diff --git a/Engine/source/gfx/gl/gfxGLShader.cpp b/Engine/source/gfx/gl/gfxGLShader.cpp index 9bd6ac183..1d6a8ab88 100644 --- a/Engine/source/gfx/gl/gfxGLShader.cpp +++ b/Engine/source/gfx/gl/gfxGLShader.cpp @@ -462,7 +462,7 @@ bool GFXGLShader::_init() if (!mGeometryFile.isEmpty()) { macros.last().name = "TORQUE_GEOMETRY_SHADER"; - compiledGeometryShader = initShader(mPixelFile, GFXShaderStage::GEOMETRY_SHADER, macros); + compiledGeometryShader = initShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, macros); if (!compiledGeometryShader) return false; } diff --git a/Engine/source/gui/shaderEditor/guiShaderEditor.cpp b/Engine/source/gui/shaderEditor/guiShaderEditor.cpp index f5ff22af7..2de12705e 100644 --- a/Engine/source/gui/shaderEditor/guiShaderEditor.cpp +++ b/Engine/source/gui/shaderEditor/guiShaderEditor.cpp @@ -192,7 +192,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect) } RectI socketRect(pos, Point2I(mNodeSize, mNodeSize)); - drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border); + drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 1.0f, border); } for (NodeOutput* output : node->mOutputNodes) @@ -208,7 +208,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect) } RectI socketRect(pos, Point2I(mNodeSize, mNodeSize)); - drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border); + drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 1.0f, border); } } } @@ -244,7 +244,7 @@ void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect) start += Point2I(mNodeSize / 2, mNodeSize / 2); end += Point2I(mNodeSize / 2, mNodeSize / 2); - drawer->drawThickLine(start, end,ColorI(255,255,255,255), (F32)mNodeSize/3); + drawer->drawThickLine(start, end,ColorI(255,255,255,255), 2.0f); } // Restore the clip rect to what it was at the start @@ -288,10 +288,9 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect) RectI sockActive(start, Point2I(mNodeSize, mNodeSize)); start += Point2I(mNodeSize / 2, mNodeSize / 2); - drawer->drawThickLine(start, mLastMousePos + offset, color, (F32)mNodeSize / 3); + drawer->drawThickLine(start, mLastMousePos + offset, color, 2.0f); // draw socket overlay over the top of the line. - sockActive.inset(1, 1); drawer->drawCircleFill(sockActive, color, mNodeSize / 2); } } diff --git a/Engine/source/gui/shaderEditor/nodes/mathNode.cpp b/Engine/source/gui/shaderEditor/nodes/mathNode.cpp index ebcf13284..ed6905339 100644 --- a/Engine/source/gui/shaderEditor/nodes/mathNode.cpp +++ b/Engine/source/gui/shaderEditor/nodes/mathNode.cpp @@ -35,7 +35,6 @@ ConsoleDocClass(MathAddNode, "@internal" ); - MathAddNode::MathAddNode() : GuiShaderNode() { diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.tscript b/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.tscript index 0b3d1ae47..51552e141 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.tscript +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.tscript @@ -158,6 +158,9 @@ singleton ShaderData( RoundedRectangleGUI ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/roundedRectangleP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/colorV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/roundedRectangleP.glsl"; pixVersion = 3.0; }; @@ -166,6 +169,9 @@ singleton ShaderData( CircularGUI ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/circleP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/colorV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/circleP.glsl"; pixVersion = 3.0; }; @@ -175,6 +181,10 @@ singleton ShaderData( ThickLineGUI ) DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl"; DXGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineG.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/colorV.glsl"; + OGLGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/thickLineG.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/thickLineP.glsl"; pixVersion = 3.0; }; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/circleP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/circleP.hlsl index 08384871b..684e53ff3 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/circleP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/circleP.hlsl @@ -50,10 +50,10 @@ float4 main(Conn IN) : TORQUE_TARGET0 { distance = abs(distance) - radius; - if(distance < (radius - (borderSize * 0.5))) + if(distance < (radius - (borderSize))) { toColor = IN.color; - distance = abs(distance) - (borderSize * 0.5); + distance = abs(distance) - (borderSize); } float blend = smoothstep(0.0, 1.0, distance); diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/circleP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/circleP.glsl new file mode 100644 index 000000000..4882019b8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/circleP.glsl @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +in vec4 color; + +out vec4 OUT_col; + +uniform vec2 sizeUni; +uniform float radius; +uniform vec2 rectCenter; +uniform float borderSize; +uniform vec4 borderCol; + +float circle(vec2 p, vec2 center, float r) +{ + return length(p - center); +} + +void main() +{ + float dist = circle(gl_FragCoord.xy, rectCenter, radius); + + vec4 fromColor = borderCol; + vec4 toColor = vec4(0.0, 0.0, 0.0, 0.0); + + if(dist < radius) + { + dist = abs(dist) - radius; + + if(dist < (radius - (borderSize))) + { + toColor = color; + dist = abs(dist) - (borderSize); + } + + float blend = smoothstep(0.0, 1.0, dist); + OUT_col = mix(fromColor, toColor, blend); + } + + dist = abs(dist) - radius; + float blend = smoothstep(0.0, 1.0, dist); + OUT_col = mix(fromColor, toColor, blend); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/roundedRectangleP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/roundedRectangleP.glsl new file mode 100644 index 000000000..57599b550 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/roundedRectangleP.glsl @@ -0,0 +1,98 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- +in vec4 color; + +out vec4 OUT_col; + +uniform vec2 sizeUni; +uniform vec2 rectCenter; +uniform vec2 oneOverViewport; +uniform float radius; +uniform float borderSize; +uniform vec4 borderCol; + +float RoundedRectSDF(vec2 p, vec2 size, float radius) +{ + // Calculate distance to each side of the rectangle + vec2 dist = abs(p) - size + vec2(radius, radius); + + // Compute the distance to the rounded corners + 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; +} + +void main() +{ + vec2 p = gl_FragCoord.xy; + + float halfBorder = borderSize * 0.5; + vec2 halfSize = sizeUni * 0.5; + p -= rectCenter; + + // Calculate signed distance field for rounded rectangle + vec4 fromColor = borderCol; + // alpha + vec4 toColor = vec4(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, halfSize, cornerRadius - halfBorder); + + 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 = color; + sdf = abs(sdf) / borderSize; + } + + } + else{ + fromColor = color; + } + + float alpha = smoothstep(-1.0, 1.0, sdf); + OUT_col = mix(fromColor, toColor, alpha); + } + else + { + OUT_col = color; + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/thickLineG.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/thickLineG.glsl new file mode 100644 index 000000000..f52486699 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/thickLineG.glsl @@ -0,0 +1,67 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +layout (lines) in; +layout (triangle_strip, max_vertices = 4) out; + +in VS_OUT { + vec4 color; +} gs_in[]; + + +out vec4 fragColor; + +uniform float thickness; +uniform vec2 oneOverViewport; + +void main() +{ + // Calculate the direction of the line segment + vec2 direction = normalize(gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy); + + // Calculate perpendicular direction + vec2 perpendicular = normalize(vec2(-direction.y, direction.x)); + + // Calculate offset for thickness + vec2 offset = vec2(thickness * oneOverViewport.x, thickness * oneOverViewport.y) * perpendicular; + + // Calculate vertices for the line with thickness + vec2 p0 = gl_in[0].gl_Position.xy + offset; + vec2 p1 = gl_in[0].gl_Position.xy - offset; + vec2 p2 = gl_in[1].gl_Position.xy + offset; + vec2 p3 = gl_in[1].gl_Position.xy - offset; + + fragColor = gs_in[0].color; + gl_Position = vec4(p0, 0.0f, 1.0f); + EmitVertex(); + + gl_Position = vec4(p1, 0.0f, 1.0f); + EmitVertex(); + + gl_Position = vec4(p2, 0.0f, 1.0f); + EmitVertex(); + + gl_Position = vec4(p3, 0.0f, 1.0f); + EmitVertex(); + + EndPrimitive(); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/thickLineP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/thickLineP.glsl new file mode 100644 index 000000000..eeee83abc --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/thickLineP.glsl @@ -0,0 +1,30 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +in vec4 fragColor; + +out vec4 OUT_col; + +void main() +{ + OUT_col = fragColor; +} \ No newline at end of file