line. */ |
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if(hasCap < 0.0) endpointDistance.x = 0.0; |
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|
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/* Calculate a single distance factor out of the two-dimensional endpoint |
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distance. This will form the cap shape. */ |
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#if defined(CAP_STYLE_BUTT) || defined(CAP_STYLE_SQUARE) |
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highp const float distance1D = max(endpointDistance.x, endpointDistance.y); |
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#elif defined(CAP_STYLE_ROUND) |
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highp const float distance1D = length(endpointDistance); |
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#elif defined(CAP_STYLE_TRIANGLE) |
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highp const float distance1D = endpointDistance.x + endpointDistance.y; |
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#else |
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#error |
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#endif |
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return smoothstep(width*0.5 - smoothness, width*0.5 + smoothness, distance1D); |
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} |
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@ -0,0 +1,334 @@ |
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/* |
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|
This file is part of Magnum. |
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|
|
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|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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|
2020, 2021, 2022, 2023, 2024, 2025 |
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|
Vladimír Vondruš <mosra@centrum.cz> |
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|
|
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|
Permission is hereby granted, free of charge, to any person obtaining a |
||||||
|
copy of this software and associated documentation files (the "Software"), |
||||||
|
to deal in the Software without restriction, including without limitation |
||||||
|
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||||
|
and/or sell copies of the Software, and to permit persons to whom the |
||||||
|
Software is furnished to do so, subject to the following conditions: |
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|
|
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|
The above copyright notice and this permission notice shall be included |
||||||
|
in all copies or substantial portions of the Software. |
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|
|
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|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||||
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||||
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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|
DEALINGS IN THE SOFTWARE. |
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|
*/ |
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|
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/* Point annotation, matching the LineVertexAnnotation enum bits */ |
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#define ANNOTATION_UP_MASK 1u |
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#define ANNOTATION_JOIN_MASK 2u |
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#define ANNOTATION_BEGIN_MASK 4u |
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|
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/* Same as Math::Vector2::perpendicular() */ |
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vec2 perpendicular(vec2 a) { |
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return vec2(-a.y, a.x); |
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} |
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|
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highp vec2 expandLineVertex( |
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in highp const vec2 transformedPosition, |
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in highp const vec2 transformedPreviousPosition, |
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in highp const vec2 transformedNextPosition, |
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in lowp const uint annotation, |
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in mediump const float width, |
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in mediump const float smoothness, |
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in highp const float miterLimit, |
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in lowp const vec2 viewportSize, |
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out highp vec2 centerDistanceSigned, |
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out highp float halfSegmentLength, |
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out highp float hasCap) |
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{ |
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/* Decide about the line direction vector `d` and edge direction vector `e` |
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from the `pointMarkerComponent` input. Quad corners 0 and 1 come from |
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segment endpoint A, are marked with the ANNOTATION_BEGIN_MASK bit and so |
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|
their line direction is taken from `nextPosition`, quad corners 2 and 3 |
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|
come from B and are *not* marked with ANNOTATION_BEGIN_MASK and so their |
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line direction is taken from `previousPosition`, with the direction |
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being always from point A to point B. The edge direction is then |
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perpendicular to the line direction, with points 0 and 2 marked with |
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ANNOTATION_UP_MASK using it directly, while points 1 and 3 don't have |
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ANNOTATION_UP_MASK and have to negate it: |
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|
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^ ^ |
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e e |
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| | |
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[UP, BEGIN] 0-d--> 2-d--> [UP] |
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|
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A B |
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[BEGIN] 1-d--> 3-d--> [] |
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| | |
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e e |
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v v |
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The ANNOTATION_CAP_MASK is then used below. */ |
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highp const vec2 lineDirection = bool(annotation & ANNOTATION_BEGIN_MASK) ? |
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transformedNextPosition - transformedPosition : |
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transformedPosition - transformedPreviousPosition; |
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mediump const float edgeSign = bool(annotation & ANNOTATION_UP_MASK) ? 1.0 : -1.0; |
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mediump const float neighborSign = bool(annotation & ANNOTATION_BEGIN_MASK) ? -1.0 : 1.0; |
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|
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/* Line direction and its length converted from the [-1, 1] unit square to |
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the screen space so we properly take aspect ratio into account. In the |
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end it undoes the transformation by multiplying by 2.0/viewportSize |
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again. */ |
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highp const vec2 screenspaceLineDirection = lineDirection*viewportSize/2.0; |
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highp const float screenspaceLineDirectionLength = length(screenspaceLineDirection); |
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|
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/* Normalized screenspace line and edge direction. In case of zero-sized |
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lines (i.e., points) the X axis is picked as line direction instead, and |
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|
thus Y axis for edge direction. */ |
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highp const vec2 screenspaceLineDirectionNormalized = screenspaceLineDirectionLength == 0.0 ? vec2(1.0, 0.0) : screenspaceLineDirection/screenspaceLineDirectionLength; |
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highp const vec2 screenspaceEdgeDirectionNormalized = perpendicular(screenspaceLineDirectionNormalized); |
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|
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/* Line width includes also twice the smoothness (because it's a radius |
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|
instead of a diameter, and is on both sides of the line), and is rounded |
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|
to whole pixels. So for the edge distance we need half of it. */ |
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mediump const float edgeDistance = ceil(width + 2.0*smoothness)*0.5; |
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#ifdef CAP_STYLE_BUTT |
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mediump const float capDistance = ceil(2.0*smoothness)*0.5; |
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|
#elif defined(CAP_STYLE_SQUARE) || defined(CAP_STYLE_ROUND) || defined(CAP_STYLE_TRIANGLE) |
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mediump const float capDistance = edgeDistance; |
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#else |
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#error |
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#endif |
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|
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/* Line segment half-length, passed to the fragment shader. Same for all |
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four points. */ |
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halfSegmentLength = screenspaceLineDirectionLength*0.5; |
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|
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/* Calculate the actual endpoint parameters depending on whether we're at a |
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line cap, line join bevel, line join miter etc. |
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|
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- `screenspacePointDirection` contains screenspace direction from |
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`transformedPosition` to the actual point. After undoing the |
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screenspace projection the sum of the two is written to |
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gl_Position. |
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- `centerDistanceSigned` contains signed distance from the edge to |
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center, passed to the fragment shader. It's chosen in a way that |
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|
interpolates to zero in the quad center, and the area where |
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`all(abs(centerDistanceSigned) <= vec2(halfSegmentLength + |
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|
capDistance, edgeDistance))` is inside the line. |
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- `hasCap` contains `abs(centerDistanceSigned.x)` with a sign |
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|
positive if the point is a cap and negative if it isn't. Given |
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segment endpoints A and B (and quad points 0/1 and 2/3 |
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|
corresponding to these), the following cases can happen: |
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|
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- if both have a cap, it's a negative value in both, thus has a |
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constant negative value in the fragment shader |
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- if neither have a cap, it's a positive value in both, thus has |
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a constant positive value in the fragment shader |
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- if one has a cap and the other not, it's a negative value in |
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one and positive in the other, interpolating to zero in the |
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quad center |
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|
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In the fragment shader, `abs(centerDistanceSigned)` and `sign(hasCap)` |
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|
is then used to perform cap rendering and antialiasing. For example, |
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with a standalone line segment that has square caps on both ends, the |
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value of `centerDistanceSigned` is like in the following diagram, with |
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`d` being `halfSegmentLength`, `w` being `edgeDistance`, `c` being |
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`capDistance`, and an extra margin for `smoothness` indicated by `s` and |
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the double border: |
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|
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[-d-c-s,+w+s] [+d+c+s,+w+s] |
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0-----------------------------2 |
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[-d-c,+w]------------------[+d+c,+w] |
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| | | | hasCap[0] = hasCap[1] = +d+c+s |
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[-d-c,0] [0,0] [+d+c,0] |
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| | | | hasCap[2] = hasCap[3] = +d+c+s |
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[-d-c,-w]------------------[+d+c,-w] |
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1-----------------------------3 |
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[-d-c-s,-w-s] [+d+c+s,-w+s] |
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|
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With a cap only on the left side, `centerDistanceSigned` would be like |
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this. Note the absence of a smoothness margin on the right side: |
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|
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[-d-c-s,+w+s] [+d,+w+s] |
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0---------------------------2 |
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[-d-c,+w]-------------------[+d,+w] |
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|
| | | hasCap[0] = hasCap[1] = +d+c+s |
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[-d-c,0] [0,0] [+d,0] |
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| | | hasCap[2] = hasCap[3] = -d |
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[-d-c,-w]-------------------[+d,-w] |
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1---------------------------3 |
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[-d-c-s,-w-s] [+d,-w-s] |
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|
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*/ |
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centerDistanceSigned = |
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/* The the Y coordinate is same for all cases, X coordinate gets |
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|
further adjusted below */ |
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vec2(halfSegmentLength*neighborSign, edgeDistance*edgeSign); |
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highp vec2 screenspacePointDirection; |
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|
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/* Line join */ |
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if(bool(annotation & ANNOTATION_JOIN_MASK)) { |
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/* Neighbor direction `nd`, needed to distinguish whether this is the |
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inner or outer join point. Calculated with basically an inverse of |
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the logic used to calculate `lineDirection`, with the neighbor |
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|
direction always pointing from the A/B endpoint to the other |
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|
neighbor line endpoint: |
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|
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<--nd-0 [BEGIN] [END] 2-nd--> |
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A B |
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<--nd-1 [BEGIN] [END] 3-nd--> */ |
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highp const vec2 neighborDirection = bool(annotation & ANNOTATION_BEGIN_MASK) ? |
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transformedPreviousPosition - transformedPosition : |
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transformedNextPosition - transformedPosition; |
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/* Screenspace neighbor direction and its length, calculated |
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|
equivalently to screenspace line direction above */ |
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highp const vec2 screenspaceNeighborDirectionNormalized = normalize(neighborDirection*viewportSize/2.0); |
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|
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|
/* If the edge direction vector `e` and the neighbor direction vector |
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|
`nd` point to the opposite direction (i.e., their dot product is |
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|
negative), this is an outer point of the line and a candidate for |
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|
a bevel. |
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|
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|
^ |
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|
e |
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| |
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|
-d->-2 |
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|\ |
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|
B | nd |
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|
| \ |
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|
-----3 v |
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|
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|
If a miter join is used instead of a bevel, the point is beveled |
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|
only if the line direction `d` and neighbor direction `nd` is |
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|
sharper than a limit (i.e., their dot product, or a cosine of their |
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|
angle, is between `[-1, -miterLimit]`). */ |
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|
const bool outerBeveledPoint = |
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dot(screenspaceEdgeDirectionNormalized*edgeSign, screenspaceNeighborDirectionNormalized) < 0.0 |
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|
#if defined(JOIN_STYLE_MITER) |
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|
&& dot(screenspaceLineDirectionNormalized*neighborSign, screenspaceNeighborDirectionNormalized) < -miterLimit |
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|
#elif !defined(JOIN_STYLE_BEVEL) |
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|
#error |
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|
#endif |
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|
; |
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|
|
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|
/* Outer point of a beveled join -- although |
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|
https://www.w3.org/TR/svg-strokes/#LineJoin doesn't define *what |
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|
exactly* is a bevel, it's defined as "Cuts the outside edge off |
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|
where a circle the diameter of the stroke intersects the stroke." at |
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|
e.g. https://apike.ca/prog_svg_line_cap_join.html. |
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|
|
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|
0--- ----2a |
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|
| |^\ |
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|
| | e -_ |
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|
| | |ρ \ |
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|
A-- ----|--B-e->2b |
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|
| | | _-| |
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|
| | _- | |
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|
| | _- | | |
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|
1-- --3 | | |
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|
| | | |
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|
C |
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|
|
||||||
|
Which ultimately means the `2a` and `2b` quad endpoints are simply |
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|
the edge direction vector `e` away from point B, in one case with |
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|
the `e` calculated from the AB segment, and in the other from the BC |
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|
segment. */ |
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|
if(outerBeveledPoint) { |
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|
screenspacePointDirection = screenspaceEdgeDirectionNormalized*edgeDistance*edgeSign; |
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|
/* centerDistanceSigned doesn't need any adjustment, hasCap is set |
||||||
|
below for both */ |
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|
|
||||||
|
/* Otherwise it's either an outer point of a miter join (basically |
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|
points 2a and 2b from above evaluated to the same position), or the |
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|
inner point, which is the same for bevel and mitter joins. Given |
||||||
|
normalized direction `d` and neighbor direction `nd`, |
||||||
|
`normalized(d + nd)` is the "average" direction of the two and `perpendicular(normalized(d + nd))` gives us the direction from B to |
||||||
|
2 (or from 3 to B): |
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|
|
||||||
|
0--- --------+---2 |
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|
| | α/ \ |
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|
| w | / j \ |
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|
| |/ \ |
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|
A-- +_-----d->-B \ |
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|
| -_ α/α\ \ |
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|
| -_ / nd \ |
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|
| d + nd /-_ v \ |
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|
1---- ----3 -_ \ |
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|
\ -+ |
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|
\ \ |
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|
C |
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|
|
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|
With `2α` being the angle between `d` and `nd`, `α` appears in two |
||||||
|
right triangles and the following holds, `w` being the edge distance |
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|
from above, and `j` having the length that's needed to scale |
||||||
|
`perpendicular(normalized(d + nd))` to get point 2: |
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|
|
||||||
|
|d + nd| w 2 w |
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|
sin(α) = -------- = --- --> |j| = -------- |
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|
2 |d| |j| |d + nd| |
||||||
|
|
||||||
|
Then, vector j is the following, meaning we avoid the normalization |
||||||
|
square root completely: |
||||||
|
|
||||||
|
perp(d + nd) (2 w)perp(d + nd) |
||||||
|
j = |j| ------------ = ----------------- |
||||||
|
|d + nd| dot(d + nd) |
||||||
|
|
||||||
|
Point 3 is then just in the opposite direction; for the other side |
||||||
|
it's done equivalently. */ |
||||||
|
} else { |
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|
highp const vec2 averageDirection = neighborSign*screenspaceLineDirectionNormalized + screenspaceNeighborDirectionNormalized; |
||||||
|
screenspacePointDirection = (perpendicular(averageDirection)*(neighborSign*edgeSign*2.0*edgeDistance/dot(averageDirection, averageDirection))); |
||||||
|
|
||||||
|
/* By projecting the point direction onto the line direction we |
||||||
|
get a signed distance from the endpoint, adjust center distance |
||||||
|
with that */ |
||||||
|
centerDistanceSigned.x += dot(screenspacePointDirection, screenspaceLineDirectionNormalized); |
||||||
|
} |
||||||
|
|
||||||
|
/* No cap here, store a negative value. TODO If |
||||||
|
sign(centerDistanceSigned.x) is different from neighborSign, then |
||||||
|
the sign here should be taken based on whether the other point is a |
||||||
|
join -- add more bits to the vertex annotation? */ |
||||||
|
hasCap = -abs(centerDistanceSigned.x); |
||||||
|
|
||||||
|
/* Line cap otherwise -- the quad corner 0/1/2/3 a sum of the signed cap |
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|
distance (`cdS`) and signed edge distance vectors (`eDS`), which are |
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formed by the line direction vector `d` and its perpendicular vector. |
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Neighbor direction (i.e., the other input from the one used to calculate |
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`lineDirection`) isn't used at all in this case. |
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|
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cDS |
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0<---+---------- |
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| ^ |
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| | eDS |
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| | |
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| A--d--> |
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| |
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| |
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| |
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1--- |
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|
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The signed center distance a sum of half segment length and the cap |
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distance, multiplied by the cap sign (thus negative for points derived |
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from A and positive for B). */ |
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} else { |
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screenspacePointDirection = |
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screenspaceLineDirectionNormalized*capDistance*neighborSign + |
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screenspaceEdgeDirectionNormalized*edgeDistance*edgeSign; |
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|
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/* Add signed cap distance to the center distance */ |
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centerDistanceSigned.x += capDistance*neighborSign; |
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|
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/* Cap is here, store a positive value */ |
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hasCap = abs(centerDistanceSigned.x); |
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} |
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|
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/* Undo the screenspace projection */ |
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return screenspacePointDirection*2.0/viewportSize; |
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} |
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Loading…
Reference in new issue