// SPDX-FileCopyrightText: 2020 Arjen Hiemstra // SPDX-FileCopyrightText: 2017 Inigo Quilez // // SPDX-License-Identifier: MIT // // This file is based on // https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm //if not GLES // include "desktop_header.glsl" //else // include "es_header.glsl" // A maximum point count to be used for sdf_polygon input arrays. // Unfortunately even function inputs require a fixed size at declaration time // for arrays, unless we were to use OpenGL 4.5. // Since the polygon is most likely to be defined in a uniform, this should be // at least less than MAX_FRAGMENT_UNIFORM_COMPONENTS / 2 (since we need vec2). #define SDF_POLYGON_MAX_POINT_COUNT 400 /********************************* Shapes *********************************/ // Distance field for a circle. // // \param point A point on the distance field. // \param radius The radius of the circle. // // \return The signed distance from point to the circle. If negative, point is // inside the circle. lowp float sdf_circle(in lowp vec2 point, in lowp float radius) { return length(point) - radius; } // Distance field for a triangle. // // \param point A point on the distance field. // \param p0 The first vertex of the triangle. // \param p0 The second vertex of the triangle. // \param p0 The third vertex of the triangle. // // \note The ordering of the three vertices does not matter. // // \return The signed distance from point to triangle. If negative, point is // inside the triangle. lowp float sdf_triangle(in lowp vec2 point, in lowp vec2 p0, in lowp vec2 p1, in lowp vec2 p2) { lowp vec2 e0 = p1 - p0; lowp vec2 e1 = p2 - p1; lowp vec2 e2 = p0 - p2; lowp vec2 v0 = point - p0; lowp vec2 v1 = point - p1; lowp vec2 v2 = point - p2; lowp vec2 pq0 = v0 - e0 * clamp( dot(v0, e0) / dot(e0, e0), 0.0, 1.0 ); lowp vec2 pq1 = v1 - e1 * clamp( dot(v1, e1) / dot(e1, e1), 0.0, 1.0 ); lowp vec2 pq2 = v2 - e2 * clamp( dot(v2, e2) / dot(e2, e2), 0.0, 1.0 ); lowp float s = sign( e0.x*e2.y - e0.y*e2.x ); lowp vec2 d = min(min(vec2(dot(pq0,pq0), s*(v0.x*e0.y-v0.y*e0.x)), vec2(dot(pq1,pq1), s*(v1.x*e1.y-v1.y*e1.x))), vec2(dot(pq2,pq2), s*(v2.x*e2.y-v2.y*e2.x))); return -sqrt(d.x)*sign(d.y); } // Distance field for a rectangle. // // \param point A point on the distance field. // \param rect A vec2 with the size of the rectangle. // // \return The signed distance from point to rectangle. If negative, point is // inside the rectangle. lowp float sdf_rectangle(in lowp vec2 point, in lowp vec2 rect) { lowp vec2 d = abs(point) - rect; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); } // Distance field for a rectangle with rounded corners. // // \param point The point to calculate the distance of. // \param rect The rectangle to calculate the distance of. // \param radius A vec4 with the radius of each corner. Order is top right, bottom right, top left, bottom left. // // \return The signed distance from point to rectangle. If negative, point is // inside the rectangle. lowp float sdf_rounded_rectangle(in lowp vec2 point, in lowp vec2 rect, in lowp vec4 radius) { radius.xy = (point.x > 0.0) ? radius.xy : radius.zw; radius.x = (point.y > 0.0) ? radius.x : radius.y; lowp vec2 d = abs(point) - rect + radius.x; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - radius.x; } /********************* Operators *********************/ // Convert a distance field to an annular (hollow) distance field. // // \param sdf The result of an sdf shape to convert. // \param thickness The thickness of the resulting shape. // // \return The value of sdf modified to an annular shape. lowp float sdf_annular(in lowp float sdf, in lowp float thickness) { return abs(sdf) - thickness; } // Union two sdf shapes together. // // \param sdf1 The first sdf shape. // \param sdf2 The second sdf shape. // // \return The union of sdf1 and sdf2, that is, the distance to both sdf1 and // sdf2. lowp float sdf_union(in lowp float sdf1, in lowp float sdf2) { return min(sdf1, sdf2); } // Subtract two sdf shapes. // // \param sdf1 The first sdf shape. // \param sdf2 The second sdf shape. // // \return sdf1 with sdf2 subtracted from it. lowp float sdf_subtract(in lowp float sdf1, in lowp float sdf2) { return max(sdf1, -sdf2); } // Intersect two sdf shapes. // // \param sdf1 The first sdf shape. // \param sdf2 The second sdf shape. // // \return The intersection between sdf1 and sdf2, that is, the area where both // sdf1 and sdf2 provide the same distance value. lowp float sdf_intersect(in lowp float sdf1, in lowp float sdf2) { return max(sdf1, sdf2); } // Smoothly intersect two sdf shapes. // // \param sdf1 The first sdf shape. // \param sdf2 The second sdf shape. // \param smoothing The amount of smoothing to apply. // // \return A smoothed version of the intersect operation. lowp float sdf_intersect_smooth(in lowp float sdf1, in lowp float sdf2, in lowp float smoothing) { lowp float h = clamp(0.5 - 0.5 * (sdf1 - sdf2) / smoothing, 0.0, 1.0); return mix(sdf1, sdf2, h) + smoothing * h * (1.0 - h); } // Round an sdf shape. // // \param sdf The sdf shape to round. // \param amount The amount of rounding to apply. // // \return The rounded shape of sdf. // Note that rounding happens by basically selecting an isoline of sdf, // therefore, the resulting shape may be larger than the input shape. lowp float sdf_round(in lowp float sdf, in lowp float amount) { return sdf - amount; } // Convert an sdf shape to an outline of its shape. // // \param sdf The sdf shape to turn into an outline. // // \return The outline of sdf. lowp float sdf_outline(in lowp float sdf) { return abs(sdf); } /******************** Convenience ********************/ // A constant to represent a "null" value of an sdf. // // Since 0 is a point exactly on the outline of an sdf shape, and negative // values are inside the shape, this uses a very large positive constant to // indicate a value that is really far away from the actual sdf shape. const lowp float sdf_null = 99999.0; // A constant for a default level of smoothing when rendering an sdf. // // This const lowp float sdf_default_smoothing = 0.625; // Render an sdf shape alpha-blended onto an existing color. // // This is an overload of sdf_render(float, vec4, vec4) that allows specifying a // blending amount and a smoothing amount. // // \param alpha The alpha to use for blending. // \param smoothing The amount of smoothing to apply to the sdf. // lowp vec4 sdf_render(in lowp float sdf, in lowp vec4 sourceColor, in lowp vec4 sdfColor, in lowp float alpha, in lowp float smoothing) { lowp float g = smoothing * fwidth(sdf); return mix(sourceColor, sdfColor, alpha * (1.0 - clamp(sdf / g, 0.0, 1.0))); } // Render an sdf shape. // // This will render the sdf shape on top of whatever source color is input, // making sure to apply smoothing if desired. // // \param sdf The sdf shape to render. // \param sourceColor The source color to render on top of. // \param sdfColor The color to use for rendering the sdf shape. // // \return sourceColor with the sdf shape rendered on top. lowp vec4 sdf_render(in lowp float sdf, in lowp vec4 sourceColor, in lowp vec4 sdfColor) { return sdf_render(sdf, sourceColor, sdfColor, 1.0, sdf_default_smoothing); } // Render an sdf shape. // // This is an overload of sdf_render(float, vec4, vec4) that allows specifying a // smoothing amount. // // \param smoothing The amount of smoothing to apply to the sdf. // lowp vec4 sdf_render(in lowp float sdf, in lowp vec4 sourceColor, in lowp vec4 sdfColor, in lowp float smoothing) { return sdf_render(sdf, sourceColor, sdfColor, 1.0, smoothing); }