singleVbo

This commit is contained in:
jrkb 2023-06-17 09:01:50 +02:00
parent 036a028ecd
commit 74e14cef20
3 changed files with 47 additions and 33 deletions

View file

@ -4,53 +4,57 @@ precision highp float;
// these are our textures
uniform sampler2D msdf;
uniform vec4 fontColor;
uniform vec2 unitRange;
uniform float msdf_mix;
uniform vec2 translation_a;
uniform vec2 scale_a;
uniform vec2 translation_b;
uniform vec2 scale_b;
uniform vec4 bgColor;
// this comes from the vertex shader
in vec2 texCoordVarying;
in vec2 uv_a;
in vec2 uv_b;
in vec4 fontColor;
in float msdf_mix;
out vec4 outputColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
float screenPxRange() {
//ivec2 ts = textureSize(msdf, 0);
//vec2 unitRange = vec2(pxRange)/vec2(ts);
vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying);
return max(0.5*dot(unitRange, screenTexSize), 1.0);
}
//float screenPxRange() {
////ivec2 ts = textureSize(msdf, 0);
////vec2 unitRange = vec2(pxRange)/vec2(ts);
//vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying);
//return max(0.5*dot(unitRange, screenTexSize), 1.0);
//}
float screenPxDistance(vec3 msdf_rgb) {
float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b);
return screenPxRange()*(sd - 0.5);
}
//float screenPxDistance(vec3 msdf_rgb) {
//float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b);
//return screenPxRange()*(sd - 0.5);
//}
void main()
{
vec4 bgColor = vec4(fontColor.rgb,0.0);
vec4 fgColor = fontColor;
vec2 texCoord_a = (texCoordVarying * scale_a) + translation_a;
vec2 texCoord_b = (texCoordVarying * scale_b) + translation_b;
vec3 msdf_rgb_a = texture( msdf, uv_a ).rgb;
vec3 msdf_rgb_b = texture( msdf, uv_b ).rgb;
vec2 sz = vec2(textureSize( msdf, 0 ));
float dx_a = dFdx( uv_a.x ) * sz.x;
float dy_a = dFdy( uv_a.y ) * sz.y;
float dx_b = dFdx( uv_b.x ) * sz.x;
float dy_b = dFdy( uv_b.y ) * sz.y;
float toPixels_a = 8.0 * inversesqrt( dx_a * dx_a + dy_a * dy_a );
float toPixels_b = 8.0 * inversesqrt( dx_b * dx_b + dy_b * dy_b );
float sigDist_a = median( msdf_rgb_a.r, msdf_rgb_a.g, msdf_rgb_a.b ) - 0.5;
float sigDist_b = median( msdf_rgb_b.r, msdf_rgb_b.g, msdf_rgb_b.b ) - 0.5;
float opacity_a = clamp( sigDist_a * toPixels_a + 0.5, 0.0, 1.0 );
float opacity_b = clamp( sigDist_b * toPixels_b + 0.5, 0.0, 1.0 );
vec3 msdf_rgb_total = texture(msdf, texCoordVarying).rgb;
vec3 msdf_rgb_a = texture(msdf, texCoord_a).rgb;
vec3 msdf_rgb_b = texture(msdf, texCoord_b).rgb;
float screenPxDistance_a = screenPxDistance(msdf_rgb_a);
float screenPxDistance_b = screenPxDistance(msdf_rgb_b);
float screenPxDistance_mix = mix(screenPxDistance_a, screenPxDistance_b, msdf_mix);
float opacity = clamp(screenPxDistance_mix + 0.5, 0.0, 1.0);
float opacity = mix(opacity_a, opacity_b, msdf_mix);
if (opacity < 0.5)
discard;
outputColor = vec4(vec3(fgColor),1.0); //mix(bgColor, fgColor, opacity);
//outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0);

View file

@ -1,15 +1,24 @@
#version 300 es
precision highp float;
// whoops these are for the programmable pipeline system
uniform mat4 modelViewProjectionMatrix;
in vec4 position;
in vec2 texcoord;
layout (location = 0) in vec4 vertexPosition;
layout (location = 1) in vec2 vertexUV_a;
layout (location = 2) in vec2 vertexUV_b;
layout (location = 3) in vec4 vertexColor;
layout (location = 4) in float vertexMix;
out vec2 texCoordVarying;
out vec2 uv_a;
out vec2 uv_b;
out vec4 fontColor;
out float msdf_mix;
void main()
{
texCoordVarying = texcoord;
gl_Position = modelViewProjectionMatrix * position;
uv_a = vertexUV_a;
uv_b = vertexUV_b;
fontColor = vertexColor;
msdf_mix = vertexMix;
gl_Position = modelViewProjectionMatrix * vertexPosition;
}

View file

@ -224,6 +224,7 @@ bool Atlas::generate(bool useCache,
// Compute atlas layout - pack glyphs
packer.pack(glyphs.data(), glyphs.size());
if(!useCache || !foundAtlasCacheImage){
cout << "did not find atlas image for " << fontPath << ", generating" << endl;
// Get final atlas dimensions
int width = 0, height = 0;
packer.getDimensions(width, height);