gecko-dev/gfx/wr/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
// One iteration of Newton's method on the 2D equation of an ellipse:
//
// E(x, y) = x^2/a^2 + y^2/b^2 - 1
//
// The Jacobian of this equation is:
//
// J(E(x, y)) = [ 2*x/a^2 2*y/b^2 ]
//
// We approximate the distance with:
//
// E(x, y) / ||J(E(x, y))||
//
// See G. Taubin, "Distance Approximations for Rasterizing Implicit
// Curves", section 3.
float distance_to_ellipse(vec2 p, vec2 radii, float aa_range) {
float dist;
if (any(lessThanEqual(radii, vec2(0.0)))) {
dist = length(p);
} else {
vec2 invRadiiSq = 1.0 / (radii * radii);
float g = dot(p * p * invRadiiSq, vec2(1.0)) - 1.0;
vec2 dG = 2.0 * p * invRadiiSq;
dist = g * inversesqrt(dot(dG, dG));
}
return clamp(dist, -aa_range, aa_range);
}
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 = -aa_range;
// 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