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276 lines
8.1 KiB
276 lines
8.1 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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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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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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#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) |
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#extension GL_EXT_gpu_shader4: require |
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#endif |
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#if defined(SHADER_STORAGE_BUFFERS) && !defined(GL_ES) |
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#extension GL_ARB_shader_storage_buffer_object: require |
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#endif |
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/* See the corresponding block in Line.vert for more information */ |
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#ifndef GL_ES |
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#define CAN_USE_NOPERSPECTIVE |
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#elif defined(GL_NV_shader_noperspective_interpolation) |
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#extension GL_NV_shader_noperspective_interpolation: require |
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#define CAN_USE_NOPERSPECTIVE |
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#endif |
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#ifndef NEW_GLSL |
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#define fragmentColor gl_FragColor |
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#define in varying |
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#endif |
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#ifndef RUNTIME_CONST |
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#define const |
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#endif |
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/* Uniforms */ |
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#ifndef UNIFORM_BUFFERS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 2) |
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#endif |
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uniform lowp vec4 backgroundColor |
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#ifndef GL_ES |
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= vec4(0.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 3) |
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#endif |
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uniform lowp vec4 color |
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#ifndef GL_ES |
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= vec4(1.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 4) |
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#endif |
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uniform mediump float width |
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#ifndef GL_ES |
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= 1.0 |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 5) |
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#endif |
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uniform mediump float smoothness |
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#ifndef GL_ES |
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= 0.0 |
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#endif |
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; |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 7) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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uniform highp uint objectId; /* defaults to zero */ |
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#endif |
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/* Uniform / shader storage buffers */ |
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#else |
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/* For SSBOs, the per-draw and material arrays are unbounded */ |
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#ifdef SHADER_STORAGE_BUFFERS |
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#define DRAW_COUNT |
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#define MATERIAL_COUNT |
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#define BUFFER_OR_UNIFORM buffer |
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#define BUFFER_READONLY readonly |
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#else |
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#define BUFFER_OR_UNIFORM uniform |
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#define BUFFER_READONLY |
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#endif |
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#ifndef MULTI_DRAW |
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/* With SSBOs DRAW_COUNT is defined to be empty, +0 makes the condition not |
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cause a compile error */ |
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#if defined(SHADER_STORAGE_BUFFERS) || DRAW_COUNT+0 > 1 |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 1) |
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#endif |
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uniform highp uint drawOffset |
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#ifndef GL_ES |
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= 0u |
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#endif |
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; |
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#else |
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#define drawOffset 0u |
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#endif |
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#define drawId drawOffset |
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#endif |
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struct DrawUniform { |
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highp uvec4 materialIdReservedObjectIdReservedReserved; |
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#define draw_materialIdReserved materialIdReservedObjectIdReservedReserved.x |
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#define draw_objectId materialIdReservedObjectIdReservedReserved.y |
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}; |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 2 |
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#endif |
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) BUFFER_OR_UNIFORM Draw { |
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BUFFER_READONLY DrawUniform draws[DRAW_COUNT]; |
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}; |
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struct MaterialUniform { |
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lowp vec4 backgroundColor; |
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lowp vec4 color; |
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highp vec4 widthSmoothnessMiterLimitReserved; |
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#define material_width widthSmoothnessMiterLimitReserved.x |
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#define material_smoothness widthSmoothnessMiterLimitReserved.y |
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#define material_miterLimit widthSmoothnessMiterLimitReserved.z |
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}; |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 3 |
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#endif |
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) BUFFER_OR_UNIFORM Material { |
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BUFFER_READONLY MaterialUniform materials[MATERIAL_COUNT]; |
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}; |
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#endif |
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/* Inputs */ |
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#ifdef CAN_USE_NOPERSPECTIVE |
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noperspective |
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#endif |
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in highp vec2 centerDistanceSigned; |
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in highp float halfSegmentLength; |
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#ifdef CAN_USE_NOPERSPECTIVE |
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noperspective |
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#endif |
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in highp float hasCap; |
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#ifdef VERTEX_COLOR |
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in lowp vec4 interpolatedVertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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flat in highp uint interpolatedInstanceObjectId; |
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#endif |
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#ifdef MULTI_DRAW |
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flat in highp uint drawId; |
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#endif |
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/* Outputs */ |
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#ifdef NEW_GLSL |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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out lowp vec4 fragmentColor; |
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#endif |
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#ifdef OBJECT_ID |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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out highp uint fragmentObjectId; |
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#endif |
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void main() { |
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#ifdef UNIFORM_BUFFERS |
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#ifdef OBJECT_ID |
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highp const uint objectId = draws[drawId].draw_objectId; |
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#endif |
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/* With SSBOs MATERIAL_COUNT is defined to be empty, +0 makes the condition |
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not cause a compile error */ |
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#if defined(SHADER_STORAGE_BUFFERS) || MATERIAL_COUNT+0 > 1 |
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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; |
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#else |
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#define materialId 0u |
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#endif |
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lowp const vec4 backgroundColor = materials[materialId].backgroundColor; |
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lowp const vec4 color = materials[materialId].color; |
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mediump const float width = materials[materialId].material_width; |
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mediump const float smoothness = materials[materialId].material_smoothness; |
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#endif |
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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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----------2 --------2 |
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[0,0] B | [0,0] B |
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----------3 --------3 |
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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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/* 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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/* 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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mediump const float factor = smoothstep(width*0.5 - smoothness, width*0.5 + smoothness, distance1D); |
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fragmentColor = mix( |
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#ifdef VERTEX_COLOR |
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interpolatedVertexColor* |
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#endif |
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color, backgroundColor, factor); |
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#ifdef OBJECT_ID |
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fragmentObjectId = |
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#ifdef INSTANCED_OBJECT_ID |
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interpolatedInstanceObjectId + |
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#endif |
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objectId; |
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#endif |
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}
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