GUI: Box drawing

This commit is contained in:
2026-05-13 05:40:31 +02:00
parent 79c62141df
commit bce62feb09
24 changed files with 747 additions and 62 deletions

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@@ -0,0 +1,39 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 positionSSPX;
} var;
#include "includes/gui_box_common.glsl"
layout(location = 0) out vec4 fragColor;
float boxSDF(vec2 p, vec2 center, vec2 halfExtents, float borderRadius) {
vec2 q = abs(p - center) - halfExtents + borderRadius;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - borderRadius;
}
#define BOX _Boxes[var.instance]
void main() {
vec2 halfExtentsPX = 0.5 * BOX.sizePX;
vec2 centerSSPX = BOX.positionSSPX + halfExtentsPX;
float borderHalfWidthPX = 0.5 * BOX.borderWidthPX;
float interiorSDF = boxSDF(var.positionSSPX, centerSSPX, halfExtentsPX, BOX.borderRadiusPX) + BOX.borderWidthPX;
float borderSDF = abs(interiorSDF - borderHalfWidthPX) - borderHalfWidthPX;
float interiorCoverage = clamp(-interiorSDF + 0.5, 0.0, 1.0) * BOX.backgroundColor.a;
float borderCoverage = clamp(-borderSDF + 0.5, 0.0, 1.0) * BOX.borderColor.a;
float totalCoverage = interiorCoverage + borderCoverage;
fragColor = vec4(
interiorCoverage * BOX.backgroundColor.rgb +
borderCoverage * BOX.borderColor.rgb,
totalCoverage
);
}

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#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
out Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 positionSSPX;
} var;
#include "includes/gui_box_common.glsl"
const vec2 VERTICES[4] = vec2[](
vec2(0, 1),
vec2(1, 1),
vec2(0, 0),
vec2(1, 0)
);
#define BOX _Boxes[gl_InstanceIndex]
#define VERTEX VERTICES[gl_VertexIndex]
void main() {
vec2 positionSSPX = VERTEX * BOX.sizePX + BOX.positionSSPX;
vec4 positionCS = vec4(_Global.matrixSSPXtoCS * vec3(positionSSPX, 1.0), 0.0, 1.0);
gl_Position = positionCS;
var.instance = gl_InstanceIndex;
var.positionSSPX = positionSSPX;
}

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@@ -0,0 +1,20 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 texCoord;
} var;
#include "includes/gui_image_common.glsl"
layout(location = 0) out vec4 fragColor;
#define IMAGE _Images[var.instance]
void main() {
vec4 texel = texture(sampler2D(_Textures[uint(IMAGE.textureId)], _Sampler), var.texCoord);
fragColor = texel * IMAGE.tint;
}

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@@ -0,0 +1,32 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
out Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 texCoord;
} var;
#include "includes/gui_image_common.glsl"
const vec2 VERTICES[4] = vec2[](
vec2(0, 1),
vec2(1, 1),
vec2(0, 0),
vec2(1, 0)
);
#define IMAGE _Images[gl_InstanceIndex]
#define VERTEX VERTICES[gl_VertexIndex]
void main() {
vec2 positionSSPX = VERTEX * IMAGE.sizePX + IMAGE.positionSSPX;
vec4 positionCS = vec4(_Global.matrixSSPXtoCS * vec3(positionSSPX, 1.0), 0.0, 1.0);
vec2 texCoord = VERTEX * (IMAGE.uvMax - IMAGE.uvMin) + IMAGE.uvMin;
gl_Position = positionCS;
var.instance = gl_InstanceIndex;
var.texCoord = texCoord;
}

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@@ -0,0 +1,15 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
uint calcRootCode(float y1, float y2, float y3) {
uint i1 = floatBitsToUint(y1) >> 31U;
uint i2 = floatBitsToUint(y2) >> 30U;
uint i3 = floatBitsToUint(y3) >> 29U;
uint shift = (i2 & 2U) | (i1 & ~2U);
shift = (i3 & 4U) | (shift & ~4U);
return ((0x2E74U >> shift) & 0x0101U);
}

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@@ -0,0 +1,10 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
layout(location = 0) in vec4 positionOS_normalOS;
layout(location = 1) in vec4 texCoordEM_band_flags;
layout(location = 2) in vec4 jacobian;
layout(location = 3) in vec4 scale_offset;
layout(location = 4) in vec4 color;

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@@ -0,0 +1,6 @@
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
mat3x2 matrixSSPXtoCS;
vec3 ambientLight;
} _Global;

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@@ -0,0 +1,14 @@
struct Box {
vec4 backgroundColor;
vec4 borderColor;
vec2 positionSSPX;
vec2 sizePX;
float borderWidthPX;
float borderRadiusPX;
};
#include "global_uniforms.glsl"
layout(set = 0, binding = 1, scalar) readonly buffer Boxes {
Box _Boxes[];
};

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@@ -0,0 +1,17 @@
struct Image {
vec4 tint;
vec2 positionSSPX;
vec2 sizePX;
vec2 uvMin;
vec2 uvMax;
uint16_t textureId;
};
#include "global_uniforms.glsl"
layout(set = 0, binding = 1, scalar) readonly buffer Images {
Image _Images[];
};
layout(set = 0, binding = 2) uniform sampler _Sampler;
layout(set = 0, binding = 3) uniform texture2D _Textures[];

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@@ -32,11 +32,7 @@ struct ObjectUniforms {
uint16_t material;
};
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
vec3 ambientLight;
} _Global;
#include "global_uniforms.glsl"
layout(set = 0, binding = 1, scalar) readonly buffer PointLights {
uint count;

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@@ -0,0 +1,8 @@
vec3 toneMapAcesNarkowicz(vec3 color) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
}

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@@ -12,7 +12,8 @@ in Varyings {
layout(location = 5) vec3 bitangentVS;
} var;
#include "main_common.glsl"
#include "includes/main_common.glsl"
#include "includes/tone_mapping.glsl"
layout(location = 0) out vec4 fragColor;
@@ -39,15 +40,6 @@ float distributionGGX(float dotNH, float alpha) {
return alphaSquared * INV_PI / (tmp * tmp);
}
vec3 toneMapAcesNarkowicz(vec3 color) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
}
vec3 lightOutgoingRadiance(
vec3 viewDirectionVS, vec3 normalVS, float dotNV,
vec3 baseColor, float alpha, float metallic, vec3 f0,

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@@ -17,7 +17,7 @@ out Varyings {
layout(location = 5) vec3 bitangentVS;
} var;
#include "main_common.glsl"
#include "includes/main_common.glsl"
#define OBJECT _Object[gl_InstanceIndex]

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@@ -9,14 +9,7 @@ layout(set = 0, binding = 2) uniform textureCube _Texture;
layout(location = 0) out vec4 fragColor;
vec3 toneMapAcesNarkowicz(vec3 color) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
}
#include "includes/tone_mapping.glsl"
void main() {
vec4 texel = texture(samplerCube(_Texture, _Sampler), var.texCoord);

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@@ -7,11 +7,7 @@ out Varyings {
layout(location = 0) vec3 texCoord;
} var;
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
vec3 ambientLight;
} _Global;
#include "includes/global_uniforms.glsl"
void main() {
vec3 directionVS = (_Global.matrixWStoVS * vec4(directionWS, 0.0)).xyz;