kicad/common/gal/shaders/kicad_vert.glsl

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/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Vertex shader
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Shader types
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
const float SHADER_LINE_A = 5.0;
const float SHADER_LINE_B = 6.0;
const float SHADER_LINE_C = 7.0;
const float SHADER_LINE_D = 8.0;
const float SHADER_LINE_E = 9.0;
const float SHADER_LINE_F = 10.0;
// Minimum line width
const float MIN_WIDTH = 1.0;
attribute vec4 a_shaderParams;
varying vec4 v_shaderParams;
varying vec2 v_circleCoords;
uniform float u_worldPixelSize;
uniform vec2 u_screenPixelSize;
uniform float u_pixelSizeMultiplier;
uniform float u_minLinePixelWidth;
uniform vec2 u_antialiasingOffset;
float roundr( float f, float r )
{
return floor(f / r + 0.5) * r;
}
vec4 roundv( vec4 x, vec2 t)
{
return vec4( roundr(x.x, t.x), roundr(x.y, t.y), x.z, x.w );
}
void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir, float lineWidth, bool endV )
{
float lineLength = length(vs);
vec4 screenPos = gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0);
float w = ((lineWidth == 0.0) ? u_worldPixelSize : lineWidth );
float pixelWidth = roundr( w / u_worldPixelSize, 1.0 );
float aspect = ( lineLength + w ) / w;
vec4 color = gl_Color;
vec2 s = sign( vec2( gl_ModelViewProjectionMatrix[0][0], gl_ModelViewProjectionMatrix[1][1] ) );
if( pixelWidth < 1.0 )
pixelWidth = 1.0;
if ( pixelWidth > 1.0 || u_pixelSizeMultiplier > 1.0 )
{
vec2 offsetNorm = (vs + vp) * pixelWidth / lineLength * 0.5;
vec4 screenOffset = vec4( s.x * offsetNorm.x * u_screenPixelSize.x, s.y * offsetNorm.y * u_screenPixelSize.y , 0, 0);
vec4 adjust = vec4(-1, -1, 0, 0);
if( mod( pixelWidth * u_pixelSizeMultiplier, 2.0 ) > 0.9 )
{
adjust += vec4( u_screenPixelSize.x, u_screenPixelSize.y, 0, 0 ) * 0.5;
}
gl_Position = roundv(screenPos, u_screenPixelSize) + adjust + screenOffset;
v_shaderParams[0] = SHADER_LINE_A;
}
else {
vec4 pos0 = screenPos;
pos0.xy += ( posture ? dir.xy : dir.yx ) * u_screenPixelSize / 2.0;
if(posture)
{
pos0.y -= u_screenPixelSize.y * sign(vs.y) * 0.5;
}
else
{
pos0.x += u_screenPixelSize.x * sign(vs.x) * 0.5;
}
gl_Position = pos0 - vec4(1, 1, 0, 0);
v_shaderParams[0] = SHADER_LINE_B;
}
v_shaderParams[1] = aspect;
gl_TexCoord[0].st = vec2(aspect * texcoord.x, texcoord.y);
gl_FrontColor = gl_Color;
}
void computeCircleCoords( float mode, float vertexIndex, float radius, float lineWidth )
{
vec4 delta;
vec4 center = roundv( gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0), u_screenPixelSize );
float pixelWidth = roundr( lineWidth / u_worldPixelSize, 1.0);
float pixelR = roundr( radius / u_worldPixelSize, 1.0);
if( mode == SHADER_STROKED_CIRCLE)
pixelR += pixelWidth / 2.0;
vec4 adjust = vec4(-1, -1, 0, 0);
if( pixelWidth < 1.0 )
pixelWidth = 1.0;
if( vertexIndex == 1.0 )
{
v_circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
delta = vec4( -pixelR * sqrt(3.0), -pixelR, 0, 0 );
}
else if( vertexIndex == 2.0 )
{
v_circleCoords = vec2( sqrt( 3.0 ), -1.0 );
delta = vec4( pixelR * sqrt( 3.0 ), -pixelR, 0, 0 );
}
else if( vertexIndex == 3.0 )
{
v_circleCoords = vec2( 0.0, 2.0 );
delta = vec4( 0, 2 * pixelR, 0, 0 );
}
else if( vertexIndex == 4.0 )
{
v_circleCoords = vec2( -sqrt( 3.0 ), 0.0 );
delta = vec4( 0, 0, 0, 0 );
}
else if( vertexIndex == 5.0 )
{
v_circleCoords = vec2( sqrt( 3.0 ), 0.0 );
delta = vec4( 0, 0, 0, 0 );
}
else if( vertexIndex == 6.0 )
{
v_circleCoords = vec2( 0.0, 2.0 );
delta = vec4( 0, 0, 0, 0 );
}
v_shaderParams[2] = pixelR;
v_shaderParams[3] = pixelWidth;
delta.x *= u_screenPixelSize.x;
delta.y *= u_screenPixelSize.y;
gl_Position = center + delta + adjust;
gl_FrontColor = gl_Color;
}
void main()
{
float mode = a_shaderParams[0];
// Pass attributes to the fragment shader
v_shaderParams = a_shaderParams;
float lineWidth = v_shaderParams.y;
vec2 vs = v_shaderParams.zw;
vec2 vp = vec2(-vs.y, vs.x);
bool posture = abs( vs.x ) < abs(vs.y);
if( mode == SHADER_LINE_A )
computeLineCoords( posture, -vs, vp, vec2( -1, -1 ), vec2( -1, 0 ), lineWidth, false );
else if( mode == SHADER_LINE_B )
computeLineCoords( posture, -vs, -vp, vec2( -1, 1 ), vec2( 1, 0 ), lineWidth, false );
else if( mode == SHADER_LINE_C )
computeLineCoords( posture, vs, -vp, vec2( 1, 1 ), vec2( 1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_D )
computeLineCoords( posture, vs, -vp, vec2( -1, -1 ), vec2( 1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_E )
computeLineCoords( posture, vs, vp, vec2( -1, 1 ), vec2( -1, 0 ), lineWidth, true );
else if( mode == SHADER_LINE_F )
computeLineCoords( posture, -vs, vp, vec2( 1, 1 ), vec2( -1, 0 ), lineWidth, false );
else if( mode == SHADER_FILLED_CIRCLE || mode == SHADER_STROKED_CIRCLE)
computeCircleCoords( mode, v_shaderParams.y, v_shaderParams.z, v_shaderParams.w );
else
{
// Pass through the coordinates like in the fixed pipeline
gl_Position = ftransform();
gl_FrontColor = gl_Color;
}
gl_Position.xy += u_antialiasingOffset;
}