// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #ifndef __GUI_COMMON__ #define __GUI_COMMON__ #include "./Flax/Common.hlsl" #define CLIPPING_ENABLE 1 struct Render2DVertex { float2 Position : POSITION0; float2 TexCoord : TEXCOORD0; float4 Color : COLOR0; float4 CustomDataAndClipOrigin : TEXCOORD1; // x-per-geometry type, y-features mask, zw-clip origin float4 ClipExtents : TEXCOORD2; }; struct VS2PS { float4 Position : SV_Position; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 CustomData : TEXCOORD1; float4 ClipExtents : TEXCOORD2; float4 ClipOriginAndPos : TEXCOORD3; }; float cross2(float2 a, float2 b) { return a.x * b.y - a.y * b.x; } // Given a point p and a parallelogram defined by point a and vectors b and c, determines in p is inside the parallelogram. Returns a 4-vector that can be used with the clip instruction. float4 PointInParallelogram(float2 p, float2 a, float4 bc) { float2 o = p - a; float invD = 1 / cross2(bc.xy, bc.zw); float2 t = (o.x * bc.yw - o.y * bc.xz) * float2(-invD, invD); return float4(t, float2(1, 1) - t); } void PerformClipping(float2 clipOrigin, float2 windowPos, float4 clipExtents) { #if CLIPPING_ENABLE // Clip pixels which are outside of the clipping rect float4 clipTest = PointInParallelogram(windowPos, clipOrigin, clipExtents); // Clip pixels which are outside of the clipping rect clip(clipTest); #endif } void PerformClipping(VS2PS input) { PerformClipping(input.ClipOriginAndPos.xy, input.ClipOriginAndPos.zw, input.ClipExtents); } #endif