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authorJere Tuliniemi <jere.tuliniemi@qt.io>2019-04-01 15:08:11 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2019-04-16 09:16:37 +0000
commitc6edb9c7d15843e8ab965d365099ace29e2d2049 (patch)
tree0a24f87676d342c69254e9baeedadaaf4a70e5e5 /src/Runtime/res
parent156910d1df8d3f11b72664cf0bf6b7fe800b53cf (diff)
Add distance field rendering to OpenGL runtime
The old text rendering remains in the background and is used to render clipped text, since that feature is not yet implemented for distance field fonts. Building the runtime with Qt version older than 5.12.2 also causes a fallback to the old text rendering. Depth pass rendering also needs to be redone in the future to avoid another full render pass. Task-number: QT3DS-3210 Change-Id: Ib7666c437d23ae25e1872682f010df3721476a14 Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'src/Runtime/res')
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext.frag12
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext.vert66
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_core.frag14
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_core.vert44
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag29
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_dropshadow.vert78
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.frag32
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.vert54
8 files changed, 329 insertions, 0 deletions
diff --git a/src/Runtime/res/effectlib/distancefieldtext.frag b/src/Runtime/res/effectlib/distancefieldtext.frag
new file mode 100644
index 00000000..efcf89e4
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext.frag
@@ -0,0 +1,12 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 alphas;
+
+uniform sampler2D _qt_texture;
+uniform highp vec4 color;
+
+void main()
+{
+ gl_FragColor = color * smoothstep(alphas.x,
+ alphas.y,
+ texture2D(_qt_texture, sampleCoord).a);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext.vert b/src/Runtime/res/effectlib/distancefieldtext.vert
new file mode 100644
index 00000000..a3feb378
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext.vert
@@ -0,0 +1,66 @@
+uniform highp mat4 mvp;
+uniform highp mat4 modelView;
+uniform highp float fontScale;
+uniform int textureWidth;
+uniform int textureHeight;
+
+attribute highp vec3 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 alphas;
+
+highp float thresholdFunc(highp float scale)
+{
+ highp float base = 0.5;
+ highp float baseDev = 0.065;
+ highp float devScaleMin = 0.15;
+ highp float devScaleMax = 0.3;
+ return base - ((clamp(scale, devScaleMin, devScaleMax) - devScaleMin)
+ / (devScaleMax - devScaleMin) * -baseDev + baseDev);
+}
+
+highp float spreadFunc(highp float scale)
+{
+ return 0.06 / scale;
+}
+
+highp vec2 alphaRange(highp float scale)
+{
+ highp float base = thresholdFunc(scale);
+ highp float range = spreadFunc(scale);
+ highp float alphaMin = max(0.0, base - range);
+ highp float alphaMax = min(base + range, 1.0);
+ return vec2(alphaMin, alphaMax);
+}
+
+highp float determinantOfSubmatrix(highp mat4 m, int col0, int col1, int row0, int row1)
+{
+ return m[col0][row0] * m[col1][row1] - m[col0][row1] * m[col1][row0];
+}
+
+highp float determinantOfSubmatrix(highp mat4 m, int col0, int col1, int col2,
+ int row0, int row1, int row2)
+{
+ highp float det = m[col0][row0] * determinantOfSubmatrix(m, col1, col2, row1, row2);
+ det -= m[col1][row0] * determinantOfSubmatrix(m, col0, col2, row1, row2);
+ det += m[col2][row0] * determinantOfSubmatrix(m, col0, col1, row1, row2);
+ return det;
+}
+
+highp float determinant(highp mat4 m)
+{
+ highp float det = m[0][0] * determinantOfSubmatrix(m, 1, 2, 3, 1, 2, 3);
+ det -= m[1][0] * determinantOfSubmatrix(m, 0, 2, 3, 1, 2, 3);
+ det += m[2][0] * determinantOfSubmatrix(m, 0, 1, 3, 1, 2, 3);
+ det -= m[3][0] * determinantOfSubmatrix(m, 0, 1, 2, 1, 2, 3);
+ return det;
+}
+
+void main()
+{
+ highp float scale = fontScale * sqrt(abs(determinant(modelView)));
+ alphas = alphaRange(scale);
+ sampleCoord = tCoord * vec2(1.0 / highp float(textureWidth), 1.0 / highp float(textureHeight));
+ gl_Position = mvp * vec4(vCoord, 1.0);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext_core.frag b/src/Runtime/res/effectlib/distancefieldtext_core.frag
new file mode 100644
index 00000000..0f848bc1
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext_core.frag
@@ -0,0 +1,14 @@
+in vec2 sampleCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D _qt_texture;
+uniform vec4 color;
+
+in vec2 alphas;
+
+void main()
+{
+ fragColor = color * smoothstep(alphas.x, alphas.y,
+ texture(_qt_texture, sampleCoord).r);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext_core.vert b/src/Runtime/res/effectlib/distancefieldtext_core.vert
new file mode 100644
index 00000000..074a73ac
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext_core.vert
@@ -0,0 +1,44 @@
+in vec3 vCoord;
+in vec2 tCoord;
+
+out vec2 sampleCoord;
+
+out vec2 alphas;
+
+uniform mat4 mvp;
+uniform mat4 modelView;
+uniform int textureWidth;
+uniform int textureHeight;
+uniform float fontScale;
+
+float thresholdFunc(float scale)
+{
+ float base = 0.5;
+ float baseDev = 0.065;
+ float devScaleMin = 0.15;
+ float devScaleMax = 0.3;
+ return base - ((clamp(scale, devScaleMin, devScaleMax) - devScaleMin)
+ / (devScaleMax - devScaleMin) * -baseDev + baseDev);
+}
+
+float spreadFunc(float scale)
+{
+ return 0.06 / scale;
+}
+
+vec2 alphaRange(float scale)
+{
+ float base = thresholdFunc(scale);
+ float range = spreadFunc(scale);
+ float alphaMin = max(0.0, base - range);
+ float alphaMax = min(base + range, 1.0);
+ return vec2(alphaMin, alphaMax);
+}
+
+void main()
+{
+ float scale = fontScale * sqrt(abs(determinant(modelView)));
+ alphas = alphaRange(scale);
+ sampleCoord = tCoord * vec2(1.0 / textureWidth, 1.0 / textureHeight);
+ gl_Position = mvp * vec4(vCoord, 1.0);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag b/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag
new file mode 100644
index 00000000..da51c5c2
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag
@@ -0,0 +1,29 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 alphas;
+varying highp vec2 shadowSampleCoord;
+varying highp vec4 normalizedTextureBounds;
+
+uniform sampler2D _qt_texture;
+uniform highp vec4 color;
+uniform highp vec4 shadowColor;
+
+void main()
+{
+ highp float shadowAlpha = smoothstep(alphas.x,
+ alphas.y,
+ texture2D(_qt_texture,
+ clamp(shadowSampleCoord,
+ normalizedTextureBounds.xy,
+ normalizedTextureBounds.zw)).a);
+ highp vec4 shadowPixel = shadowColor * shadowAlpha;
+
+ highp float textAlpha = smoothstep(alphas.x,
+ alphas.y,
+ texture2D(_qt_texture,
+ clamp(sampleCoord,
+ normalizedTextureBounds.xy,
+ normalizedTextureBounds.zw)).a);
+ highp vec4 textPixel = color * textAlpha;
+
+ gl_FragColor = mix(shadowPixel, textPixel, textPixel.a);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext_dropshadow.vert b/src/Runtime/res/effectlib/distancefieldtext_dropshadow.vert
new file mode 100644
index 00000000..f645eb8c
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext_dropshadow.vert
@@ -0,0 +1,78 @@
+uniform highp mat4 mvp;
+uniform highp mat4 modelView;
+uniform highp float fontScale;
+uniform int textureWidth;
+uniform int textureHeight;
+uniform highp vec2 shadowOffset;
+
+attribute highp vec3 vCoord;
+attribute highp vec2 tCoord;
+attribute highp vec4 textureBounds;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 shadowSampleCoord;
+varying highp vec2 alphas;
+varying highp vec4 normalizedTextureBounds;
+
+highp float thresholdFunc(highp float scale)
+{
+ highp float base = 0.5;
+ highp float baseDev = 0.065;
+ highp float devScaleMin = 0.15;
+ highp float devScaleMax = 0.3;
+ return base - ((clamp(scale, devScaleMin, devScaleMax) - devScaleMin)
+ / (devScaleMax - devScaleMin) * -baseDev + baseDev);
+}
+
+highp float spreadFunc(highp float scale)
+{
+ return 0.06 / scale;
+}
+
+highp vec2 alphaRange(highp float scale)
+{
+ highp float base = thresholdFunc(scale);
+ highp float range = spreadFunc(scale);
+ highp float alphaMin = max(0.0, base - range);
+ highp float alphaMax = min(base + range, 1.0);
+ return vec2(alphaMin, alphaMax);
+}
+
+highp float determinantOfSubmatrix(highp mat4 m, int col0, int col1, int row0, int row1)
+{
+ return m[col0][row0] * m[col1][row1] - m[col0][row1] * m[col1][row0];
+}
+
+highp float determinantOfSubmatrix(highp mat4 m, int col0, int col1, int col2,
+ int row0, int row1, int row2)
+{
+ highp float det = m[col0][row0] * determinantOfSubmatrix(m, col1, col2, row1, row2);
+ det -= m[col1][row0] * determinantOfSubmatrix(m, col0, col2, row1, row2);
+ det += m[col2][row0] * determinantOfSubmatrix(m, col0, col1, row1, row2);
+ return det;
+}
+
+highp float determinant(highp mat4 m)
+{
+ highp float det = m[0][0] * determinantOfSubmatrix(m, 1, 2, 3, 1, 2, 3);
+ det -= m[1][0] * determinantOfSubmatrix(m, 0, 2, 3, 1, 2, 3);
+ det += m[2][0] * determinantOfSubmatrix(m, 0, 1, 3, 1, 2, 3);
+ det -= m[3][0] * determinantOfSubmatrix(m, 0, 1, 2, 1, 2, 3);
+ return det;
+}
+
+void main()
+{
+ highp float scale = fontScale * sqrt(abs(determinant(modelView)));
+ alphas = alphaRange(scale);
+
+ highp vec2 textureSizeMultiplier = vec2(1.0 / highp float(textureWidth),
+ 1.0 / float(textureHeight));
+
+ sampleCoord = tCoord * textureSizeMultiplier;
+ shadowSampleCoord = (tCoord - shadowOffset) * textureSizeMultiplier;
+ normalizedTextureBounds = highp vec4(textureBounds.xy * textureSizeMultiplier,
+ textureBounds.zw * textureSizeMultiplier);
+
+ gl_Position = mvp * vec4(vCoord, 1.0);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.frag b/src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.frag
new file mode 100644
index 00000000..304b1874
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.frag
@@ -0,0 +1,32 @@
+in vec2 sampleCoord;
+in vec2 shadowSampleCoord;
+in vec4 normalizedTextureBounds;
+
+out vec4 fragColor;
+
+uniform sampler2D _qt_texture;
+uniform vec4 color;
+uniform vec4 shadowColor;
+
+in vec2 alphas;
+
+void main()
+{
+ float shadowAlpha = smoothstep(alphas.x,
+ alphas.y,
+ texture(_qt_texture,
+ clamp(shadowSampleCoord,
+ normalizedTextureBounds.xy,
+ normalizedTextureBounds.zw)).r);
+ vec4 shadowPixel = shadowColor * shadowAlpha;
+
+ float textAlpha = smoothstep(alphas.x,
+ alphas.y,
+ texture(_qt_texture,
+ clamp(sampleCoord,
+ normalizedTextureBounds.xy,
+ normalizedTextureBounds.zw)).r);
+ vec4 textPixel = color * textAlpha;
+
+ fragColor = mix(shadowPixel, textPixel, textPixel.a);
+}
diff --git a/src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.vert b/src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.vert
new file mode 100644
index 00000000..51190577
--- /dev/null
+++ b/src/Runtime/res/effectlib/distancefieldtext_dropshadow_core.vert
@@ -0,0 +1,54 @@
+in vec3 vCoord;
+in vec2 tCoord;
+in vec4 textureBounds;
+
+out vec2 sampleCoord;
+out vec2 shadowSampleCoord;
+
+out vec2 alphas;
+out vec4 normalizedTextureBounds;
+
+uniform mat4 mvp;
+uniform mat4 modelView;
+uniform int textureWidth;
+uniform int textureHeight;
+uniform float fontScale;
+uniform vec2 shadowOffset;
+
+float thresholdFunc(float scale)
+{
+ float base = 0.5;
+ float baseDev = 0.065;
+ float devScaleMin = 0.15;
+ float devScaleMax = 0.3;
+ return base - ((clamp(scale, devScaleMin, devScaleMax) - devScaleMin)
+ / (devScaleMax - devScaleMin) * -baseDev + baseDev);
+}
+
+float spreadFunc(float scale)
+{
+ return 0.06 / scale;
+}
+
+vec2 alphaRange(float scale)
+{
+ float base = thresholdFunc(scale);
+ float range = spreadFunc(scale);
+ float alphaMin = max(0.0, base - range);
+ float alphaMax = min(base + range, 1.0);
+ return vec2(alphaMin, alphaMax);
+}
+
+void main()
+{
+ float scale = fontScale * sqrt(abs(determinant(modelView)));
+ alphas = alphaRange(scale);
+
+ vec2 textureSizeMultiplier = vec2(1.0 / textureWidth, 1.0 / textureHeight);
+
+ sampleCoord = tCoord * textureSizeMultiplier;
+ shadowSampleCoord = (tCoord - shadowOffset) * textureSizeMultiplier;
+ normalizedTextureBounds = vec4(textureBounds.xy * textureSizeMultiplier,
+ textureBounds.zw * textureSizeMultiplier);
+ gl_Position = mvp * vec4(vCoord, 1.0);
+}