smoothing out results from gui shaders

roundedRectangle and circle drawing now smooth out their results
This commit is contained in:
marauder2k7 2024-03-07 09:47:18 +00:00
parent 2dc623df7e
commit 0d448ad761
6 changed files with 57 additions and 52 deletions

View file

@ -627,6 +627,11 @@ void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius,
Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$rectCenter"), rectCenter);
const Point2I& resolution = GFX->getActiveRenderTarget()->getSize();
Point2F TargetSize(1.0 / (F32)resolution.x, 1.0 / (F32)resolution.y);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$oneOverViewport"), TargetSize);
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
}

View file

@ -31,12 +31,12 @@
#include "math/mPolyhedron.h"
#endif
class FontRenderBatcher;
class Frustum;
/// Helper class containing utility functions for useful drawing routines
/// (line, box, rect, billboard, text).
class GFXDrawUtil

View file

@ -271,19 +271,26 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
{
// for temp connetion, nodeA is always the first node selected.
Point2I start(Point2I::Zero);
ColorI color(ColorI::WHITE);
if (mTempConnection->inSocket != NULL)
{
start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->inSocket->pos) + offset;
else if(mTempConnection->outSocket != NULL)
color = mTempConnection->inSocket->col;
}
else if (mTempConnection->outSocket != NULL)
{
start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->outSocket->pos) + offset;
color = mTempConnection->outSocket->col;
}
RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
start += Point2I(mNodeSize / 2, mNodeSize / 2);
drawer->drawThickLine(start, mLastMousePos + offset, ColorI(255, 255, 255, 255), (F32)mNodeSize / 3);
drawer->drawThickLine(start, mLastMousePos + offset, color, (F32)mNodeSize / 3);
// draw socket overlay over the top of the line.
sockActive.inset(1, 1);
drawer->drawCircleFill(sockActive, ColorI(255, 255, 255), mNodeSize / 2);
drawer->drawCircleFill(sockActive, color, mNodeSize / 2);
}
}
// Draw selection rectangle last so it is rendered on top.

View file

@ -73,22 +73,22 @@ struct NodeSocket
switch (inDim)
{
case DataDimensions::Dynamic:
col = ColorI(200, 200, 200, 200);
col = ColorI(200, 200, 200, 128);
break;
case DataDimensions::Scalar:
col = ColorI(210, 105, 30, 200);
col = ColorI(210, 105, 30, 128);
break;
case DataDimensions::Vector2:
col = ColorI(152, 251,152, 200);
col = ColorI(152, 251,152, 128);
break;
case DataDimensions::Vector3:
col = ColorI(127, 255, 212, 200);
col = ColorI(127, 255, 212, 128);
break;
case DataDimensions::Vector4:
col = ColorI(100, 149, 237, 200);
col = ColorI(100, 149, 237, 128);
break;
case DataDimensions::Mat4x4:
col = ColorI(153, 50, 204, 200);
col = ColorI(153, 50, 204, 128);
break;
default:
break;

View file

@ -34,33 +34,33 @@ uniform float2 rectCenter;
uniform float borderSize;
uniform float4 borderCol;
float circle(float2 p, float radius)
float circle(float2 p, float2 center, float r)
{
float dist = length(p - float2(0.5,0.5));
return 1.0 - smoothstep(radius - (radius*0.01),
radius + (radius*0.01),
dot(dist,dist) * 4.0);
return length(p - center);
}
float4 main(Conn IN) : TORQUE_TARGET0
{
float distance = length(IN.HPOS.xy - rectCenter);
if(distance > radius)
{
discard;
}
float distance = circle(IN.HPOS.xy, rectCenter, radius);
float4 fromColor = borderCol;
float4 toColor = float4(0.0, 0.0, 0.0, 0.0);
if(distance < radius)
{
if(distance < (radius - borderSize))
distance = abs(distance) - radius;
if(distance < (radius - (borderSize * 0.5)))
{
return IN.color;
toColor = IN.color;
distance = abs(distance) - (borderSize * 0.5);
}
else
{
return borderCol;
}
}
return IN.color;
float blend = smoothstep(0.0, 1.0, distance);
return lerp(fromColor, toColor, blend);
}
distance = abs(distance) - radius;
float blend = smoothstep(0.0, 1.0, distance);
return lerp(fromColor, toColor, blend);
}

View file

@ -30,34 +30,33 @@ struct Conn
uniform float2 sizeUni;
uniform float2 rectCenter;
uniform float2 oneOverViewport;
uniform float radius;
uniform float borderSize;
uniform float4 borderCol;
float RoundedRectSDF(float2 p, float2 size, float radius)
{
float2 halfSize = size / 2.0;
// Calculate distance to each side of the rectangle
float2 dist = abs(p) - halfSize + radius;
float2 dist = abs(p) - size + float2(radius, radius);
// Compute the distance to the rounded corners
float cornerDist = length(max(abs(p) - (halfSize - float2(radius, radius)), 0.0));
float cornerDist = length(max(dist, 0.0));
// Return the minimum distance (negative inside, positive outside)
return min(max(dist.x, dist.y), 0.0) + cornerDist - radius;
return min(max(dist.x, dist.y), 0.0) + cornerDist - radius;
}
float4 main(Conn IN) : TORQUE_TARGET0
{
float2 p = IN.HPOS.xy;
float2 halfSize = sizeUni * 0.5;
float halfBorder = borderSize * 0.5;
p -= rectCenter;
float halfBorder = borderSize * 0.5;
float2 halfSize = sizeUni * 0.5;
p -= rectCenter;
// Calculate signed distance field for rounded rectangle
float4 fromColor = IN.color;
float4 fromColor = borderCol;
// alpha
float4 toColor = float4(0.0, 0.0, 0.0, 0.0);
@ -73,9 +72,7 @@ float4 main(Conn IN) : TORQUE_TARGET0
if(cornerRadius > 0.0 || halfBorder > 0.0)
{
float sdf = RoundedRectSDF(p, sizeUni, cornerRadius - halfBorder);
clip(0.01 - sdf);
float sdf = RoundedRectSDF(p, halfSize, cornerRadius - halfBorder);
if(halfBorder > 0.0)
{
@ -87,20 +84,16 @@ float4 main(Conn IN) : TORQUE_TARGET0
// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
// }
toColor = borderCol;
toColor = IN.color;
}
sdf = abs(sdf) - halfBorder;
// Apply smoothing to create rounded effect
float blending = smoothstep(1.0, -1.0, sdf);
return lerp(fromColor, toColor, blending);
}
else{
fromColor = IN.color;
}
float alpha = smoothstep(1.0, 0.0, sdf);
return float4(IN.color.rgb, IN.color.a * alpha);
float alpha = smoothstep(-1.0, 1.0, sdf);
return lerp(fromColor, toColor, alpha);
}
else
{