Update WR - texture layers, image mask, profiler, optimizations.

This commit is contained in:
Glenn Watson 2016-10-26 12:04:21 +10:00
parent 4b28750b9a
commit 86eaef237b
19 changed files with 182 additions and 58 deletions

View file

@ -5,14 +5,19 @@
flat varying vec4 vClipRect;
flat varying vec4 vClipRadius;
flat varying vec4 vClipMaskUvRect;
flat varying vec4 vClipMaskLocalRect;
#ifdef WR_VERTEX_SHADER
void write_clip(Clip clip) {
void write_clip(ClipInfo clip) {
vClipRect = vec4(clip.rect.rect.xy, clip.rect.rect.xy + clip.rect.rect.zw);
vClipRadius = vec4(clip.top_left.outer_inner_radius.x,
clip.top_right.outer_inner_radius.x,
clip.bottom_right.outer_inner_radius.x,
clip.bottom_left.outer_inner_radius.x);
//TODO: interpolate the final mask UV
vClipMaskUvRect = clip.mask_info.uv_rect;
vClipMaskLocalRect = clip.mask_info.local_rect; //TODO: transform
}
#endif
@ -29,23 +34,31 @@ float do_clip(vec2 pos) {
float d_bl = distance(pos, ref_bl);
float pixels_per_fragment = length(fwidth(pos.xy));
// TODO: compute the `nudge` separately for X and Y
float nudge = 0.5 * pixels_per_fragment;
bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > vClipRadius.x - nudge;
bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > vClipRadius.y - nudge;
bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > vClipRadius.z - nudge;
bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > vClipRadius.w - nudge;
vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - vClipRadius + nudge;
float distance_from_border = dot(vec4(out0, out1, out2, out3), distances);
bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
pos.x > ref_tr.x && pos.y < ref_tr.y,
pos.x > ref_br.x && pos.y > ref_br.y,
pos.x < ref_bl.x && pos.y > ref_bl.y);
float distance_from_border = dot(vec4(is_out),
max(vec4(0.0, 0.0, 0.0, 0.0), distances));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
float border_alpha = 1.0 - smoothstep(0.0, 1.0, distance_from_border);
bool repeat_mask = false; //TODO
vec2 vMaskUv = (pos - vClipMaskLocalRect.xy) / vClipMaskLocalRect.zw;
vec2 clamped_mask_uv = repeat_mask ? fract(vMaskUv) :
clamp(vMaskUv, vec2(0.0, 0.0), vec2(1.0, 1.0));
vec2 source_uv = clamped_mask_uv * vClipMaskUvRect.zw + vClipMaskUvRect.xy;
float mask_alpha = texture(sMask, source_uv).r; //careful: texture has type A8
return border_alpha * mask_alpha;
}
#endif