From 747ff3369d6377628e3e27e3b108c8d61cbc5733 Mon Sep 17 00:00:00 2001 From: vaxerski <43317083+vaxerski@users.noreply.github.com> Date: Sat, 25 Jun 2022 20:28:40 +0200 Subject: added drop shadows --- src/render/shaders/Shadow.hpp | 83 ++++++++++ src/render/shaders/Textures.hpp | 341 ++++++++++++++++++++++++++++++++++++++++ 2 files changed, 424 insertions(+) create mode 100644 src/render/shaders/Shadow.hpp create mode 100644 src/render/shaders/Textures.hpp (limited to 'src/render/shaders') diff --git a/src/render/shaders/Shadow.hpp b/src/render/shaders/Shadow.hpp new file mode 100644 index 00000000..f54124fa --- /dev/null +++ b/src/render/shaders/Shadow.hpp @@ -0,0 +1,83 @@ +#pragma once + +#include + +inline const std::string FRAGSHADOW = R"#( +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 topLeft; +uniform vec2 bottomRight; +uniform vec2 fullSize; +uniform float radius; +uniform float range; +uniform float shadowPower; +uniform int ignoreWindow; + +float pixAlphaRoundedDistance(float distanceToCorner) { + if (distanceToCorner > radius) { + return 0.0; + } + + if (distanceToCorner > radius - range) { + return pow((range - (distanceToCorner - radius + range)) / range, shadowPower); // i think? + } + + return 1.0; +} + +void main() { + + vec4 pixColor = v_color; + float originalAlpha = pixColor[3]; + + bool done = false; + + vec2 pixCoord = fullSize * v_texcoord; + + // ok, now we check the distance to a border. + + if (pixCoord[0] < topLeft[0]) { + if (pixCoord[1] < topLeft[1]) { + // top left + pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, topLeft)); + done = true; + } else if (pixCoord[1] > bottomRight[1]) { + // bottom left + pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, vec2(topLeft[0], bottomRight[1]))); + done = true; + } + } else if (pixCoord[0] > bottomRight[0]) { + if (pixCoord[1] < topLeft[1]) { + // top right + pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, vec2(bottomRight[0], topLeft[1]))); + done = true; + } else if (pixCoord[1] > bottomRight[1]) { + // bottom right + pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, bottomRight)); + done = true; + } + } + + if (!done) { + // distance to all straight bb borders + float distanceT = pixCoord[1]; + float distanceB = fullSize[1] - pixCoord[1]; + float distanceL = pixCoord[0]; + float distanceR = fullSize[0] - pixCoord[0]; + + // get the smallest + float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR)); + + if (smallest < range) { + pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower); + } + } + + if (pixColor[3] == 0.0 || (ignoreWindow == 1 && pixColor[3] == originalAlpha)) { + discard; return; + } + + gl_FragColor = pixColor; +})#"; \ No newline at end of file diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp new file mode 100644 index 00000000..d01e7775 --- /dev/null +++ b/src/render/shaders/Textures.hpp @@ -0,0 +1,341 @@ +#pragma once + +#include + +inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string { + return R"#( + if (pixCoord[0] < topLeft[0]) { + // we're close left + if (pixCoord[1] < topLeft[1]) { + // top + + if (ignoreCorners == 1) { + discard; + return; + } + + float topLeftDistance = distance(topLeft, pixCoord); + + if (topLeftDistance > radius - 1.0) { + if (primitiveMultisample == 0 && topLeftDistance > radius) { + discard; + return; + } else if (primitiveMultisample == 1) { + float distances = 0.0; + if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; } + if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; } + + if (distances == 0.0) { + discard; + return; + } + + distances = distances / 4.0; + + gl_FragColor = )#" + colorVarName + R"#( * distances; + return; + } + } + } else if (pixCoord[1] > bottomRight[1]) { + // bottom + + if (ignoreCorners == 1) { + discard; + return; + } + + float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord); + + if (topLeftDistance > radius - 1.0) { + if (primitiveMultisample == 0 && topLeftDistance > radius) { + discard; + return; + } else if (primitiveMultisample == 1) { + float distances = 0.0; + if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; } + if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; } + + if (distances == 0.0) { + discard; + return; + } + + distances = distances / 4.0; + + gl_FragColor = )#" + colorVarName + R"#( * distances; + return; + } + } + } + } + else if (pixCoord[0] > bottomRight[0]) { + // we're close right + if (pixCoord[1] < topLeft[1]) { + // top + + if (ignoreCorners == 1) { + discard; + return; + } + + float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord); + + if (topLeftDistance > radius - 1.0) { + if (primitiveMultisample == 0 && topLeftDistance > radius) { + discard; + return; + } else if (primitiveMultisample == 1) { + float distances = 0.0; + if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; } + if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; } + + if (distances == 0.0) { + discard; + return; + } + + distances = distances / 4.0; + + gl_FragColor = )#" + colorVarName + R"#( * distances; + return; + } + } + } else if (pixCoord[1] > bottomRight[1]) { + // bottom + + if (ignoreCorners == 1) { + discard; + return; + } + + float topLeftDistance = distance(bottomRight, pixCoord); + + if (topLeftDistance > radius - 1.0) { + if (primitiveMultisample == 0 && topLeftDistance > radius) { + discard; + return; + } else if (primitiveMultisample == 1) { + float distances = 0.0; + if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; } + if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; } + if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; } + + if (distances == 0.0) { + discard; + return; + } + + distances = distances / 4.0; + + gl_FragColor = )#" + colorVarName + R"#( * distances; + return; + } + } + } + } + )#"; +}; + +inline const std::string QUADVERTSRC = R"#( +uniform mat3 proj; +uniform vec4 color; +attribute vec2 pos; +attribute vec2 texcoord; +varying vec4 v_color; +varying vec2 v_texcoord; + +void main() { + gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); + v_color = color; + v_texcoord = texcoord; +})#"; + +inline const std::string QUADFRAGSRC = R"#( +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 topLeft; +uniform vec2 bottomRight; +uniform vec2 fullSize; +uniform float radius; + +uniform int primitiveMultisample; +uniform int ignoreCorners; + +void main() { + if (radius == 0.0) { + gl_FragColor = v_color; + return; + } + + vec2 pixCoord = fullSize * v_texcoord; + + )#" + ROUNDED_SHADER_FUNC("v_color") + R"#( + + gl_FragColor = v_color; +})#"; + +inline const std::string TEXVERTSRC = R"#( +uniform mat3 proj; +attribute vec2 pos; +attribute vec2 texcoord; +varying vec2 v_texcoord; + +void main() { + gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); + v_texcoord = texcoord; +})#"; + +inline const std::string TEXFRAGSRCRGBA = R"#( +precision mediump float; +varying vec2 v_texcoord; // is in 0-1 +uniform sampler2D tex; +uniform float alpha; + +uniform vec2 topLeft; +uniform vec2 bottomRight; +uniform vec2 fullSize; +uniform float radius; + +uniform int discardOpaque; + +uniform int primitiveMultisample; +uniform int ignoreCorners; + +void main() { + + vec4 pixColor = texture2D(tex, v_texcoord); + + if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { + discard; + return; + } + + vec2 pixCoord = fullSize * v_texcoord; + + )#" + ROUNDED_SHADER_FUNC("pixColor") + + R"#( + + gl_FragColor = pixColor * alpha; +})#"; + +inline const std::string TEXFRAGSRCRGBX = R"#( +precision mediump float; +varying vec2 v_texcoord; +uniform sampler2D tex; +uniform float alpha; + +uniform vec2 topLeft; +uniform vec2 bottomRight; +uniform vec2 fullSize; +uniform float radius; + +uniform int discardOpaque; + +uniform int primitiveMultisample; +uniform int ignoreCorners; + +void main() { + + if (discardOpaque == 1 && alpha == 1.0) { + discard; + return; + } + + vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0); + + vec2 pixCoord = fullSize * v_texcoord; + + )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( + + gl_FragColor = pixColor * alpha; +})#"; + +inline const std::string FRAGBLUR1 = R"#( +#version 100 +precision mediump float; +varying mediump vec2 v_texcoord; // is in 0-1 +uniform sampler2D tex; + +uniform float radius; +uniform vec2 halfpixel; + +void main() { + vec2 uv = v_texcoord * 2.0; + + vec4 sum = texture2D(tex, uv) * 4.0; + sum += texture2D(tex, uv - halfpixel.xy * radius); + sum += texture2D(tex, uv + halfpixel.xy * radius); + sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); + sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); + gl_FragColor = sum / 8.0; +} +)#"; + +inline const std::string FRAGBLUR2 = R"#( +#version 100 +precision mediump float; +varying mediump vec2 v_texcoord; // is in 0-1 +uniform sampler2D tex; + +uniform float radius; +uniform vec2 halfpixel; + +void main() { + vec2 uv = v_texcoord / 2.0; + + vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); + + sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; + sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); + sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; + sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); + sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; + sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); + sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; + + gl_FragColor = sum / 12.0; +} +)#"; + +inline const std::string TEXFRAGSRCEXT = R"#( +#extension GL_OES_EGL_image_external : require + +precision mediump float; +varying vec2 v_texcoord; +uniform samplerExternalOES texture0; +uniform float alpha; + +uniform vec2 topLeft; +uniform vec2 bottomRight; +uniform vec2 fullSize; +uniform float radius; + +uniform int discardOpaque; + +uniform int primitiveMultisample; +uniform int ignoreCorners; + +void main() { + + vec4 pixColor = texture2D(texture0, v_texcoord); + + if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { + discard; + return; + } + + vec2 pixCoord = fullSize * v_texcoord; + + )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( + + gl_FragColor = pixColor * alpha; +})#"; -- cgit v1.2.3