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2021-03-26 16:36:31 +08:00
// SDF Function for rectangle
float rectangle(float2 samplePosition, float2 halfSize){
// X component represents signed distance to closest vertical edge of rectangle
// Same for Y but for closest horizontal edge
// HalfSize represents two distances from each axis of 2d space to a сorresponding edge
float2 distanceToEdge = abs(samplePosition) - halfSize;
// max(n, 0) to remove distances that signed with minus (distances inside rectangle)
// length to calculate distance from outside (distances that > 0) to rectangle
float outsideDistance = length(max(distanceToEdge, 0));
// max(x,y) is a cheap way to calculate distance to closest edge inside rectangle
// with min we just make sure that inside distances would not impact on outside distances
float insideDistance = min(max(distanceToEdge.x, distanceToEdge.y), 0);
return outsideDistance + insideDistance;
}
// An extension of rectangle() function to modify signed distance (effect as a wrap around rectangle)
float roundedRectangle(float2 samplePosition, float absoluteRound, float2 halfSize){
// subtrancting value from final distance effects like a wrap around rectangle, so
// the solution is to decrease actual rectangle with `absoluteRound` value
// and then make an effect of wrap with size of `absoluteRound`
return rectangle(samplePosition, halfSize - absoluteRound) - absoluteRound;
}
// Smoothstep function with antialiasing
float AntialiasedCutoff(float distance){
float distanceChange = fwidth(distance) * 0.5;
return smoothstep(distanceChange, -distanceChange, distance);
}
float CalcAlpha(float2 samplePosition, float2 size, float radius){
// -.5 = translate origin of samplePositions from (0, 0) to (.5, .5)
// because for Image component (0,0) is bottom-right, not a center
// * size = scale samplePositions to localSpace of Image with this size
float2 samplePositionTranslated = (samplePosition - .5) * size;
float distToRect = roundedRectangle(samplePositionTranslated, radius * .5, size * .5);
return AntialiasedCutoff(distToRect);
}
inline float2 translate(float2 samplePosition, float2 offset){
return samplePosition - offset;
}
float intersect(float shape1, float shape2){
return max(shape1, shape2);
}
float2 rotate(float2 samplePosition, float rotation){
const float PI = 3.14159;
float angle = rotation * PI * 2 * -1;
float sine, cosine;
sincos(angle, sine, cosine);
return float2(cosine * samplePosition.x + sine * samplePosition.y, cosine * samplePosition.y - sine * samplePosition.x);
}
float circle(float2 position, float radius){
return length(position) - radius;
}
float CalcAlphaForIndependentCorners(float2 samplePosition, float2 halfSize, float4 rect2props, float4 r){
samplePosition = (samplePosition - .5) * halfSize * 2;
float r1 = rectangle(samplePosition, halfSize);
float2 r2Position = rotate(translate(samplePosition, rect2props.xy), .125);
float r2 = rectangle(r2Position, rect2props.zw);
float2 circle0Position = translate(samplePosition, float2(-halfSize.x + r.x, halfSize.y - r.x));
float c0 = circle(circle0Position, r.x);
float2 circle1Position = translate(samplePosition, float2(halfSize.x - r.y, halfSize.y - r.y));
float c1 = circle(circle1Position, r.y);
float2 circle2Position = translate(samplePosition, float2(halfSize.x - r.z, -halfSize.y + r.z));
float c2 = circle(circle2Position, r.z);
float2 circle3Position = translate(samplePosition, -halfSize + r.w);
float c3 = circle(circle3Position, r.w);
float dist = max(r1,min(min(min(min(r2, c0), c1), c2), c3));
return AntialiasedCutoff(dist);
}