Mirror of metal.sx, talks to GLES3 via opengl.sx's runtime-loaded fn-pointer variables. EGL bootstrap is owned by AndroidPlatform; this module just calls `load_gl(@eglGetProcAddress)` once during `init` to populate the pointers, then drives raw draw/state from there. The renderer's vertex layout (12 floats: pos2/uv2/color4/params4 = 48 bytes, attribute locations 0-3) is hardcoded in a single shared VAO the Gles3Gpu owns — `set_vertex_buffer` rebinds the active VBO against it. `set_vertex_constants(slot=1, data, 64)` is treated as the 4x4 projection matrix; `set_texture(slot=0, ...)` binds texture unit 0 and sets `uniform sampler2D uTex` — both match renderer.sx's shader contract. A subtle gotcha caught + recorded in the file header: declaring the same GL name as a `#foreign` function while opengl.sx also declares it as an fn-pointer global silently lets the global win, and calling through the uninitialized variable jumps to PC=0. Solution: don't re-declare; use opengl.sx's pointers and `load_gl` them. renderer.sx: the GPU-protocol shader-source branch now passes (UI_VERT_SRC_ES, UI_FRAG_SRC_ES) on Android (separate vert+frag) vs. the combined MSL library on iOS. Both gated with `inline if OS == X`.
652 lines
24 KiB
Plaintext
Executable File
652 lines
24 KiB
Plaintext
Executable File
#import "modules/std.sx";
|
||
#import "modules/compiler.sx";
|
||
#import "modules/opengl.sx";
|
||
#import "modules/math";
|
||
#import "modules/gpu/types.sx";
|
||
#import "modules/gpu/api.sx";
|
||
#import "modules/ui/types.sx";
|
||
#import "modules/ui/render.sx";
|
||
#import "modules/ui/glyph_cache.sx";
|
||
#import "modules/ui/font.sx";
|
||
|
||
// Vertex: pos(2) + uv(2) + color(4) + params(4) = 12 floats
|
||
UI_VERTEX_FLOATS :s64: 12;
|
||
UI_VERTEX_BYTES :s64: 48;
|
||
MAX_UI_VERTICES :s64: 16384;
|
||
|
||
UIRenderer :: struct {
|
||
// GL-side handles. Used when `gpu == null` (every non-iOS target today).
|
||
vao: u32;
|
||
vbo: u32;
|
||
shader: u32;
|
||
proj_loc: s32;
|
||
tex_loc: s32;
|
||
|
||
// CPU-side vertex scratch buffer — same for both backends.
|
||
vertices: [*]f32;
|
||
vertex_count: s64;
|
||
screen_width: f32;
|
||
screen_height: f32;
|
||
dpi_scale: f32;
|
||
white_texture: u32; // GL name OR TextureHandle (both are u32-shaped)
|
||
current_texture: u32;
|
||
draw_calls: s64;
|
||
|
||
// GPU protocol backend. When set, the renderer routes shader / buffer /
|
||
// texture / draw calls through `gpu` instead of raw GL. The chess game
|
||
// sets this on iOS to a boxed `*MetalGPU`.
|
||
gpu: ?GPU = null;
|
||
mtl_shader: ShaderHandle = 0;
|
||
mtl_vbuf: BufferHandle = 0;
|
||
// Per-frame byte offset into the Metal vertex buffer. Each flush writes
|
||
// to a fresh slice so concurrent in-flight draws don't trample each
|
||
// other's data — Metal's shared-storage buffer is read at GPU execution
|
||
// time, not at draw-call submission, so re-using offset 0 across flushes
|
||
// would let the last writer win and earlier batches would render as
|
||
// whatever was uploaded last. Reset to 0 in `begin()`.
|
||
mtl_buf_offset: s64 = 0;
|
||
mtl_buf_capacity: s64 = 0;
|
||
|
||
init :: (self: *UIRenderer) {
|
||
// Allocate vertex scratch (CPU side) — same for both backends.
|
||
buf_size := MAX_UI_VERTICES * UI_VERTEX_BYTES;
|
||
self.vertices = xx context.allocator.alloc(buf_size);
|
||
memset(self.vertices, 0, buf_size);
|
||
self.vertex_count = 0;
|
||
self.dpi_scale = 1.0;
|
||
|
||
if self.gpu != null {
|
||
// ── Metal backend (via GPU protocol) ───────────────────────
|
||
// Oversize the GPU buffer enough to hold many sub-batches per
|
||
// frame without wrapping. With per-flush offset advance, each
|
||
// draw reads from its own slice and can outlive earlier in-
|
||
// flight draws without corruption.
|
||
metal_buf_size := buf_size * 4;
|
||
// Backend-specific shader sources: Metal takes a combined MSL
|
||
// library with `vmain` + `fmain` entry points; GLES3 takes a
|
||
// separate vertex / fragment pair. Caller selects via OS gate.
|
||
inline if OS == .android {
|
||
self.mtl_shader = self.gpu.create_shader(UI_VERT_SRC_ES, UI_FRAG_SRC_ES);
|
||
}
|
||
inline if OS == .ios {
|
||
self.mtl_shader = self.gpu.create_shader(UI_MSL_SRC, "");
|
||
}
|
||
self.mtl_vbuf = self.gpu.create_buffer(metal_buf_size);
|
||
self.mtl_buf_capacity = metal_buf_size;
|
||
white_px : [4]u8 = .[255, 255, 255, 255];
|
||
self.white_texture = self.gpu.create_texture(1, 1, .rgba8, xx @white_px[0]);
|
||
} else {
|
||
// ── GL backend ─────────────────────────────────────────────
|
||
// Create shader (ES for WASM/WebGL2 + iOS GLES3, Core for desktop GL 3.3)
|
||
inline if OS == .wasm or OS == .ios {
|
||
self.shader = create_program(UI_VERT_SRC_ES, UI_FRAG_SRC_ES);
|
||
} else {
|
||
self.shader = create_program(UI_VERT_SRC_CORE, UI_FRAG_SRC_CORE);
|
||
}
|
||
self.proj_loc = glGetUniformLocation(self.shader, "uProj");
|
||
self.tex_loc = glGetUniformLocation(self.shader, "uTex");
|
||
|
||
// Create VAO/VBO
|
||
glGenVertexArrays(1, @self.vao);
|
||
glGenBuffers(1, @self.vbo);
|
||
glBindVertexArray(self.vao);
|
||
glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
|
||
glBufferData(GL_ARRAY_BUFFER, xx buf_size, null, GL_DYNAMIC_DRAW);
|
||
|
||
// pos (2 floats)
|
||
glVertexAttribPointer(0, 2, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 0);
|
||
glEnableVertexAttribArray(0);
|
||
// uv (2 floats)
|
||
glVertexAttribPointer(1, 2, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 8);
|
||
glEnableVertexAttribArray(1);
|
||
// color (4 floats)
|
||
glVertexAttribPointer(2, 4, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 16);
|
||
glEnableVertexAttribArray(2);
|
||
// params: corner_radius, border_width, rect_w, rect_h
|
||
glVertexAttribPointer(3, 4, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 32);
|
||
glEnableVertexAttribArray(3);
|
||
|
||
glBindVertexArray(0);
|
||
|
||
// 1x1 white texture for solid rects
|
||
self.white_texture = create_white_texture();
|
||
}
|
||
}
|
||
|
||
begin :: (self: *UIRenderer, width: f32, height: f32, font_texture: u32) {
|
||
self.screen_width = width;
|
||
self.screen_height = height;
|
||
self.vertex_count = 0;
|
||
self.current_texture = font_texture;
|
||
self.draw_calls = 0;
|
||
|
||
proj := Mat4.ortho(0.0, width, height, 0.0, -1.0, 1.0);
|
||
|
||
if self.gpu != null {
|
||
// Reset the per-frame ring offset; this frame's flushes start at 0.
|
||
self.mtl_buf_offset = 0;
|
||
// Pipeline state + vertex buffer + projection + initial texture.
|
||
// Metal blend mode + scissor-cleared defaults are baked into
|
||
// the pipeline state, so no per-frame glEnable/glDisable.
|
||
self.gpu.set_shader(self.mtl_shader);
|
||
self.gpu.set_vertex_buffer(self.mtl_vbuf);
|
||
self.gpu.set_vertex_constants(1, xx proj.data, 64);
|
||
self.gpu.set_texture(0, font_texture);
|
||
} else {
|
||
// GL: bind everything for the frame.
|
||
glUseProgram(self.shader);
|
||
glUniformMatrix4fv(self.proj_loc, 1, 0, proj.data);
|
||
glUniform1i(self.tex_loc, 0);
|
||
glActiveTexture(GL_TEXTURE0);
|
||
glBindTexture(GL_TEXTURE_2D, font_texture);
|
||
glBindVertexArray(self.vao);
|
||
glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
|
||
}
|
||
}
|
||
|
||
bind_texture :: (self: *UIRenderer, tex: u32) {
|
||
if tex != self.current_texture {
|
||
self.flush();
|
||
self.current_texture = tex;
|
||
}
|
||
}
|
||
|
||
// Emit a quad (2 triangles = 6 vertices)
|
||
push_quad :: (self: *UIRenderer, frame: Frame, color: Color, radius: f32, border_w: f32) {
|
||
if self.vertex_count + 6 > MAX_UI_VERTICES {
|
||
self.flush();
|
||
}
|
||
|
||
x0 := frame.origin.x;
|
||
y0 := frame.origin.y;
|
||
x1 := x0 + frame.size.width;
|
||
y1 := y0 + frame.size.height;
|
||
|
||
r := color.rf();
|
||
g := color.gf();
|
||
b := color.bf();
|
||
a := color.af();
|
||
|
||
w := frame.size.width;
|
||
h := frame.size.height;
|
||
|
||
// 6 vertices for quad: TL, TR, BL, TR, BR, BL
|
||
self.write_vertex(x0, y0, 0.0, 0.0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x1, y0, 1.0, 0.0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x0, y1, 0.0, 1.0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x1, y0, 1.0, 0.0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x1, y1, 1.0, 1.0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x0, y1, 0.0, 1.0, r, g, b, a, radius, border_w, w, h);
|
||
}
|
||
|
||
// Emit a quad with custom UV coordinates (for sprite sheet sub-textures)
|
||
push_quad_uv :: (self: *UIRenderer, frame: Frame, color: Color, radius: f32, border_w: f32, uv_min: Point, uv_max: Point) {
|
||
if self.vertex_count + 6 > MAX_UI_VERTICES {
|
||
self.flush();
|
||
}
|
||
|
||
x0 := frame.origin.x;
|
||
y0 := frame.origin.y;
|
||
x1 := x0 + frame.size.width;
|
||
y1 := y0 + frame.size.height;
|
||
|
||
r := color.rf();
|
||
g := color.gf();
|
||
b := color.bf();
|
||
a := color.af();
|
||
|
||
w := frame.size.width;
|
||
h := frame.size.height;
|
||
|
||
u0 := uv_min.x;
|
||
v0 := uv_min.y;
|
||
u1 := uv_max.x;
|
||
v1 := uv_max.y;
|
||
|
||
self.write_vertex(x0, y0, u0, v0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x1, y0, u1, v0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x0, y1, u0, v1, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x1, y0, u1, v0, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x1, y1, u1, v1, r, g, b, a, radius, border_w, w, h);
|
||
self.write_vertex(x0, y1, u0, v1, r, g, b, a, radius, border_w, w, h);
|
||
}
|
||
|
||
write_vertex :: (self: *UIRenderer, x: f32, y: f32, u: f32, v: f32, r: f32, g: f32, b: f32, a: f32, cr: f32, bw: f32, rw: f32, rh: f32) {
|
||
off := self.vertex_count * UI_VERTEX_FLOATS;
|
||
self.vertices[off + 0] = x;
|
||
self.vertices[off + 1] = y;
|
||
self.vertices[off + 2] = u;
|
||
self.vertices[off + 3] = v;
|
||
self.vertices[off + 4] = r;
|
||
self.vertices[off + 5] = g;
|
||
self.vertices[off + 6] = b;
|
||
self.vertices[off + 7] = a;
|
||
self.vertices[off + 8] = cr;
|
||
self.vertices[off + 9] = bw;
|
||
self.vertices[off + 10] = rw;
|
||
self.vertices[off + 11] = rh;
|
||
self.vertex_count += 1;
|
||
}
|
||
|
||
// Walk the render tree and emit quads
|
||
process :: (self: *UIRenderer, tree: *RenderTree) {
|
||
i := 0;
|
||
while i < tree.nodes.len {
|
||
node := tree.nodes.items[i];
|
||
if node.type == {
|
||
case .rect: {
|
||
self.push_quad(node.frame, node.fill_color, 0.0, 0.0);
|
||
}
|
||
case .rounded_rect: {
|
||
self.push_quad(node.frame, node.fill_color, node.corner_radius, node.stroke_width);
|
||
}
|
||
case .text: {
|
||
if g_font != null {
|
||
self.render_text(node);
|
||
}
|
||
}
|
||
case .image: {
|
||
self.bind_texture(node.texture_id);
|
||
neg2 : f32 = 0.0 - 2.0;
|
||
self.push_quad_uv(node.frame, COLOR_WHITE, neg2, 0.0, node.uv_min, node.uv_max);
|
||
// Re-bind font atlas after image
|
||
font := g_font;
|
||
if font != null {
|
||
self.bind_texture(font.texture_id);
|
||
}
|
||
}
|
||
case .clip_push: {
|
||
self.flush();
|
||
dpi := self.dpi_scale;
|
||
if self.gpu != null {
|
||
// Metal: pixel coords, top-left origin (no Y flip).
|
||
self.gpu.set_scissor(
|
||
xx (node.frame.origin.x * dpi),
|
||
xx (node.frame.origin.y * dpi),
|
||
xx (node.frame.size.width * dpi),
|
||
xx (node.frame.size.height * dpi),
|
||
);
|
||
} else {
|
||
// GL: pixel coords, bottom-left origin — flip Y.
|
||
glEnable(GL_SCISSOR_TEST);
|
||
glScissor(
|
||
xx (node.frame.origin.x * dpi),
|
||
xx ((self.screen_height - node.frame.origin.y - node.frame.size.height) * dpi),
|
||
xx (node.frame.size.width * dpi),
|
||
xx (node.frame.size.height * dpi)
|
||
);
|
||
}
|
||
}
|
||
case .clip_pop: {
|
||
self.flush();
|
||
if self.gpu != null {
|
||
self.gpu.disable_scissor();
|
||
} else {
|
||
glDisable(GL_SCISSOR_TEST);
|
||
}
|
||
}
|
||
case .opacity_push: {}
|
||
case .opacity_pop: {}
|
||
}
|
||
i += 1;
|
||
}
|
||
}
|
||
|
||
flush :: (self: *UIRenderer) {
|
||
if self.vertex_count == 0 { return; }
|
||
|
||
upload_size : s64 = self.vertex_count * UI_VERTEX_BYTES;
|
||
|
||
if self.gpu != null {
|
||
// Mirror the GL path: bind current texture before drawing.
|
||
// current_texture may have changed since the last flush.
|
||
self.gpu.set_texture(0, self.current_texture);
|
||
|
||
// Write this batch to a fresh slice of the GPU buffer and draw
|
||
// it from there. Re-using offset 0 would race against earlier
|
||
// still-in-flight draws (see `mtl_buf_offset` comment in the
|
||
// struct).
|
||
if self.mtl_buf_offset + upload_size > self.mtl_buf_capacity {
|
||
// Frame overflowed the GPU buffer; wrap to 0. Previous in-
|
||
// flight batches from this frame will likely render wrong,
|
||
// but the alternative (skipping the draw) would render
|
||
// even less. Practical UIs should never hit this.
|
||
self.mtl_buf_offset = 0;
|
||
}
|
||
byte_off := self.mtl_buf_offset;
|
||
self.gpu.update_buffer_at(self.mtl_vbuf, xx self.vertices, upload_size, byte_off);
|
||
vertex_off : s32 = xx (byte_off / UI_VERTEX_BYTES);
|
||
self.gpu.draw_triangles(vertex_off, xx self.vertex_count);
|
||
// Each batch starts on a vertex boundary so `vertex_off =
|
||
// byte_off / UI_VERTEX_BYTES` lands on a whole vertex (otherwise
|
||
// the shader reads partway through the previous vertex and the
|
||
// text quads end up reading garbled UVs/colors). upload_size is
|
||
// already vertex_count × UI_VERTEX_BYTES so the running offset
|
||
// stays vertex-aligned without an extra `% UI_VERTEX_BYTES` pad.
|
||
self.mtl_buf_offset = byte_off + upload_size;
|
||
} else {
|
||
// Only re-bind the current texture (program, projection, VAO
|
||
// already bound in begin()). glBufferData orphans the old buffer
|
||
// to avoid GPU sync stalls.
|
||
glBindTexture(GL_TEXTURE_2D, self.current_texture);
|
||
glBufferData(GL_ARRAY_BUFFER, xx upload_size, self.vertices, GL_DYNAMIC_DRAW);
|
||
glDrawArrays(GL_TRIANGLES, 0, xx self.vertex_count);
|
||
}
|
||
|
||
self.vertex_count = 0;
|
||
self.draw_calls += 1;
|
||
}
|
||
|
||
render_text :: (self: *UIRenderer, node: RenderNode) {
|
||
font := g_font;
|
||
if font == null { return; }
|
||
|
||
// Shape text into positioned glyphs. This may rasterize new glyphs
|
||
// AND grow the atlas, which creates a new GPU texture under
|
||
// `font.texture_id`. Re-bind the font atlas after shaping so the
|
||
// upcoming text quads sample the texture that actually holds the
|
||
// glyphs we just rasterized.
|
||
font.shape_text(node.text, node.font_size);
|
||
|
||
// Flush any new glyphs to the atlas texture
|
||
font.flush();
|
||
|
||
// If the atlas grew (or otherwise changed handle), switch the
|
||
// current texture so the next flush samples the right one.
|
||
self.bind_texture(font.texture_id);
|
||
|
||
r := node.text_color.rf();
|
||
g := node.text_color.gf();
|
||
b := node.text_color.bf();
|
||
a := node.text_color.af();
|
||
|
||
ascent := font.get_ascent(node.font_size);
|
||
raster_size := node.font_size * font.dpi_scale;
|
||
inv_dpi := font.inv_dpi;
|
||
|
||
i : s64 = 0;
|
||
while i < font.shaped_buf.len {
|
||
shaped := font.shaped_buf.items[i];
|
||
cached := font.get_or_rasterize(shaped.glyph_index, raster_size);
|
||
|
||
if cached != null {
|
||
if cached.width > 0.0 {
|
||
// Scale physical pixel dimensions back to logical units
|
||
gx0 := node.frame.origin.x + shaped.x + cached.offset_x * inv_dpi;
|
||
gy0 := node.frame.origin.y + ascent + shaped.y + cached.offset_y * inv_dpi;
|
||
gx1 := gx0 + cached.width * inv_dpi;
|
||
gy1 := gy0 + cached.height * inv_dpi;
|
||
|
||
u0 := cached.uv_x;
|
||
v0 := cached.uv_y;
|
||
u1 := cached.uv_x + cached.uv_w;
|
||
v1 := cached.uv_y + cached.uv_h;
|
||
|
||
|
||
if self.vertex_count + 6 > MAX_UI_VERTICES {
|
||
self.flush();
|
||
}
|
||
|
||
// corner_radius = -1.0 signals "text mode" to the fragment shader
|
||
neg1 : f32 = 0.0 - 1.0;
|
||
self.write_vertex(gx0, gy0, u0, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
|
||
self.write_vertex(gx1, gy0, u1, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
|
||
self.write_vertex(gx0, gy1, u0, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
|
||
self.write_vertex(gx1, gy0, u1, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
|
||
self.write_vertex(gx1, gy1, u1, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
|
||
self.write_vertex(gx0, gy1, u0, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
|
||
}
|
||
}
|
||
i += 1;
|
||
}
|
||
|
||
// Flush any glyphs rasterized during this text draw
|
||
font.flush();
|
||
}
|
||
}
|
||
|
||
create_white_texture :: () -> u32 {
|
||
tex : u32 = 0;
|
||
glGenTextures(1, @tex);
|
||
glBindTexture(GL_TEXTURE_2D, tex);
|
||
pixel : [4]u8 = .[255, 255, 255, 255];
|
||
glTexImage2D(GL_TEXTURE_2D, 0, xx GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, @pixel);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_NEAREST);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_NEAREST);
|
||
tex;
|
||
}
|
||
|
||
// --- UI Shaders ---
|
||
|
||
// --- Desktop (Core Profile 3.3) shaders ---
|
||
|
||
UI_VERT_SRC_CORE :: #string GLSL
|
||
#version 330 core
|
||
layout(location = 0) in vec2 aPos;
|
||
layout(location = 1) in vec2 aUV;
|
||
layout(location = 2) in vec4 aColor;
|
||
layout(location = 3) in vec4 aParams;
|
||
|
||
uniform mat4 uProj;
|
||
|
||
out vec2 vUV;
|
||
out vec4 vColor;
|
||
out vec4 vParams;
|
||
|
||
void main() {
|
||
gl_Position = uProj * vec4(aPos, 0.0, 1.0);
|
||
vUV = aUV;
|
||
vColor = aColor;
|
||
vParams = aParams;
|
||
}
|
||
GLSL;
|
||
|
||
UI_FRAG_SRC_CORE :: #string GLSL
|
||
#version 330 core
|
||
in vec2 vUV;
|
||
in vec4 vColor;
|
||
in vec4 vParams;
|
||
|
||
uniform sampler2D uTex;
|
||
|
||
out vec4 FragColor;
|
||
|
||
float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
|
||
vec2 q = abs(center) - half_size + vec2(radius);
|
||
return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
|
||
}
|
||
|
||
void main() {
|
||
float mode = vParams.x;
|
||
float border = vParams.y;
|
||
vec2 rectSize = vParams.zw;
|
||
|
||
if (mode < -1.5) {
|
||
// Image mode (mode == -2.0): sample texture
|
||
FragColor = texture(uTex, vUV) * vColor;
|
||
} else if (mode < 0.0) {
|
||
// Text mode (mode == -1.0): sample glyph atlas .r as alpha
|
||
float alpha = texture(uTex, vUV).r;
|
||
float ew = fwidth(alpha) * 0.7;
|
||
alpha = smoothstep(0.5 - ew, 0.5 + ew, alpha);
|
||
FragColor = vec4(vColor.rgb, vColor.a * pow(alpha, 0.9));
|
||
} else if (mode > 0.0 || border > 0.0) {
|
||
// Rounded rect: SDF alpha, vertex color only (no texture sample)
|
||
vec2 half_size = rectSize * 0.5;
|
||
vec2 center = (vUV - vec2(0.5)) * rectSize;
|
||
float dist = roundedBoxSDF(center, half_size, mode);
|
||
float aa = fwidth(dist);
|
||
float alpha = 1.0 - smoothstep(-aa, aa, dist);
|
||
|
||
if (border > 0.0) {
|
||
float inner = roundedBoxSDF(center, half_size - vec2(border), max(mode - border, 0.0));
|
||
float border_alpha = smoothstep(-aa, aa, inner);
|
||
alpha = alpha * max(border_alpha, 0.0);
|
||
}
|
||
|
||
FragColor = vec4(vColor.rgb, vColor.a * alpha);
|
||
} else {
|
||
// Plain rect: vertex color only (no texture sample)
|
||
FragColor = vColor;
|
||
}
|
||
}
|
||
GLSL;
|
||
|
||
// --- WASM (ES 3.0 / WebGL2) shaders ---
|
||
|
||
UI_VERT_SRC_ES :: #string GLSL
|
||
#version 300 es
|
||
precision mediump float;
|
||
layout(location = 0) in vec2 aPos;
|
||
layout(location = 1) in vec2 aUV;
|
||
layout(location = 2) in vec4 aColor;
|
||
layout(location = 3) in vec4 aParams;
|
||
|
||
uniform mat4 uProj;
|
||
|
||
out vec2 vUV;
|
||
out vec4 vColor;
|
||
out vec4 vParams;
|
||
|
||
void main() {
|
||
gl_Position = uProj * vec4(aPos, 0.0, 1.0);
|
||
vUV = aUV;
|
||
vColor = aColor;
|
||
vParams = aParams;
|
||
}
|
||
GLSL;
|
||
|
||
UI_FRAG_SRC_ES :: #string GLSL
|
||
#version 300 es
|
||
precision mediump float;
|
||
in vec2 vUV;
|
||
in vec4 vColor;
|
||
in vec4 vParams;
|
||
|
||
uniform sampler2D uTex;
|
||
|
||
out vec4 FragColor;
|
||
|
||
float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
|
||
vec2 q = abs(center) - half_size + vec2(radius);
|
||
return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
|
||
}
|
||
|
||
void main() {
|
||
float mode = vParams.x;
|
||
float border = vParams.y;
|
||
vec2 rectSize = vParams.zw;
|
||
|
||
if (mode < -1.5) {
|
||
// Image mode (mode == -2.0): sample texture
|
||
FragColor = texture(uTex, vUV) * vColor;
|
||
} else if (mode < 0.0) {
|
||
// Text mode (mode == -1.0): sample glyph atlas .r as alpha
|
||
float alpha = texture(uTex, vUV).r;
|
||
float ew = fwidth(alpha) * 0.7;
|
||
alpha = smoothstep(0.5 - ew, 0.5 + ew, alpha);
|
||
FragColor = vec4(vColor.rgb, vColor.a * pow(alpha, 0.9));
|
||
} else if (mode > 0.0 || border > 0.0) {
|
||
// Rounded rect: SDF alpha, vertex color only
|
||
vec2 half_size = rectSize * 0.5;
|
||
vec2 center = (vUV - vec2(0.5)) * rectSize;
|
||
float dist = roundedBoxSDF(center, half_size, mode);
|
||
float aa = fwidth(dist);
|
||
float alpha = 1.0 - smoothstep(-aa, aa, dist);
|
||
|
||
if (border > 0.0) {
|
||
float inner = roundedBoxSDF(center, half_size - vec2(border), max(mode - border, 0.0));
|
||
float border_alpha = smoothstep(-aa, aa, inner);
|
||
alpha = alpha * max(border_alpha, 0.0);
|
||
}
|
||
|
||
FragColor = vec4(vColor.rgb, vColor.a * alpha);
|
||
} else {
|
||
// Plain rect: vertex color only
|
||
FragColor = vColor;
|
||
}
|
||
}
|
||
GLSL;
|
||
|
||
// --- Metal (MSL) — single library with vmain/fmain entry points ---
|
||
//
|
||
// `packed_float2 / packed_float4` keep the 12-float interleaved vertex
|
||
// layout (pos2 / uv2 / color4 / params4 = 48 bytes) without padding —
|
||
// MSL's default `float4` has 16-byte alignment and would force a 64-byte
|
||
// struct (see examples/63-metal-clear.sx for the gotcha).
|
||
//
|
||
// Uniform passing: GL uses `glUniformMatrix4fv("uProj", proj)`; Metal
|
||
// receives the projection via `setVertexBytes:length:atIndex:1` (slot 0
|
||
// is the vertex buffer). Texture binding goes through
|
||
// `setFragmentTexture:atIndex:0`.
|
||
|
||
UI_MSL_SRC :: #string MSL
|
||
#include <metal_stdlib>
|
||
using namespace metal;
|
||
|
||
struct UIVertex {
|
||
packed_float2 pos;
|
||
packed_float2 uv;
|
||
packed_float4 color;
|
||
packed_float4 params;
|
||
};
|
||
|
||
struct VOut {
|
||
float4 position [[position]];
|
||
float2 uv;
|
||
float4 color;
|
||
float4 params;
|
||
};
|
||
|
||
vertex VOut vmain(uint vid [[vertex_id]],
|
||
constant UIVertex* verts [[buffer(0)]],
|
||
constant float4x4& proj [[buffer(1)]]) {
|
||
UIVertex v = verts[vid];
|
||
VOut o;
|
||
o.position = proj * float4(v.pos, 0.0, 1.0);
|
||
o.uv = float2(v.uv);
|
||
o.color = float4(v.color);
|
||
o.params = float4(v.params);
|
||
return o;
|
||
}
|
||
|
||
static float roundedBoxSDF(float2 center, float2 half_size, float radius) {
|
||
float2 q = abs(center) - half_size + float2(radius);
|
||
return length(max(q, float2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
|
||
}
|
||
|
||
fragment float4 fmain(VOut in [[stage_in]],
|
||
texture2d<float> tex [[texture(0)]]) {
|
||
constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::linear);
|
||
|
||
float mode = in.params.x;
|
||
float border = in.params.y;
|
||
float2 rectSize = in.params.zw;
|
||
|
||
if (mode < -1.5) {
|
||
// Image mode (mode == -2.0): sample texture
|
||
return tex.sample(s, in.uv) * in.color;
|
||
} else if (mode < 0.0) {
|
||
// Text mode (mode == -1.0): the glyph atlas stores R8 alpha coverage.
|
||
float alpha = tex.sample(s, in.uv).r;
|
||
return float4(in.color.rgb, in.color.a * alpha);
|
||
} else if (mode > 0.0 || border > 0.0) {
|
||
// Rounded rect: SDF alpha, vertex color only
|
||
float2 half_size = rectSize * 0.5;
|
||
float2 center = (in.uv - float2(0.5)) * rectSize;
|
||
float dist = roundedBoxSDF(center, half_size, mode);
|
||
float aa = fwidth(dist);
|
||
float alpha = 1.0 - smoothstep(-aa, aa, dist);
|
||
if (border > 0.0) {
|
||
float inner = roundedBoxSDF(center, half_size - float2(border), max(mode - border, 0.0));
|
||
float border_alpha = smoothstep(-aa, aa, inner);
|
||
alpha = alpha * max(border_alpha, 0.0);
|
||
}
|
||
return float4(in.color.rgb, in.color.a * alpha);
|
||
} else {
|
||
// Plain rect: vertex color only
|
||
return in.color;
|
||
}
|
||
}
|
||
MSL;
|