GameEngineJava/profiler/vis/Code/Shaders/Timeline.glsl

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2023-11-13 21:31:36 +00:00
const TimelineShaderShared = ShaderShared + `
#define SAMPLE_HEIGHT 16.0
#define SAMPLE_BORDER 2.0
#define SAMPLE_Y_SPACING (SAMPLE_HEIGHT + SAMPLE_BORDER * 2.0)
#define PIXEL_ROUNDED_OFFSETS
struct Container
{
float x0;
float y0;
float x1;
float y1;
};
struct TimeRange
{
float msStart;
float msPerPixel;
};
struct Row
{
float yOffset;
};
uniform Viewport inViewport;
uniform TimeRange inTimeRange;
uniform Container inContainer;
uniform Row inRow;
float PixelOffset(float time_ms)
{
float offset = (time_ms - inTimeRange.msStart) * inTimeRange.msPerPixel;
#ifdef PIXEL_ROUNDED_OFFSETS
return floor(offset);
#else
return offset;
#endif
}
float PixelSize(float time_ms)
{
float size = time_ms * inTimeRange.msPerPixel;
#ifdef PIXEL_ROUNDED_OFFSETS
return floor(size);
#else
return size;
#endif
}
vec4 SampleQuad(int vertex_id, vec4 in_sample_textoffset, float padding, out vec4 out_quad_pos_size_px)
{
// Unpack input data
float ms_start = in_sample_textoffset.x;
float ms_length = in_sample_textoffset.y;
float depth = in_sample_textoffset.z;
// Determine pixel range of the sample
float x0 = PixelOffset(ms_start);
float x1 = x0 + PixelSize(ms_length);
// Calculate box to render
// Ensure no sample is less than one pixel in length and so is always visible
float offset_x = inContainer.x0 + x0 - padding;
float offset_y = inRow.yOffset + (depth - 1.0) * SAMPLE_Y_SPACING + SAMPLE_BORDER - padding;
float size_x = max(x1 - x0, 1.0) + padding * 2.0;
float size_y = SAMPLE_HEIGHT + padding * 2.0;
// Box range clipped to container bounds
float min_x = min(max(offset_x, inContainer.x0), inContainer.x1);
float min_y = min(max(offset_y, inContainer.y0), inContainer.y1);
float max_x = min(max(offset_x + size_x, inContainer.x0), inContainer.x1);
float max_y = min(max(offset_y + size_y, inContainer.y0), inContainer.y1);
// Box quad position in NDC
vec2 position = QuadPosition(vertex_id, min_x, min_y, max_x, max_y);
vec4 ndc_pos = UVToNDC(inViewport, position);
out_quad_pos_size_px.xy = vec2(position.x - offset_x, position.y - offset_y);
out_quad_pos_size_px.zw = vec2(max_x - min_x, max_y - min_y);
return ndc_pos;
}
`;
// -------------------------------------------------------------------------------------------------------------------------------
// Sample Rendering
// -------------------------------------------------------------------------------------------------------------------------------
const TimelineVShader = TimelineShaderShared + `
in vec4 inSample_TextOffset;
in vec4 inColour_TextLength;
out vec4 varColour_TimeMs;
out vec4 varPosInBoxPx_TextEntry;
out float varTimeChars;
void main()
{
// Unpack input data
float ms_length = inSample_TextOffset.y;
float text_buffer_offset = inSample_TextOffset.w;
vec3 box_colour = inColour_TextLength.rgb;
float text_length_chars = inColour_TextLength.w;
// Calculate number of characters required to display the millisecond time
float time_chars = NbIntegerCharsForNumber(ms_length);
// Calculate sample quad vertex positions
vec4 quad_pos_size_px;
gl_Position = SampleQuad(gl_VertexID, inSample_TextOffset, 0.0, quad_pos_size_px);
// Pack for fragment shader
varColour_TimeMs = vec4(box_colour / 255.0, ms_length);
varPosInBoxPx_TextEntry = vec4(quad_pos_size_px.x, quad_pos_size_px.y, text_buffer_offset, text_length_chars);
varTimeChars = time_chars;
}
`;
const TimelineFShader = TimelineShaderShared + `
in vec4 varColour_TimeMs;
in vec4 varPosInBoxPx_TextEntry;
in float varTimeChars;
out vec4 outColour;
void main()
{
// Font description
float font_width_px = inTextBufferDesc.fontWidth;
float font_height_px = inTextBufferDesc.fontHeight;
// Text range in the text buffer
vec2 pos_in_box_px = varPosInBoxPx_TextEntry.xy;
float text_buffer_offset = varPosInBoxPx_TextEntry.z;
float text_length_chars = varPosInBoxPx_TextEntry.w;
float text_length_px = text_length_chars * font_width_px;
// Text placement offset within the box
const vec2 text_start_px = vec2(10.0, 3.0);
vec3 box_colour = varColour_TimeMs.rgb;
// Add a subtle border to the box so that you can visually separate samples when they are next to each other
vec2 top_left = min(pos_in_box_px.xy, 2.0);
float both = min(top_left.x, top_left.y);
box_colour *= (0.8 + both * 0.1);
float text_weight = 0.0;
// Are we over the time number or the text?
float text_end_px = text_start_px.x + text_length_px;
float number_start_px = text_end_px + font_width_px * 2.0;
if (pos_in_box_px.x > number_start_px)
{
vec2 time_pixel_pos;
time_pixel_pos.x = pos_in_box_px.x - number_start_px;
time_pixel_pos.y = max(min(pos_in_box_px.y - text_start_px.y, font_height_px - 1.0), 0.0);
// Time number
float time_ms = varColour_TimeMs.w;
float time_index = floor(time_pixel_pos.x / font_width_px);
if (time_index < varTimeChars + 4.0)
{
text_weight = LookupNumber(time_pixel_pos, time_ms, 4.0);
}
// " ms" label at the end of the time
else if (time_index < varTimeChars + 7.0)
{
const float ms[3] = float[3] ( 32.0, 109.0, 115.0 );
float char = ms[int(time_index - (varTimeChars + 4.0))];
text_weight = LookupCharacter(char, time_pixel_pos.x - time_index * font_width_px, time_pixel_pos.y, font_width_px, font_height_px);
}
}
else
{
text_weight = LookupText(pos_in_box_px - text_start_px, text_buffer_offset, text_length_chars);
}
// Blend text onto the box
vec3 text_colour = vec3(0.0, 0.0, 0.0);
outColour = vec4(mix(box_colour, text_colour, text_weight), 1.0);
}
`;
// -------------------------------------------------------------------------------------------------------------------------------
// Sample Highlights
// -------------------------------------------------------------------------------------------------------------------------------
const TimelineHighlightVShader = TimelineShaderShared + `
uniform float inStartMs;
uniform float inLengthMs;
uniform float inDepth;
out vec4 varPosSize;
void main()
{
// Calculate sample quad vertex positions
gl_Position = SampleQuad(gl_VertexID, vec4(inStartMs, inLengthMs, inDepth, 0.0), 1.0, varPosSize);
}
`;
const TimelineHighlightFShader = TimelineShaderShared + `
// TODO(don): Vector uniforms, please!
uniform float inColourR;
uniform float inColourG;
uniform float inColourB;
in vec4 varPosSize;
out vec4 outColour;
void main()
{
// Rounded pixel co-ordinates interpolating across the sample
vec2 pos = floor(varPosSize.xy);
// Sample size in pixel co-ordinates
vec2 size = floor(varPosSize.zw);
// Highlight thickness
float t = 2.0;
// Distance along axes to highlight edges
vec2 dmin = abs(pos - 0.0);
vec2 dmax = abs(pos - (size - 1.0));
// Take the closest distance
float dx = min(dmin.x, dmax.x);
float dy = min(dmin.y, dmax.y);
float d = min(dx, dy);
// Invert the distance and clamp to thickness
d = (t + 1.0) - min(d, t + 1.0);
// Scale with thickness for uniform intensity
d = d / (t + 1.0);
outColour = vec4(inColourR * d, inColourG * d, inColourB * d, d);
}
`;
// -------------------------------------------------------------------------------------------------------------------------------
// GPU->CPU Sample Sources
// -------------------------------------------------------------------------------------------------------------------------------
const TimelineGpuToCpuVShader = TimelineShaderShared + `
uniform float inStartMs;
uniform float inLengthMs;
uniform float inDepth;
out vec4 varPosSize;
void main()
{
// Calculate sample quad vertex positions
gl_Position = SampleQuad(gl_VertexID, vec4(inStartMs, inLengthMs, inDepth, 0.0), 1.0, varPosSize);
}
`;
const TimelineGpuToCpuFShader = TimelineShaderShared + `
in vec4 varPosSize;
out vec4 outColour;
void main()
{
// Rounded pixel co-ordinates interpolating across the sample
vec2 pos = floor(varPosSize.xy);
// Sample size in pixel co-ordinates
vec2 size = floor(varPosSize.zw);
// Distance to centre line, bumped out every period to create a dash
float dc = abs(pos.y - size.y / 2.0);
dc += (int(pos.x / 3.0) & 1) == 0 ? 100.0 : 0.0;
// Min with the start line
float ds = abs(pos.x - 0.0);
float d = min(dc, ds);
// Invert the distance for highlight
d = 1.0 - min(d, 1.0);
outColour = vec4(d, d, d, d);
}
`;
// -------------------------------------------------------------------------------------------------------------------------------
// Background
// -------------------------------------------------------------------------------------------------------------------------------
const TimelineBackgroundVShader = TimelineShaderShared + `
uniform float inYOffset;
out vec2 varPosition;
void main()
{
// Container quad position in NDC
vec2 position = QuadPosition(gl_VertexID, inContainer.x0, inContainer.y0, inContainer.x1, inContainer.y1);
gl_Position = UVToNDC(inViewport, position);
// Offset Y with scroll position
varPosition = vec2(position.x, position.y - inYOffset);
}
`;
const TimelineBackgroundFShader = TimelineShaderShared + `
in vec2 varPosition;
out vec4 outColour;
void main()
{
vec2 pos = floor(varPosition);
float f = round(fract(pos.y / SAMPLE_Y_SPACING) * SAMPLE_Y_SPACING);
float g = f >= 1.0 && f <= (SAMPLE_Y_SPACING - 2.0) ? 0.30 : 0.23;
outColour = vec4(g, g, g, 1.0);
}
`;