154 lines
5.1 KiB
GLSL
Vendored
154 lines
5.1 KiB
GLSL
Vendored
const ShaderShared = `#version 300 es
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precision mediump float;
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struct Viewport
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{
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float width;
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float height;
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};
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vec2 QuadPosition(int vertex_id, float min_x, float min_y, float max_x, float max_y)
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{
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// Quad indices are:
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//
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// 2 3
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// +----+
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// | |
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// +----+
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// 0 1
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//
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vec2 position;
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position.x = (vertex_id & 1) == 0 ? min_x : max_x;
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position.y = (vertex_id & 2) == 0 ? min_y : max_y;
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return position;
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}
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vec4 UVToNDC(Viewport viewport, vec2 uv)
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{
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//
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// NDC is:
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// -1 to 1, left to right
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// -1 to 1, bottom to top
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//
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vec4 ndc_pos;
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ndc_pos.x = (uv.x / viewport.width) * 2.0 - 1.0;
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ndc_pos.y = 1.0 - (uv.y / viewport.height) * 2.0;
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ndc_pos.z = 0.0;
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ndc_pos.w = 1.0;
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return ndc_pos;
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}
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vec4 TextureBufferLookup(sampler2D sampler, float index, float length)
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{
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vec2 uv = vec2((index + 0.5) / length, 0.5);
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return texture(sampler, uv);
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}
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struct TextBufferDesc
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{
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float fontWidth;
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float fontHeight;
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float textBufferLength;
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};
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uniform sampler2D inFontAtlasTexture;
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uniform sampler2D inTextBuffer;
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uniform TextBufferDesc inTextBufferDesc;
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float LookupCharacter(float char_ascii, float pos_x, float pos_y, float font_width_px, float font_height_px)
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{
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// 2D index of the ASCII character in the font atlas
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float char_index_y = floor(char_ascii / 16.0);
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float char_index_x = char_ascii - char_index_y * 16.0;
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// Start UV of the character in the font atlas
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float char_base_uv_x = char_index_x / 16.0;
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float char_base_uv_y = char_index_y / 16.0;
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// UV within the character itself, scaled to the font atlas
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float char_uv_x = pos_x / (font_width_px * 16.0);
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float char_uv_y = pos_y / (font_height_px * 16.0);
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vec2 uv;
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uv.x = char_base_uv_x + char_uv_x;
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uv.y = char_base_uv_y + char_uv_y;
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// Strip colour and return alpha only
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return texture(inFontAtlasTexture, uv).a;
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}
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float LookupText(vec2 render_pos_px, float text_buffer_offset, float text_length_chars)
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{
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// Font description
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float font_width_px = inTextBufferDesc.fontWidth;
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float font_height_px = inTextBufferDesc.fontHeight;
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float text_buffer_length = inTextBufferDesc.textBufferLength;
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float text_length_px = text_length_chars * font_width_px;
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// Text pixel position clamped to the bounds of the full word, allowing leakage to neighbouring NULL characters to pad zeroes
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vec2 text_pixel_pos;
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text_pixel_pos.x = max(min(render_pos_px.x, text_length_px), -1.0);
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text_pixel_pos.y = max(min(render_pos_px.y, font_height_px - 1.0), 0.0);
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// Index of the current character in the text buffer
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float text_index = text_buffer_offset + floor(text_pixel_pos.x / font_width_px);
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// Sample the 1D text buffer to get the ASCII character index
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float char_ascii = TextureBufferLookup(inTextBuffer, text_index, text_buffer_length).a * 255.0;
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return LookupCharacter(char_ascii,
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text_pixel_pos.x - (text_index - text_buffer_offset) * font_width_px,
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text_pixel_pos.y,
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font_width_px, font_height_px);
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}
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float NbIntegerCharsForNumber(float number)
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{
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float number_int = floor(number);
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return number_int == 0.0 ? 1.0 : floor(log(number_int) / 2.302585092994046) + 1.0;
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}
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// Base-10 lookup table for shifting digits of a float to the range 0-9 where they can be rendered
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const float g_Multipliers[14] = float[14](
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// Decimal part multipliers
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1000.0, 100.0, 10.0,
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// Zero entry for maintaining the ASCII "." base when rendering the period
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0.0,
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// Integer part multipliers
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1.0, 0.1, 0.01, 0.001, 0.0001, 0.00001, 0.000001, 0.0000001, 0.00000001, 0.000000001 );
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float LookupNumber(vec2 render_pos_px, float number, float nb_float_chars)
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{
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// Font description
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float font_width_px = inTextBufferDesc.fontWidth;
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float font_height_px = inTextBufferDesc.fontHeight;
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float text_buffer_length = inTextBufferDesc.textBufferLength;
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float number_integer_chars = NbIntegerCharsForNumber(number);
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// Clip
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render_pos_px.y = max(min(render_pos_px.y, font_height_px - 1.0), 0.0);
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float number_index = floor(render_pos_px.x / font_width_px);
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if (number_index >= 0.0 && number_index < number_integer_chars + nb_float_chars)
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{
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// When we are indexing the period separating integer and decimal, set the base to ASCII "."
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// The lookup table stores zero for this entry, multipying with the addend to produce no shift from this base
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float base = (number_index == number_integer_chars) ? 46.0 : 48.0;
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// Calculate digit using the current number index base-10 shift
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float multiplier = g_Multipliers[int(number_integer_chars - number_index) + 3];
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float number_shifted_int = floor(number * multiplier);
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float number_digit = floor(mod(number_shifted_int, 10.0));
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return LookupCharacter(base + number_digit,
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render_pos_px.x - number_index * font_width_px,
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render_pos_px.y,
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font_width_px, font_height_px);
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}
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return 0.0;
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}
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`;
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