GPUShader: Add specialized widget base shader.
This vertex shader let us draw widgets with batches instead of imm calls.
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@ -132,6 +132,7 @@ data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
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@ -169,6 +169,8 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
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GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
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/* specialized for widget drawing */
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID,
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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[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
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extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_frag_glsl[];
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@ -784,6 +785,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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datatoc_gpu_shader_flat_color_frag_glsl,
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datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
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[GPU_SHADER_2D_WIDGET_BASE] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
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datatoc_gpu_shader_2D_smooth_color_frag_glsl},
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[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl,
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datatoc_gpu_shader_simple_lighting_frag_glsl },
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[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl,
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@ -0,0 +1,88 @@
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/* 2 bits for corner */
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/* Attention! Not the same order as in UI_interface.h!
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* Ordered by drawing order. */
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#define BOTTOM_LEFT 0u
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#define BOTTOM_RIGHT 1u
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#define TOP_RIGHT 2u
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#define TOP_LEFT 3u
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#define CNR_FLAG_RANGE ((1u << 2u) - 1u)
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/* 4bits for corner id */
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#define CORNER_VEC_OFS 2u
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#define CORNER_VEC_RANGE ((1u << 4u) - 1u)
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const vec2 cornervec[36] = vec2[36](
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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),
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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),
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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),
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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)
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);
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/* 4bits for jitter id */
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#define JIT_OFS 6u
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#define JIT_RANGE ((1u << 4u) - 1u)
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const vec2 jit[9] = vec2[9](
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vec2( 0.468813, -0.481430), vec2(-0.155755, -0.352820),
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vec2( 0.219306, -0.238501), vec2(-0.393286, -0.110949),
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vec2(-0.024699, 0.013908), vec2( 0.343805, 0.147431),
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vec2(-0.272855, 0.269918), vec2( 0.095909, 0.388710),
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vec2( 0.0, 0.0)
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);
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/* 2bits for other flag */
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#define INNER_FLAG (1u << 10u) /* is inner vert */
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#define EMBOSS_FLAG (1u << 11u) /* is emboss vert */
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec4 parameters[7];
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/* radi and rad per corner */
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#define recti parameters[0]
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#define rect parameters[1]
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#define radsi parameters[2].x
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#define rads parameters[2].y
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#define faci parameters[2].zw
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#define roundCorners parameters[3]
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#define color1 parameters[4]
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#define color2 parameters[5]
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#define shadeDir parameters[6].x
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in uint vflag;
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noperspective out vec4 finalColor;
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void main()
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{
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uint cflag = vflag & CNR_FLAG_RANGE;
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uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
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vec2 v = cornervec[cflag * 9u + vofs];
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bool is_inner = (vflag & INNER_FLAG) != 0.0;
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/* Scale by corner radius */
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v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
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/* Position to corner */
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vec4 rct = (is_inner) ? recti : rect;
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if (cflag == BOTTOM_LEFT)
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v += rct.xz;
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else if (cflag == BOTTOM_RIGHT)
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v += rct.yz;
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else if (cflag == TOP_RIGHT)
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v += rct.yw;
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else /* (cflag == TOP_LEFT) */
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v += rct.xw;
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/* compute uv and color gradient */
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vec2 uv = faci * (v - recti.xz);
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float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
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finalColor = mix(color2, color1, fac);
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bool is_emboss = (vflag & EMBOSS_FLAG) != 0.0;
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v.y -= (is_emboss) ? 1.0f : 0.0;
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/* Antialiasing offset */
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v += jit[(vflag >> JIT_OFS) & JIT_RANGE];
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gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
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}
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