feat: add text rendering with SDF's
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@@ -11,60 +11,152 @@ layout (location = 2) flat in uint inShapeIndex;
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layout (location = 0) out vec4 outFragColor;
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float sdRoundedRect(vec2 p, vec2 halfSize, float radius)
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// FreeType stores the edge at 128, inside is brighter
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const float TEXT_SDF_EDGE = 128.0 / 255.0;
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float roundedRectDistance(vec2 position, vec2 halfSize, float cornerRadius)
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{
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radius = min(radius, min(halfSize.x, halfSize.y));
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vec2 q = abs(p) - halfSize + radius;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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cornerRadius = min(cornerRadius, min(halfSize.x, halfSize.y));
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vec2 cornerOffset = abs(position) - halfSize + cornerRadius;
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float outsideDistance = length(max(cornerOffset, 0.0));
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float insideDistance = min(max(cornerOffset.x, cornerOffset.y), 0.0);
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return outsideDistance + insideDistance - cornerRadius;
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}
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// Approximate, but exact on the boundary which is what the edge and outline need
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float sdEllipse(vec2 p, vec2 radii)
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float ellipseDistance(vec2 position, vec2 radii)
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{
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radii = max(radii, vec2(1e-4));
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float k0 = length(p / radii);
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float k1 = length(p / (radii * radii));
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return k0 < 1e-4 ? -min(radii.x, radii.y) : k0 * (k0 - 1.0) / k1;
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float normalizedLength = length(position / radii);
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if (normalizedLength < 1e-4) {
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return -min(radii.x, radii.y);
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}
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float gradientLength = length(position / (radii * radii));
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return normalizedLength * (normalizedLength - 1.0) / gradientLength;
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}
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float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2)
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vec2 closestPointOnSegmentOffset(vec2 position, vec2 segmentStart, vec2 segmentEnd)
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{
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vec2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
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vec2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
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vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / max(dot(e0, e0), 1e-8), 0.0, 1.0);
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vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / max(dot(e1, e1), 1e-8), 0.0, 1.0);
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vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / max(dot(e2, e2), 1e-8), 0.0, 1.0);
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float winding = sign(e0.x * e2.y - e0.y * e2.x);
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vec2 d = min(min(vec2(dot(pq0, pq0), winding * (v0.x * e0.y - v0.y * e0.x)),
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vec2(dot(pq1, pq1), winding * (v1.x * e1.y - v1.y * e1.x))),
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vec2(dot(pq2, pq2), winding * (v2.x * e2.y - v2.y * e2.x)));
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return -sqrt(d.x) * sign(d.y);
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vec2 segment = segmentEnd - segmentStart;
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vec2 toPosition = position - segmentStart;
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float along = clamp(
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dot(toPosition, segment) / max(dot(segment, segment), 1e-8),
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0.0, 1.0
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);
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return toPosition - segment * along;
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}
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float edgeSide(vec2 position, vec2 edgeStart, vec2 edgeEnd)
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{
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vec2 edge = edgeEnd - edgeStart;
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vec2 toPosition = position - edgeStart;
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return toPosition.x * edge.y - toPosition.y * edge.x;
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}
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float triangleDistance(vec2 position, vec2 a, vec2 b, vec2 c)
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{
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vec2 offsetAB = closestPointOnSegmentOffset(position, a, b);
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vec2 offsetBC = closestPointOnSegmentOffset(position, b, c);
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vec2 offsetCA = closestPointOnSegmentOffset(position, c, a);
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float closestDistanceSquared = min(
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dot(offsetAB, offsetAB),
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min(dot(offsetBC, offsetBC), dot(offsetCA, offsetCA))
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);
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float winding = sign(edgeSide(c, a, b));
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bool isInside =
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winding * edgeSide(position, a, b) > 0.0 &&
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winding * edgeSide(position, b, c) > 0.0 &&
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winding * edgeSide(position, c, a) > 0.0;
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float edgeDistance = sqrt(closestDistanceSquared);
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return isInside ? -edgeDistance : edgeDistance;
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}
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float edgeCoverage(float signedDistance)
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{
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float pixelWidth = max(fwidth(signedDistance), 1e-4);
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return clamp(0.5 - signedDistance / pixelWidth, 0.0, 1.0);
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}
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vec2 shapeUv(Shape2D shape)
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{
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return mix(
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shape.uvRect.xy,
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shape.uvRect.zw,
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clamp(inQuadPos, 0.0, 1.0)
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);
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}
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vec4 shadeText(Shape2D shape)
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{
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float sdf = sampleTexture2D(
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shape.textureId, shape.samplerId, shapeUv(shape)
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).r;
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float signedDistance = (TEXT_SDF_EDGE - sdf) * shape.p0.x;
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float fillCoverage = edgeCoverage(signedDistance);
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if (shape.outline <= 0.0) {
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return vec4(
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shape.color.rgb,
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shape.color.a * fillCoverage
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);
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}
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vec4 outlineColor = vec4(shape.p1, shape.p2);
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float outlineCoverage = edgeCoverage(signedDistance - shape.outline);
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vec4 result = mix(outlineColor, shape.color, fillCoverage);
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result.a *= outlineCoverage;
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return result;
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}
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float shapeDistance(Shape2D shape)
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{
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if (shape.type == SHAPE_ELLIPSE) {
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return ellipseDistance(inLocalPos, shape.halfSize);
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}
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if (shape.type == SHAPE_TRIANGLE) {
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return triangleDistance(inLocalPos, shape.p0, shape.p1, shape.p2);
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}
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return roundedRectDistance(inLocalPos, shape.halfSize, shape.cornerRadius);
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}
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vec4 shadeShape(Shape2D shape)
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{
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float signedDistance = shapeDistance(shape);
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if (shape.outline > 0.0) {
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float halfOutline = shape.outline * 0.5;
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signedDistance = abs(signedDistance + halfOutline) - halfOutline;
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}
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vec4 textureColor = sampleTexture2D(
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shape.textureId, shape.samplerId, shapeUv(shape)
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);
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vec4 result = textureColor * shape.color;
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result.a *= edgeCoverage(signedDistance);
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return result;
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}
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void main()
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{
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Shape2D shape = pcs.shapeBuffer.shapes[inShapeIndex];
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float dist;
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if (shape.type == SHAPE_ELLIPSE) {
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dist = sdEllipse(inLocalPos, shape.halfSize);
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} else if (shape.type == SHAPE_TRIANGLE) {
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dist = sdTriangle(inLocalPos, shape.p0, shape.p1, shape.p2);
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if (shape.type == SHAPE_TEXT) {
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outFragColor = shadeText(shape);
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} else {
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dist = sdRoundedRect(inLocalPos, shape.halfSize, shape.cornerRadius);
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outFragColor = shadeShape(shape);
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}
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// Outlines grow inwards so the outer edge matches the filled shape
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if (shape.outline > 0.0) {
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dist = abs(dist + shape.outline * 0.5) - shape.outline * 0.5;
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}
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float edgeWidth = max(fwidth(dist), 1e-4);
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float coverage = clamp(0.5 - dist / edgeWidth, 0.0, 1.0);
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vec2 uv = mix(shape.uvRect.xy, shape.uvRect.zw, clamp(inQuadPos, 0.0, 1.0));
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vec4 texColor = sampleTexture2D(shape.textureId, shape.samplerId, uv);
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outFragColor = texColor * shape.color;
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outFragColor.a *= coverage;
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}
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