7 changed files with 426 additions and 397 deletions
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35CMakeModules/BuildSteps/CreateShaderCpp.cmake
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34common/gal/CMakeLists.txt
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386common/gal/opengl/gl_builtin_shaders.cpp
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3common/gal/opengl/gl_builtin_shaders.h
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7common/gal/opengl/opengl_gal.cpp
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150common/gal/shaders/kicad_frag.glsl
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208common/gal/shaders/kicad_vert.glsl
@ -0,0 +1,35 @@ |
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file( READ ${SOURCE} SOURCE_TEXT ) |
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set( outCppText |
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" |
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#include <${OUTHEADERFILE}> |
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namespace KIGFX { |
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namespace BUILTIN_SHADERS { |
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const char ${OUTVARNAME}[] = R\"SHADER_SOURCE( |
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${SOURCE_TEXT} |
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)SHADER_SOURCE\"; |
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} |
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} |
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" ) |
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file( |
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WRITE ${DESTINATION_SOURCE_DIR}/${OUTCPPFILE} |
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"${outCppText}" |
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) |
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set( outHeaderText |
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"namespace KIGFX { |
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namespace BUILTIN_SHADERS { |
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extern const char ${OUTVARNAME}[]; |
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} |
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}" |
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) |
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file( |
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WRITE ${DESTINATION_HEADER_DIR}/${OUTHEADERFILE} |
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"${outHeaderText}" |
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) |
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message(STATUS "Shader ${SOURCE} converted to ${DESTINATION_SOURCE_DIR}/${OUTCPPFILE}") |
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@ -0,0 +1,150 @@ |
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/* |
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* This program source code file is part of KICAD, a free EDA CAD application. |
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* |
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* Copyright (C) 2013-2016 CERN |
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* Copyright (C) 2016 Kicad Developers, see authors.txt for contributors. |
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* @author Maciej Suminski <maciej.suminski@cern.ch> |
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* |
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* Fragment shader |
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* |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU General Public License |
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* as published by the Free Software Foundation; either version 2 |
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* of the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, you may find one here: |
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html |
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* or you may search the http://www.gnu.org website for the version 2 license, |
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* or you may write to the Free Software Foundation, Inc., |
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA |
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*/ |
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|
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#version 120 |
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// Multi-channel signed distance field |
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#define USE_MSDF |
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// Shader types |
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const float SHADER_FILLED_CIRCLE = 2.0; |
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const float SHADER_STROKED_CIRCLE = 3.0; |
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const float SHADER_FONT = 4.0; |
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const float SHADER_LINE_A = 5.0; |
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|
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varying vec4 shaderParams; |
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varying vec2 circleCoords; |
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uniform sampler2D fontTexture; |
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uniform float worldPixelSize; |
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// Needed to reconstruct the mipmap level / texel derivative |
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uniform int fontTextureWidth; |
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void filledCircle( vec2 aCoord ) |
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{ |
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if( dot( aCoord, aCoord ) < 1.0 ) |
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gl_FragColor = gl_Color; |
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else |
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discard; |
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} |
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|
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float pixelSegDistance( vec2 aCoord ) |
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{ |
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float aspect = shaderParams[1]; |
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float dist; |
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vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t ); |
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if( v.x <= 0.0 ) |
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{ |
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dist = abs( aCoord.t ); |
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} |
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else |
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{ |
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dist = length( v ); |
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} |
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return dist; |
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} |
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int isPixelInSegment( vec2 aCoord ) |
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{ |
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return pixelSegDistance( aCoord ) <= 1.0 ? 1 : 0; |
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} |
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void strokedCircle( vec2 aCoord, float aRadius, float aWidth ) |
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{ |
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float outerRadius = max( aRadius, 0.0 ); |
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float innerRadius = max( aRadius - aWidth, 0.0 ); |
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if( ( dot( aCoord, aCoord ) < 1.0 ) && |
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( dot( aCoord, aCoord ) * ( outerRadius * outerRadius ) > innerRadius * innerRadius ) ) |
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gl_FragColor = gl_Color; |
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else |
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discard; |
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} |
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void drawLine( vec2 aCoord ) |
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{ |
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if( isPixelInSegment( aCoord ) != 0) |
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gl_FragColor = gl_Color; |
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else |
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discard; |
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} |
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#ifdef USE_MSDF |
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float median( vec3 v ) |
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{ |
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return max( min( v.r, v.g ), min( max( v.r, v.g ), v.b ) ); |
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} |
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#endif |
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void main() |
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{ |
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// VS to FS pipeline does math that means we can't rely on the mode |
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// parameter being bit-exact without rounding it first. |
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float mode = floor( shaderParams[0] + 0.5 ); |
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if( mode == SHADER_LINE_A ) |
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{ |
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drawLine( gl_TexCoord[0].st ); |
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} |
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else if( mode == SHADER_FILLED_CIRCLE ) |
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{ |
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filledCircle( circleCoords ); |
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} |
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else if( mode == SHADER_STROKED_CIRCLE ) |
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{ |
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strokedCircle( circleCoords, shaderParams[2], shaderParams[3] ); |
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} |
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else if( mode == SHADER_FONT ) |
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{ |
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vec2 tex = shaderParams.yz; |
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// Unless we're stretching chars it is okay to consider |
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// one derivative for filtering |
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float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4; |
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#ifdef USE_MSDF |
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float dist = median( texture2D( fontTexture, tex ).rgb ); |
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#else |
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float dist = texture2D( fontTexture, tex ).r; |
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#endif |
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// use the derivative for zoom-adaptive filtering |
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float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist ) * gl_Color.a; |
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gl_FragColor = vec4( gl_Color.rgb, alpha ); |
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} |
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else |
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{ |
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// Simple pass-through |
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gl_FragColor = gl_Color; |
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} |
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} |
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@ -0,0 +1,208 @@ |
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/* |
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* This program source code file is part of KICAD, a free EDA CAD application. |
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* |
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* Copyright (C) 2013-2016 CERN |
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* @author Maciej Suminski <maciej.suminski@cern.ch> |
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* |
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* Vertex shader |
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* |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU General Public License |
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* as published by the Free Software Foundation; either version 2 |
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* of the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, you may find one here: |
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html |
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* or you may search the http://www.gnu.org website for the version 2 license, |
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* or you may write to the Free Software Foundation, Inc., |
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA |
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*/ |
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|
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#version 120 |
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// Shader types |
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const float SHADER_FILLED_CIRCLE = 2.0; |
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const float SHADER_STROKED_CIRCLE = 3.0; |
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const float SHADER_FONT = 4.0; |
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const float SHADER_LINE_A = 5.0; |
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const float SHADER_LINE_B = 6.0; |
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const float SHADER_LINE_C = 7.0; |
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const float SHADER_LINE_D = 8.0; |
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const float SHADER_LINE_E = 9.0; |
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const float SHADER_LINE_F = 10.0; |
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|
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// Minimum line width |
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const float MIN_WIDTH = 1.0; |
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attribute vec4 attrShaderParams; |
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varying vec4 shaderParams; |
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varying vec2 circleCoords; |
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uniform float worldPixelSize; |
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uniform vec2 screenPixelSize; |
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uniform float pixelSizeMultiplier; |
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uniform float minLinePixelWidth; |
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uniform vec2 antialiasingOffset; |
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float roundr( float f, float r ) |
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{ |
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return floor(f / r + 0.5) * r; |
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} |
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vec4 roundv( vec4 x, vec2 t) |
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{ |
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return vec4( roundr(x.x, t.x), roundr(x.y, t.y), x.z, x.w ); |
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} |
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void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir, float lineWidth, bool endV ) |
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{ |
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float lineLength = length(vs); |
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vec4 screenPos = gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0); |
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float w = ((lineWidth == 0.0) ? worldPixelSize : lineWidth ); |
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float pixelWidth = roundr( w / worldPixelSize, 1.0 ); |
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float aspect = ( lineLength + w ) / w; |
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vec4 color = gl_Color; |
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vec2 s = sign( vec2( gl_ModelViewProjectionMatrix[0][0], gl_ModelViewProjectionMatrix[1][1] ) ); |
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if( pixelWidth < 1.0 ) |
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pixelWidth = 1.0; |
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if ( pixelWidth > 1.0 || pixelSizeMultiplier > 1.0 ) |
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{ |
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vec2 offsetNorm = (vs + vp) * pixelWidth / lineLength * 0.5; |
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vec4 screenOffset = vec4( s.x * offsetNorm.x * screenPixelSize.x, s.y * offsetNorm.y * screenPixelSize.y , 0, 0); |
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vec4 adjust = vec4(-1, -1, 0, 0); |
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if( mod( pixelWidth * pixelSizeMultiplier, 2.0 ) > 0.9 ) |
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{ |
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adjust += vec4( screenPixelSize.x, screenPixelSize.y, 0, 0 ) * 0.5; |
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} |
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gl_Position = roundv(screenPos, screenPixelSize) + adjust + screenOffset; |
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shaderParams[0] = SHADER_LINE_A; |
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} |
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else { |
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vec4 pos0 = screenPos; |
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pos0.xy += ( posture ? dir.xy : dir.yx ) * screenPixelSize / 2.0; |
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if(posture) |
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{ |
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pos0.y -= screenPixelSize.y * sign(vs.y) * 0.5; |
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} |
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else |
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{ |
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pos0.x += screenPixelSize.x * sign(vs.x) * 0.5; |
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} |
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gl_Position = pos0 - vec4(1, 1, 0, 0); |
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shaderParams[0] = SHADER_LINE_B; |
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} |
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shaderParams[1] = aspect; |
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gl_TexCoord[0].st = vec2(aspect * texcoord.x, texcoord.y); |
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gl_FrontColor = gl_Color; |
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} |
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void computeCircleCoords( float mode, float vertexIndex, float radius, float lineWidth ) |
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{ |
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vec4 delta; |
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vec4 center = roundv( gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0), screenPixelSize ); |
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float pixelWidth = roundr( lineWidth / worldPixelSize, 1.0); |
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float pixelR = roundr( radius / worldPixelSize, 1.0); |
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if( mode == SHADER_STROKED_CIRCLE) |
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pixelR += pixelWidth / 2.0; |
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vec4 adjust = vec4(-1, -1, 0, 0); |
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if( pixelWidth < 1.0 ) |
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pixelWidth = 1.0; |
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if( vertexIndex == 1.0 ) |
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{ |
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circleCoords = vec2( -sqrt( 3.0 ), -1.0 ); |
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delta = vec4( -pixelR * sqrt(3.0), -pixelR, 0, 0 ); |
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} |
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else if( vertexIndex == 2.0 ) |
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{ |
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circleCoords = vec2( sqrt( 3.0 ), -1.0 ); |
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delta = vec4( pixelR * sqrt( 3.0 ), -pixelR, 0, 0 ); |
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} |
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else if( vertexIndex == 3.0 ) |
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{ |
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circleCoords = vec2( 0.0, 2.0 ); |
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delta = vec4( 0, 2 * pixelR, 0, 0 ); |
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} |
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else if( vertexIndex == 4.0 ) |
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{ |
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circleCoords = vec2( -sqrt( 3.0 ), 0.0 ); |
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delta = vec4( 0, 0, 0, 0 ); |
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} |
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else if( vertexIndex == 5.0 ) |
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{ |
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circleCoords = vec2( sqrt( 3.0 ), 0.0 ); |
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delta = vec4( 0, 0, 0, 0 ); |
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} |
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else if( vertexIndex == 6.0 ) |
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{ |
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circleCoords = vec2( 0.0, 2.0 ); |
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delta = vec4( 0, 0, 0, 0 ); |
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} |
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shaderParams[2] = pixelR; |
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shaderParams[3] = pixelWidth; |
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delta.x *= screenPixelSize.x; |
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delta.y *= screenPixelSize.y; |
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gl_Position = center + delta + adjust; |
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gl_FrontColor = gl_Color; |
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} |
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|
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|
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void main() |
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{ |
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float mode = attrShaderParams[0]; |
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// Pass attributes to the fragment shader |
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shaderParams = attrShaderParams; |
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float lineWidth = shaderParams.y; |
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vec2 vs = shaderParams.zw; |
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vec2 vp = vec2(-vs.y, vs.x); |
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bool posture = abs( vs.x ) < abs(vs.y); |
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if( mode == SHADER_LINE_A ) |
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computeLineCoords( posture, -vs, vp, vec2( -1, -1 ), vec2( -1, 0 ), lineWidth, false ); |
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else if( mode == SHADER_LINE_B ) |
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computeLineCoords( posture, -vs, -vp, vec2( -1, 1 ), vec2( 1, 0 ), lineWidth, false ); |
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else if( mode == SHADER_LINE_C ) |
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computeLineCoords( posture, vs, -vp, vec2( 1, 1 ), vec2( 1, 0 ), lineWidth, true ); |
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else if( mode == SHADER_LINE_D ) |
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computeLineCoords( posture, vs, -vp, vec2( -1, -1 ), vec2( 1, 0 ), lineWidth, true ); |
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else if( mode == SHADER_LINE_E ) |
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computeLineCoords( posture, vs, vp, vec2( -1, 1 ), vec2( -1, 0 ), lineWidth, true ); |
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else if( mode == SHADER_LINE_F ) |
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computeLineCoords( posture, -vs, vp, vec2( 1, 1 ), vec2( -1, 0 ), lineWidth, false ); |
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else if( mode == SHADER_FILLED_CIRCLE || mode == SHADER_STROKED_CIRCLE) |
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computeCircleCoords( mode, shaderParams.y, shaderParams.z, shaderParams.w ); |
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else |
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{ |
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// Pass through the coordinates like in the fixed pipeline |
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gl_Position = ftransform(); |
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gl_FrontColor = gl_Color; |
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|
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} |
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|
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gl_Position.xy += antialiasingOffset; |
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} |
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