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1a85d569e3
This heaves over an inital chunk of code from the Vulkan renderer to execute shaders. The only shader that exists for now is a shader that draws a single texture. We use that to replace the blit op we were doing before.
91 lines
2.8 KiB
GLSL
91 lines
2.8 KiB
GLSL
#ifndef _ROUNDED_RECT_
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#define _ROUNDED_RECT_
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#include "ellipse.glsl"
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#include "rect.glsl"
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struct RoundedRect
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{
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vec4 bounds;
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vec4 corner_widths;
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vec4 corner_heights;
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};
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RoundedRect
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rounded_rect_from_gsk (mat3x4 gsk_rounded_rect)
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{
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return RoundedRect ((gsk_rounded_rect[0].xyxy + vec4 (0.0, 0.0, gsk_rounded_rect[0].zw)) * push.scale.xyxy,
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gsk_rounded_rect[1] * push.scale.xxxx,
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gsk_rounded_rect[2] * push.scale.yyyy);
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}
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float
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rounded_rect_distance (RoundedRect r, vec2 p)
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{
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Rect bounds = Rect(vec4(r.bounds));
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float bounds_distance = rect_distance (bounds, p);
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Ellipse tl = Ellipse (r.bounds.xy + vec2( r.corner_widths.x, r.corner_heights.x),
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vec2(r.corner_widths.x, r.corner_heights.x));
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Ellipse tr = Ellipse (r.bounds.zy + vec2(-r.corner_widths.y, r.corner_heights.y),
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vec2(r.corner_widths.y, r.corner_heights.y));
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Ellipse br = Ellipse (r.bounds.zw + vec2(-r.corner_widths.z, -r.corner_heights.z),
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vec2(r.corner_widths.z, r.corner_heights.z));
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Ellipse bl = Ellipse (r.bounds.xw + vec2( r.corner_widths.w, -r.corner_heights.w),
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vec2(r.corner_widths.w, r.corner_heights.w));
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vec4 distances = vec4(ellipse_distance (tl, p),
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ellipse_distance (tr, p),
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ellipse_distance (br, p),
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ellipse_distance (bl, p));
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bvec4 is_out = bvec4(p.x < tl.center.x && p.y < tl.center.y,
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p.x > tr.center.x && p.y < tr.center.y,
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p.x > br.center.x && p.y > br.center.y,
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p.x < bl.center.x && p.y > bl.center.y);
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distances = mix (vec4(bounds_distance), distances, is_out);
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vec2 max2 = max (distances.xy, distances.zw);
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return max (max2.x, max2.y);
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}
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RoundedRect
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rounded_rect_scale (RoundedRect r, vec2 scale)
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{
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r.bounds *= scale.xyxy;
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r.corner_widths *= scale.xxxx;
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r.corner_heights *= scale.yyyy;
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return r;
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}
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RoundedRect
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rounded_rect_shrink (RoundedRect r, vec4 amount)
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{
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vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
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vec4 new_widths = max (r.corner_widths - sign (r.corner_widths) * amount.wyyw, 0.0);
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vec4 new_heights = max (r.corner_heights - sign (r.corner_heights) * amount.xxzz, 0.0);
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new_widths = min (new_widths, new_bounds.z - new_bounds.x);
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new_heights = min (new_heights, new_bounds.w - new_bounds.y);
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return RoundedRect (new_bounds, new_widths, new_heights);
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}
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#ifdef GSK_FRAGMENT_SHADER
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float
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rounded_rect_coverage (RoundedRect r, vec2 p)
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{
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vec2 fw = abs (fwidth (p));
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float distance_scale = max (fw.x, fw.y);
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float distance = rounded_rect_distance (r, p) / distance_scale;
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float coverage = 0.5 - distance;
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return clamp (coverage, 0.0, 1.0);
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}
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#endif
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#endif
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