UI: Widget: Replace geometry by fragment shader drawing

This means all the antiailasing is done inside the fragment shader.

We use a Signed Distance Field to draw the 2D rounded boxes. This ensure
the best quality for AA.

This reduce the averge Batch for widget to 16 verts instead of ~600 and
reduce overshading a lot.

Theme Emboss alpha and tria alpha needs to be changed after this refactor.

The shadow drawing is left unchanged and still use geometry.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D7833
This commit is contained in:
2020-06-22 19:57:53 +02:00
parent 3cea42ce29
commit 15dda0115c
5 changed files with 318 additions and 483 deletions

View File

@@ -118,51 +118,53 @@ void UI_draw_roundbox_aa(
bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4])
{
uiWidgetBaseParameters widget_params = {
.recti.xmin = minx,
.recti.ymin = miny,
.recti.xmax = maxx,
.recti.ymax = maxy,
.recti.xmin = minx + U.pixelsize,
.recti.ymin = miny + U.pixelsize,
.recti.xmax = maxx - U.pixelsize,
.recti.ymax = maxy - U.pixelsize,
.rect.xmin = minx,
.rect.ymin = miny,
.rect.xmax = maxx,
.rect.ymax = maxy,
.radi = rad,
.rad = rad,
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
.color_inner1[0] = color[0],
.color_inner2[0] = color[0],
.color_inner1[1] = color[1],
.color_inner2[1] = color[1],
.color_inner1[2] = color[2],
.color_inner2[2] = color[2],
.color_inner1[3] = color[3],
.color_inner2[3] = color[3],
.color_inner1[0] = filled ? color[0] : 0.0f,
.color_inner1[1] = filled ? color[1] : 0.0f,
.color_inner1[2] = filled ? color[2] : 0.0f,
.color_inner1[3] = filled ? color[3] : 0.0f,
.color_inner2[0] = filled ? color[0] : 0.0f,
.color_inner2[1] = filled ? color[1] : 0.0f,
.color_inner2[2] = filled ? color[2] : 0.0f,
.color_inner2[3] = filled ? color[3] : 0.0f,
.color_outline[0] = color[0],
.color_outline[1] = color[1],
.color_outline[2] = color[2],
.color_outline[3] = color[3],
.alpha_discard = 1.0f,
};
/* XXX this is to emulate previous behavior of semitransparent fills but that's was a side effect
* of the previous AA method. Better fix the callers. */
if (filled) {
widget_params.color_inner1[3] *= 0.65f;
widget_params.color_inner2[3] *= 0.65f;
widget_params.color_outline[3] *= 0.65f;
}
/* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
* If it has been scaled, then it's no longer valid. */
GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
GPU_blend(true);
if (filled) {
/* plain antialiased filled box */
widget_params.color_inner1[3] *= 0.125f;
widget_params.color_inner2[3] *= 0.125f;
/* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
* If it has been scaled, then it's no longer valid. */
GPUBatch *batch = ui_batch_roundbox_get(filled, true);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
GPU_batch_draw(batch);
}
else {
/* plain antialiased unfilled box */
GPU_line_smooth(true);
GPUBatch *batch = ui_batch_roundbox_get(filled, false);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
GPU_batch_draw(batch);
GPU_line_smooth(false);
}
GPU_batch_draw(batch);
GPU_blend(false);
}
@@ -251,32 +253,49 @@ void UI_draw_roundbox_4fv(
immEnd();
immUnbindProgram();
#endif
uiWidgetBaseParameters widget_params = {
.recti.xmin = minx,
.recti.ymin = miny,
.recti.xmax = maxx,
.recti.ymax = maxy,
.recti.xmin = minx + U.pixelsize,
.recti.ymin = miny + U.pixelsize,
.recti.xmax = maxx - U.pixelsize,
.recti.ymax = maxy - U.pixelsize,
.rect.xmin = minx,
.rect.ymin = miny,
.rect.xmax = maxx,
.rect.ymax = maxy,
.radi = rad,
.rad = rad,
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
.color_inner1[0] = col[0],
.color_inner2[0] = col[0],
.color_inner1[1] = col[1],
.color_inner2[1] = col[1],
.color_inner1[2] = col[2],
.color_inner2[2] = col[2],
.color_inner1[3] = col[3],
.color_inner2[3] = col[3],
.color_inner1[0] = filled ? col[0] : 0.0f,
.color_inner1[1] = filled ? col[1] : 0.0f,
.color_inner1[2] = filled ? col[2] : 0.0f,
.color_inner1[3] = filled ? col[3] : 0.0f,
.color_inner2[0] = filled ? col[0] : 0.0f,
.color_inner2[1] = filled ? col[1] : 0.0f,
.color_inner2[2] = filled ? col[2] : 0.0f,
.color_inner2[3] = filled ? col[3] : 0.0f,
.color_outline[0] = col[0],
.color_outline[1] = col[1],
.color_outline[2] = col[2],
.color_outline[3] = col[3],
.alpha_discard = 1.0f,
};
/* Exactly the same as UI_draw_roundbox_aa but does not do the legacy transparency. */
GPUBatch *batch = ui_batch_roundbox_get(filled, false);
/* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
* If it has been scaled, then it's no longer valid. */
GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
GPU_blend(true);
GPU_batch_draw(batch);
GPU_blend(false);
}
#if 0
@@ -427,29 +446,38 @@ void UI_draw_roundbox_shade_x(bool filled,
immEnd();
immUnbindProgram();
#endif
uiWidgetBaseParameters widget_params = {
.recti.xmin = minx,
.recti.ymin = miny,
.recti.xmax = maxx,
.recti.ymax = maxy,
.recti.xmin = minx + U.pixelsize,
.recti.ymin = miny + U.pixelsize,
.recti.xmax = maxx - U.pixelsize,
.recti.ymax = maxy - U.pixelsize,
.rect.xmin = minx,
.rect.ymin = miny,
.rect.xmax = maxx,
.rect.ymax = maxy,
.radi = rad,
.rad = rad,
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
.color_inner1[0] = min_ff(1.0f, col[0] + shadetop),
.color_inner2[0] = max_ff(0.0f, col[0] + shadedown),
.color_inner1[1] = min_ff(1.0f, col[1] + shadetop),
.color_inner2[1] = max_ff(0.0f, col[1] + shadedown),
.color_inner1[2] = min_ff(1.0f, col[2] + shadetop),
.color_inner2[2] = max_ff(0.0f, col[2] + shadedown),
.color_inner1[3] = 1.0f,
.color_inner2[3] = 1.0f,
.color_inner1[0] = !filled ? 0.0f : min_ff(1.0f, col[0] + shadetop),
.color_inner1[1] = !filled ? 0.0f : min_ff(1.0f, col[1] + shadetop),
.color_inner1[2] = !filled ? 0.0f : min_ff(1.0f, col[2] + shadetop),
.color_inner1[3] = !filled ? 0.0f : 1.0f,
.color_inner2[0] = !filled ? 0.0f : max_ff(0.0f, col[0] + shadedown),
.color_inner2[1] = !filled ? 0.0f : max_ff(0.0f, col[1] + shadedown),
.color_inner2[2] = !filled ? 0.0f : max_ff(0.0f, col[2] + shadedown),
.color_inner2[3] = !filled ? 0.0f : 1.0f,
/* TODO: non-filled box don't have gradients. Just use middle color. */
.color_outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f),
.color_outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f),
.color_outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f),
.color_outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f),
.alpha_discard = 1.0f,
};
GPUBatch *batch = ui_batch_roundbox_get(filled, false);
GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
GPU_batch_draw(batch);
@@ -2678,7 +2706,6 @@ void ui_draw_dropshadow(
GPU_batch_draw(batch);
/* outline emphasis */
GPU_line_smooth(true);
float color[4] = {0.0f, 0.0f, 0.0f, 0.4f};
UI_draw_roundbox_4fv(false,
rct->xmin - 0.5f,
@@ -2687,7 +2714,6 @@ void ui_draw_dropshadow(
rct->ymax + 0.5f,
radius + 0.5f,
color);
GPU_line_smooth(false);
GPU_blend(false);
}