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Added missing GLSL version of the anti-aliased Euclidean distance tra…
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Christophe Riccio
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/GL/glext.h
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/GL/glfw.h
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/GLSL-JFA-noAA.c
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/GLSL-JFA.c
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/GLSL-JFA.dev
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[Project] | ||
FileName=GLSL-JFA.dev | ||
Name=GLSL-JFA | ||
UnitCount=5 | ||
Type=1 | ||
Ver=1 | ||
ObjFiles= | ||
Includes= | ||
Libs= | ||
PrivateResource= | ||
ResourceIncludes= | ||
MakeIncludes= | ||
Compiler=-Wall -O3 -ffast-math -I"C:\Dev-Cpp\include"_@@_ | ||
CppCompiler= | ||
Linker=-lglfw -lopengl32 -lglu32 -mwindows -mconsole_@@_ | ||
IsCpp=0 | ||
Icon= | ||
ExeOutput= | ||
ObjectOutput= | ||
OverrideOutput=0 | ||
OverrideOutputName=texremap.exe | ||
HostApplication= | ||
Folders= | ||
CommandLine= | ||
UseCustomMakefile=0 | ||
CustomMakefile= | ||
IncludeVersionInfo=0 | ||
SupportXPThemes=0 | ||
CompilerSet=0 | ||
CompilerSettings=0000000000000001000000 | ||
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[Unit1] | ||
FileName=GLSL-JFA.c | ||
CompileCpp=0 | ||
Folder= | ||
Compile=1 | ||
Link=1 | ||
Priority=1000 | ||
OverrideBuildCmd=0 | ||
BuildCmd= | ||
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[VersionInfo] | ||
Major=0 | ||
Minor=1 | ||
Release=1 | ||
Build=1 | ||
LanguageID=1033 | ||
CharsetID=1252 | ||
CompanyName= | ||
FileVersion= | ||
FileDescription=Developed using the Dev-C++ IDE | ||
InternalName= | ||
LegalCopyright= | ||
LegalTrademarks= | ||
OriginalFilename= | ||
ProductName= | ||
ProductVersion= | ||
AutoIncBuildNr=0 | ||
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[Unit2] | ||
FileName=vertex.glsl | ||
Folder= | ||
Compile=0 | ||
Link=0 | ||
Priority=1000 | ||
OverrideBuildCmd=0 | ||
BuildCmd= | ||
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[Unit4] | ||
FileName=fragment_flood.glsl | ||
CompileCpp=0 | ||
Folder= | ||
Compile=0 | ||
Link=0 | ||
Priority=1000 | ||
OverrideBuildCmd=0 | ||
BuildCmd= | ||
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[Unit5] | ||
FileName=fragment_display.glsl | ||
Folder= | ||
Compile=0 | ||
Link=0 | ||
Priority=1000 | ||
OverrideBuildCmd=0 | ||
BuildCmd=$(CC) -c fragment_display.glsl.c -o fragment_display.glsl.o $(CFLAGS) | ||
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[Unit7] | ||
FileName=fragment4.glsl | ||
Folder= | ||
Compile=0 | ||
Link=0 | ||
Priority=1000 | ||
OverrideBuildCmd=0 | ||
BuildCmd= | ||
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[Unit3] | ||
FileName=fragment_seed.glsl | ||
Folder= | ||
Compile=0 | ||
Link=0 | ||
Priority=1000 | ||
OverrideBuildCmd=0 | ||
BuildCmd= | ||
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/GLSL-JFA.layout
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[Editor_4] | ||
CursorCol=1 | ||
CursorRow=9 | ||
TopLine=1 | ||
LeftChar=1 | ||
Open=1 | ||
Top=0 | ||
[Editors] | ||
Focused=0 | ||
Order=2,3,4,0 | ||
[Editor_0] | ||
Open=1 | ||
Top=1 | ||
CursorCol=1 | ||
CursorRow=558 | ||
TopLine=530 | ||
LeftChar=1 | ||
[Editor_1] | ||
Open=0 | ||
Top=0 | ||
[Editor_2] | ||
Open=1 | ||
Top=0 | ||
CursorCol=1 | ||
CursorRow=38 | ||
TopLine=16 | ||
LeftChar=1 | ||
[Editor_3] | ||
Open=1 | ||
Top=0 | ||
CursorCol=1 | ||
CursorRow=47 | ||
TopLine=33 | ||
LeftChar=1 |
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/Makefile
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#Makefile for Windows mingw32, Linux and MacOSX (gcc environments) | ||
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Usage: | ||
@echo "Usage: make Win32 | Linux | MacOSX | clean | distclean" | ||
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Win32: | ||
gcc.exe -c GLSL-JFA.c -o GLSL-JFA.o -I. -IC:/Dev-Cpp/include -Wall -O3 -ffast-math -g3 | ||
gcc.exe GLSL-JFA.o -o GLSL-JFA.exe -LC:/Dev-Cpp/lib -mwindows -lglfw -lopengl32 -lglu32 -mconsole -g3 | ||
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Linux: | ||
gcc -I. -I/usr/X11/include GLSL-JFA.c -lglfw -o GLSL-JFA | ||
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MacOSX: | ||
./bundle.sh GLSL-JFA | ||
gcc -I. -I/usr/X11/include GLSL-JFA.c -o GLSL-JFA.app/Contents/MacOS/GLSL-JFA -lglfw -framework Cocoa -framework OpenGL | ||
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clean: | ||
rm -f GLSL-JFA.o | ||
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distclean: | ||
rm -rf GLSL-JFA.o GLSL-JFA GLSL-JFA.exe GLSL-JFA.app |
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/Makefile.win
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# Project: GLSL-JFA | ||
# Makefile created by Dev-C++ 4.9.9.2 | ||
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CPP = g++.exe -D__DEBUG__ | ||
CC = gcc.exe -D__DEBUG__ | ||
WINDRES = windres.exe | ||
RES = | ||
OBJ = GLSL-JFA.o $(RES) | ||
LINKOBJ = GLSL-JFA.o $(RES) | ||
LIBS = -L"C:/Dev-Cpp/lib" -lglfw -lopengl32 -lglu32 -mwindows -mconsole -g3 | ||
INCS = -I"C:/Dev-Cpp/include" | ||
CXXINCS = -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Dev-Cpp/include/c++/3.4.2" -I"C:/Dev-Cpp/include" | ||
BIN = GLSL-JFA.exe | ||
CXXFLAGS = $(CXXINCS) -g3 | ||
CFLAGS = $(INCS) -Wall -O3 -ffast-math -I"C:\Dev-Cpp\include" -g3 | ||
RM = rm -f | ||
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.PHONY: all all-before all-after clean clean-custom | ||
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all: all-before GLSL-JFA.exe all-after | ||
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clean: clean-custom | ||
${RM} $(OBJ) $(BIN) | ||
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$(BIN): $(OBJ) | ||
$(CC) $(LINKOBJ) -o "GLSL-JFA.exe" $(LIBS) | ||
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GLSL-JFA.o: GLSL-JFA.c | ||
$(CC) -c GLSL-JFA.c -o GLSL-JFA.o $(CFLAGS) |
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/bundle.sh
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#!/bin/sh | ||
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# Creates application bundles for use on Mac OS X. | ||
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if [ -z "$1" ]; then | ||
echo "usage: `basename $0` BUNDLE-NAME" | ||
exit 1 | ||
fi | ||
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bundle_name="$1" | ||
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if [ ! -d "${bundle_name}.app/Contents/MacOS" ]; then | ||
mkdir -p "${bundle_name}.app/Contents/MacOS" | ||
fi | ||
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if [ ! -d "${bundle_name}.app/Contents/Resources" ]; then | ||
mkdir -p "${bundle_name}.app/Contents/Resources" | ||
fi | ||
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if [ ! -f "${bundle_name}.app/Contents/PkgInfo" ]; then | ||
echo -n "APPL????" > "${bundle_name}.app/Contents/PkgInfo" | ||
fi | ||
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if [ ! -f "${bundle_name}.app/Contents/Info.plist" ]; then | ||
cat > "${bundle_name}.app/Contents/Info.plist" <<EOF | ||
<?xml version="1.0" encoding="UTF-8"?> | ||
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | ||
<plist version="1.0"> | ||
<dict> | ||
<key>CFBundleDevelopmentRegion</key> | ||
<string>English</string> | ||
<key>CFBundleExecutable</key> | ||
<string>${bundle_name}</string> | ||
<key>CFBundleInfoDictionaryVersion</key> | ||
<string>6.0</string> | ||
<key>CFBundlePackageType</key> | ||
<string>APPL</string> | ||
<key>CFBundleSignature</key> | ||
<string>????</string> | ||
<key>CFBundleVersion</key> | ||
<string>0.1</string> | ||
</dict> | ||
</plist> | ||
EOF | ||
fi | ||
|
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/comparison.png
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Chapter 12 2D Shape Rendering by Distance Fields/jfa-AA-demo/fragment_display.glsl
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// Jump flooding algorithm for EDT according | ||
// to Danielsson (1980) and Guodong Rong (2007), | ||
// with added support for anti-aliased edges. | ||
// Implementation by Stefan Gustavson 2010. | ||
// This code is in the public domain. | ||
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// This shader displays the final distance field | ||
// visualized as an RGB image. | ||
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uniform sampler2D texture; | ||
uniform float texw, texh; | ||
uniform float texlevels; | ||
varying vec2 uv; | ||
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vec2 remap(vec2 floatdata) { | ||
return floatdata * (texlevels-1.0) / texlevels * 2.0 - 1.0; | ||
} | ||
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void main( void ) | ||
{ | ||
vec3 texel; | ||
texel = texture2D(texture, uv).rgb; | ||
vec2 distvec = remap(texel.rg); | ||
// vec2 rainbow = 0.5+0.5*(normalize(distvec)); | ||
// gl_FragColor = vec4(rainbow, 1.0-(length(distvec)+texel.b-0.5)*4.0, 1.0); | ||
float dist = length(distvec)+(texel.b-0.5)/texw; | ||
gl_FragColor = vec4(vec2(mod(10.0*dist, 1.0)), texel.b, 1.0); | ||
} |
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