refactor: improved rounded corner shader

This commit is contained in:
Will McKinnon 2022-10-26 00:25:33 -04:00
parent ab5e65e050
commit 55f8222855
3 changed files with 17 additions and 34 deletions

View file

@ -41,11 +41,10 @@ struct fx_renderer {
GLint is_top_right;
GLint is_bottom_left;
GLint is_bottom_right;
GLint width;
GLint height;
GLint position;
GLint radius;
GLint thickness;
GLint half_size;
GLint half_thickness;
} corner;
struct gles2_tex_shader tex_rgba;
struct gles2_tex_shader tex_rgbx;

View file

@ -113,11 +113,10 @@ const GLchar corner_fragment_src[] =
"uniform bool is_bottom_left;\n"
"uniform bool is_bottom_right;\n"
"\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform vec2 position;\n"
"uniform float radius;\n"
"uniform float thickness;\n"
"uniform vec2 half_size;\n"
"uniform float half_thickness;\n"
"\n"
"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
@ -125,36 +124,23 @@ const GLchar corner_fragment_src[] =
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
" vec2 size = vec2(width, height);\n"
" vec2 pos = vec2(position.x - (width + thickness) * 0.5, position.y -\n"
" (width + thickness) * 0.5);\n"
" vec2 rel_pos = gl_FragCoord.xy - pos - size - thickness * 0.5;\n"
"\n"
" float distance = roundedBoxSDF(\n"
" rel_pos,\n" // Center
" (size - thickness) * 0.5,\n" // Size
" radius + thickness * 0.5\n" // Radius
" );\n"
"\n"
" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - thickness * 0.5);\n"
// Creates a inner circle that isn't as anti-aliased as the outer ring
" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + thickness * 0.5);\n"
" vec2 center = gl_FragCoord.xy - position - half_size;\n"
" float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);\n"
" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);\n"
// Create an inner circle that isn't as anti-aliased as the outer ring
" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);\n"
" gl_FragColor = mix(vec4(0), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n"
"\n"
// top left
" if (is_top_left && (rel_pos.y > 0.0 || rel_pos.x > 0.0)) {\n"
" if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {\n"
" discard;\n"
" }\n"
// top right
" else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.x < 0.0)) {\n"
" else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {\n"
" discard;\n"
" }\n"
// bottom left
" else if (is_bottom_left && (rel_pos.y < 0.0 || rel_pos.x > 0.0)) {\n"
" else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {\n"
" discard;\n"
" }\n"
// bottom right
" else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n"
" else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {\n"
" discard;\n"
" }\n"
"}\n";

View file

@ -148,11 +148,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// fragment shaders
prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
@ -393,11 +392,10 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
glUniform1f(renderer->shaders.corner.width, box->width);
glUniform1f(renderer->shaders.corner.height, box->height);
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
glUniform1f(renderer->shaders.corner.radius, radius);
glUniform1f(renderer->shaders.corner.thickness, border_thickness);
glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);