render/outline: Handler inner/outer radius properly and ceil thickness
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d5734b4b68
commit
8f7dc7f00c
7 changed files with 78 additions and 25 deletions
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@ -182,9 +182,10 @@ impl From<Id> for Key {
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#[derive(PartialEq)]
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struct IndicatorSettings {
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thickness: u8,
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radius: [u8; 4],
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outer_radius: [u8; 4],
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alpha: f32,
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color: [f32; 3],
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scale: f64,
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}
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type IndicatorCache = RefCell<HashMap<Key, (IndicatorSettings, PixelShaderElement)>>;
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@ -204,21 +205,24 @@ impl IndicatorShader {
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key: impl Into<Key>,
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mut element_geo: Rectangle<i32, Local>,
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thickness: u8,
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radius: [u8; 4],
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inner_radius: [u8; 4],
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alpha: f32,
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scale: f64,
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active_window_hint: [f32; 3],
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) -> PixelShaderElement {
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let t = thickness as i32;
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element_geo.loc -= (t, t).into();
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element_geo.size += (t * 2, t * 2).into();
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let outer_radius = inner_radius.map(|r| r + thickness);
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IndicatorShader::element(
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renderer,
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key,
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element_geo,
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thickness,
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radius,
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outer_radius,
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alpha,
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scale,
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active_window_hint,
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)
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}
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@ -228,14 +232,16 @@ impl IndicatorShader {
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key: impl Into<Key>,
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geo: Rectangle<i32, Local>,
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thickness: u8,
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radius: [u8; 4],
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outer_radius: [u8; 4],
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alpha: f32,
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scale: f64,
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color: [f32; 3],
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) -> PixelShaderElement {
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let settings = IndicatorSettings {
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thickness,
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radius,
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outer_radius,
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alpha,
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scale,
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color,
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};
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@ -257,7 +263,7 @@ impl IndicatorShader {
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.filter(|(old_settings, _)| &settings == old_settings)
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.is_none()
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{
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let thickness: f32 = thickness as f32;
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let thickness: f32 = ((thickness as f64 * scale).ceil() / scale) as f32;
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let shader = Self::get(renderer);
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let elem = PixelShaderElement::new(
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@ -274,12 +280,13 @@ impl IndicatorShader {
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Uniform::new(
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"radius",
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[
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radius[0] as f32 + thickness / 2.,
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radius[1] as f32 + thickness / 2.,
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radius[2] as f32 + thickness / 2.,
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radius[3] as f32 + thickness / 2.,
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outer_radius[0] as f32,
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outer_radius[1] as f32,
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outer_radius[2] as f32,
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outer_radius[3] as f32,
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],
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),
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Uniform::new("scale", scale as f32),
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],
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Kind::Unspecified,
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);
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@ -392,6 +399,7 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
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&[
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UniformName::new("color", UniformType::_3f),
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UniformName::new("thickness", UniformType::_1f),
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UniformName::new("scale", UniformType::_1f),
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UniformName::new("radius", UniformType::_4f),
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],
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)?;
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@ -9,29 +9,56 @@ varying vec2 v_coords;
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uniform vec3 color;
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uniform float thickness;
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uniform vec4 radius;
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uniform float scale;
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float rounded_box(in vec2 p, in vec2 b, in vec4 r)
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{
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r.xy = (p.x > 0.0) ? r.xy : r.zw;
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r.x = (p.y > 0.0) ? r.x : r.y;
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vec2 q = abs(p) - b + r.x;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
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float rounding_alpha(vec2 coords, vec2 size, vec4 radius) {
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vec2 center;
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float r;
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if (coords.x < radius.x && coords.y < radius.x) {
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r = radius.x;
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center = vec2(r, r);
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} else if (size.x - radius.y < coords.x && coords.y < radius.y) {
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r = radius.y;
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center = vec2(size.x - r, r);
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} else if (size.x - radius.z < coords.x && size.y - radius.z < coords.y) {
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r = radius.z;
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center = vec2(size.x - r, size.y - r);
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} else if (coords.x < radius.w && size.y - radius.w < coords.y) {
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r = radius.w;
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center = vec2(r, size.y - r);
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} else {
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return 1.0;
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}
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float dist = distance(coords, center);
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float half_px = 0.5 / scale;
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return 1.0 - smoothstep(r - half_px, r + half_px, dist);
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}
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void main() {
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vec2 center = size / 2.0;
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vec2 location = v_coords * size;
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vec4 mix_color;
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float distance = rounded_box(location - center, (size / 2.0) - (thickness / 2.0), radius);
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float smoothedAlpha = 1.0 - smoothstep(-0.5, 0.5, abs(distance) - (thickness / 2.0));
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float outer_alpha = rounding_alpha(v_coords * size, size, radius);
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float inner_alpha = 1.0;
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mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha);
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#if defined(DEBUG_FLAGS)
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if (thickness > 0.0) {
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location -= vec2(thickness);
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vec2 inner_size = size - vec2(thickness * 2.0);
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if (0.0 <= location.x && location.x <= inner_size.x
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&& 0.0 <= location.y && location.y <= inner_size.y)
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{
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vec4 inner_radius = radius - vec4(thickness);
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inner_alpha = 1.0 - rounding_alpha(location, inner_size, inner_radius);
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}
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}
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vec4 mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), outer_alpha * inner_alpha);
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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mix_color = vec4(0.0, 0.3, 0.0, 0.2) + mix_color * 0.8;
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#endif
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#endif
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gl_FragColor = mix_color;
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}
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}
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