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debugtext.hlsl
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94 lines (78 loc) · 2.78 KB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
// text shader, used for the overlay in game so that we can pass indices in the positon stream
// and it figures out the right place in the text texture to sample.
struct glyph
{
float4 posdata;
float4 uvdata;
};
cbuffer glyphdata : register(b1)
{
glyph glyphs[127-32];
};
cbuffer stringdata : register(b2)
{
uint4 chars[256];
};
struct v2f
{
float4 pos : SV_Position;
float4 tex : TEX;
float2 glyphuv : GLYPH;
};
v2f RENDERDOC_TextVS(uint vid : SV_VertexID, uint inst : SV_InstanceID)
{
v2f OUT = (v2f)0;
float2 verts[] = {
float2( 0.0, 0.0),
float2( 1.0, 0.0),
float2( 0.0, 1.0),
float2( 1.0, 1.0),
};
float2 pos = verts[vid];
float2 charPos = float2(float(inst) + pos.x + TextPosition.x, -pos.y - TextPosition.y);
glyph G = glyphs[ chars[inst].x ];
OUT.pos = float4(charPos.xy*2.0f*TextSize*FontScreenAspect.xy + float2(-1, 1), 1, 1);
OUT.glyphuv.xy = (pos.xy - G.posdata.xy) * G.posdata.zw;
OUT.tex = G.uvdata * CharacterSize.xyxy;
return OUT;
}
SamplerState pointSample : register(s0);
SamplerState linearSample : register(s1);
Texture2D fontTexture : register(t0);
float4 RENDERDOC_TextPS(v2f IN) : SV_Target0
{
float text = 0;
if(IN.glyphuv.x >= 0.0f && IN.glyphuv.x <= 1.0f &&
IN.glyphuv.y >= 0.0f && IN.glyphuv.y <= 1.0f)
{
float2 uv;
uv.x = lerp(IN.tex.x, IN.tex.z, IN.glyphuv.x);
uv.y = lerp(IN.tex.y, IN.tex.w, IN.glyphuv.y);
text = fontTexture.Sample(linearSample, uv.xy).x;
}
return float4(text.xxx, saturate(text + 0.5f));
}