[gtk+/wip/baedert/gl: 24/94] gl renderer: Save clip in every node
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk+/wip/baedert/gl: 24/94] gl renderer: Save clip in every node
- Date: Mon, 11 Dec 2017 07:24:30 +0000 (UTC)
commit f3e5eba460de955b9960bdae8735105f23a5bcfe
Author: Timm Bäder <mail baedert org>
Date: Thu Nov 16 21:04:18 2017 +0100
gl renderer: Save clip in every node
gsk/gskglrenderer.c | 174 ++++++++++++++++------------
gsk/meson.build | 1 +
gsk/resources/glsl/gl3_common.fs.glsl | 85 +++++++++++++-
gsk/resources/glsl/gl3_common.vs.glsl | 1 +
gsk/resources/glsl/linear_gradient.fs.glsl | 8 +-
gsk/resources/glsl/rounded_clip.fs.glsl | 91 ---------------
6 files changed, 189 insertions(+), 171 deletions(-)
---
diff --git a/gsk/gskglrenderer.c b/gsk/gskglrenderer.c
index 948c1e0..8904927 100644
--- a/gsk/gskglrenderer.c
+++ b/gsk/gskglrenderer.c
@@ -57,6 +57,10 @@ typedef struct {
int blendMode_location;
int viewport_location;
int projection_location;
+ int modelview_location;
+ int clip_location;
+ int clip_corner_widths_location;
+ int clip_corner_heights_location;
/* Shader-specific locations */
union {
@@ -94,7 +98,6 @@ enum {
MODE_TEXTURE,
MODE_COLOR_MATRIX,
MODE_LINEAR_GRADIENT,
- MODE_ROUNDED_CLIP,
N_MODES
};
@@ -108,6 +111,10 @@ typedef struct {
graphene_matrix_t mvp;
graphene_matrix_t projection;
+ graphene_matrix_t modelview;
+
+ /* (Rounded) Clip */
+ GskRoundedRect rounded_clip;
float opacity;
float z;
@@ -127,11 +134,6 @@ typedef struct {
graphene_point_t start_point;
graphene_point_t end_point;
} linear_gradient_data;
- struct {
- graphene_rect_t clip_bounds;
- float corner_widths[4];
- float corner_heights[4];
- } rounded_clip_data;
};
const char *name;
@@ -165,6 +167,10 @@ enum {
BLEND_MODE,
VIEWPORT,
PROJECTION,
+ MODELVIEW,
+ CLIP,
+ CLIP_CORNER_WIDTHS,
+ CLIP_CORNER_HEIGHTS,
N_UNIFORMS
};
@@ -216,7 +222,7 @@ struct _GskGLRenderer
Program color_program;
Program color_matrix_program;
Program linear_gradient_program;
- Program rounded_clip_program;
+ Program clip_program;
GArray *render_items;
@@ -314,6 +320,14 @@ init_common_locations (GskGLRenderer *self,
self->uniforms[VIEWPORT]);
prog->projection_location = gsk_shader_builder_get_uniform_location (builder, prog->id,
self->uniforms[PROJECTION]);
+ prog->modelview_location = gsk_shader_builder_get_uniform_location (builder, prog->id,
+ self->uniforms[MODELVIEW]);
+ prog->clip_location = gsk_shader_builder_get_uniform_location (builder, prog->id,
+ self->uniforms[CLIP]);
+ prog->clip_corner_widths_location = gsk_shader_builder_get_uniform_location (builder, prog->id,
+
self->uniforms[CLIP_CORNER_WIDTHS]);
+ prog->clip_corner_heights_location = gsk_shader_builder_get_uniform_location (builder, prog->id,
+
self->uniforms[CLIP_CORNER_HEIGHTS]);
prog->position_location =
gsk_shader_builder_get_attribute_location (builder, prog->id, self->attributes[POSITION]);
@@ -340,6 +354,10 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
self->uniforms[BLEND_MODE] = gsk_shader_builder_add_uniform (builder, "uBlendMode");
self->uniforms[VIEWPORT] = gsk_shader_builder_add_uniform (builder, "uViewport");
self->uniforms[PROJECTION] = gsk_shader_builder_add_uniform (builder, "uProjection");
+ self->uniforms[MODELVIEW] = gsk_shader_builder_add_uniform (builder, "uModelview");
+ self->uniforms[CLIP] = gsk_shader_builder_add_uniform (builder, "uClip");
+ self->uniforms[CLIP_CORNER_WIDTHS] = gsk_shader_builder_add_uniform (builder, "uClipCornerWidths");
+ self->uniforms[CLIP_CORNER_HEIGHTS] = gsk_shader_builder_add_uniform (builder, "uClipCornerHeights");
self->attributes[POSITION] = gsk_shader_builder_add_attribute (builder, "aPosition");
self->attributes[UV] = gsk_shader_builder_add_attribute (builder, "aUv");
@@ -428,7 +446,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION (color_matrix_program, color_offset_location, "uColorOffset");
self->linear_gradient_program.id = gsk_shader_builder_create_program (builder,
- "linear_gradient.vs.glsl",
+ "blit.vs.glsl",
"linear_gradient.fs.glsl",
&shader_error);
if (shader_error != NULL)
@@ -445,22 +463,6 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient_program, start_point_location, "uStartPoint");
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient_program, end_point_location, "uEndPoint");
- self->rounded_clip_program.id = gsk_shader_builder_create_program (builder,
- "blit.vs.glsl",
- "rounded_clip.fs.glsl",
- &shader_error);
- if (shader_error != NULL)
- {
- g_propagate_prefixed_error (error,
- shader_error,
- "Unable to create 'rounded_clip' program: ");
- goto out;
- }
- init_common_locations (self, builder, &self->rounded_clip_program);
- INIT_PROGRAM_UNIFORM_LOCATION (rounded_clip_program, clip_bounds_location, "uClipBounds");
- INIT_PROGRAM_UNIFORM_LOCATION (rounded_clip_program, corner_widths_location, "uCornerWidths");
- INIT_PROGRAM_UNIFORM_LOCATION (rounded_clip_program, corner_heights_location, "uCornerHeights");
-
res = TRUE;
out:
@@ -718,21 +720,6 @@ render_item (GskGLRenderer *self,
}
break;
- case MODE_ROUNDED_CLIP:
- {
- g_assert (item->program == &self->rounded_clip_program);
- glUniform1i (item->program->source_location, 0);
- gsk_gl_driver_bind_source_texture (self->gl_driver, item->render_target);
- glUniform4f (item->program->clip_bounds_location,
- item->rounded_clip_data.clip_bounds.origin.x,
- item->rounded_clip_data.clip_bounds.origin.y,
- item->rounded_clip_data.clip_bounds.size.width,
- item->rounded_clip_data.clip_bounds.size.height);
- glUniform4fv (item->program->corner_widths_location, 1, item->rounded_clip_data.corner_widths);
- glUniform4fv (item->program->corner_heights_location, 1, item->rounded_clip_data.corner_heights);
- }
- break;
-
default:
g_assert_not_reached ();
}
@@ -740,12 +727,30 @@ render_item (GskGLRenderer *self,
/* Common uniforms */
graphene_matrix_to_float (&item->mvp, mat);
glUniformMatrix4fv (item->program->mvp_location, 1, GL_FALSE, mat);
+
graphene_matrix_to_float (&item->projection, mat);
- glUniformMatrix4fv (item->program->projection_location, 1, GL_FALSE, mat);
+ glUniformMatrix4fv (item->program->projection_location, 1, GL_TRUE, mat);
+
+ graphene_matrix_to_float (&item->modelview, mat);
+ glUniformMatrix4fv (item->program->modelview_location, 1, GL_TRUE, mat);
glUniform1f (item->program->alpha_location, item->opacity);
glUniform4f (item->program->viewport_location,
self->viewport.origin.x, self->viewport.origin.y,
self->viewport.size.width, self->viewport.size.height);
+ glUniform4f (item->program->clip_location,
+ item->rounded_clip.bounds.origin.x, item->rounded_clip.bounds.origin.y,
+ item->rounded_clip.bounds.size.width, item->rounded_clip.bounds.size.height);
+
+ glUniform4f (item->program->clip_corner_widths_location,
+ MAX (item->rounded_clip.corner[0].width, 1),
+ MAX (item->rounded_clip.corner[1].width, 1),
+ MAX (item->rounded_clip.corner[2].width, 1),
+ MAX (item->rounded_clip.corner[3].width, 1));
+ glUniform4f (item->program->clip_corner_heights_location,
+ MAX (item->rounded_clip.corner[0].height, 1),
+ MAX (item->rounded_clip.corner[1].height, 1),
+ MAX (item->rounded_clip.corner[2].height, 1),
+ MAX (item->rounded_clip.corner[3].height, 1));
gsk_gl_driver_bind_vao (self->gl_driver, item->vao_id);
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
@@ -805,7 +810,8 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
const graphene_matrix_t *modelview,
GArray *render_items,
GskRenderNode *node,
- int render_target)
+ int render_target,
+ const GskRoundedRect *parent_clip)
{
RenderItem item;
@@ -817,7 +823,8 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
for (i = 0, p = gsk_container_node_get_n_children (node); i < p; i++)
{
GskRenderNode *child = gsk_container_node_get_child (node, i);
- gsk_gl_renderer_add_render_item (self, projection, modelview, render_items, child, render_target);
+ gsk_gl_renderer_add_render_item (self, projection, modelview, render_items,
+ child, render_target, parent_clip);
}
return;
}
@@ -826,7 +833,6 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
item.name = node->name != NULL ? node->name : "unnamed";
- /*g_message ("%s: %s", __FUNCTION__, item.name);*/
item.size.width = node->bounds.size.width;
item.size.height = node->bounds.size.height;
@@ -836,8 +842,6 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
item.min.x = node->bounds.origin.x;
item.min.y = node->bounds.origin.y;
- /*g_message ("%s: %f, %f", item.name, item.min.x, item.min.y);*/
-
item.max.x = item.min.x + node->bounds.size.width;
item.max.y = item.min.y + node->bounds.size.height;
@@ -847,6 +851,8 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
item.opacity = 1.0;
item.projection = *projection;
+ item.modelview = *modelview;
+ item.rounded_clip = *parent_clip;
item.blend_mode = GSK_BLEND_MODE_DEFAULT;
@@ -871,7 +877,7 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
graphene_matrix_init_identity (&identity);
init_framebuffer_for_node (self, &item, node, projection, &p);
gsk_gl_renderer_add_render_item (self, &p, &identity, item.children, child,
- item.render_target);
+ item.render_target, parent_clip);
}
else
{
@@ -894,39 +900,49 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
case GSK_CLIP_NODE:
{
GskRenderNode *child = gsk_clip_node_get_child (node);
- graphene_matrix_t p;
- graphene_matrix_t identity;
+ graphene_rect_t transformed_clip;
+ graphene_rect_t intersection;
+ GskRoundedRect child_clip;
- graphene_matrix_init_identity (&identity);
- init_framebuffer_for_node (self, &item, node, projection, &p);
- gsk_gl_renderer_add_render_item (self, &p, &identity, item.children, child,
- item.render_target);
- item.mode = MODE_BLIT;
+ transformed_clip = *gsk_clip_node_peek_clip (node);
+ graphene_matrix_transform_bounds (modelview, &transformed_clip, &transformed_clip);
+
+ /* Since we do the intersection here, we also need to transform by the modelview matrix.
+ * We can't do it in the shader. Same with rounded clips */
+ graphene_rect_intersection (&transformed_clip,
+ &parent_clip->bounds,
+ &intersection);
+
+ gsk_rounded_rect_init_from_rect (&child_clip, &intersection, 0.0f);
+
+ gsk_gl_renderer_add_render_item (self, projection, modelview, render_items, child,
+ render_target, &child_clip);
}
- break;
+ return;
case GSK_ROUNDED_CLIP_NODE:
{
GskRenderNode *child = gsk_rounded_clip_node_get_child (node);
- const GskRoundedRect *clip = gsk_rounded_clip_node_peek_clip (node);
- graphene_matrix_t p;
- graphene_matrix_t identity;
- int i;
-
- graphene_matrix_init_identity (&identity);
- init_framebuffer_for_node (self, &item, node, projection, &p);
- gsk_gl_renderer_add_render_item (self, &p, &identity, item.children, child,
- item.render_target);
- item.mode = MODE_ROUNDED_CLIP;
- item.program = &self->rounded_clip_program;
- item.rounded_clip_data.clip_bounds = clip->bounds;
- for (i = 0; i < 4; i ++)
- {
- item.rounded_clip_data.corner_widths[i] = MAX (clip->corner[i].width, 1);
- item.rounded_clip_data.corner_heights[i] = MAX (clip->corner[i].height, 1);
- }
+ const GskRoundedRect *rounded_clip = gsk_rounded_clip_node_peek_clip (node);
+ graphene_rect_t transformed_clip;
+ graphene_rect_t intersection;
+ GskRoundedRect child_clip;
+
+ transformed_clip = rounded_clip->bounds;
+ graphene_matrix_transform_bounds (modelview, &transformed_clip, &transformed_clip);
+
+ graphene_rect_intersection (&transformed_clip, &parent_clip->bounds,
+ &intersection);
+ gsk_rounded_rect_init (&child_clip, &intersection,
+ &rounded_clip->corner[0],
+ &rounded_clip->corner[1],
+ &rounded_clip->corner[2],
+ &rounded_clip->corner[3]);
+
+ gsk_gl_renderer_add_render_item (self, projection, modelview, render_items, child,
+ render_target, &child_clip);
}
- break;
+ return;
case GSK_COLOR_MATRIX_NODE:
{
@@ -941,7 +957,7 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
graphene_matrix_init_identity (&identity);
init_framebuffer_for_node (self, &item, node, projection, &p);
gsk_gl_renderer_add_render_item (self, &p, &identity, item.children, child,
- item.render_target);
+ item.render_target, parent_clip);
}
else
{
@@ -1044,10 +1060,12 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
graphene_matrix_init_from_matrix (&transform, gsk_transform_node_peek_transform (node));
graphene_matrix_multiply (&transform, modelview, &transformed_mv);
gsk_gl_renderer_add_render_item (self,
- projection, &transformed_mv,
+ projection,
+ &transformed_mv,
render_items,
gsk_transform_node_get_child (node),
- render_target);
+ render_target,
+ parent_clip);
}
return;
@@ -1157,12 +1175,16 @@ gsk_gl_renderer_validate_tree (GskGLRenderer *self,
const graphene_matrix_t *projection)
{
graphene_matrix_t modelview;
+ GskRoundedRect viewport_clip;
+
graphene_matrix_init_scale (&modelview, self->scale_factor, self->scale_factor, 1.0f);
gdk_gl_context_make_current (self->gl_context);
+ gsk_rounded_rect_init_from_rect (&viewport_clip, &self->viewport, 0.0f);
+
gsk_gl_renderer_add_render_item (self, projection, &modelview, self->render_items, root,
- self->texture_id);
+ self->texture_id, &viewport_clip);
}
static void
diff --git a/gsk/meson.build b/gsk/meson.build
index 1820826..215e5a6 100644
--- a/gsk/meson.build
+++ b/gsk/meson.build
@@ -10,6 +10,7 @@ gsk_private_source_shaders = [
'resources/glsl/linear_gradient.fs.glsl',
'resources/glsl/linear_gradient.vs.glsl',
'resources/glsl/rounded_clip.fs.glsl',
+ 'resources/glsl/clip.fs.glsl',
'resources/glsl/es2_common.fs.glsl',
'resources/glsl/es2_common.vs.glsl',
'resources/glsl/gl3_common.fs.glsl',
diff --git a/gsk/resources/glsl/gl3_common.fs.glsl b/gsk/resources/glsl/gl3_common.fs.glsl
index f1c9bdf..ad465bc 100644
--- a/gsk/resources/glsl/gl3_common.fs.glsl
+++ b/gsk/resources/glsl/gl3_common.fs.glsl
@@ -4,18 +4,101 @@ uniform sampler2D uSource;
uniform sampler2D uMask;
uniform mat4 uMVP;
uniform mat4 uProjection = mat4(1.0);
+uniform mat4 uModelview = mat4(1.0);
uniform float uAlpha = 1.0;
uniform int uBlendMode;
uniform vec4 uViewport;
+// In GtkSnapshot coordinates
+uniform vec4 uClip;
+uniform vec4 uClipCornerWidths = vec4(1, 1, 1, 1);
+uniform vec4 uClipCornerHeights = vec4(1, 1, 1, 1);
+
in vec2 vUv;
out vec4 outputColor;
+
+struct RoundedRect
+{
+ vec4 bounds;
+ vec4 corner_widths;
+ vec4 corner_heights;
+};
+
+float
+ellipsis_dist (vec2 p, vec2 radius)
+{
+ vec2 p0 = p / radius;
+ vec2 p1 = 2.0 * p0 / radius;
+
+ return (dot(p0, p0) - 1.0) / length (p1);
+}
+
+float
+ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
+{
+ float d = ellipsis_dist (point - center, radius);
+ return clamp (0.5 - d, 0.0, 1.0);
+}
+
+float
+rounded_rect_coverage (RoundedRect r, vec2 p)
+{
+ if (p.x < r.bounds.x || p.y < r.bounds.y ||
+ p.x >= r.bounds.z || p.y >= r.bounds.w)
+ return 0.0;
+
+ vec2 rad_tl = vec2(r.corner_widths.x, r.corner_heights.x);
+ vec2 rad_tr = vec2(r.corner_widths.y, r.corner_heights.y);
+ vec2 rad_br = vec2(r.corner_widths.z, r.corner_heights.z);
+ vec2 rad_bl = vec2(r.corner_widths.w, r.corner_heights.w);
+
+ vec2 ref_tl = r.bounds.xy + vec2( r.corner_widths.x, r.corner_heights.x);
+ vec2 ref_tr = r.bounds.zy + vec2(-r.corner_widths.y, r.corner_heights.y);
+ vec2 ref_br = r.bounds.zw + vec2(-r.corner_widths.z, -r.corner_heights.z);
+ vec2 ref_bl = r.bounds.xw + vec2( r.corner_widths.w, -r.corner_heights.w);
+
+ float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
+ float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
+ float d_br = ellipsis_coverage(p, ref_br, rad_br);
+ float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
+
+ vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
+
+ bvec4 is_out = bvec4(p.x < ref_tl.x && p.y < ref_tl.y,
+ p.x > ref_tr.x && p.y < ref_tr.y,
+ p.x > ref_br.x && p.y > ref_br.y,
+ p.x < ref_bl.x && p.y > ref_bl.y);
+
+ return 1.0 - dot(vec4(is_out), corner_coverages);
+}
+
+RoundedRect
+rounded_rect_shrink (RoundedRect r, vec4 amount)
+{
+ vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
+ vec4 new_widths = max (r.corner_widths - amount.wyyw, 0.0);
+ vec4 new_heights = max (r.corner_heights - amount.xxzz, 0.0);
+
+ return RoundedRect (new_bounds, new_widths, new_heights);
+}
+
vec4 Texture(sampler2D sampler, vec2 texCoords) {
return texture(sampler, texCoords);
}
void setOutputColor(vec4 color) {
- outputColor = color;
+ vec4 clipBounds = uClip;
+ vec4 f = gl_FragCoord;
+
+ f.x += uViewport.x;
+ f.y = (uViewport.y + uViewport.w) - f.y;
+
+ clipBounds.z = clipBounds.x + clipBounds.z;
+ clipBounds.w = clipBounds.y + clipBounds.w;
+
+ RoundedRect r = RoundedRect(clipBounds, uClipCornerWidths, uClipCornerHeights);
+
+ outputColor = color * rounded_rect_coverage(r, f.xy);
}
diff --git a/gsk/resources/glsl/gl3_common.vs.glsl b/gsk/resources/glsl/gl3_common.vs.glsl
index f82f99c..9794cf0 100644
--- a/gsk/resources/glsl/gl3_common.vs.glsl
+++ b/gsk/resources/glsl/gl3_common.vs.glsl
@@ -1,5 +1,6 @@
uniform mat4 uMVP;
uniform mat4 uProjection;
+//uniform mat4 uModelview;
in vec2 aPosition;
in vec2 aUv;
diff --git a/gsk/resources/glsl/linear_gradient.fs.glsl b/gsk/resources/glsl/linear_gradient.fs.glsl
index cbbc71c..d107e8a 100644
--- a/gsk/resources/glsl/linear_gradient.fs.glsl
+++ b/gsk/resources/glsl/linear_gradient.fs.glsl
@@ -12,13 +12,15 @@ vec4 fragCoord() {
}
void main() {
- float maxDist = length(uEndPoint - uStartPoint);
+ vec2 startPoint = (vec4(uStartPoint, 0, 1) * uModelview).xy;
+ vec2 endPoint = (vec4(uEndPoint, 0, 1) * uModelview).xy;
+ float maxDist = length(endPoint - startPoint);
// Position relative to startPoint
- vec2 pos = fragCoord().xy - uStartPoint;
+ vec2 pos = fragCoord().xy - startPoint;
// Gradient direction
- vec2 gradient = uEndPoint - uStartPoint;
+ vec2 gradient = endPoint - startPoint;
float gradientLength = length(gradient);
// Current pixel, projected onto the line between the start point and the end point
diff --git a/gsk/resources/glsl/rounded_clip.fs.glsl b/gsk/resources/glsl/rounded_clip.fs.glsl
index 5589c12..e69de29 100644
--- a/gsk/resources/glsl/rounded_clip.fs.glsl
+++ b/gsk/resources/glsl/rounded_clip.fs.glsl
@@ -1,91 +0,0 @@
-uniform vec4 uClipBounds;
-uniform vec4 uCornerWidths;
-uniform vec4 uCornerHeights;
-
-struct RoundedRect
-{
- vec4 bounds;
- vec4 corner_widths;
- vec4 corner_heights;
-};
-
-float
-ellipsis_dist (vec2 p, vec2 radius)
-{
- vec2 p0 = p / radius;
- vec2 p1 = 2.0 * p0 / radius;
-
- return (dot(p0, p0) - 1.0) / length (p1);
-}
-
-float
-ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
-{
- float d = ellipsis_dist (point - center, radius);
- return clamp (0.5 - d, 0.0, 1.0);
-}
-
-float
-rounded_rect_coverage (RoundedRect r, vec2 p)
-{
- if (p.x < r.bounds.x || p.y < r.bounds.y ||
- p.x >= r.bounds.z || p.y >= r.bounds.w)
- return 0.0;
-
- vec2 rad_tl = vec2(r.corner_widths.x, r.corner_heights.x);
- vec2 rad_tr = vec2(r.corner_widths.y, r.corner_heights.y);
- vec2 rad_br = vec2(r.corner_widths.z, r.corner_heights.z);
- vec2 rad_bl = vec2(r.corner_widths.w, r.corner_heights.w);
-
- vec2 ref_tl = r.bounds.xy + vec2( r.corner_widths.x, r.corner_heights.x);
- vec2 ref_tr = r.bounds.zy + vec2(-r.corner_widths.y, r.corner_heights.y);
- vec2 ref_br = r.bounds.zw + vec2(-r.corner_widths.z, -r.corner_heights.z);
- vec2 ref_bl = r.bounds.xw + vec2( r.corner_widths.w, -r.corner_heights.w);
-
- float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
- float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
- float d_br = ellipsis_coverage(p, ref_br, rad_br);
- float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
-
- vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
-
- bvec4 is_out = bvec4(p.x < ref_tl.x && p.y < ref_tl.y,
- p.x > ref_tr.x && p.y < ref_tr.y,
- p.x > ref_br.x && p.y > ref_br.y,
- p.x < ref_bl.x && p.y > ref_bl.y);
-
- return 1.0 - dot(vec4(is_out), corner_coverages);
-}
-
-RoundedRect
-rounded_rect_shrink (RoundedRect r, vec4 amount)
-{
- vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
- vec4 new_widths = max (r.corner_widths - amount.wyyw, 0.0);
- vec4 new_heights = max (r.corner_heights - amount.xxzz, 0.0);
-
- return RoundedRect (new_bounds, new_widths, new_heights);
-}
-
-vec4 fragCoord() {
- vec4 f = gl_FragCoord;
- f.x += uViewport.x;
- f.y = (uViewport.y + uViewport.w) - f.y;
- return f;
-}
-
-vec4 clip(vec4 color) {
- vec4 bounds = uClipBounds;
- bounds.z = bounds.x + bounds.z;
- bounds.w = bounds.y + bounds.w;
-
- RoundedRect r = RoundedRect(bounds, uCornerWidths, uCornerHeights);
-
- return color * rounded_rect_coverage(r, fragCoord().xy);
-}
-
-void main() {
- vec4 diffuse = Texture(uSource, vUv);
-
- setOutputColor(clip(diffuse) * uAlpha);
-}
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