box edge anti aliasing

This commit is contained in:
jacob 2025-11-04 06:17:26 -06:00
parent 638b459b08
commit 6a5cf09961
3 changed files with 56 additions and 79 deletions

View File

@ -1959,9 +1959,9 @@ void PP_UpdateUser(void)
g->lister_pos = SubVec2(g->ui_cursor, rep.activation_offset);
}
UI_Push(BackgroundColor, Rgba32F(0.075, 0.075, 0.075, 0.99));
UI_Push(BorderColor, Rgba32F(0.2, 0.2, 0.2, 1));
UI_Push(Border, 2);
UI_Push(BackgroundColor, 0xfa1a1d1e);
UI_Push(BorderColor, 0xff343a3b);
UI_Push(Border, 1);
// UI_Size padding = UI_FILL(1, 0);
// UI_Size padding = UI_PIX(10, 0);
@ -1971,20 +1971,17 @@ void PP_UpdateUser(void)
UI_Push(LayoutAxis, Axis_Y);
UI_Push(FloatingPos, g->lister_pos);
UI_SetNext(Flags, UI_BoxFlag_Floating);
UI_SetNext(Rounding, UI_RPIX(50));
UI_SetNext(Rounding, UI_RPIX(15));
// UI_SetNext(Rounding, UI_RFILL(1));
UI_Box *lister_box = UI_BuildBox(Lit("lister"));
UI_Box *lister_pad = lister_box;
UI_PushCP(lister_pad);
{
// UI_BuildSpacer(UI_PIX(10, 0));
UI_Push(BackgroundColor, 0);
UI_Push(LayoutAxis, Axis_X);
UI_Push(Width, UI_FILL(1, 0));
UI_Push(Height, UI_FNT(5, 0));
UI_Push(Height, UI_FNT(2, 0));
{
UI_Push(BackgroundColor, Color_Orange);
UI_Push(Border, 2);
UI_Box *title_bar = UI_BuildBox(Zstr);
UI_PushCP(title_bar);
{
@ -1994,23 +1991,14 @@ void PP_UpdateUser(void)
UI_Push(Border, 0);
UI_Box *left_box = UI_BuildBox(Zstr);
// UI_SetNext(LeftPadding, UI_PIX(10, 1));
// UI_SetNext(Padding, UI_PAD(UI_FILL(1, 0)));
UI_Box *center_box = UI_BuildBox(Zstr);
UI_Box *right_box = UI_BuildBox(Zstr);
// UI_Pad title_padding = UI_PADEX(.left = UI_PIX(50, 0), .right = UI_PIX(50, 0), .bottom = UI_PIX(10, 0));
// UI_Pad title_padding = UI_PAD(UI_FILL(1, 0));
// UI_Box *center_pad = UI_BuildPad(center_box, title_padding);
// UI_Box *center_pad = center_box;
UI_PushCP(center_box);
{
UI_SetNext(Text, Lit("Title"));
UI_SetNext(Flags, UI_BoxFlag_DrawText);
// UI_SetNext(Padding, UI_PADEX(.left = UI_PIX(100, 0), .right = UI_PIX(50, 0), .bottom = UI_PIX(10, 0)));
// UI_SetNext(Padding, UI_PADEX(.left = UI_PIX(1, 0)));
UI_SetNext(Padding, UI_PADALL(UI_FILL(1, 0)));
// UI_SetNext(Padding, UI_PAD(.left = UI_FILL(1, 0), .right = UI_FILL(1, 0)));
UI_Box *title_box = UI_BuildBox(Zstr);
}
UI_PopCP();

View File

@ -1106,38 +1106,11 @@ i64 UI_EndFrame(UI_Frame frame)
rect->tint_srgb = box->tint;
rect->border = box->border;
/* Rounding */
rect->tl_rounding = box->rounding_tl;
rect->tr_rounding = box->rounding_tr;
rect->br_rounding = box->rounding_br;
rect->bl_rounding = box->rounding_bl;
// {
// UI_Rounding rounding = box->rounding;
// f32 final_rounding = 0;
// {
// Vec2 half_dims = MulVec2(SubVec2(box->p1, box->p0), 0.5);
// f32 min_half_dims = MinF32(half_dims.x, half_dims.y);
// switch(rounding.kind)
// {
// default: break;
// case UI_RoundKind_Pixel:
// {
// final_rounding = rounding.v;
// } break;
// case UI_RoundKind_Fit:
// {
// final_rounding = rounding.v * min_half_dims;
// } break;
// }
// final_rounding = MinF32(final_rounding, min_half_dims);
// }
// rect->tl_rounding = final_rounding;
// rect->tr_rounding = final_rounding;
// rect->br_rounding = final_rounding;
// rect->bl_rounding = final_rounding;
// }
/* Texture */
if (box->background_texture != 0)

View File

@ -46,33 +46,19 @@ UI_RectPS_Input VSDef(UI_RectVS, Semantic(u32, sv_instanceid), Semantic(u32, sv_
}
//- Pixel shader
UI_RectPS_Output PSDef(UI_RectPS, UI_RectPS_Input input)
{
ConstantBuffer<UI_RectSig> sig = UI_rect_sig;
StructuredBuffer<UI_RectInstance> rects = UniformResourceFromRid(sig.rects);
UI_RectInstance rect = rects[input.rect_idx];
Vec4 result = 0;
Vec2 p = input.sv_position.xy;
Vec2 rect_uv = input.rect_uv;
Vec2 p0 = rect.p0;
Vec2 p1 = rect.p1;
Vec2 rect_uv = input.rect_uv;
/* Background */
if (rect.flags & UI_RectFlag_DrawTexture)
{
SamplerState sampler = UniformSamplerFromRid(sig.sampler);
Texture2D<Vec4> tex = NonUniformResourceFromRid(rect.tex);
result = tex.Sample(sampler, input.tex_uv);
}
else
{
result = input.background_lin;
}
/* Calculate distance to edge (negative means out of bounds) */
f32 edge_dist = min(min(p.x - p0.x, p1.x - p.x), min(p.y - p0.y, p1.y - p.y));
/* Calculate rect sdf (negative means pixel is inside of rect) */
f32 rect_dist = min(min(p.x - p0.x, p1.x - p.x), min(p.y - p0.y, p1.y - p.y));
{
f32 tl_radius = rect.tl_rounding;
f32 tr_radius = rect.tr_rounding;
@ -82,35 +68,65 @@ UI_RectPS_Output PSDef(UI_RectPS, UI_RectPS_Input input)
Vec2 tr = Vec2(p1.x - tr_radius, p0.y + tr_radius);
Vec2 br = Vec2(p1.x - br_radius, p1.y - br_radius);
Vec2 bl = Vec2(p0.x + bl_radius, p1.y - bl_radius);
if (p.x < tl.x && p.y < tl.y) edge_dist = min(edge_dist, tl_radius - length(tl - p));
if (p.x > tr.x && p.y < tr.y) edge_dist = min(edge_dist, tr_radius - length(tr - p));
if (p.x > br.x && p.y > br.y) edge_dist = min(edge_dist, br_radius - length(br - p));
if (p.x < bl.x && p.y > bl.y) edge_dist = min(edge_dist, bl_radius - length(bl - p));
if (p.x < tl.x && p.y < tl.y) rect_dist = min(rect_dist, tl_radius - length(tl - p));
if (p.x > tr.x && p.y < tr.y) rect_dist = min(rect_dist, tr_radius - length(tr - p));
if (p.x > br.x && p.y > br.y) rect_dist = min(rect_dist, br_radius - length(br - p));
if (p.x < bl.x && p.y > bl.y) rect_dist = min(rect_dist, bl_radius - length(bl - p));
}
rect_dist = -rect_dist;
/* Border */
if (edge_dist < rect.border)
/* Calculate border sdf (negative means pixel is inside of border) */
f32 border_width = 0;
f32 border_dist = 0;
Vec4 border_color = 0;
{
result = input.border_lin;
if (rect.border > 0)
{
border_width = rect.border;
border_color = input.border_lin;
}
else
{
border_width = 0;
border_color = input.background_lin;
}
border_dist = abs(rect_dist);
if (rect_dist <= 0)
{
border_dist -= border_width;
}
}
/* Out of bounds */
if (edge_dist < 0)
/* Background */
Vec4 background_color = 0;
{
result = 0;
if (rect_dist <= 0)
{
if (rect.flags & UI_RectFlag_DrawTexture)
{
SamplerState sampler = UniformSamplerFromRid(sig.sampler);
Texture2D<Vec4> tex = NonUniformResourceFromRid(rect.tex);
background_color = tex.Sample(sampler, input.tex_uv);
}
else
{
background_color = input.background_lin;
}
}
}
/* Tint */
result *= input.tint_lin;
/* Debug */
if (sig.debug_srgb != 0)
/* Final color */
Vec4 final_color = 0;
{
result = LinearFromSrgbU32(sig.debug_srgb);
f32 w = fwidth(border_dist);
f32 border_blend = saturate(0.5 - border_dist / w);
// f32 border_blend = 0;
final_color = lerp(background_color, border_color, border_blend);
}
final_color *= input.tint_lin;
UI_RectPS_Output output;
output.sv_target0 = result;
output.sv_target0 = sig.debug_srgb != 0 ? LinearFromSrgbU32(sig.debug_srgb) : final_color;
return output;
}