Changed draw.odin, removed DearImgui

This commit is contained in:
sam
2026-03-22 08:34:27 +05:45
parent 09941e3e1d
commit 9af832adf6
17 changed files with 56 additions and 43 deletions
+106
View File
@@ -0,0 +1,106 @@
// SPDX-FileCopyrightText: 2024 Erin Catto
// SPDX-License-Identifier: MIT
#version 330
in vec2 f_position;
in vec2 f_points[8];
flat in int f_count;
in float f_radius;
in vec4 f_color;
in float f_thickness;
out vec4 fragColor;
// https://en.wikipedia.org/wiki/Alpha_compositing
vec4 blend_colors(vec4 front, vec4 back)
{
vec3 cSrc = front.rgb;
float alphaSrc = front.a;
vec3 cDst = back.rgb;
float alphaDst = back.a;
vec3 cOut = cSrc * alphaSrc + cDst * alphaDst * (1.0 - alphaSrc);
float alphaOut = alphaSrc + alphaDst * (1.0 - alphaSrc);
// remove alpha from rgb
cOut = cOut / alphaOut;
return vec4(cOut, alphaOut);
}
float cross2d(in vec2 v1, in vec2 v2)
{
return v1.x * v2.y - v1.y * v2.x;
}
// Signed distance function for convex polygon
float sdConvexPolygon(in vec2 p, in vec2[8] v, in int count)
{
// Initial squared distance
float d = dot(p - v[0], p - v[0]);
// Consider query point inside to start
float side = -1.0;
int j = count - 1;
for (int i = 0; i < count; ++i)
{
// Distance to a polygon edge
vec2 e = v[i] - v[j];
vec2 w = p - v[j];
float we = dot(w, e);
vec2 b = w - e * clamp(we / dot(e, e), 0.0, 1.0);
float bb = dot(b, b);
// Track smallest distance
if (bb < d)
{
d = bb;
}
// If the query point is outside any edge then it is outside the entire polygon.
// This depends on the CCW winding order of points.
float s = cross2d(w, e);
if (s >= 0.0)
{
side = 1.0;
}
j = i;
}
return side * sqrt(d);
}
void main()
{
vec4 borderColor = f_color;
vec4 fillColor = 0.6f * borderColor;
float dw = sdConvexPolygon(f_position, f_points, f_count);
float d = abs(dw - f_radius);
// roll the fill alpha down at the border
vec4 back = vec4(fillColor.rgb, fillColor.a * smoothstep(f_radius + f_thickness, f_radius, dw));
// roll the border alpha down from 1 to 0 across the border thickness
vec4 front = vec4(borderColor.rgb, smoothstep(f_thickness, 0.0f, d));
fragColor = blend_colors(front, back);
// todo debugging
// float resy = 3.0f / f_thickness;
// if (resy < 539.9f)
// {
// fragColor = vec4(1, 0, 0, 1);
// }
// else if (resy > 540.1f)
// {
// fragColor = vec4(0, 1, 0, 1);
// }
// else
// {
// fragColor = vec4(0, 0, 1, 1);
// }
}