diff options
author | dec05eba <dec05eba@protonmail.com> | 2021-06-12 18:39:32 +0200 |
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committer | dec05eba <dec05eba@protonmail.com> | 2021-06-12 18:39:32 +0200 |
commit | c7e10b0910473c99dbc139f514220b134093c9f0 (patch) | |
tree | 9172c2969af6d7eea2a100a79ba19348fe1f1479 | |
parent | 6c442930ca3bef5c3e9e6a75d8aa1d93fe4eb3e1 (diff) |
Add show in shader instead of sf::Vertex
-rw-r--r-- | include/RoundedRectangle.hpp | 1 | ||||
-rw-r--r-- | shaders/rounded_rectangle.glsl | 13 | ||||
-rw-r--r-- | shaders/rounded_rectangle_mask.glsl | 6 | ||||
-rw-r--r-- | src/RoundedRectangle.cpp | 87 |
4 files changed, 19 insertions, 88 deletions
diff --git a/include/RoundedRectangle.hpp b/include/RoundedRectangle.hpp index 2ebd915..42ffbad 100644 --- a/include/RoundedRectangle.hpp +++ b/include/RoundedRectangle.hpp @@ -27,7 +27,6 @@ namespace QuickMedia { sf::Vector2f pos; sf::Vector2f size; sf::Vertex vertices[4]; - sf::Vertex drop_shadow_vertices[32]; sf::Shader *rounded_rectangle_shader; sf::Vector2f band_pos; sf::Vector2f band_size; diff --git a/shaders/rounded_rectangle.glsl b/shaders/rounded_rectangle.glsl index 956e28e..8c379b7 100644 --- a/shaders/rounded_rectangle.glsl +++ b/shaders/rounded_rectangle.glsl @@ -5,18 +5,21 @@ uniform vec4 band_color; uniform vec2 resolution; float rounded_rect(vec2 coord, vec2 size, float r) { - return smoothstep(0.0, 2.0, length(max(abs(coord) - size, 0.0)) - r); + return length(max(abs(coord) - size+r, 0.0)) - r; } void main() { + vec2 shadow_offset = vec2(20.0, 20.0); vec2 uv = gl_TexCoord[0].xy * resolution; vec2 center = resolution * 0.5; - vec2 size = resolution * 0.5; + vec2 size = (resolution - shadow_offset * 2.0) * 0.5; - float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0); + float rect_dist = rounded_rect(uv - center, size, radius); + float a = 1.0 - smoothstep(0.0, 2.0, rect_dist); // same as: if(uv.x >= band_pos.x && uv.x <= band_pos.x + band_size.x && uv.y >= band_pos.y && uv.y <= band_pos.y + band_size.y) vec2 band_blend = step(band_pos, uv) - step(band_pos + band_size, uv); vec4 front_color = mix(gl_Color, band_color, band_blend.x*band_blend.y); - front_color.a *= (1.0 - a); - gl_FragColor = front_color; + float shadow_a = 1.0 - smoothstep(0.0, shadow_offset.x, rect_dist); + front_color.a *= a; + gl_FragColor = mix(front_color, vec4(0.0, 0.0, 0.0, 0.135), shadow_a - a); }
\ No newline at end of file diff --git a/shaders/rounded_rectangle_mask.glsl b/shaders/rounded_rectangle_mask.glsl index a4546e3..8cbe0fc 100644 --- a/shaders/rounded_rectangle_mask.glsl +++ b/shaders/rounded_rectangle_mask.glsl @@ -3,7 +3,7 @@ uniform float radius; uniform vec2 resolution; float rounded_rect(vec2 coord, vec2 size, float r) { - return smoothstep(0.0, 2.0, length(max(abs(coord) - size, 0.0)) - r); + return length(max(abs(coord) - size+r, 0.0)) - r; } void main() { @@ -12,7 +12,7 @@ void main() { vec2 size = resolution * 0.5; vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy); - float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0); - texture_color.a *= (1.0 - a); + float a = 1.0 - smoothstep(0.0, 2.0, rounded_rect(uv - center, size, radius)); + texture_color.a *= a; gl_FragColor = texture_color; }
\ No newline at end of file diff --git a/src/RoundedRectangle.cpp b/src/RoundedRectangle.cpp index f9b79c4..20abe14 100644 --- a/src/RoundedRectangle.cpp +++ b/src/RoundedRectangle.cpp @@ -4,6 +4,8 @@ #include <assert.h> namespace QuickMedia { + static const float shadow_radius = 20.0f; // Has to match the shadow offset in rounded_rectangle.glsl + RoundedRectangle::RoundedRectangle(sf::Vector2f size, float radius, sf::Color color, sf::Shader *rounded_rectangle_shader) : radius(radius), pos(0.0f, 0.0f), size(size), rounded_rectangle_shader(rounded_rectangle_shader), band_color(sf::Color::Transparent) { @@ -13,84 +15,14 @@ namespace QuickMedia { vertices[1].texCoords = sf::Vector2f(1.0f, 0.0f); vertices[2].texCoords = sf::Vector2f(1.0f, 1.0f); vertices[3].texCoords = sf::Vector2f(0.0f, 1.0f); - - const sf::Color shadow_color(0, 0, 0, 50); - - // Sides - for(size_t i = 0; i < 16; i += 4) { - drop_shadow_vertices[i + 0].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); - drop_shadow_vertices[i + 1].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); - drop_shadow_vertices[i + 2].color = shadow_color; - drop_shadow_vertices[i + 3].color = shadow_color; - } - - // Corners - for(size_t i = 16; i < 32; i += 4) { - drop_shadow_vertices[i + 0].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); - drop_shadow_vertices[i + 1].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); - drop_shadow_vertices[i + 2].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); - drop_shadow_vertices[i + 3].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 100); - } } void RoundedRectangle::set_position(sf::Vector2f pos) { this->pos = pos; - vertices[0].position = pos; - vertices[1].position = pos + sf::Vector2f(size.x, 0.0f); - vertices[2].position = pos + sf::Vector2f(size.x, size.y); - vertices[3].position = pos + sf::Vector2f(0.0f, size.y); - - const float shadow_radius = 5.0f; - - // Top - drop_shadow_vertices[0].position = pos + sf::Vector2f(radius*0.5f, 0.0f) - sf::Vector2f(0.0f, shadow_radius); - drop_shadow_vertices[1].position = pos + sf::Vector2f(size.x - radius*0.5f, 0.0f) - sf::Vector2f(0.0f, shadow_radius); - drop_shadow_vertices[2].position = pos + sf::Vector2f(size.x - radius*0.5f, 0.0f); - drop_shadow_vertices[3].position = pos + sf::Vector2f(radius*0.5f, 0.0f); - - // Bottom - drop_shadow_vertices[4].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y + shadow_radius); - drop_shadow_vertices[5].position = pos + sf::Vector2f(radius*0.5f, size.y + shadow_radius); - drop_shadow_vertices[6].position = pos + sf::Vector2f(radius*0.5f, size.y); - drop_shadow_vertices[7].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y); - - // Left - drop_shadow_vertices[8].position = pos + sf::Vector2f(-shadow_radius, size.y - radius*0.5f); - drop_shadow_vertices[9].position = pos + sf::Vector2f(-shadow_radius, radius*0.5f); - drop_shadow_vertices[10].position = pos + sf::Vector2f(0.0f, radius*0.5f); - drop_shadow_vertices[11].position = pos + sf::Vector2f(0.0f, size.y - radius*0.5f); - - // Right - drop_shadow_vertices[12].position = pos + sf::Vector2f(size.x + shadow_radius, radius*0.5f); - drop_shadow_vertices[13].position = pos + sf::Vector2f(size.x + shadow_radius, size.y - radius*0.5f); - drop_shadow_vertices[14].position = pos + sf::Vector2f(size.x, size.y - radius*0.5f); - drop_shadow_vertices[15].position = pos + sf::Vector2f(size.x, radius*0.5f); - - const float overshoot = 1.7f; - - // Top left - drop_shadow_vertices[16].position = pos + sf::Vector2f(-shadow_radius, radius*0.5f); - drop_shadow_vertices[17].position = pos + sf::Vector2f(-shadow_radius*overshoot, -shadow_radius*overshoot); - drop_shadow_vertices[18].position = pos + sf::Vector2f(radius*0.5f, -shadow_radius); - drop_shadow_vertices[19].position = pos + sf::Vector2f(radius*0.5f, radius*0.5f); - - // Top right - drop_shadow_vertices[20].position = pos + sf::Vector2f(size.x - radius*0.5f, -shadow_radius); - drop_shadow_vertices[21].position = pos + sf::Vector2f(size.x + shadow_radius*overshoot, -shadow_radius*overshoot); - drop_shadow_vertices[22].position = pos + sf::Vector2f(size.x + shadow_radius, radius*0.5f); - drop_shadow_vertices[23].position = pos + sf::Vector2f(size.x - radius*0.5f, radius*0.5f); - - // Bottom right - drop_shadow_vertices[24].position = pos + sf::Vector2f(size.x + shadow_radius, size.y - radius*0.5f); - drop_shadow_vertices[25].position = pos + sf::Vector2f(size.x + shadow_radius*overshoot, size.y + shadow_radius*overshoot); - drop_shadow_vertices[26].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y + shadow_radius); - drop_shadow_vertices[27].position = pos + sf::Vector2f(size.x - radius*0.5f, size.y - radius*0.5f); - - // Bottom left - drop_shadow_vertices[28].position = pos + sf::Vector2f(radius*0.5f, size.y + shadow_radius); - drop_shadow_vertices[29].position = pos + sf::Vector2f(-shadow_radius*overshoot, size.y + shadow_radius*overshoot); - drop_shadow_vertices[30].position = pos + sf::Vector2f(-shadow_radius, size.y - radius*0.5f); - drop_shadow_vertices[31].position = pos + sf::Vector2f(radius*0.5f, size.y - radius*0.5f); + vertices[0].position = pos + sf::Vector2f(-shadow_radius, -shadow_radius); + vertices[1].position = pos + sf::Vector2f(shadow_radius, -shadow_radius) + sf::Vector2f(size.x, 0.0f); + vertices[2].position = pos + sf::Vector2f(shadow_radius, shadow_radius) + sf::Vector2f(size.x, size.y); + vertices[3].position = pos + sf::Vector2f(-shadow_radius, shadow_radius) + sf::Vector2f(0.0f, size.y); } void RoundedRectangle::set_size(sf::Vector2f size) { @@ -121,15 +53,12 @@ namespace QuickMedia { } void RoundedRectangle::draw(sf::RenderTarget &target) { - if(drop_shadow_enabled) - target.draw(drop_shadow_vertices, 32, sf::Quads); - // TODO: Remove these for optimizations. Also do the same in other places where setUniform is called rounded_rectangle_shader->setUniform("radius", radius); - rounded_rectangle_shader->setUniform("band_pos", band_pos); + rounded_rectangle_shader->setUniform("band_pos", band_pos + sf::Vector2f(shadow_radius, shadow_radius)); rounded_rectangle_shader->setUniform("band_size", band_size); rounded_rectangle_shader->setUniform("band_color", sf::Glsl::Vec4(band_color.r/255.0f, band_color.g/255.0f, band_color.b/255.0f, band_color.a/255.0f)); - rounded_rectangle_shader->setUniform("resolution", size); + rounded_rectangle_shader->setUniform("resolution", size + sf::Vector2f(shadow_radius*2.0f, shadow_radius*2.0f)); target.draw(vertices, 4, sf::Quads, rounded_rectangle_shader); } }
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