Merge pull request #2055 from matze/perceptual-gradient

Compute gradients in Oklab color space
This commit is contained in:
Héctor Ramón 2023-09-08 04:55:16 +02:00 committed by GitHub
commit 89d9c45d25
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 705 additions and 485 deletions

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@ -1 +1,2 @@
too-many-arguments-threshold = 20
enum-variant-name-threshold = 10

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@ -15,6 +15,7 @@ bitflags.workspace = true
log.workspace = true
thiserror.workspace = true
twox-hash.workspace = true
num-traits.workspace = true
palette.workspace = true
palette.optional = true

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@ -1,32 +1,72 @@
use crate::{Point, Rectangle, Vector};
use std::f32::consts::PI;
#[derive(Debug, Copy, Clone, PartialEq)]
use std::f32::consts::{FRAC_PI_2, PI};
use std::ops::RangeInclusive;
/// Degrees
#[derive(Debug, Copy, Clone, PartialEq, PartialOrd)]
pub struct Degrees(pub f32);
#[derive(Debug, Copy, Clone, PartialEq)]
/// Radians
#[derive(Debug, Copy, Clone, PartialEq, PartialOrd)]
pub struct Radians(pub f32);
impl Radians {
/// The range of radians of a circle.
pub const RANGE: RangeInclusive<Radians> = Radians(0.0)..=Radians(2.0 * PI);
}
impl From<Degrees> for Radians {
fn from(degrees: Degrees) -> Self {
Radians(degrees.0 * PI / 180.0)
Self(degrees.0 * PI / 180.0)
}
}
impl From<f32> for Radians {
fn from(radians: f32) -> Self {
Self(radians)
}
}
impl From<u8> for Radians {
fn from(radians: u8) -> Self {
Self(f32::from(radians))
}
}
impl From<Radians> for f64 {
fn from(radians: Radians) -> Self {
Self::from(radians.0)
}
}
impl num_traits::FromPrimitive for Radians {
fn from_i64(n: i64) -> Option<Self> {
Some(Self(n as f32))
}
fn from_u64(n: u64) -> Option<Self> {
Some(Self(n as f32))
}
fn from_f64(n: f64) -> Option<Self> {
Some(Self(n as f32))
}
}
impl Radians {
/// Calculates the line in which the [`Angle`] intercepts the `bounds`.
pub fn to_distance(&self, bounds: &Rectangle) -> (Point, Point) {
let v1 = Vector::new(f32::cos(self.0), f32::sin(self.0));
let angle = self.0 - FRAC_PI_2;
let r = Vector::new(f32::cos(angle), f32::sin(angle));
let distance_to_rect = f32::min(
f32::abs((bounds.y - bounds.center().y) / v1.y),
f32::abs(((bounds.x + bounds.width) - bounds.center().x) / v1.x),
let distance_to_rect = f32::max(
f32::abs(r.x * bounds.width / 2.0),
f32::abs(r.y * bounds.height / 2.0),
);
let start = bounds.center() + v1 * distance_to_rect;
let end = bounds.center() - v1 * distance_to_rect;
let start = bounds.center() - r * distance_to_rect;
let end = bounds.center() + r * distance_to_rect;
(start, end)
}

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@ -0,0 +1,8 @@
[package]
name = "gradient"
version = "0.1.0"
edition = "2021"
publish = false
[dependencies]
iced = { path = "../.." }

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@ -0,0 +1,99 @@
use iced::gradient;
use iced::widget::{column, container, horizontal_space, row, slider, text};
use iced::{
Alignment, Background, Color, Element, Length, Radians, Sandbox, Settings,
};
pub fn main() -> iced::Result {
Gradient::run(Settings::default())
}
#[derive(Debug, Clone, Copy)]
struct Gradient {
start: Color,
end: Color,
angle: Radians,
}
#[derive(Debug, Clone, Copy)]
enum Message {
StartChanged(Color),
EndChanged(Color),
AngleChanged(Radians),
}
impl Sandbox for Gradient {
type Message = Message;
fn new() -> Self {
Self {
start: Color::WHITE,
end: Color::new(0.0, 0.0, 1.0, 1.0),
angle: Radians(0.0),
}
}
fn title(&self) -> String {
String::from("Gradient")
}
fn update(&mut self, message: Message) {
match message {
Message::StartChanged(color) => self.start = color,
Message::EndChanged(color) => self.end = color,
Message::AngleChanged(angle) => self.angle = angle,
}
}
fn view(&self) -> Element<Message> {
let Self { start, end, angle } = *self;
let gradient_box = container(horizontal_space(Length::Fill))
.width(Length::Fill)
.height(Length::Fill)
.style(move |_: &_| {
let gradient = gradient::Linear::new(angle)
.add_stop(0.0, start)
.add_stop(1.0, end)
.into();
container::Appearance {
background: Some(Background::Gradient(gradient)),
..Default::default()
}
});
let angle_picker = row![
text("Angle").width(64),
slider(Radians::RANGE, self.angle, Message::AngleChanged)
.step(0.01)
]
.spacing(8)
.padding(8)
.align_items(Alignment::Center);
column![
color_picker("Start", self.start).map(Message::StartChanged),
color_picker("End", self.end).map(Message::EndChanged),
angle_picker,
gradient_box
]
.into()
}
}
fn color_picker(label: &str, color: Color) -> Element<'_, Color> {
row![
text(label).width(64),
slider(0.0..=1.0, color.r, move |r| { Color { r, ..color } })
.step(0.01),
slider(0.0..=1.0, color.g, move |g| { Color { g, ..color } })
.step(0.01),
slider(0.0..=1.0, color.b, move |b| { Color { b, ..color } })
.step(0.01),
]
.spacing(8)
.padding(8)
.align_items(Alignment::Center)
.into()
}

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@ -1,3 +1,4 @@
use crate::graphics::color;
use crate::graphics::gradient;
use crate::quad::{self, Quad};
use crate::Buffer;
@ -78,7 +79,23 @@ impl Pipeline {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.quad.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/quad.wgsl"),
if color::GAMMA_CORRECTION {
concat!(
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/quad/gradient.wgsl"),
"\n",
include_str!("../shader/color/oklab.wgsl")
)
} else {
concat!(
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/quad/gradient.wgsl"),
"\n",
include_str!("../shader/color/linear_rgb.wgsl")
)
},
)),
});

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@ -72,7 +72,11 @@ impl Pipeline {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.quad.solid.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
include_str!("../shader/quad.wgsl"),
concat!(
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/quad/solid.wgsl"),
),
)),
});

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@ -0,0 +1,3 @@
fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> {
return mix(from_, to_, factor);
}

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@ -0,0 +1,26 @@
const to_lms = mat3x4<f32>(
vec4<f32>(0.4121656120, 0.2118591070, 0.0883097947, 0.0),
vec4<f32>(0.5362752080, 0.6807189584, 0.2818474174, 0.0),
vec4<f32>(0.0514575653, 0.1074065790, 0.6302613616, 0.0),
);
const to_rgb = mat3x4<f32>(
vec4<f32>( 4.0767245293, -3.3072168827, 0.2307590544, 0.0),
vec4<f32>(-1.2681437731, 2.6093323231, -0.3411344290, 0.0),
vec4<f32>(-0.0041119885, -0.7034763098, 1.7068625689, 0.0),
);
fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> {
// To Oklab
let lms_a = pow(from_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
let lms_b = pow(to_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
let mixed = mix(lms_a, lms_b, factor);
// Back to linear RGB
var color = to_rgb * (mixed * mixed * mixed);
// Alpha interpolation
color.a = mix(from_.a, to_.a, factor);
return color;
}

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@ -37,309 +37,3 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
rx = select(rx, ry, position.y > center.y);
return rx;
}
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}
struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_color: vec4<f32>,
@location(5) border_radius: vec4<f32>,
@location(6) border_width: f32,
}
struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) border_color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
var pos: vec2<f32> = input.pos * globals.scale;
var scale: vec2<f32> = input.scale * globals.scale;
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;
out.scale = scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
return out;
}
@fragment
fn solid_fs_main(
input: SolidVertexOutput
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(input.pos + input.scale * 0.5).xy
);
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
input.pos + vec2<f32>(input.border_width, input.border_width),
input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
}
var dist: f32 = distance_alg(
vec2<f32>(input.position.x, input.position.y),
input.pos,
input.scale,
border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist
);
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}
struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
@location(7) position_and_scale: vec4<f32>,
@location(8) border_color: vec4<f32>,
@location(9) border_radius: vec4<f32>,
@location(10) border_width: f32,
}
struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
@location(7) position_and_scale: vec4<f32>,
@location(8) border_color: vec4<f32>,
@location(9) border_radius: vec4<f32>,
@location(10) border_width: f32,
}
@vertex
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
var out: GradientVertexOutput;
var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.colors_1 = input.colors_1;
out.colors_2 = input.colors_2;
out.colors_3 = input.colors_3;
out.colors_4 = input.colors_4;
out.offsets = input.offsets;
out.direction = input.direction * globals.scale;
out.position_and_scale = vec4<f32>(pos, scale);
out.border_color = input.border_color;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
return out;
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}
/// Returns the current interpolated color with a max 8-stop gradient
fn gradient(
raw_position: vec2<f32>,
direction: vec4<f32>,
colors: array<vec4<f32>, 8>,
offsets: array<f32, 8>,
last_index: i32
) -> vec4<f32> {
let start = direction.xy;
let end = direction.zw;
let v1 = end - start;
let v2 = raw_position - start;
let unit = normalize(v1);
let coord_offset = dot(unit, v2) / length(v1);
//need to store these as a var to use dynamic indexing in a loop
//this is already added to wgsl spec but not in wgpu yet
var colors_arr = colors;
var offsets_arr = offsets;
var color: vec4<f32>;
let noise_granularity: f32 = 0.3/255.0;
for (var i: i32 = 0; i < last_index; i++) {
let curr_offset = offsets_arr[i];
let next_offset = offsets_arr[i+1];
if (coord_offset <= offsets_arr[0]) {
color = colors_arr[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
curr_offset,
next_offset,
coord_offset,
));
}
if (coord_offset >= offsets_arr[last_index]) {
color = colors_arr[last_index];
}
}
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
}
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
unpack_u32(input.colors_1.xy),
unpack_u32(input.colors_1.zw),
unpack_u32(input.colors_2.xy),
unpack_u32(input.colors_2.zw),
unpack_u32(input.colors_3.xy),
unpack_u32(input.colors_3.zw),
unpack_u32(input.colors_4.xy),
unpack_u32(input.colors_4.zw),
);
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
var offsets = array<f32, 8>(
offsets_1.x,
offsets_1.y,
offsets_1.z,
offsets_1.w,
offsets_2.x,
offsets_2.y,
offsets_2.z,
offsets_2.w,
);
//TODO could just pass this in to the shader but is probably more performant to just check it here
var last_index = 7;
for (var i: i32 = 0; i <= 7; i++) {
if (offsets[i] > 1.0) {
last_index = i - 1;
break;
}
}
var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
let pos = input.position_and_scale.xy;
let scale = input.position_and_scale.zw;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(pos + scale * 0.5).xy
);
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
pos + vec2<f32>(input.border_width, input.border_width),
scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
}
var dist: f32 = distance_alg(
input.position.xy,
pos,
scale,
border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist);
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}

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@ -0,0 +1,205 @@
struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
@location(7) position_and_scale: vec4<f32>,
@location(8) border_color: vec4<f32>,
@location(9) border_radius: vec4<f32>,
@location(10) border_width: f32,
}
struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
@location(7) position_and_scale: vec4<f32>,
@location(8) border_color: vec4<f32>,
@location(9) border_radius: vec4<f32>,
@location(10) border_width: f32,
}
@vertex
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
var out: GradientVertexOutput;
var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.colors_1 = input.colors_1;
out.colors_2 = input.colors_2;
out.colors_3 = input.colors_3;
out.colors_4 = input.colors_4;
out.offsets = input.offsets;
out.direction = input.direction * globals.scale;
out.position_and_scale = vec4<f32>(pos, scale);
out.border_color = input.border_color;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
return out;
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}
/// Returns the current interpolated color with a max 8-stop gradient
fn gradient(
raw_position: vec2<f32>,
direction: vec4<f32>,
colors: array<vec4<f32>, 8>,
offsets: array<f32, 8>,
last_index: i32
) -> vec4<f32> {
let start = direction.xy;
let end = direction.zw;
let v1 = end - start;
let v2 = raw_position - start;
let unit = normalize(v1);
let coord_offset = dot(unit, v2) / length(v1);
//need to store these as a var to use dynamic indexing in a loop
//this is already added to wgsl spec but not in wgpu yet
var colors_arr = colors;
var offsets_arr = offsets;
var color: vec4<f32>;
let noise_granularity: f32 = 0.3/255.0;
for (var i: i32 = 0; i < last_index; i++) {
let curr_offset = offsets_arr[i];
let next_offset = offsets_arr[i+1];
if (coord_offset <= offsets_arr[0]) {
color = colors_arr[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
let from_ = colors_arr[i];
let to_ = colors_arr[i+1];
let factor = smoothstep(curr_offset, next_offset, coord_offset);
color = interpolate_color(from_, to_, factor);
}
if (coord_offset >= offsets_arr[last_index]) {
color = colors_arr[last_index];
}
}
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
}
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
unpack_u32(input.colors_1.xy),
unpack_u32(input.colors_1.zw),
unpack_u32(input.colors_2.xy),
unpack_u32(input.colors_2.zw),
unpack_u32(input.colors_3.xy),
unpack_u32(input.colors_3.zw),
unpack_u32(input.colors_4.xy),
unpack_u32(input.colors_4.zw),
);
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
var offsets = array<f32, 8>(
offsets_1.x,
offsets_1.y,
offsets_1.z,
offsets_1.w,
offsets_2.x,
offsets_2.y,
offsets_2.z,
offsets_2.w,
);
//TODO could just pass this in to the shader but is probably more performant to just check it here
var last_index = 7;
for (var i: i32 = 0; i <= 7; i++) {
if (offsets[i] > 1.0) {
last_index = i - 1;
break;
}
}
var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
let pos = input.position_and_scale.xy;
let scale = input.position_and_scale.zw;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(pos + scale * 0.5).xy
);
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
pos + vec2<f32>(input.border_width, input.border_width),
scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
}
var dist: f32 = distance_alg(
input.position.xy,
pos,
scale,
border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist);
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}

View file

@ -0,0 +1,99 @@
struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_color: vec4<f32>,
@location(5) border_radius: vec4<f32>,
@location(6) border_width: f32,
}
struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) border_color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
var pos: vec2<f32> = input.pos * globals.scale;
var scale: vec2<f32> = input.scale * globals.scale;
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
min(input.border_radius.y, min_border_radius),
min(input.border_radius.z, min_border_radius),
min(input.border_radius.w, min_border_radius)
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;
out.scale = scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
return out;
}
@fragment
fn solid_fs_main(
input: SolidVertexOutput
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(input.pos + input.scale * 0.5).xy
);
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
input.pos + vec2<f32>(input.border_width, input.border_width),
input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
}
var dist: f32 = distance_alg(
vec2<f32>(input.position.x, input.position.y),
input.pos,
input.scale,
border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist
);
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}

View file

@ -3,163 +3,3 @@ struct Globals {
}
@group(0) @binding(0) var<uniform> globals: Globals;
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}
struct SolidVertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
@fragment
fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
return input.color;
}
struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
}
struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
}
@vertex
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
var output: GradientVertexOutput;
output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
output.raw_position = input.v_pos;
output.colors_1 = input.colors_1;
output.colors_2 = input.colors_2;
output.colors_3 = input.colors_3;
output.colors_4 = input.colors_4;
output.offsets = input.offsets;
output.direction = input.direction;
return output;
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}
/// Returns the current interpolated color with a max 8-stop gradient
fn gradient(
raw_position: vec2<f32>,
direction: vec4<f32>,
colors: array<vec4<f32>, 8>,
offsets: array<f32, 8>,
last_index: i32
) -> vec4<f32> {
let start = direction.xy;
let end = direction.zw;
let v1 = end - start;
let v2 = raw_position - start;
let unit = normalize(v1);
let coord_offset = dot(unit, v2) / length(v1);
//need to store these as a var to use dynamic indexing in a loop
//this is already added to wgsl spec but not in wgpu yet
var colors_arr = colors;
var offsets_arr = offsets;
var color: vec4<f32>;
let noise_granularity: f32 = 0.3/255.0;
for (var i: i32 = 0; i < last_index; i++) {
let curr_offset = offsets_arr[i];
let next_offset = offsets_arr[i+1];
if (coord_offset <= offsets_arr[0]) {
color = colors_arr[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
curr_offset,
next_offset,
coord_offset,
));
}
if (coord_offset >= offsets_arr[last_index]) {
color = colors_arr[last_index];
}
}
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
}
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
unpack_u32(input.colors_1.xy),
unpack_u32(input.colors_1.zw),
unpack_u32(input.colors_2.xy),
unpack_u32(input.colors_2.zw),
unpack_u32(input.colors_3.xy),
unpack_u32(input.colors_3.zw),
unpack_u32(input.colors_4.xy),
unpack_u32(input.colors_4.zw),
);
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
var offsets = array<f32, 8>(
offsets_1.x,
offsets_1.y,
offsets_1.z,
offsets_1.w,
offsets_2.x,
offsets_2.y,
offsets_2.z,
offsets_2.w,
);
var last_index = 7;
for (var i: i32 = 0; i <= 7; i++) {
if (offsets[i] >= 1.0) {
last_index = i;
break;
}
}
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
}

View file

@ -0,0 +1,134 @@
struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
}
struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@location(4) @interpolate(flat) colors_4: vec4<u32>,
@location(5) @interpolate(flat) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
}
@vertex
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
var output: GradientVertexOutput;
output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
output.raw_position = input.v_pos;
output.colors_1 = input.colors_1;
output.colors_2 = input.colors_2;
output.colors_3 = input.colors_3;
output.colors_4 = input.colors_4;
output.offsets = input.offsets;
output.direction = input.direction;
return output;
}
/// Returns the current interpolated color with a max 8-stop gradient
fn gradient(
raw_position: vec2<f32>,
direction: vec4<f32>,
colors: array<vec4<f32>, 8>,
offsets: array<f32, 8>,
last_index: i32
) -> vec4<f32> {
let start = direction.xy;
let end = direction.zw;
let v1 = end - start;
let v2 = raw_position - start;
let unit = normalize(v1);
let coord_offset = dot(unit, v2) / length(v1);
//need to store these as a var to use dynamic indexing in a loop
//this is already added to wgsl spec but not in wgpu yet
var colors_arr = colors;
var offsets_arr = offsets;
var color: vec4<f32>;
let noise_granularity: f32 = 0.3/255.0;
for (var i: i32 = 0; i < last_index; i++) {
let curr_offset = offsets_arr[i];
let next_offset = offsets_arr[i+1];
if (coord_offset <= offsets_arr[0]) {
color = colors_arr[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
let from_ = colors_arr[i];
let to_ = colors_arr[i+1];
let factor = smoothstep(curr_offset, next_offset, coord_offset);
color = interpolate_color(from_, to_, factor);
}
if (coord_offset >= offsets_arr[last_index]) {
color = colors_arr[last_index];
}
}
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
}
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
unpack_u32(input.colors_1.xy),
unpack_u32(input.colors_1.zw),
unpack_u32(input.colors_2.xy),
unpack_u32(input.colors_2.zw),
unpack_u32(input.colors_3.xy),
unpack_u32(input.colors_3.zw),
unpack_u32(input.colors_4.xy),
unpack_u32(input.colors_4.zw),
);
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
var offsets = array<f32, 8>(
offsets_1.x,
offsets_1.y,
offsets_1.z,
offsets_1.w,
offsets_2.x,
offsets_2.y,
offsets_2.z,
offsets_2.w,
);
var last_index = 7;
for (var i: i32 = 0; i <= 7; i++) {
if (offsets[i] >= 1.0) {
last_index = i;
break;
}
}
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
}
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}

View file

@ -0,0 +1,24 @@
struct SolidVertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
@fragment
fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
return input.color;
}

View file

@ -487,8 +487,10 @@ mod solid {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.triangle.solid.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
"shader/triangle.wgsl"
std::borrow::Cow::Borrowed(concat!(
include_str!("shader/triangle.wgsl"),
"\n",
include_str!("shader/triangle/solid.wgsl"),
)),
),
});
@ -537,6 +539,7 @@ mod solid {
}
mod gradient {
use crate::graphics::color;
use crate::graphics::mesh;
use crate::graphics::Antialiasing;
use crate::triangle;
@ -633,9 +636,31 @@ mod gradient {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.triangle.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(
std::borrow::Cow::Borrowed(include_str!(
"shader/triangle.wgsl"
)),
std::borrow::Cow::Borrowed(
if color::GAMMA_CORRECTION {
concat!(
include_str!("shader/triangle.wgsl"),
"\n",
include_str!(
"shader/triangle/gradient.wgsl"
),
"\n",
include_str!("shader/color/oklab.wgsl")
)
} else {
concat!(
include_str!("shader/triangle.wgsl"),
"\n",
include_str!(
"shader/triangle/gradient.wgsl"
),
"\n",
include_str!(
"shader/color/linear_rgb.wgsl"
)
)
},
),
),
});

View file

@ -137,8 +137,8 @@ where
}
/// Sets the step size of the [`Slider`].
pub fn step(mut self, step: T) -> Self {
self.step = step;
pub fn step(mut self, step: impl Into<T>) -> Self {
self.step = step.into();
self
}
}