renderer now uses a single pipeline for ugui

This commit is contained in:
Alessandro Mauri 2025-09-15 18:53:42 +02:00
parent 622b648d26
commit be1476d107
10 changed files with 370 additions and 312 deletions

View file

@ -1,21 +0,0 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(set = 2, binding = 0) uniform sampler2D tx;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(ts);
vec2 real_uv = uv / fts;
vec4 opacity = texture(tx, real_uv);
fragColor = vec4(color.rgb, color.a*opacity.r);
}

View file

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#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(set = 2, binding = 0) uniform sampler2D tx;
const float PX_RANGE = 4.0f;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
float screen_px_range(vec2 uv) {
vec2 unit_range = vec2(PX_RANGE)/vec2(textureSize(tx, 0));
vec2 texel_size = vec2(1.0)/fwidth(uv);
return max(0.5*dot(unit_range, texel_size), 1.0);
}
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(ts);
vec2 real_uv = uv / fts;
vec3 msd = texture(tx, real_uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float distance = screen_px_range(real_uv)*(sd - 0.5);
float opacity = clamp(distance + 0.5, 0.0, 1.0);
fragColor = color * opacity;
}

View file

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#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec4 in_color;
layout(location = 1) in vec4 in_quad_size; // x,y, w,h
layout(location = 2) in float in_radius;
layout(location = 0) out vec4 fragColor;
// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
float sdf_rr(vec2 p, vec2 half_size, float radius) {
vec2 q = abs(p) - half_size + radius;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
void main()
{
vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
vec2 half_size = in_quad_size.zw * 0.5;
float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
float alpha = 1.0 - smoothstep(0.0, 1.5, distance);
fragColor = vec4(in_color.rgb, in_color.a * alpha);
}

View file

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#version 450
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in ivec2 position;
layout(location = 1) in ivec4 attr; // quad x,y,w,h
layout(location = 2) in ivec2 uv; // x,y in the texture
layout(location = 3) in uvec4 color;
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec4 out_quad_size;
layout(location = 2) out float out_radius;
void main()
{
// vertex position
ivec2 px_pos = attr.xy + position.xy * attr.zw;
vec2 clip_pos;
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
gl_Position = vec4(clip_pos, 0.0, 1.0);
out_color = vec4(color) / 255.0;
out_quad_size = vec4(attr);
out_radius = float(abs(uv.x));
}

View file

@ -1,18 +0,0 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(set = 2, binding = 0) uniform sampler2D tx;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(ts);
vec2 real_uv = uv / fts;
fragColor = texture(tx, real_uv);
}

View file

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#version 450
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in ivec2 position;
layout(location = 1) in ivec4 attr; // quad x,y,w,h
layout(location = 2) in ivec2 in_uv;
layout(location = 3) in uvec4 color;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color;
void main()
{
// vertex position
ivec2 px_pos = attr.xy + position.xy * attr.zw;
vec2 clip_pos;
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
gl_Position = vec4(clip_pos, 0.0, 1.0);
vec2 px_uv = in_uv.xy + position.xy * attr.zw;
out_uv = vec2(px_uv);
out_color = vec4(color) / 255.0;
}

View file

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#version 450
/* Combined fragment shader to render UGUI commands */
// type values, these are the same as in renderer.c3
const uint TYPE_RECT = 0;
const uint TYPE_FONT = 1;
const uint TYPE_SPRITE = 2;
const uint TYPE_MSDF = 3;
// viewport size
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
// textures
layout(set = 2, binding = 0) uniform sampler2D font_atlas;
layout(set = 2, binding = 1) uniform sampler2D sprite_atlas;
// inputs
layout(location = 0) in vec4 in_color;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec4 in_quad_size;
layout(location = 3) in float in_radius;
layout(location = 4) flat in uint in_type;
// outputs
layout(location = 0) out vec4 fragColor;
// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
float sdf_rr(vec2 p, vec2 half_size, float radius) {
vec2 q = abs(p) - half_size + radius;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
const float PX_RANGE = 4.0f;
float screen_px_range(vec2 uv, sampler2D tx) {
vec2 unit_range = vec2(PX_RANGE)/vec2(textureSize(tx, 0));
vec2 texel_size = vec2(1.0)/fwidth(uv);
return max(0.5*dot(unit_range, texel_size), 1.0);
}
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
// main for TYPE_RECT, draw a rouded rectangle with a SDF
void rect_main()
{
vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
vec2 half_size = in_quad_size.zw * 0.5;
float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
float alpha = 1.0 - smoothstep(0.0, 1.5, distance);
fragColor = vec4(in_color.rgb, in_color.a * alpha);
}
// main for TYPE_SPRITE, draws a sprite sampled from an atlas
void sprite_main()
{
ivec2 ts = textureSize(sprite_atlas, 0);
vec2 fts = vec2(ts);
vec2 real_uv = in_uv / fts;
fragColor = texture(sprite_atlas, real_uv);
}
// main for TYPE_FONT, draws a character sampled from an atlas that contains only the alpha channel
void font_main()
{
ivec2 ts = textureSize(font_atlas, 0);
vec2 fts = vec2(ts);
vec2 real_uv = in_uv / fts;
vec4 opacity = texture(font_atlas, real_uv);
fragColor = vec4(in_color.rgb, in_color.a*opacity.r);
}
// main for TYPE_MSDF, draws a sprite that is stored as a multi-channel SDF
void msdf_main() {
ivec2 ts = textureSize(sprite_atlas, 0);
vec2 fts = vec2(ts);
vec2 real_uv = in_uv / fts;
vec3 msd = texture(sprite_atlas, real_uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float distance = screen_px_range(real_uv, sprite_atlas)*(sd - 0.5);
float opacity = clamp(distance + 0.5, 0.0, 1.0);
fragColor = in_color * opacity;
}
// shader main
void main()
{
switch (in_type) {
case TYPE_RECT:
rect_main();
break;
case TYPE_FONT:
font_main();
break;
case TYPE_SPRITE:
sprite_main();
break;
case TYPE_MSDF:
msdf_main();
break;
default:
// ERROR, invalid type, return magenta
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
}
}

View file

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#version 450
/* Combined vertex shader to render UGUI commands */
// Viewport size in pixels
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
};
// inputs
layout(location = 0) in ivec2 in_position;
layout(location = 1) in ivec4 in_attr; // quad x,y,w,h
layout(location = 2) in ivec2 in_uv;
layout(location = 3) in uvec4 in_color;
layout(location = 4) in uint in_type;
// outputs
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec2 out_uv;
layout(location = 2) out vec4 out_quad_size;
layout(location = 3) out float out_radius;
layout(location = 4) out uint out_type;
void main()
{
// vertex position
ivec2 px_pos = in_attr.xy + in_position.xy * in_attr.zw;
vec2 clip_pos;
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
gl_Position = vec4(clip_pos, 0.0, 1.0);
// color output
out_color = vec4(in_color) / 255.0;
// uv output. only useful if the type is SPRITE
vec2 px_uv = in_uv.xy + in_position.xy * in_attr.zw;
out_uv = vec2(px_uv);
// quad size and radius output, only useful if type is RECT
out_quad_size = vec4(in_attr);
out_radius = float(abs(in_uv.x));
// type output
out_type = in_type;
}