OpenGL: shaders for smooth round points

Solid color with an optional outline.

size (diameter) and outlineWidth are in pixels.
This commit is contained in:
2016-10-08 03:10:59 -04:00
parent b071ac315c
commit 25e4dc45e5
7 changed files with 149 additions and 0 deletions

View File

@@ -136,11 +136,15 @@ data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)

View File

@@ -106,6 +106,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_TEXTURE_RECT,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,

View File

@@ -62,11 +62,15 @@ extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
@@ -113,6 +117,8 @@ static struct GPUShadersGlobal {
/* points */
GPUShader *point_fixed_size_uniform_color_2D;
GPUShader *point_varying_size_varying_color_2D;
GPUShader *point_uniform_size_uniform_color_smooth_2D;
GPUShader *point_uniform_size_uniform_color_outline_smooth_2D;
GPUShader *point_fixed_size_uniform_color_3D;
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
@@ -739,6 +745,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_2D;
break;
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_smooth_2D)
GG.shaders.point_uniform_size_uniform_color_smooth_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_uniform_size_uniform_color_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_smooth_2D;
break;
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D)
GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_uniform_size_uniform_color_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D;
break;
case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_fixed_size_uniform_color_3D)
GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
@@ -935,6 +957,16 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_varying_size_varying_color_2D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_smooth_2D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_2D);
GG.shaders.point_uniform_size_uniform_color_smooth_2D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D);
GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = NULL;
}
if (GG.shaders.point_fixed_size_uniform_color_3D) {
GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
GG.shaders.point_fixed_size_uniform_color_3D = NULL;

View File

@@ -0,0 +1,28 @@
uniform float size;
uniform float outlineWidth;
#if __VERSION__ == 120
attribute vec2 pos;
varying vec4 radii;
#else
in vec2 pos;
out vec4 radii;
#endif
void main() {
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
// calculate concentric radii in pixels
float radius = 0.5 * size;
// start at the outside and progress toward the center
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
// convert to PointCoord units
radii /= size;
}

View File

@@ -0,0 +1,25 @@
uniform float size;
#if __VERSION__ == 120
attribute vec2 pos;
varying vec2 radii;
#else
in vec2 pos;
out vec2 radii;
#endif
void main() {
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
// calculate concentric radii in pixels
float radius = 0.5 * size;
// start at the outside and progress toward the center
radii[0] = radius;
radii[1] = radius - 1.0;
// convert to PointCoord units
radii /= size;
}

View File

@@ -0,0 +1,34 @@
uniform vec4 color;
uniform vec4 outlineColor;
#if __VERSION__ == 120
varying vec4 radii;
#define fragColor gl_FragColor
#else
in vec4 radii;
out vec4 fragColor;
#endif
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// smooth transition
// --- 3 ---
// pure point color
// ...
// dist = 0 at center of point
float midStroke = 0.5 * (radii[1] + radii[2]);
if (dist > midStroke)
fragColor = mix(outlineColor, vec4(0.0), smoothstep(radii[1], radii[0], dist));
else
fragColor = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
}

View File

@@ -0,0 +1,24 @@
uniform vec4 color;
#if __VERSION__ == 120
varying vec2 radii;
#define fragColor gl_FragColor
#else
in vec2 radii;
out vec4 fragColor;
#endif
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure point color
// ...
// dist = 0 at center of point
fragColor = mix(color, vec4(0.0), smoothstep(radii[1], radii[0], dist));
}