145 lines
4.2 KiB
HLSL
145 lines
4.2 KiB
HLSL
////////////////////////////////////////////////////////////
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//~ Rects
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//////////////////////////////
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//- Vertex shader
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ImplVertexShader(UI_DRectVS, UI_DRectPSInput)
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{
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UI_GpuParams params = G_SDeref<UI_GpuParams>(UI_GpuConst_Params)[0];
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StructuredBuffer<UI_GpuRect> rects = G_SDeref<UI_GpuRect>(params.rects);
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UI_GpuRect rect = rects[SV_InstanceID];
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Vec2 rect_uv = RectUvFromIdx(SV_VertexID);
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Vec2 tex_uv = lerp(rect.tex_slice_uv.p0, rect.tex_slice_uv.p1, rect_uv);
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Vec2 target_pos = lerp(rect.bounds.p0, rect.bounds.p1, rect_uv);
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UI_DRectPSInput result;
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{
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result.sv_position = Vec4(NdcFromPos(target_pos, Vec2(params.target_size).xy), 0, 1);
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result.base_background_premul = Premul(rect.background_lin);
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result.base_border_premul = Premul(rect.border_lin);
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result.tint_premul = Premul(rect.tint_lin);
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result.debug_premul = Premul(rect.debug_lin);
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result.rect_uv = rect_uv;
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result.tex_uv = tex_uv;
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result.rect = rect;
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}
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return result;
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}
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//////////////////////////////
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//- Pixel shader
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ImplPixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input)
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{
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UI_GpuParams params = G_SDeref<UI_GpuParams>(UI_GpuConst_Params)[0];
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SamplerState sampler = G_SDeref(params.sampler);
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UI_GpuRect rect = input.rect;
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Vec2 rect_uv = input.rect_uv;
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Vec2 p = input.sv_position.xy;
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Vec2 p0 = rect.bounds.p0;
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Vec2 p1 = rect.bounds.p1;
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//- Compute rect dist (negative means pixel is inside of rect)
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f32 rect_dist = min(min(p.x - p0.x, p1.x - p.x), min(p.y - p0.y, p1.y - p.y));
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{
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f32 tl_radius = rect.tl_rounding;
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f32 tr_radius = rect.tr_rounding;
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f32 br_radius = rect.br_rounding;
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f32 bl_radius = rect.bl_rounding;
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Vec2 tl = Vec2(p0.x + tl_radius, p0.y + tl_radius);
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Vec2 tr = Vec2(p1.x - tr_radius, p0.y + tr_radius);
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Vec2 br = Vec2(p1.x - br_radius, p1.y - br_radius);
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Vec2 bl = Vec2(p0.x + bl_radius, p1.y - bl_radius);
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if (p.x < tl.x && p.y < tl.y) { rect_dist = min(rect_dist, tl_radius - length(tl - p)); }
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if (p.x > tr.x && p.y < tr.y) { rect_dist = min(rect_dist, tr_radius - length(tr - p)); }
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if (p.x > br.x && p.y > br.y) { rect_dist = min(rect_dist, br_radius - length(br - p)); }
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if (p.x < bl.x && p.y > bl.y) { rect_dist = min(rect_dist, bl_radius - length(bl - p)); }
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}
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rect_dist = -rect_dist;
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f32 rect_dist_fwidth = saturate(fwidth(rect_dist));
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bool is_inside = rect_dist < 0;
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//- Compute background color
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Vec4 background_premul = 0;
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if (is_inside)
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{
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if (G_IsRefNil(rect.tex))
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{
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background_premul = input.base_background_premul;
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}
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else
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{
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Texture2D<Vec4> tex = G_VDeref<Vec4>(rect.tex);
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background_premul = tex.SampleLevel(sampler, input.tex_uv, 0);
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background_premul.rgb *= background_premul.a;
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}
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}
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//- Compute borer color
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Vec4 border_premul = input.base_border_premul;
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//- Compute border dist
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f32 border_dist = 0;
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border_dist = abs(rect_dist);
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if (is_inside)
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{
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border_dist -= rect.border_size;
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}
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//- Compute anti-aliased border-over-background color
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Vec4 composite_premul = 0;
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{
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f32 smoothness = rect_dist_fwidth * params.aa * 0.5;
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f32 border_coverage = smoothstep(smoothness, -smoothness, border_dist);
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composite_premul = lerp(background_premul, border_premul, border_coverage);
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}
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//- Finalize
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Vec4 result = composite_premul * input.tint_premul;
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if (UI_GpuConst_DebugDraw)
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{
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result = input.debug_premul;
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}
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UI_DRectPSOutput output;
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output.sv_target0 = result;
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return output;
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}
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////////////////////////////////////////////////////////////
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//~ Blit
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//////////////////////////////
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//- Vertex shader
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ImplVertexShader(UI_BlitVS, UI_BlitPSInput)
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{
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Vec2 uv = RectUvFromIdx(SV_VertexID);
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UI_BlitPSInput result;
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result.sv_position = Vec4(NdcFromUv(uv).xy, 0, 1);
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result.src_uv = uv;
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return result;
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}
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//////////////////////////////
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//- Pixel shader
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ImplPixelShader(UI_BlitPS, UI_BlitPSOutput, UI_BlitPSInput input)
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{
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UI_GpuParams params = G_SDeref<UI_GpuParams>(UI_GpuConst_Params)[0];
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Texture2D<Vec4> tex = G_SDeref<Vec4>(params.target_ro);
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SamplerState sampler = G_SDeref(params.sampler);
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Vec2 uv = input.src_uv;
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Vec4 result = tex.Sample(sampler, uv);
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UI_BlitPSOutput output;
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output.sv_target0 = result;
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return output;
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}
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