gecko-dev/gfx/webrender/res/ellipse.glsl

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GLSL

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifdef WR_FRAGMENT_SHADER
//
// Signed distance to an ellipse.
// Taken from http://www.iquilezles.org/www/articles/ellipsedist/ellipsedist.htm
// Note that this fails for exact circles.
//
float sdEllipse( vec2 p, in vec2 ab ) {
p = abs( p ); if( p.x > p.y ){ p=p.yx; ab=ab.yx; }
float l = ab.y*ab.y - ab.x*ab.x;
float m = ab.x*p.x/l;
float n = ab.y*p.y/l;
float m2 = m*m;
float n2 = n*n;
float c = (m2 + n2 - 1.0)/3.0;
float c3 = c*c*c;
float q = c3 + m2*n2*2.0;
float d = c3 + m2*n2;
float g = m + m*n2;
float co;
if( d<0.0 )
{
float p = acos(q/c3)/3.0;
float s = cos(p);
float t = sin(p)*sqrt(3.0);
float rx = sqrt( -c*(s + t + 2.0) + m2 );
float ry = sqrt( -c*(s - t + 2.0) + m2 );
co = ( ry + sign(l)*rx + abs(g)/(rx*ry) - m)/2.0;
}
else
{
float h = 2.0*m*n*sqrt( d );
float s = sign(q+h)*pow( abs(q+h), 1.0/3.0 );
float u = sign(q-h)*pow( abs(q-h), 1.0/3.0 );
float rx = -s - u - c*4.0 + 2.0*m2;
float ry = (s - u)*sqrt(3.0);
float rm = sqrt( rx*rx + ry*ry );
float p = ry/sqrt(rm-rx);
co = (p + 2.0*g/rm - m)/2.0;
}
float si = sqrt( 1.0 - co*co );
vec2 r = vec2( ab.x*co, ab.y*si );
return length(r - p ) * sign(p.y-r.y);
}
float distance_to_ellipse(vec2 p, vec2 radii, float aa_range) {
// sdEllipse fails on exact circles, so handle equal
// radii here. The branch coherency should make this
// a performance win for the circle case too.
float len = length(p);
if (radii.x == radii.y) {
return len - radii.x;
} else {
if (len < min(radii.x, radii.y) - aa_range) {
return -aa_range;
} else if (len > max(radii.x, radii.y) + aa_range) {
return aa_range;
}
return sdEllipse(p, radii);
}
}
float clip_against_ellipse_if_needed(
vec2 pos,
float current_distance,
vec4 ellipse_center_radius,
vec2 sign_modifier,
float aa_range
) {
if (!all(lessThan(sign_modifier * pos, sign_modifier * ellipse_center_radius.xy))) {
return current_distance;
}
float distance = distance_to_ellipse(pos - ellipse_center_radius.xy,
ellipse_center_radius.zw,
aa_range);
return max(distance, current_distance);
}
float rounded_rect(vec2 pos,
vec4 clip_center_radius_tl,
vec4 clip_center_radius_tr,
vec4 clip_center_radius_br,
vec4 clip_center_radius_bl,
float aa_range) {
// Start with a negative value (means "inside") for all fragments that are not
// in a corner. If the fragment is in a corner, one of the clip_against_ellipse_if_needed
// calls below will update it.
float current_distance = -1.0;
// Clip against each ellipse.
current_distance = clip_against_ellipse_if_needed(pos,
current_distance,
clip_center_radius_tl,
vec2(1.0),
aa_range);
current_distance = clip_against_ellipse_if_needed(pos,
current_distance,
clip_center_radius_tr,
vec2(-1.0, 1.0),
aa_range);
current_distance = clip_against_ellipse_if_needed(pos,
current_distance,
clip_center_radius_br,
vec2(-1.0),
aa_range);
current_distance = clip_against_ellipse_if_needed(pos,
current_distance,
clip_center_radius_bl,
vec2(1.0, -1.0),
aa_range);
// Apply AA
// See comment in ps_border_corner about the choice of constants.
return distance_aa(aa_range, current_distance);
}
#endif