feat: revamp 2D pipeline to use SDF's for rendering

This commit is contained in:
2026-10-16 23:23:26 +02:00
parent 469bb287b7
commit faba4171ec
19 changed files with 676 additions and 502 deletions
-16
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#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : enable
#include "bindless.glsl"
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec4 inColor;
layout(location = 2) flat in uint inTexId;
layout(location = 0) out vec4 outFragColor;
void main() {
vec4 texColor = sampleTexture2DLinear(inTexId, inUV);
outFragColor = texColor * inColor;
}
-22
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#version 460
#extension GL_GOOGLE_include_directive : require
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inUV;
layout(location = 2) in vec4 inColor;
layout(location = 3) in uint inTexId;
layout(location = 0) out vec2 outUV;
layout(location = 1) out vec4 outColor;
layout(location = 2) flat out uint outTexId;
layout(push_constant) uniform QuadPushConstants {
mat4 viewProjection;
} pcs;
void main() {
gl_Position = pcs.viewProjection * vec4(inPosition, 0.0, 1.0);
outUV = inUV;
outColor = inColor;
outTexId = inTexId;
}
+70
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#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : enable
#include "bindless.glsl"
#include "shape2d.glsl"
layout (location = 0) in vec2 inLocalPos;
layout (location = 1) in vec2 inQuadPos;
layout (location = 2) flat in uint inShapeIndex;
layout (location = 0) out vec4 outFragColor;
float sdRoundedRect(vec2 p, vec2 halfSize, float radius)
{
radius = min(radius, min(halfSize.x, halfSize.y));
vec2 q = abs(p) - halfSize + radius;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
// Approximate, but exact on the boundary which is what the edge and outline need
float sdEllipse(vec2 p, vec2 radii)
{
radii = max(radii, vec2(1e-4));
float k0 = length(p / radii);
float k1 = length(p / (radii * radii));
return k0 < 1e-4 ? -min(radii.x, radii.y) : k0 * (k0 - 1.0) / k1;
}
float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2)
{
vec2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
vec2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / max(dot(e0, e0), 1e-8), 0.0, 1.0);
vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / max(dot(e1, e1), 1e-8), 0.0, 1.0);
vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / max(dot(e2, e2), 1e-8), 0.0, 1.0);
float winding = sign(e0.x * e2.y - e0.y * e2.x);
vec2 d = min(min(vec2(dot(pq0, pq0), winding * (v0.x * e0.y - v0.y * e0.x)),
vec2(dot(pq1, pq1), winding * (v1.x * e1.y - v1.y * e1.x))),
vec2(dot(pq2, pq2), winding * (v2.x * e2.y - v2.y * e2.x)));
return -sqrt(d.x) * sign(d.y);
}
void main()
{
Shape2D shape = pcs.shapeBuffer.shapes[inShapeIndex];
float dist;
if (shape.type == SHAPE_ELLIPSE) {
dist = sdEllipse(inLocalPos, shape.halfSize);
} else if (shape.type == SHAPE_TRIANGLE) {
dist = sdTriangle(inLocalPos, shape.p0, shape.p1, shape.p2);
} else {
dist = sdRoundedRect(inLocalPos, shape.halfSize, shape.cornerRadius);
}
// Outlines grow inwards so the outer edge matches the filled shape
if (shape.outline > 0.0) {
dist = abs(dist + shape.outline * 0.5) - shape.outline * 0.5;
}
float edgeWidth = max(fwidth(dist), 1e-4);
float coverage = clamp(0.5 - dist / edgeWidth, 0.0, 1.0);
vec2 uv = mix(shape.uvRect.xy, shape.uvRect.zw, clamp(inQuadPos, 0.0, 1.0));
vec4 texColor = sampleTexture2D(shape.textureId, shape.samplerId, uv);
outFragColor = texColor * shape.color;
outFragColor.a *= coverage;
}
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#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#define SHAPE_RECT 0
#define SHAPE_ELLIPSE 1
#define SHAPE_TRIANGLE 2
// Mirrors Shape2D in Renderer2D.h
struct Shape2D {
vec2 center;
vec2 halfSize;
vec4 color;
vec4 uvRect;
vec2 p0;
vec2 p1;
vec2 p2;
float rotation;
float outline;
float cornerRadius;
uint type;
uint textureId;
uint samplerId;
};
layout (buffer_reference, scalar) readonly buffer Shape2DBuffer {
Shape2D shapes[];
};
layout (push_constant, scalar) uniform Shape2DPushConstants {
mat4 projection;
Shape2DBuffer shapeBuffer;
} pcs;
+33
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#version 460
#extension GL_GOOGLE_include_directive : require
#include "shape2d.glsl"
layout (location = 0) out vec2 outLocalPos;
layout (location = 1) out vec2 outQuadPos;
layout (location = 2) flat out uint outShapeIndex;
// Room for the antialiased edge outside the shape's bounds
const float EDGE_MARGIN = 1.0;
const vec2 CORNERS[6] = vec2[](
vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
vec2(-1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0)
);
void main()
{
Shape2D shape = pcs.shapeBuffer.shapes[gl_InstanceIndex];
vec2 corner = CORNERS[gl_VertexIndex];
vec2 localPos = corner * (shape.halfSize + EDGE_MARGIN);
float c = cos(shape.rotation);
float s = sin(shape.rotation);
vec2 rotated = vec2(localPos.x * c - localPos.y * s, localPos.x * s + localPos.y * c);
gl_Position = pcs.projection * vec4(shape.center + rotated, 0.0, 1.0);
outLocalPos = localPos;
outQuadPos = localPos / max(shape.halfSize, vec2(1e-6)) * 0.5 + 0.5;
outShapeIndex = gl_InstanceIndex;
}