const TimelineVShader =`#version 300 es #define CANVAS_BORDER 1.0 #define SAMPLE_HEIGHT 16.0 #define SAMPLE_BORDER 1.0 #define SAMPLE_Y_SPACING (SAMPLE_HEIGHT + SAMPLE_BORDER * 2.0) #define SAMPLE_Y_OFFSET (CANVAS_BORDER + 1.0) struct Viewport { float width; float height; }; struct TimeRange { float usStart; float usPerPixel; }; struct Row { float yOffset; }; uniform Viewport inViewport; uniform TimeRange inTimeRange; uniform Row inRow; in vec4 inSample_TextOffset; in vec4 inColour_TextLength; out vec4 varColour_TimeMs; out vec4 varPosInBoxPx_TextEntry; out float varTimeChars; //#define PIXEL_ROUNDED_OFFSETS float PixelOffset(float time_us) { float offset = (time_us - inTimeRange.usStart) * inTimeRange.usPerPixel; #ifdef PIXEL_ROUNDED_OFFSETS return floor(offset); #else return offset; #endif } float PixelSize(float time_us) { float size = time_us * inTimeRange.usPerPixel; #ifdef PIXEL_ROUNDED_OFFSETS return floor(size); #else return size; #endif } void main() { // Unpack input data float us_start = inSample_TextOffset.x; float us_length = inSample_TextOffset.y; float depth = inSample_TextOffset.z; float text_buffer_offset = inSample_TextOffset.w; vec3 box_colour = inColour_TextLength.rgb; float text_length_chars = inColour_TextLength.w; // Determine pixel range of the sample float x0 = PixelOffset(us_start); float x1 = x0 + PixelSize(us_length); // Calculate box to render float offset_x = x0; float offset_y = inRow.yOffset + SAMPLE_Y_OFFSET + (depth - 1.0) * SAMPLE_Y_SPACING; float size_x = max(x1 - x0, 1.0); float size_y = SAMPLE_HEIGHT; // Box range float min_x = offset_x; float min_y = offset_y; float max_x = offset_x + size_x; float max_y = offset_y + size_y; // Quad indices are: // // 2 3 // +----+ // | | // +----+ // 0 1 // vec2 position; position.x = (gl_VertexID & 1) == 0 ? min_x : max_x; position.y = (gl_VertexID & 2) == 0 ? min_y : max_y; // // NDC is: // -1 to 1, left to right // -1 to 1, bottom to top // vec4 ndc_pos; ndc_pos.x = (position.x / inViewport.width) * 2.0 - 1.0; ndc_pos.y = 1.0 - (position.y / inViewport.height) * 2.0; ndc_pos.z = 0.0; ndc_pos.w = 1.0; // Calculate number of characters required to display the millisecond time float time_ms = us_length / 1000.0; float time_ms_int = floor(time_ms); float time_chars = time_ms_int == 0.0 ? 1.0 : floor(log(time_ms_int) / 2.302585092994046) + 1.0; gl_Position = ndc_pos; varColour_TimeMs = vec4(box_colour / 255.0, time_ms); varPosInBoxPx_TextEntry = vec4(position.x - offset_x, position.y - offset_y, text_buffer_offset, text_length_chars); varTimeChars = time_chars; } `; const TimelineFShader = `#version 300 es precision mediump float; #define SAMPLE_HEIGHT 16.0 struct TextBufferDesc { float fontWidth; float fontHeight; float textBufferLength; }; uniform sampler2D inFontAtlasTextre; uniform sampler2D inTextBuffer; uniform TextBufferDesc inTextBufferDesc; in vec4 varColour_TimeMs; in vec4 varPosInBoxPx_TextEntry; in float varTimeChars; out vec4 outColour; vec4 LookupCharacter(float char_ascii, float pos_x, float pos_y, float font_width_px, float font_height_px) { // 2D index of the ASCII character in the font atlas float char_index_y = floor(char_ascii / 16.0); float char_index_x = char_ascii - char_index_y * 16.0; // Start UV of the character in the font atlas float char_base_uv_x = char_index_x / 16.0; float char_base_uv_y = char_index_y / 16.0; // UV within the character itself, scaled to the font atlas float char_uv_x = pos_x / (font_width_px * 16.0); float char_uv_y = pos_y / (font_height_px * 16.0); vec2 uv; uv.x = char_base_uv_x + char_uv_x; uv.y = char_base_uv_y + char_uv_y; // Apply colour to the text in premultiplied alpha space vec4 t = texture(inFontAtlasTextre, uv); vec3 colour = vec3(1.0, 1.0, 1.0) * 0.25; return vec4(colour * t.a, t.a); } void main() { // Font description float font_width_px = inTextBufferDesc.fontWidth; float font_height_px = inTextBufferDesc.fontHeight; float text_buffer_length = inTextBufferDesc.textBufferLength; // Text range in the text buffer vec2 pos_in_box_px = varPosInBoxPx_TextEntry.xy; float text_buffer_offset = varPosInBoxPx_TextEntry.z; float text_length_chars = varPosInBoxPx_TextEntry.w; float text_length_px = text_length_chars * font_width_px; // Text placement offset within the box const vec2 text_offset_px = vec2(4.0, 3.0); vec4 box_colour = vec4(varColour_TimeMs.rgb, 1.0); // Add a subtle border to the box so that you can visually separate samples when they are next to each other vec2 top_left = min(pos_in_box_px.xy, 2.0); float both = min(top_left.x, top_left.y); box_colour.rgb *= (0.8 + both * 0.1); vec4 text_colour = vec4(0.0); float text_end_px = text_length_px + text_offset_px.x + font_width_px; float time_length_px = (varTimeChars + 4.0) * font_width_px; if (pos_in_box_px.x > text_end_px && pos_in_box_px.x < text_end_px + time_length_px) { float time_ms = varColour_TimeMs.w; vec2 time_pixel_pos; time_pixel_pos.x = max(min(pos_in_box_px.x - text_end_px, time_length_px), 0.0); time_pixel_pos.y = max(min(pos_in_box_px.y - text_offset_px.y, font_height_px - 1.0), 0.0); float time_index = floor(time_pixel_pos.x / font_width_px); if (time_index < varTimeChars) { // Use base-10 integer digit counting to calculate the divisor needed to bring this digit below 10 float time_divisor = 1.0; for (int i = 0; i < int(varTimeChars - time_index - 1.0); i++) { time_divisor *= 10.0; } // Calculate digit float time_shifted_int = floor(time_ms / time_divisor); float time_digit = floor(mod(time_shifted_int, 10.0)); text_colour = LookupCharacter(48.0 + time_digit, time_pixel_pos.x - time_index * font_width_px, time_pixel_pos.y, font_width_px, font_height_px); } else if (time_index == varTimeChars) { text_colour = LookupCharacter(46.0, time_pixel_pos.x - time_index * font_width_px, time_pixel_pos.y, font_width_px, font_height_px); } else if (time_index == varTimeChars + 1.0) { float time_digit = floor(mod(time_ms * 10.0, 10.0)); text_colour = LookupCharacter(48.0 + time_digit, time_pixel_pos.x - time_index * font_width_px, time_pixel_pos.y, font_width_px, font_height_px); } else if (time_index == varTimeChars + 2.0) { float time_digit = floor(mod(time_ms * 10.0, 10.0)); text_colour = LookupCharacter(109.0, time_pixel_pos.x - time_index * font_width_px, time_pixel_pos.y, font_width_px, font_height_px); } else if (time_index == varTimeChars + 3.0) { float time_digit = floor(mod(time_ms * 10.0, 10.0)); text_colour = LookupCharacter(115.0, time_pixel_pos.x - time_index * font_width_px, time_pixel_pos.y, font_width_px, font_height_px); } } else { // Text pixel position clamped to the bounds of the full word, allowing leakage to neighbouring NULL characters to pad zeroes vec2 text_pixel_pos; text_pixel_pos.x = max(min(pos_in_box_px.x - text_offset_px.x, text_length_px), -1.0); text_pixel_pos.y = max(min(pos_in_box_px.y - text_offset_px.y, font_height_px - 1.0), 0.0); // Index of the current character in the text buffer float text_index = text_buffer_offset + floor(text_pixel_pos.x / font_width_px); // Sample the 1D text buffer to get the ASCII character index vec2 char_uv = vec2((text_index + 0.5) / text_buffer_length, 0.5); float char_ascii = texture(inTextBuffer, char_uv).a * 255.0; text_colour = LookupCharacter(char_ascii, text_pixel_pos.x - (text_index - text_buffer_offset) * font_width_px, text_pixel_pos.y, font_width_px, font_height_px); } // Bring out of premultiplied alpha space and lerp with the box colour float inv_alpha = text_colour.a == 0.0 ? 1.0 : 1.0 / text_colour.a; outColour = mix(box_colour, vec4(text_colour.rgb * inv_alpha, 1.0), text_colour.a); } `;