Start work on rounded rect shader

This commit is contained in:
Kovid Goyal 2025-08-13 19:19:54 +05:30
parent 6c93d640e9
commit c7c37deebb
No known key found for this signature in database
GPG key ID: 06BC317B515ACE7C
7 changed files with 112 additions and 1 deletions

View file

@ -275,6 +275,7 @@ CELL_PROGRAM: int
CELL_FG_PROGRAM: int
CELL_BG_PROGRAM: int
BLIT_PROGRAM: int
ROUNDED_RECT_PROGRAM: int
DECORATION: int
DIM: int
GRAPHICS_ALPHA_MASK_PROGRAM: int

View file

@ -151,6 +151,13 @@ static struct {
void
set_gpu_viewport(unsigned w, unsigned h) { glViewport(0, 0, w, h); }
Viewport
get_gpu_viewport(void) {
GLsizei v[4];
glGetIntegerv(GL_VIEWPORT, v);
return (Viewport){.left=v[0], .top=v[1], .width=v[2], .height=v[3]};
}
void
save_viewport_using_bottom_left_origin(GLsizei newx, GLsizei newy, GLsizei width, GLsizei height) {
if (saved_viewports.used >= arraysz(saved_viewports.items)) fatal("Too many nested saved viewports");

View file

@ -29,10 +29,12 @@ typedef struct {
GLint num_of_uniforms;
} Program;
typedef struct Viewport { unsigned left, top, width, height; } Viewport;
void gl_init(void);
const char* gl_version_string(void);
void set_gpu_viewport(unsigned w, unsigned h);
Viewport get_gpu_viewport(void);
void draw_quad(bool blend, unsigned instance_count);
void save_texture_as_png(uint32_t texture_id, const char *filename);
void free_texture(GLuint *tex_id);

View file

@ -0,0 +1,49 @@
in vec2 dimensions;
out vec4 output_color;
uniform vec4 resolution_and_params;
uniform vec4 color;
uniform vec2 origin;
float rounded_rectangle_sdf(vec2 position, vec2 size, float radius) {
// signed distance field
size *= 0.5; // we work with a quadrant at a time
radius = min(radius, min(size.x, size.y)); // radius must be no larger than size
// Calculate distance vector from point to rectangle boundaries
vec2 q = abs(position) - (size - vec2(radius));
// Distance calculation
// 1. For points outside the rectangle (including corners): Euclidean distance to corner circle
// 2. For points along the edges: Perpendicular distance to the edge
// 3. For points inside: Negative distance to nearest edge
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
void main() {
// Calculate normalized coordinates [-1, 1]
vec2 position = 2.0 * gl_FragCoord.xy / resolution_and_params.xy;
position = vec2(position.x - 1.0, 1.0 - position.y);
position -= origin; // shift origin
vec2 size = vec2(2, 2); // we are drawing in the full viewport
float thickness = resolution_and_params[2];
float corner_radius = resolution_and_params[3];
// Adjust co-ordinates to account for the aspect ratio of the screen
float aspect_ratio = resolution_and_params.x / resolution_and_params.y;
size.x *= aspect_ratio; position.x *= aspect_ratio;
// Calculate distance to rounded rectangle
float dist = rounded_rectangle_sdf(position, size, corner_radius);
// The border is outer - inner rects
float outer_edge = -dist;
float inner_edge = outer_edge - thickness;
// Smooth borders (anti-alias)
const float step_size = 0.005;
float alpha = smoothstep(-step_size, step_size, outer_edge) - smoothstep(-step_size, step_size, inner_edge);
// pre-multiplied output
if (alpha <= 0) output_color = vec4(0.1, 0.1, 0.1, 0.1); else
output_color = color * alpha;
}

View file

@ -0,0 +1,17 @@
#define left 0
#define top 1
#define right 2
#define bottom 3
const ivec2 vertex_pos_map[4] = ivec2[4](
ivec2(right, top),
ivec2(right, bottom),
ivec2(left, bottom),
ivec2(left, top)
);
const vec4 dest_rect = vec4(-1, 1, 1, -1);
void main() {
ivec2 pos = vertex_pos_map[gl_VertexID];
gl_Position = vec4(dest_rect[pos.x], dest_rect[pos.y], 0, 1);
}

View file

@ -22,6 +22,7 @@ enum {
TINT_PROGRAM,
TRAIL_PROGRAM,
BLIT_PROGRAM,
ROUNDED_RECT_PROGRAM,
NUM_PROGRAMS
};
enum { SPRITE_MAP_UNIT, GRAPHICS_UNIT, SPRITE_DECORATIONS_MAP_UNIT };
@ -278,6 +279,36 @@ send_image_to_gpu(GLuint *tex_id, const void* data, GLsizei width, GLsizei heigh
// }}}
// Rounded rect {{{
typedef struct {
Rounded_rectUniforms uniforms;
} RoundedRectProgramLayout;
static RoundedRectProgramLayout rounded_rect_program_layout;
static double
thickness_as_float(const OSWindow *os_window, unsigned level) {
level = MIN(level, arraysz(OPT(box_drawing_scale)));
double pts = OPT(box_drawing_scale)[level];
double dpi = (os_window->fonts_data->logical_dpi_x + os_window->fonts_data->logical_dpi_y) / 2.0;
return pts * dpi / 72.0;
}
static void
draw_rounded_rect(const OSWindow *os_window, Viewport rect, unsigned framebuffer_width, unsigned framebuffer_height, unsigned thickness_level, color_type srgb_color) {
float thickness = (float)ceil(thickness_as_float(os_window, thickness_level));
thickness = (gl_size((unsigned)thickness, framebuffer_width) + gl_size((unsigned)thickness, framebuffer_height)) / 2.f;
float corner_radius = 0.1f;
bind_program(ROUNDED_RECT_PROGRAM);
color_vec4(rounded_rect_program_layout.uniforms.color, srgb_color, 1.f);
glUniform4f(rounded_rect_program_layout.uniforms.resolution_and_params, rect.width, rect.height, thickness, corner_radius);
glUniform2f(rounded_rect_program_layout.uniforms.origin, gl_size(rect.left, rect.width), -gl_size(rect.top, rect.height));
save_viewport_using_top_left_origin(rect.left, rect.top, rect.width, rect.height, framebuffer_height);
draw_quad(true, 0);
restore_viewport();
}
// }}}
// Cell {{{
typedef struct {
@ -339,6 +370,7 @@ init_cell_program(void) {
get_uniform_locations_tint(TINT_PROGRAM, &tint_program_layout.uniforms);
get_uniform_locations_trail(TRAIL_PROGRAM, &trail_program_layout.uniforms);
get_uniform_locations_blit(BLIT_PROGRAM, &blit_program_layout.uniforms);
get_uniform_locations_rounded_rect(ROUNDED_RECT_PROGRAM, &rounded_rect_program_layout.uniforms);
}
#define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer };
@ -1199,6 +1231,7 @@ start_os_window_rendering(OSWindow *os_window) {
static void
stop_os_window_rendering(OSWindow *os_window, Tab *tab, Window *active_window) {
if (OPT(cursor_trail) && tab->cursor_trail.needs_render) draw_cursor_trail(&tab->cursor_trail, active_window);
draw_rounded_rect(os_window, (Viewport){.left=40, .top=40, .height=os_window->viewport_height - 80, .width=200}, os_window->viewport_width, os_window->viewport_height, 1, 0xffffff);
if (os_window->needs_layers) {
set_framebuffer_to_use_for_output(0);
bind_framebuffer_for_output(0);
@ -1336,7 +1369,7 @@ init_shaders(PyObject *module) {
#define C(x) if (PyModule_AddIntConstant(module, #x, x) != 0) { PyErr_NoMemory(); return false; }
C(CELL_PROGRAM); C(CELL_FG_PROGRAM); C(CELL_BG_PROGRAM); C(BORDERS_PROGRAM);
C(GRAPHICS_PROGRAM); C(GRAPHICS_PREMULT_PROGRAM); C(GRAPHICS_ALPHA_MASK_PROGRAM);
C(BGIMAGE_PROGRAM); C(TINT_PROGRAM); C(TRAIL_PROGRAM); C(BLIT_PROGRAM);
C(BGIMAGE_PROGRAM); C(TINT_PROGRAM); C(TRAIL_PROGRAM); C(BLIT_PROGRAM); C(ROUNDED_RECT_PROGRAM);
C(GLSL_VERSION);
C(GL_VERSION);
C(GL_VENDOR);

View file

@ -24,6 +24,7 @@ from .fast_data_types import (
MARK,
MARK_MASK,
REVERSE,
ROUNDED_RECT_PROGRAM,
STRIKETHROUGH,
TINT_PROGRAM,
TRAIL_PROGRAM,
@ -210,6 +211,7 @@ class LoadShaderPrograms:
program_for('tint').compile(TINT_PROGRAM, allow_recompile)
program_for('trail').compile(TRAIL_PROGRAM, allow_recompile)
program_for('blit').compile(BLIT_PROGRAM, allow_recompile)
program_for('rounded_rect').compile(ROUNDED_RECT_PROGRAM, allow_recompile)
init_cell_program()