GPUShader: Add specialized widget base shader.

This vertex shader let us draw widgets with batches instead of imm calls.
This commit is contained in:
Clément Foucault 2018-03-29 03:06:33 +02:00
parent 3c48a21833
commit ba9c2746b6
4 changed files with 95 additions and 0 deletions

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@ -132,6 +132,7 @@ data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)

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@ -169,6 +169,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
/* specialized for widget drawing */
GPU_SHADER_2D_WIDGET_BASE,
GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID,
GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE,

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@ -66,6 +66,7 @@ extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_frag_glsl[];
@ -784,6 +785,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
[GPU_SHADER_2D_WIDGET_BASE] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl,

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@ -0,0 +1,88 @@
/* 2 bits for corner */
/* Attention! Not the same order as in UI_interface.h!
* Ordered by drawing order. */
#define BOTTOM_LEFT 0u
#define BOTTOM_RIGHT 1u
#define TOP_RIGHT 2u
#define TOP_LEFT 3u
#define CNR_FLAG_RANGE ((1u << 2u) - 1u)
/* 4bits for corner id */
#define CORNER_VEC_OFS 2u
#define CORNER_VEC_RANGE ((1u << 4u) - 1u)
const vec2 cornervec[36] = vec2[36](
vec2(0.0, 1.0), vec2(0.02, 0.805), vec2(0.067, 0.617), vec2(0.169, 0.45), vec2(0.293, 0.293), vec2(0.45, 0.169), vec2(0.617, 0.076), vec2(0.805, 0.02), vec2(1.0, 0.0),
vec2(-1.0, 0.0), vec2(-0.805, 0.02), vec2(-0.617, 0.067), vec2(-0.45, 0.169), vec2(-0.293, 0.293), vec2(-0.169, 0.45), vec2(-0.076, 0.617), vec2(-0.02, 0.805), vec2(0.0, 1.0),
vec2(0.0, -1.0), vec2(-0.02, -0.805), vec2(-0.067, -0.617), vec2(-0.169, -0.45), vec2(-0.293, -0.293), vec2(-0.45, -0.169), vec2(-0.617, -0.076), vec2(-0.805, -0.02), vec2(-1.0, 0.0),
vec2(1.0, 0.0), vec2(0.805, -0.02), vec2(0.617, -0.067), vec2(0.45, -0.169), vec2(0.293, -0.293), vec2(0.169, -0.45), vec2(0.076, -0.617), vec2(0.02, -0.805), vec2(0.0, -1.0)
);
/* 4bits for jitter id */
#define JIT_OFS 6u
#define JIT_RANGE ((1u << 4u) - 1u)
const vec2 jit[9] = vec2[9](
vec2( 0.468813, -0.481430), vec2(-0.155755, -0.352820),
vec2( 0.219306, -0.238501), vec2(-0.393286, -0.110949),
vec2(-0.024699, 0.013908), vec2( 0.343805, 0.147431),
vec2(-0.272855, 0.269918), vec2( 0.095909, 0.388710),
vec2( 0.0, 0.0)
);
/* 2bits for other flag */
#define INNER_FLAG (1u << 10u) /* is inner vert */
#define EMBOSS_FLAG (1u << 11u) /* is emboss vert */
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 parameters[7];
/* radi and rad per corner */
#define recti parameters[0]
#define rect parameters[1]
#define radsi parameters[2].x
#define rads parameters[2].y
#define faci parameters[2].zw
#define roundCorners parameters[3]
#define color1 parameters[4]
#define color2 parameters[5]
#define shadeDir parameters[6].x
in uint vflag;
noperspective out vec4 finalColor;
void main()
{
uint cflag = vflag & CNR_FLAG_RANGE;
uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
vec2 v = cornervec[cflag * 9u + vofs];
bool is_inner = (vflag & INNER_FLAG) != 0.0;
/* Scale by corner radius */
v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
/* Position to corner */
vec4 rct = (is_inner) ? recti : rect;
if (cflag == BOTTOM_LEFT)
v += rct.xz;
else if (cflag == BOTTOM_RIGHT)
v += rct.yz;
else if (cflag == TOP_RIGHT)
v += rct.yw;
else /* (cflag == TOP_LEFT) */
v += rct.xw;
/* compute uv and color gradient */
vec2 uv = faci * (v - recti.xz);
float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
finalColor = mix(color2, color1, fac);
bool is_emboss = (vflag & EMBOSS_FLAG) != 0.0;
v.y -= (is_emboss) ? 1.0f : 0.0;
/* Antialiasing offset */
v += jit[(vflag >> JIT_OFS) & JIT_RANGE];
gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
}