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https://git.sr.ht/~eliasnaur/gio
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24951a7ee7
Add support for affine transformations. The key changes are outlined below. - Painting/clipping with rectangles is handled by, for complex transforms, creating clipping paths representing the transformed rectangle and using a larger bounding box. Cover/Blit shaders updated correspondingly to correctly map texture cordinates from the new bounding boxes. - Since path splitting must happen on CPU the transforms must happen CPU side as well - offsets removed from shaders. - Complex transforms will lead to different path splitting which means that GPU arrays can no longer be cached if the transform has changed. Thus the current transform is added as a key to the cache. - Add a public API to op for setting Affine transformations. There are a number of optimizations that could be explored further but which are left out now: - Caching also of CPU operations (e.g path splitting & transforms) and not only caching the GPU arrays. - Allow for re-use of cached GPU vertices if the transformation change is a pure offset / scaling since the splitting is then the same. Signed-off-by: Viktor <viktor.ogeman@gmail.com>
53 lines
1.1 KiB
GLSL
53 lines
1.1 KiB
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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precision highp float;
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layout(binding = 0) uniform Block {
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vec4 transform;
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};
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layout(location=0) in float corner;
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layout(location=1) in float maxy;
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layout(location=2) in vec2 from;
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layout(location=3) in vec2 ctrl;
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layout(location=4) in vec2 to;
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layout(location=0) out vec2 vFrom;
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layout(location=1) out vec2 vCtrl;
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layout(location=2) out vec2 vTo;
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void main() {
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// Add a one pixel overlap so curve quads cover their
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// entire curves. Could use conservative rasterization
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// if available.
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vec2 from = from;
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vec2 ctrl = ctrl;
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vec2 to = to;
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float maxy = maxy;
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vec2 pos;
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float c = corner;
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if (c >= 0.375) {
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// North.
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c -= 0.5;
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pos.y = maxy + 1.0;
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} else {
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// South.
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pos.y = min(min(from.y, ctrl.y), to.y) - 1.0;
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}
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if (c >= 0.125) {
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// East.
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pos.x = max(max(from.x, ctrl.x), to.x)+1.0;
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} else {
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// West.
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pos.x = min(min(from.x, ctrl.x), to.x)-1.0;
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}
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vFrom = from-pos;
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vCtrl = ctrl-pos;
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vTo = to-pos;
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pos = pos*transform.xy + transform.zw;
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gl_Position = vec4(pos, 1, 1);
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}
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