extra draw gui

add the extra functions for drawing gui elements
RoundedRectangle:

All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners

Draw thick line:
draws a line thicker than 1 pixel, uses a geometry shader to do this

Draw Circle:
Draws a circle with a border parameter.
This commit is contained in:
marauder2k7 2024-03-06 17:27:18 +00:00
parent 39c2cc09fc
commit c9d70de609
9 changed files with 654 additions and 170 deletions

View file

@ -34,7 +34,7 @@
#include "gfx/gfxPrimitiveBuffer.h" #include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/primBuilder.h" #include "gfx/primBuilder.h"
#include "gfx/gfxDebugEvent.h" #include "gfx/gfxDebugEvent.h"
#include "materials/shaderData.h"
#include "math/mPolyhedron.impl.h" #include "math/mPolyhedron.impl.h"
@ -90,6 +90,33 @@ void GFXDrawUtil::_setupStateBlocks()
rectFill.setZReadWrite(false); rectFill.setZReadWrite(false);
rectFill.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); rectFill.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
mRectFillSB = mDevice->createStateBlock(rectFill); mRectFillSB = mDevice->createStateBlock(rectFill);
// Find ShaderData
ShaderData* shaderData;
mRoundRectangleShader = Sim::findObject("RoundedRectangleGUI", shaderData) ? shaderData->getShader() : NULL;
if (!mRoundRectangleShader)
{
Con::errorf("GFXDrawUtil - could not find Rounded Rectangle shader");
}
// Create ShaderConstBuffer and Handles
mRoundRectangleShaderConsts = mRoundRectangleShader->allocConstBuffer();
mCircleShader = Sim::findObject("CircularGUI", shaderData) ? shaderData->getShader() : NULL;
if (!mCircleShader)
{
Con::errorf("GFXDrawUtil - could not find circle shader");
}
// Create ShaderConstBuffer and Handles
mCircleShaderConsts = mCircleShader->allocConstBuffer();
mThickLineShader = Sim::findObject("ThickLineGUI", shaderData) ? shaderData->getShader() : NULL;
if (!mThickLineShader)
{
Con::errorf("GFXDrawUtil - could not find Thick line shader");
}
// Create ShaderConstBuffer and Handles
mThickLineShaderConsts = mThickLineShader->allocConstBuffer();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -513,57 +540,94 @@ void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight,
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw Rectangle Fill // Draw Rectangle Fill
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void GFXDrawUtil::drawRectFill( const RectF &rect, const ColorI &color ) void GFXDrawUtil::drawRectFill(const RectF& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{ {
drawRectFill(rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color ); drawRoundedRect(0.0f, rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
} }
void GFXDrawUtil::drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color ) void GFXDrawUtil::drawRectFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{ {
drawRectFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color); drawRoundedRect(0.0f, Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, borderSize, borderColor);
} }
void GFXDrawUtil::drawRectFill( const RectI &rect, const ColorI &color ) void GFXDrawUtil::drawRectFill(const RectI& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{ {
drawRectFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color ); drawRoundedRect(0.0f, rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
} }
void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color ) void GFXDrawUtil::drawRectFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, const F32& borderSize,const ColorI& borderColor)
{
// draw a rounded rect with 0 radiuse.
drawRoundedRect(0.0f, upperLeft, lowerRight, color, borderSize, borderColor);
}
void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius, const RectI& rect, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRoundedRect(cornerRadius, rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius, const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize, const ColorI& borderColor)
{
drawRoundedRect(cornerRadius, Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, borderSize, borderColor);
}
void GFXDrawUtil::drawRoundedRect(const F32& cornerRadius,
const Point2F& upperLeft,
const Point2F& lowerRight,
const ColorI& color,
const F32& borderSize,
const ColorI& borderColor)
{ {
//
// Convert Box a----------x
// | |
// x----------b
// Into Quad
// v0---------v1
// | a x |
// | |
// | x b |
// v2---------v3
//
// NorthWest and NorthEast facing offset vectors // NorthWest and NorthEast facing offset vectors
Point2F nw(-0.5,-0.5); /* \ */ Point2F nw(-0.5, -0.5); /* \ */
Point2F ne(0.5,-0.5); /* / */ Point2F ne(0.5, -0.5); /* / */
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile); GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock(); verts.lock();
F32 ulOffset = 0.5f - mDevice->getFillConventionOffset(); F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
verts[0].point.set( upperLeft.x+nw.x + ulOffset, upperLeft.y+nw.y + ulOffset, 0.0f ); verts[0].point.set(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f); verts[1].point.set(lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f); verts[2].point.set(upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f); verts[3].point.set(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
for (S32 i = 0; i < 4; i++) for (S32 i = 0; i < 4; i++)
verts[i].color = color; verts[i].color = color;
verts.unlock(); verts.unlock();
mDevice->setVertexBuffer(verts);
mDevice->setStateBlock(mRectFillSB); mDevice->setStateBlock(mRectFillSB);
mDevice->setVertexBuffer( verts );
mDevice->setupGenericShaders(); Point2F topLeftCorner(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset);
mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 ); Point2F bottomRightCorner(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset);
/*mDevice->setupGenericShaders();*/
GFX->setShader(mRoundRectangleShader);
GFX->setShaderConstBuffer(mRoundRectangleShaderConsts);
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
Point2F size((F32)(bottomRightCorner.x - topLeftCorner.x), (F32)(bottomRightCorner.y - topLeftCorner.y));
F32 minExtent = mMin(size.x, size.y);
F32 radius = cornerRadius;
if ((minExtent * 0.5) < radius)
{
radius = mClampF(radius, 0.0f, (minExtent * 0.5));
}
mRoundRectangleShaderConsts->set(mRoundRectangleShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$radius"), radius);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$sizeUni"), size);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$borderSize"), borderSize);
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$borderCol"), borderColor);
Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
mRoundRectangleShaderConsts->setSafe(mRoundRectangleShader->getShaderConstHandle("$rectCenter"), rectCenter);
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
} }
void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle ) void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle )
@ -608,7 +672,73 @@ void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinA
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw Line // Draw Circle : FILL
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawCircleFill(const RectI& rect, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
{
drawCircleFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color, radius, borderSize, borderColor);
}
void GFXDrawUtil::drawCircleFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
{
drawCircleFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color, radius, borderSize, borderColor);
}
void GFXDrawUtil::drawCircleFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, F32 radius, const F32& borderSize, const ColorI& borderColor)
{
// NorthWest and NorthEast facing offset vectors
Point2F nw(-0.5, -0.5); /* \ */
Point2F ne(0.5, -0.5); /* / */
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
verts[0].point.set(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
verts[1].point.set(lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set(upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
for (S32 i = 0; i < 4; i++)
verts[i].color = color;
verts.unlock();
mDevice->setVertexBuffer(verts);
mDevice->setStateBlock(mRectFillSB);
Point2F topLeftCorner(upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset);
Point2F bottomRightCorner(lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset);
/*mDevice->setupGenericShaders();*/
GFX->setShader(mCircleShader);
GFX->setShaderConstBuffer(mCircleShaderConsts);
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
Point2F size((F32)(bottomRightCorner.x - topLeftCorner.x), (F32)(bottomRightCorner.y - topLeftCorner.y));
Point2F rectCenter((F32)(topLeftCorner.x + (size.x / 2.0)), (F32)(topLeftCorner.y + (size.y / 2.0)));
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$rectCenter"), rectCenter);
F32 minExtent = mMin(size.x, size.y);
F32 shaderRadius = radius;
if ((minExtent * 0.5) < shaderRadius)
{
shaderRadius = mClampF(radius, 0.0f, (minExtent * 0.5));
}
mCircleShaderConsts->set(mCircleShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$radius"), shaderRadius);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$sizeUni"), size);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$borderSize"), borderSize);
mCircleShaderConsts->setSafe(mCircleShader->getShaderConstHandle("$borderCol"), borderColor);
mDevice->drawPrimitive(GFXTriangleStrip, 0, 2);
}
//-----------------------------------------------------------------------------
// Draw Lines : Single Pixel
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void GFXDrawUtil::drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color ) void GFXDrawUtil::drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color )
{ {
@ -648,6 +778,55 @@ void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, cons
mDevice->drawPrimitive( GFXLineList, 0, 1 ); mDevice->drawPrimitive( GFXLineList, 0, 1 );
} }
//-----------------------------------------------------------------------------
// Draw Lines : Thick
//-----------------------------------------------------------------------------
void GFXDrawUtil::drawThickLine(const Point2I& startPt, const Point2I& endPt, const ColorI& color, const F32& thickness)
{
drawThickLine(startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color, thickness);
}
void GFXDrawUtil::drawThickLine(const Point2F& startPt, const Point2F& endPt, const ColorI& color, const F32& thickness)
{
drawThickLine(startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color, thickness);
}
void GFXDrawUtil::drawThickLine(F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI& color, const F32& thickness)
{
// less than 2 just draw an ordinary line... why you ever here....
if (thickness < 2.0f)
{
drawLine(x1, y1, z1, x2, y2, z2, color);
return;
}
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 2, GFXBufferTypeVolatile);
verts.lock();
verts[0].point.set(x1, y1, z1);
verts[1].point.set(x2, y2, z2);
verts[0].color = color;
verts[1].color = color;
verts.unlock();
mDevice->setVertexBuffer(verts);
mDevice->setStateBlock(mRectFillSB);
GFX->setShader(mThickLineShader);
GFX->setShaderConstBuffer(mThickLineShaderConsts);
MatrixF tempMatrix = GFX->getProjectionMatrix() * GFX->getViewMatrix() * GFX->getWorldMatrix();
mThickLineShaderConsts->set(mThickLineShader->getShaderConstHandle("$modelView"), tempMatrix, GFXSCT_Float4x4);
mThickLineShaderConsts->setSafe(mThickLineShader->getShaderConstHandle("$thickness"), thickness);
const Point2I& resolution = GFX->getActiveRenderTarget()->getSize();
Point2F TargetSize(1.0 / (F32)resolution.x, 1.0 / (F32)resolution.y);
mThickLineShaderConsts->setSafe(mThickLineShader->getShaderConstHandle("$oneOverViewport"), TargetSize);
mDevice->drawPrimitive(GFXLineList, 0, 1);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// 3D World Draw Misc // 3D World Draw Misc
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View file

@ -46,22 +46,36 @@ public:
~GFXDrawUtil(); ~GFXDrawUtil();
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw Rectangles // Draw Rectangles : OUTLINE
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void drawRect( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color ); void drawRect(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color);
void drawRect( const RectF &rect, const ColorI &color ); void drawRect(const RectF& rect, const ColorI& color);
void drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color ); void drawRect(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color);
void drawRect( const RectI &rect, const ColorI &color ); void drawRect(const RectI& rect, const ColorI& color);
void drawRectFill( const Point2F &upperL, const Point2F &lowerR, const ColorI &color );
void drawRectFill( const RectF &rect, const ColorI &color );
void drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color );
void drawRectFill( const RectI &rect, const ColorI &color );
void draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle = 0.0f );
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw Lines // Draw Rectangles : FILL
//-----------------------------------------------------------------------------
void drawRectFill(const Point2F& upperL, const Point2F& lowerR, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawRectFill(const RectF& rect, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawRectFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawRectFill(const RectI& rect, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawRoundedRect(const F32& cornerRadius, const RectI& rect, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawRoundedRect(const F32& cornerRadius, const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawRoundedRect(const F32& cornerRadius, const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void draw2DSquare(const Point2F& screenPoint, F32 width, F32 spinAngle = 0.0f);
//-----------------------------------------------------------------------------
// Draw Circle : FILL
//-----------------------------------------------------------------------------
void drawCircleFill(const RectI& rect, const ColorI& color, F32 radius, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawCircleFill(const Point2I& upperLeft, const Point2I& lowerRight, const ColorI& color, F32 radius, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
void drawCircleFill(const Point2F& upperLeft, const Point2F& lowerRight, const ColorI& color, F32 radius, const F32& borderSize = 0.0f, const ColorI& borderColor = ColorI(0, 0, 0, 0));
//-----------------------------------------------------------------------------
// Draw Lines : Single Pixel
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color ); void drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color );
void drawLine( const Point2F &startPt, const Point2F &endPt, const ColorI &color ); void drawLine( const Point2F &startPt, const Point2F &endPt, const ColorI &color );
@ -69,6 +83,13 @@ public:
void drawLine( F32 x1, F32 y1, F32 x2, F32 y2, const ColorI &color ); void drawLine( F32 x1, F32 y1, F32 x2, F32 y2, const ColorI &color );
void drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI &color ); void drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI &color );
//-----------------------------------------------------------------------------
// Draw Lines : Thick
//-----------------------------------------------------------------------------
void drawThickLine(const Point2I& startPt, const Point2I& endPt, const ColorI& color, const F32& thickness);
void drawThickLine(const Point2F& startPt, const Point2F& endPt, const ColorI& color, const F32& thickness);
void drawThickLine(F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI& color, const F32& thickness);
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw Text // Draw Text
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -176,6 +197,19 @@ protected:
GFXStateBlockRef mRectFillSB; GFXStateBlockRef mRectFillSB;
FontRenderBatcher* mFontRenderBatcher; FontRenderBatcher* mFontRenderBatcher;
// Expanded shaders
// rounded rectangle.
GFXShaderRef mRoundRectangleShader;
GFXShaderConstBufferRef mRoundRectangleShaderConsts;
// thick line.
GFXShaderRef mCircleShader;
GFXShaderConstBufferRef mCircleShaderConsts;
// thick line.
GFXShaderRef mThickLineShader;
GFXShaderConstBufferRef mThickLineShaderConsts;
}; };
#endif // _GFX_GFXDRAWER_H_ #endif // _GFX_GFXDRAWER_H_

View file

@ -134,45 +134,6 @@ void GuiShaderEditor::onPreRender()
setUpdate(); setUpdate();
} }
void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness, ColorI col1, ColorI col2)
{
Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
if (dir == Point2F::Zero)
return;
Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
Point2F unitPerp(-unitDir.y, unitDir.x);
Point2F offset = (thickness / 2.0f) * unitPerp;
GFX->setStateBlock(mDefaultGuiSB);
Point2F lT = Point2F(pt1.x, pt1.y) + offset;
Point2F lB = Point2F(pt1.x, pt1.y) - offset;
Point2F rT = Point2F(pt2.x, pt2.y) + offset;
Point2F rB = Point2F(pt2.x, pt2.y) - offset;
PrimBuild::begin(GFXTriangleStrip, 4);
// top left.
PrimBuild::color(col1);
PrimBuild::vertex2f(lT.x, lT.y);
// bottom left.
PrimBuild::color(col1);
PrimBuild::vertex2f(lB.x, lB.y);
// top right.
PrimBuild::color(col2);
PrimBuild::vertex2f(rT.x, rT.y);
// bottom right.
PrimBuild::color(col2);
PrimBuild::vertex2f(rB.x, rB.y);
PrimBuild::end();
}
void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect) void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{ {
// Save the current clip rect // Save the current clip rect
@ -224,17 +185,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
if (node->mSelected) if (node->mSelected)
border = mProfile->mBorderColorSEL; border = mProfile->mBorderColorSEL;
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border);
socketRect.inset(1, 1);
ColorI fill = mProfile->mFillColor; ColorI fill = mProfile->mFillColor;
if (hasConnection(input)) if (hasConnection(input))
{ {
fill = ColorI::WHITE; fill = ColorI::WHITE;
} }
drawer->drawRectFill(socketRect, fill); RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
} }
for (NodeOutput* output : node->mOutputNodes) for (NodeOutput* output : node->mOutputNodes)
@ -246,9 +204,8 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
if (node->mSelected) if (node->mSelected)
border = mProfile->mBorderColorSEL; border = mProfile->mBorderColorSEL;
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize)); if(node->mSelected)
drawer->drawRect(socketRect, border); border = mProfile->mBorderColorSEL;
socketRect.inset(1, 1);
ColorI fill = mProfile->mFillColor; ColorI fill = mProfile->mFillColor;
if (hasConnection(output)) if (hasConnection(output))
@ -256,7 +213,8 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
fill = ColorI::WHITE; fill = ColorI::WHITE;
} }
drawer->drawRectFill(socketRect, fill); RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
} }
} }
} }
@ -292,7 +250,7 @@ void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
start += Point2I(mNodeSize / 2, mNodeSize / 2); start += Point2I(mNodeSize / 2, mNodeSize / 2);
end += Point2I(mNodeSize / 2, mNodeSize / 2); end += Point2I(mNodeSize / 2, mNodeSize / 2);
drawThickLine(start, end, mNodeSize/3); drawer->drawThickLine(start, end,ColorI(255,255,255,255), (F32)mNodeSize/3);
} }
// Restore the clip rect to what it was at the start // Restore the clip rect to what it was at the start
@ -328,11 +286,12 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
RectI sockActive(start, Point2I(mNodeSize, mNodeSize)); RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
start += Point2I(mNodeSize / 2, mNodeSize / 2); start += Point2I(mNodeSize / 2, mNodeSize / 2);
drawThickLine(start, mLastMousePos + offset, mNodeSize/3);
drawer->drawThickLine(start, mLastMousePos + offset, ColorI(255, 255, 255, 255), (F32)mNodeSize / 3);
// draw socket overlay over the top of the line. // draw socket overlay over the top of the line.
sockActive.inset(1, 1); sockActive.inset(1, 1);
drawer->drawRectFill(sockActive, ColorI(255, 255, 255)); drawer->drawCircleFill(sockActive, ColorI(255, 255, 255), mNodeSize / 2);
} }
} }
// Draw selection rectangle last so it is rendered on top. // Draw selection rectangle last so it is rendered on top.

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@ -108,7 +108,13 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
RectI winRect; RectI winRect;
winRect.point = offset; winRect.point = offset;
winRect.extent = getExtent(); winRect.extent = getExtent();
drawer->drawRectFill(winRect, mProfile->mFillColor);
ColorI border = mProfile->mBorderColor;
if (mSelected)
border = mProfile->mBorderColorSEL;
drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 3.0f, border);
// draw header // draw header
ColorI header(50, 50, 50, 128); ColorI header(50, 50, 50, 128);
@ -148,7 +154,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
U32 headerSize = 30; U32 headerSize = 30;
headRect.point = offset; headRect.point = offset;
headRect.extent = Point2I(getExtent().x, headerSize); headRect.extent = Point2I(getExtent().x, headerSize);
drawer->drawRectFill(headRect, header); drawer->drawRoundedRect(15.0f, headRect, header);
// draw header text. // draw header text.
U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str()); U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
@ -157,14 +163,6 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
drawer->drawText(mProfile->mFont, headerPos + offset, mTitle); drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
drawer->clearBitmapModulation(); drawer->clearBitmapModulation();
ColorI border = mProfile->mBorderColor;
if (mSelected)
border = mProfile->mBorderColorSEL;
drawer->drawRect(winRect, border);
if (mInputNodes.size() > 0 || mOutputNodes.size() > 0) if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
{ {
U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2); U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
@ -175,7 +173,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3
drawer->drawText(mProfile->mFont, slotPos + offset, input->name); drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize) if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
input->pos = Point2I(-(nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2))); input->pos = Point2I(-(nodeSize / 2) + 1, slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY; slotPos.y += textPadY;
} }

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@ -150,3 +150,31 @@ singleton ShaderData( CubemapSaveShader )
pixVersion = 3.0; pixVersion = 3.0;
}; };
//-----------------------------------------------------------------------------
// GUI shaders
//-----------------------------------------------------------------------------
singleton ShaderData( RoundedRectangleGUI )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/roundedRectangleP.hlsl";
pixVersion = 3.0;
};
singleton ShaderData( CircularGUI )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/circleP.hlsl";
pixVersion = 3.0;
};
singleton ShaderData( ThickLineGUI )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
DXGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineG.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineP.hlsl";
pixVersion = 3.0;
};

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@ -0,0 +1,66 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../shaderModel.hlsl"
struct Conn
{
float4 HPOS : TORQUE_POSITION;
float4 color : COLOR;
};
uniform float2 sizeUni;
uniform float radius;
uniform float2 rectCenter;
uniform float borderSize;
uniform float4 borderCol;
float circle(float2 p, float radius)
{
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);
}
float4 main(Conn IN) : TORQUE_TARGET0
{
float distance = length(IN.HPOS.xy - rectCenter);
if(distance > radius)
{
discard;
}
if(distance < radius)
{
if(distance < (radius - borderSize))
{
return IN.color;
}
else
{
return borderCol;
}
}
return IN.color;
}

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@ -0,0 +1,109 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../shaderModel.hlsl"
struct Conn
{
float4 HPOS : TORQUE_POSITION;
float4 color : COLOR;
};
uniform float2 sizeUni;
uniform float2 rectCenter;
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;
// Compute the distance to the rounded corners
float cornerDist = length(max(abs(p) - (halfSize - float2(radius, radius)), 0.0));
// Return the minimum distance (negative inside, positive outside)
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;
// Calculate signed distance field for rounded rectangle
float4 fromColor = IN.color;
// alpha
float4 toColor = float4(0.0, 0.0, 0.0, 0.0);
float cornerRadius = radius;
// if ((p.y < 0.0 && p.x < 0.0) || // top left corner
// (p.y < 0.0 && p.x > 0.0) || // top right corner
// (p.y > 0.0 && p.x > 0.0) || // bottom right corner.
// (p.y > 0.0 && p.x < 0.0)) // bottom left corner
// {
// cornerRadius = radius;
// }
if(cornerRadius > 0.0 || halfBorder > 0.0)
{
float sdf = RoundedRectSDF(p, sizeUni, cornerRadius - halfBorder);
clip(0.01 - sdf);
if(halfBorder > 0.0)
{
if(sdf < 0.0)
{
// if ((p.y >= -halfSize.y - radius + halfBorder && p.y <= -halfSize.y + radius - halfBorder) || // top border
// (p.y >= halfSize.y - radius + halfBorder && p.y <= halfSize.y + radius - halfBorder) || // bottom border
// (p.x >= -halfSize.x - radius + halfBorder && p.x <= -halfSize.x + radius - halfBorder) || // left border
// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
// }
toColor = borderCol;
}
sdf = abs(sdf) - halfBorder;
// Apply smoothing to create rounded effect
float blending = smoothstep(1.0, -1.0, sdf);
return lerp(fromColor, toColor, blending);
}
float alpha = smoothstep(1.0, 0.0, sdf);
return float4(IN.color.rgb, IN.color.a * alpha);
}
else
{
return IN.color;
}
}

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@ -0,0 +1,77 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../shaderModel.hlsl"
struct Conn
{
float4 HPOS : TORQUE_POSITION;
float4 color : COLOR;
};
struct PSConn
{
float4 HPOS : TORQUE_POSITION;
float4 color : COLOR;
};
uniform float thickness;
uniform float2 oneOverViewport;
[maxvertexcount(4)]
void main(line Conn lineSegment[2], inout TriangleStream<PSConn> outstream)
{
// Calculate the direction of the line segment
float2 direction = normalize(lineSegment[1].HPOS.xy - lineSegment[0].HPOS.xy);
// Calculate perpendicular direction
float2 perpendicular = normalize(float2(-direction.y, direction.x));
// Calculate offset for thickness
float2 offset = float2(thickness * oneOverViewport.x, thickness * oneOverViewport.y) * perpendicular;
// Calculate vertices for the line with thickness
float2 p0 = lineSegment[0].HPOS.xy + offset;
float2 p1 = lineSegment[0].HPOS.xy - offset;
float2 p2 = lineSegment[1].HPOS.xy + offset;
float2 p3 = lineSegment[1].HPOS.xy - offset;
PSConn output;
output.HPOS = float4(p0, 0.0f, 1.0f);
output.color = lineSegment[0].color;
outstream.Append(output);
output.HPOS = float4(p1, 0.0f, 1.0f);
output.color = lineSegment[0].color;
outstream.Append(output);
output.HPOS = float4(p2, 0.0f, 1.0f);
output.color = lineSegment[1].color;
outstream.Append(output);
output.HPOS = float4(p3, 0.0f, 1.0f);
output.color = lineSegment[1].color;
outstream.Append(output);
outstream.RestartStrip();
}

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@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../shaderModel.hlsl"
struct PSConn
{
float4 HPOS : TORQUE_POSITION;
float4 color : COLOR;
};
float4 main(PSConn IN) : TORQUE_TARGET0
{
return IN.color;
}