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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz>
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:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
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
DEALINGS IN THE SOFTWARE.
*/
#ifndef NEW_GLSL
#define in varying
#define value gl_FragColor.x
#define texture texture2D
#endif
#ifndef RUNTIME_CONST
#define const
#endif
#if (defined(GL_ES) && __VERSION__ >= 300) || (!defined(GL_ES) && __VERSION__ >= 150)
#define TEXELFETCH_USABLE
#endif
#ifdef EXPLICIT_BINDING
layout(binding = 7)
#endif
uniform lowp sampler2D textureData;
#ifndef TEXELFETCH_USABLE
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 0)
#endif
uniform mediump vec2 imageSizeInverted;
#endif
in mediump vec2 inputTextureCoordinates;
#ifdef NEW_GLSL
out lowp float value;
#endif
#ifdef TEXELFETCH_USABLE
bool hasValue(const mediump ivec2 position, const mediump ivec2 offset) {
return texelFetch(textureData, position + offset, 0).r > 0.5;
}
#else
bool hasValue(const mediump vec2 position, const mediump ivec2 offset) {
return texture(textureData, position + vec2(offset)*imageSizeInverted).r > 0.5;
}
#endif
mediump float findMinDistanceSquared(const mediump
#ifdef TEXELFETCH_USABLE
ivec2
#else
vec2
#endif
position, const bool isInside)
{
/* Initialize minimal distance to a value just outside the radius. As the
output coordinate is shifted by half a pixel from the input (see the
diagram in main() below), the X/Y distances are always a whole pixel
minus 0.5. Thus the max distance found in the below loop can be at most
`RADIUS - 0.5`, and the next nearest distance is thus `RADIUS + 0.5`. */
mediump float minDistanceSquared = (float(RADIUS)+0.5)*(float(RADIUS)+0.5);
/* Go in cocentric squares around the point */
for(int i = 2; i <= RADIUS; ++i) {
/* Actual distance from the center for this iteration is half a pixel
less (see the diagram in main() below) */
const mediump float iF = float(i) - 0.5;
/* Check for points further away from the initial 2x2 square, except
for corners. Every iteration checks all eight rotations/reflections
at the same distance. If the distance in given iteration is not less
than what's found already, we don't even check the texture -- but
can't return, since next iteration can still have closer values.
i = 2 i = 3
9108
10 a f
2 7 2 7
3p 6 3 p 6
45 b e
c45d
Once we find something, it's the closest value possible in this
cycle, so we stop the cycle. But next iterations can still have
values that are closer, so can't return.
Note that the integer `position` isn't at the center, which means
the offsets aren't symmetric. */
for(int j = 1; j < RADIUS; ++j) {
/* Don't go further than current radius - 1 (i.e., excluding the
corner). The loop needs to be compile-time bound otherwise some
drivers crash on it, so we're breaking inside instead of having
this directly in the loop condition. */
if(j >= i) break;
/* Again, actual distance from the center is half a pixel less (see
the diagram in main() below) */
const mediump float jF = float(j) - 0.5;
const mediump float sideDistanceSquared = iF*iF + jF*jF;
if(sideDistanceSquared >= minDistanceSquared)
break;
if(hasValue(position, ivec2( j, i)) != isInside || /* 0, 8 */
hasValue(position, ivec2(1-j, i)) != isInside || /* 1, 9 */
hasValue(position, ivec2(1-i, j)) != isInside || /* 2, a */
hasValue(position, ivec2(1-i, 1-j)) != isInside || /* 3, b */
hasValue(position, ivec2(1-j, 1-i)) != isInside || /* 4, c */
hasValue(position, ivec2( j, 1-i)) != isInside || /* 5, d */
hasValue(position, ivec2( i, 1-j)) != isInside || /* 6, e */
hasValue(position, ivec2( i, j)) != isInside) { /* 7, f */
minDistanceSquared = sideDistanceSquared;
break;
}
}
/* Then check for the corners, which is just four cases. Again the
integer `position` isn't at the center, which means the offsets
aren't symmetric.
i = 2 i = 3
1 0
1 0
p p
2 3
2 3
If we find something, it's most probably not the nearest distance,
since the following iterations can be much closer. */
const mediump float cornerDistanceSquared = 2.0*iF*iF;
if(cornerDistanceSquared >= minDistanceSquared)
continue;
if(hasValue(position, ivec2( i, i)) != isInside ||
hasValue(position, ivec2(1-i, i)) != isInside ||
hasValue(position, ivec2(1-i, 1-i)) != isInside ||
hasValue(position, ivec2( i, 1-i)) != isInside) {
minDistanceSquared = cornerDistanceSquared;
}
}
return minDistanceSquared;
}
void main() {
/* The -0.5 is to make the position aligned with the center of the input
pixel, and in the integer case to make the conversion not round up */
#ifdef TEXELFETCH_USABLE
const mediump ivec2 position = ivec2(inputTextureCoordinates - vec2(0.5));
#else
const mediump vec2 position = inputTextureCoordinates - vec2(0.5)*imageSizeInverted;
#endif
/* +=======+=====
H | | | H | | Assuming the ratio of input and output sizes is a
H-+-+-+-H-+-+ multiple of 2 (in this diagram it's scaled 4x), the
H |k|l| H | center of the output pixel `o` is always between four
H-+-o-+-H-+ input pixels `i`, `j`, `k`, `l`.Then, depending on
H |i|j| H which of the four input pixels have a value > 0.5, the
H-+-+-+-H- following six cases can happen. Other combinations are
H | | | just variants of these.
+=====
- In case A and F, the pixel is either inside or outside and we have to
look further around to know the distance to the edge.
- In case B and C, the pixel is exactly on the edge, i.e. distance is
0, and we don't need to look further.
- In case D and E, the pixel is at a distance of 0.5 or (0.5, 0.5) from
the edge, and we don't need to look further.
A B C D | E F
k---l k---l k l k l -k l k l
| | | / / |
| o | | o o | o o o
| | |/ / |
i---j i j i j i j i j i j
The main complication is distinguishing cases C and D, in all other
cases it's simply a matter of counting the number of pixels that have a
value of > 0.5.
Note that the integer `position` isn't at `o` (which is between pixels)
but aliases `i`. Which means the offsets aren't symmetric. */
const bool i = hasValue(position, ivec2(0, 0));
const bool j = hasValue(position, ivec2(1, 0));
const bool k = hasValue(position, ivec2(0, 1));
const bool l = hasValue(position, ivec2(1, 1));
mediump float minDistance;
bool isInside;
const int sum = int(i) + int(j) + int(k) + int(l);
/* Case B */
if(sum == 3) {
isInside = false;
minDistance = 0.0;
/* Case C and D */
} else if(sum == 2) {
isInside = false;
if((i && l) || (j && k))
minDistance = 0.0;
else
minDistance = 0.5;
/* Case E */
} else if(sum == 1) {
isInside = false;
/* sqrt(0.5*0.5 + 0.5*0.5) */
minDistance = 0.7071067811865475;
/* Case A and F */
} else {
isInside = sum == 4;
minDistance = sqrt(float(findMinDistanceSquared(position, isInside)));
}
/* Final signed distance, normalized from [-radius + 0.5, radius + 0.5] to
[0, 1] */
const highp float halfSign = isInside ? 0.5 : -0.5;
value = halfSign*minDistance/(float(RADIUS) + 0.5) + 0.5;
}