use a geometry shader to render rectangles

This commit is contained in:
2025-06-06 17:13:41 +02:00
parent ed7a157ee3
commit 89a82a6be2
4 changed files with 82 additions and 28 deletions

25
res/sh.geom.glsl Normal file
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@@ -0,0 +1,25 @@
#version 330 core
layout(points) in;
layout(triangle_strip, max_vertices = 4) out; // output the vertices of this rectangle
void push_vert(float x, float y) {
gl_Position = vec4(x, y, 0.0F, 1.0F);
EmitVertex();
}
void main() {
// position data is stored as (x,y,w,h)
vec4 rect_a = gl_in[0].gl_Position; // get the rectangle data which will be our first point of the rectangle
vec2 rect_d = vec2( // compute point D
rect_a.x + rect_a.z,
rect_a.y - rect_a.w);
// A---B
// C---D
// triangle_strip will use the last two vertices to create a triangle
push_vert(rect_a.x, rect_a.y); // A
push_vert(rect_d.x, rect_a.y); // B
push_vert(rect_a.x, rect_d.y); // C
push_vert(rect_d.x, rect_d.y); // D
EndPrimitive();
}

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@@ -1,7 +1,22 @@
#version 330 core
layout(location = 0) in ivec4 rect; // rectangle data
uniform ivec2 screen; // current screen dimensions
layout(location = 0) in vec4 pos;
/* this vertex shader takes in unsigned integers formatted as (x,y,w,h), which denote rectangles
* the shader is responsible to output the data for this rectangle in the same format,
* but transformed to match the OpenGL coördinate space.
* I found the formula `(x-0.5*l)/0.5*l` to work well for scaling an axis to fit within the -1—1 coördinate space.
* And for transforming width/height, you just divide by the length of the corresponding axis.
* I demonstrate this here: https://www.desmos.com/calculator/ptwuyiv6bh */
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0F, 1.0F);
// divide the screen x and y coördinates by 2
// using bit shift because I don't trust the compiler optimiser since I've got less control.
int w_2 = screen.x >> 1;
int h_2 = screen.y >> 1;
gl_Position = vec4(
(rect.x - w_2) / float(w_2), // scale the rect X point
(screen.y - rect.y - h_2) / float(h_2), // scale the rect Y point and invert the axis for top left alignment
rect.z / float(w_2), // scale the rect width
rect.w / float(h_2)); // scale the rect height
}