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Move the shaders from ShaderVG to fgdata

This commit is contained in:
Erik Hofman 2023-02-26 10:30:07 +01:00
parent 03a898faf9
commit 50b3f3913e
7 changed files with 214 additions and 0 deletions

3
gui/shaders/README Normal file
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The shaders in this directory are taken from the source code of ShaderVG,
located in simgear/canvas/ShaderVG/src/shaders.c, to make it easier to
updated them.

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// -*-C++-*-
#version 330
in vec4 interpolateColor;
out vec4 fragColor;
void main()
{
fragColor = interpolateColor;
}

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// -*-C++-*-
#version 330
in vec2 step;
in vec4 stepColor;
out vec4 interpolateColor;
void main()
{
gl_Position = vec4(step.xy, 0, 1);
interpolateColor = stepColor;
}

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// -*-C++-*-
#version 330
/*** Enum constans ************************************/
#define PAINT_TYPE_COLOR 0x1B00
#define PAINT_TYPE_LINEAR_GRADIENT 0x1B01
#define PAINT_TYPE_RADIAL_GRADIENT 0x1B02
#define PAINT_TYPE_PATTERN 0x1B03
#define DRAW_IMAGE_NORMAL 0x1F00
#define DRAW_IMAGE_MULTIPLY 0x1F01
#define DRAW_MODE_PATH 0
#define DRAW_MODE_IMAGE 1
/*** Interpolated *************************************/
in vec2 texImageCoord;
in vec2 paintCoord;
/*** Input ********************************************/
// Basic rendering Mode
uniform int drawMode;
// Image
uniform sampler2D imageSampler;
uniform int imageMode;
// Paint
uniform int paintType;
uniform vec4 paintColor;
uniform vec2 paintParams[3];
// Gradient
uniform sampler2D rampSampler;
// Pattern
uniform sampler2D patternSampler;
// Color transform
uniform vec4 scaleFactorBias[2];
/*** Output *******************************************/
//out vec4 fragColor;
/*** Built-in variables for shMain *******************************************/
vec4 sh_Color;
/*** Functions ****************************************/
// 9.3.1 Linear Gradients
float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
float x = fragCoord.x;
float y = fragCoord.y;
float x0 = p0.x;
float y0 = p0.y;
float x1 = p1.x;
float y1 = p1.y;
float dx = x1 - x0;
float dy = y1 - y0;
return
( dx * (x - x0) + dy * (y - y0) )
/ ( dx*dx + dy*dy );
}
// 9.3.2 Radial Gradients
float radialGradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r){
float x = fragCoord.x;
float y = fragCoord.y;
float cx = centerCoord.x;
float cy = centerCoord.y;
float fx = focalCoord.x;
float fy = focalCoord.y;
float dx = x - fx;
float dy = y - fy;
float dfx = fx - cx;
float dfy = fy - cy;
return
( (dx * dfx + dy * dfy) + sqrt(r*r*(dx*dx + dy*dy) - pow(dx*dfy - dy*dfx, 2.0)) )
/ ( r*r - (dfx*dfx + dfy*dfy) );
}
// User defined shader
void shMain(void);
/*** Main thread *************************************/
void main()
{
vec4 col;
/* Stage 6: Paint Generation */
switch(paintType){
case PAINT_TYPE_LINEAR_GRADIENT:
{
vec2 x0 = paintParams[0];
vec2 x1 = paintParams[1];
float factor = linearGradient(paintCoord, x0, x1);
col = texture(rampSampler, vec2(factor, 0.5));
}
break;
case PAINT_TYPE_RADIAL_GRADIENT:
{
vec2 center = paintParams[0];
vec2 focal = paintParams[1];
float radius = paintParams[2].x;
float factor = radialGradient(paintCoord, center, focal, radius);
col = texture(rampSampler, vec2(factor, 0.5));
}
break;
case PAINT_TYPE_PATTERN:
{
float width = paintParams[0].x;
float height = paintParams[0].y;
vec2 texCoord = vec2(paintCoord.x / width, paintCoord.y / height);
col = texture(patternSampler, texCoord);
}
break;
default:
case PAINT_TYPE_COLOR:
col = paintColor;
break;
}
/* Stage 7: Image Interpolation */
if(drawMode == DRAW_MODE_IMAGE) {
col = texture(imageSampler, texImageCoord)
* (imageMode == DRAW_IMAGE_MULTIPLY ? col : vec4(1.0, 1.0, 1.0, 1.0));
}
/* Stage 8: Color Transformation, Blending, and Antialiasing */
sh_Color = col * scaleFactorBias[0] + scaleFactorBias[1] ;
/* Extended Stage: User defined shader that affects gl_FragColor */
shMain();
}

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// -*-C++-*-
#version 330
/*** Input *******************/
in vec2 pos;
in vec2 textureUV;
uniform mat4 sh_Model;
uniform mat4 sh_Ortho;
uniform mat3 paintInverted;
/*** Output ******************/
out vec2 texImageCoord;
out vec2 paintCoord;
/*** Grobal variables ********************/
vec4 sh_Vertex;
/*** Functions ****************************************/
// User defined shader
void shMain(void);
/*** Main thread **************************************************/
void main() {
/* Stage 3: Transformation */
sh_Vertex = vec4(pos, 0, 1);
/* Extended Stage: User defined shader that affects gl_Position */
shMain();
/* 2D pos in texture space */
texImageCoord = textureUV;
/* 2D pos in paint space (Back to paint space) */
paintCoord = (paintInverted * vec3(pos, 1)).xy;
}

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// -*-C++-*-
void shMain() {
gl_FragColor = sh_Color;
}

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// -*-C++-*-
void shMain() {
gl_Position = sh_Ortho * sh_Model * sh_Vertex;
}