From c87e89959e40ee8411cccc16fe0a5708f54a6c9f Mon Sep 17 00:00:00 2001 From: Sven Göthel Date: Tue, 9 Jan 2024 02:55:58 +0100 Subject: Graph GLSL functions.glsl: Complete overload vec2 and vec3 variants; Fix 'and'/'or' semantic (swapped); Add EPSILON in clip_coord(..) and add is_inside(..) function Complete overload vec2 and vec3 variants Fix 'and'/'or' semantic (swapped) - 'and' uses multiplication, i.e. all arguments must be > 0 (ideally 1) - 'or' uses addition, i.e. only one arguments must be > 0 (ideally 1) - both uses clamp [0..1] Add EPSILON in clip_coord(..) - Only 'coord > high+EPSILON' is outside Add is_inside(..) function - Similar to clip_coord(..) but returns float 0 or 1 instead of selecting color. --- .../graph/curve/opengl/shader/functions.glsl | 60 +++++++++++++++++++--- 1 file changed, 52 insertions(+), 8 deletions(-) (limited to 'src/jogl/classes/jogamp/graph/curve/opengl') diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl index eeab54ebf..41e65178e 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/functions.glsl @@ -1,4 +1,4 @@ -// Copyright 2023 JogAmp Community. All rights reserved. +// Copyright 2023-2024 JogAmp Community. All rights reserved. #ifndef functions_glsl #define functions_glsl @@ -7,35 +7,79 @@ float v_mul( vec2 v ) { return v.x * v.y; } -/** Returns component wise logical 'or' as float '0' or '1' using the components product and clamp. */ -float v_or( vec2 v ) { +/** Returns product of components. */ +float v_mul( vec3 v ) { + return v.x * v.y * v.z; +} +/** Returns component wise logical 'and' as float '0' or '1' using the components product and clamp. */ +float v_and( vec2 v ) { return clamp(v.x * v.y, 0, 1); } +/** Returns component wise logical 'and' as float '0' or '1' using the components product and clamp. */ +float v_and( vec3 v ) { + return clamp(v.x * v.y * v.z, 0, 1); +} /** Returns sum of components. */ float v_sum( vec2 v ) { return v.x + v.y; } -/** Returns component wise logical 'and' as float '0' or '1' using the components sum and clamp. */ -float v_and( vec2 v ) { +/** Returns sum of components. */ +float v_sum( vec3 v ) { + return v.x + v.y + v.z; +} +/** Returns component wise logical 'or' as float '0' or '1' using the components sum and clamp. */ +float v_or( vec2 v ) { return clamp(v.x + v.y, 0, 1); } +/** Returns component wise logical 'or' as float '0' or '1' using the components sum and clamp. */ +float v_or( vec3 v ) { + return clamp(v.x + v.y + v.z, 0, 1); +} + +/** 32-bit float Epsilon value */ +const float EPSILON = 1.1920929E-7f; /** - * Branch-less clipping function. + * Branch-less clipping color selection. *

* Returns either 'col_in' if the 'coord' is within ['low'..'high'] range, * otherwise 'col_ex'. *

*

* This is achieved via the build-in 'step' and 'mix' function - * as well as our own 'v_mul' and v_and' function, + * as well as our own 'v_mul' and v_or' function, * which flattens a 'vec2' to one float suitable to be used as the 'mix' criteria. *

*/ vec4 clip_coord(vec4 col_in, vec4 col_ex, vec2 coord, vec2 low, vec2 high) { vec4 c = mix( col_ex, col_in, v_mul( step(low, coord) )); - return mix( c, col_ex, v_and( step(high, coord) )); + return mix( c, col_ex, v_or( step(high+EPSILON, coord) )); +} +/** Branch-less clipping color selection using vec3 coordinates and low/high clipping. */ +vec4 clip_coord(vec4 col_in, vec4 col_ex, vec3 coord, vec3 low, vec3 high) { + vec4 c = mix( col_ex, col_in, v_mul( step(low, coord) )); + return mix( c, col_ex, v_or( step(high+EPSILON, coord) )); +} + +/** + * Branch-less clipping test. + *

+ * Returns either '1' if the 'coord' is within ['low'..'high'] range, + * otherwise '0'. + *

+ *

+ * This is achieved via the build-in 'step' and 'mix' function + * as well as our own 'v_mul' and v_or' function, + * which flattens a 'vec2' to one float suitable to be used as the 'mix' criteria. + *

+ */ +float is_inside(vec2 coord, vec2 low, vec2 high) { + return v_mul( step(low, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) ); +} +/** Branch-less clipping test using vec3 coordinates and low/high clipping. */ +float is_inside(vec3 coord, vec3 low, vec3 high) { + return v_mul( step(low, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) ); } #endif // functions_glsl -- cgit v1.2.3