Merge pull request #1506 from rksm/non-uniform-border-radius-for-quads
non uniform border radius for quads
This commit is contained in:
commit
91d5516474
30 changed files with 317 additions and 69 deletions
10
examples/custom_quad/Cargo.toml
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10
examples/custom_quad/Cargo.toml
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@ -0,0 +1,10 @@
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[package]
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name = "custom_quad"
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version = "0.1.0"
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authors = ["Robert Krahn"]
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edition = "2021"
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publish = false
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[dependencies]
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iced = { path = "../.." }
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iced_native = { path = "../../native" }
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160
examples/custom_quad/src/main.rs
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160
examples/custom_quad/src/main.rs
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@ -0,0 +1,160 @@
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//! This example showcases a drawing a quad.
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mod quad {
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use iced_native::layout::{self, Layout};
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use iced_native::renderer;
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use iced_native::widget::{self, Widget};
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use iced_native::{Color, Element, Length, Point, Rectangle, Size};
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pub struct CustomQuad {
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size: f32,
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radius: [f32; 4],
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border_width: f32,
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}
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impl CustomQuad {
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pub fn new(size: f32, radius: [f32; 4], border_width: f32) -> Self {
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Self {
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size,
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radius,
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border_width,
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}
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}
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}
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impl<Message, Renderer> Widget<Message, Renderer> for CustomQuad
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where
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Renderer: renderer::Renderer,
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{
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fn width(&self) -> Length {
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Length::Shrink
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}
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fn height(&self) -> Length {
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Length::Shrink
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}
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fn layout(
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&self,
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_renderer: &Renderer,
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_limits: &layout::Limits,
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) -> layout::Node {
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layout::Node::new(Size::new(self.size, self.size))
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}
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fn draw(
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&self,
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_state: &widget::Tree,
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renderer: &mut Renderer,
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_theme: &Renderer::Theme,
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_style: &renderer::Style,
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layout: Layout<'_>,
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_cursor_position: Point,
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_viewport: &Rectangle,
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) {
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renderer.fill_quad(
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renderer::Quad {
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bounds: layout.bounds(),
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border_radius: self.radius.into(),
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border_width: self.border_width,
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border_color: Color::from_rgb(1.0, 0.0, 0.0),
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},
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Color::BLACK,
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);
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}
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}
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impl<'a, Message, Renderer> From<CustomQuad> for Element<'a, Message, Renderer>
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where
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Renderer: renderer::Renderer,
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{
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fn from(circle: CustomQuad) -> Self {
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Self::new(circle)
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}
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}
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}
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use iced::widget::{column, container, slider, text};
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use iced::{Alignment, Element, Length, Sandbox, Settings};
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pub fn main() -> iced::Result {
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Example::run(Settings::default())
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}
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struct Example {
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radius: [f32; 4],
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border_width: f32,
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}
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#[derive(Debug, Clone, Copy)]
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#[allow(clippy::enum_variant_names)]
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enum Message {
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RadiusTopLeftChanged(f32),
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RadiusTopRightChanged(f32),
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RadiusBottomRightChanged(f32),
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RadiusBottomLeftChanged(f32),
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BorderWidthChanged(f32),
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}
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impl Sandbox for Example {
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type Message = Message;
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fn new() -> Self {
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Self {
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radius: [50.0; 4],
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border_width: 0.0,
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}
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}
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fn title(&self) -> String {
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String::from("Custom widget - Iced")
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}
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fn update(&mut self, message: Message) {
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let [tl, tr, br, bl] = self.radius;
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match message {
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Message::RadiusTopLeftChanged(radius) => {
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self.radius = [radius, tr, br, bl];
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}
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Message::RadiusTopRightChanged(radius) => {
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self.radius = [tl, radius, br, bl];
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}
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Message::RadiusBottomRightChanged(radius) => {
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self.radius = [tl, tr, radius, bl];
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}
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Message::RadiusBottomLeftChanged(radius) => {
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self.radius = [tl, tr, br, radius];
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}
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Message::BorderWidthChanged(width) => {
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self.border_width = width;
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}
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}
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}
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fn view(&self) -> Element<Message> {
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let [tl, tr, br, bl] = self.radius;
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let content = column![
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quad::CustomQuad::new(200.0, self.radius, self.border_width),
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text(format!("Radius: {tl:.2}/{tr:.2}/{br:.2}/{bl:.2}")),
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slider(1.0..=100.0, tl, Message::RadiusTopLeftChanged).step(0.01),
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slider(1.0..=100.0, tr, Message::RadiusTopRightChanged).step(0.01),
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slider(1.0..=100.0, br, Message::RadiusBottomRightChanged)
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.step(0.01),
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slider(1.0..=100.0, bl, Message::RadiusBottomLeftChanged)
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.step(0.01),
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slider(1.0..=10.0, self.border_width, Message::BorderWidthChanged)
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.step(0.01),
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]
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.padding(20)
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.spacing(20)
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.max_width(500)
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.align_items(Alignment::Center);
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container(content)
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.width(Length::Fill)
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.height(Length::Fill)
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.center_x()
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.center_y()
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.into()
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}
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}
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@ -61,7 +61,7 @@ mod circle {
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renderer.fill_quad(
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renderer::Quad {
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bounds: layout.bounds(),
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border_radius: self.radius,
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border_radius: self.radius.into(),
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border_width: 0.0,
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border_color: Color::TRANSPARENT,
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},
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@ -412,7 +412,7 @@ mod modal {
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renderer.fill_quad(
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renderer::Quad {
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bounds: layout.bounds(),
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border_radius: 0.0,
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border_radius: renderer::BorderRadius::from(0.0),
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border_width: 0.0,
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border_color: Color::TRANSPARENT,
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},
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@ -254,7 +254,7 @@ unsafe fn create_buffers(
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gl.enable_vertex_attrib_array(4);
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gl.vertex_attrib_pointer_f32(
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4,
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1,
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4,
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glow::FLOAT,
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false,
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stride,
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@ -268,7 +268,7 @@ unsafe fn create_buffers(
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glow::FLOAT,
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false,
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stride,
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4 * (2 + 2 + 4 + 4 + 1),
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4 * (2 + 2 + 4 + 4 + 4),
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);
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gl.enable_vertex_attrib_array(6);
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@ -278,7 +278,7 @@ unsafe fn create_buffers(
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glow::FLOAT,
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false,
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stride,
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4 * (2 + 2 + 4 + 4 + 1 + 1),
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4 * (2 + 2 + 4 + 4 + 4 + 1),
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);
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gl.bind_vertex_array(None);
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@ -307,7 +307,7 @@ pub struct Vertex {
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pub border_color: [f32; 4],
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/// The border radius of the [`Vertex`].
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pub border_radius: f32,
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pub border_radius: [f32; 4],
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/// The border width of the [`Vertex`].
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pub border_width: f32,
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@ -218,7 +218,7 @@ unsafe fn create_instance_buffer(
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gl.enable_vertex_attrib_array(4);
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gl.vertex_attrib_pointer_f32(
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4,
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1,
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4,
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glow::FLOAT,
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false,
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stride,
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@ -233,7 +233,7 @@ unsafe fn create_instance_buffer(
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glow::FLOAT,
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false,
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stride,
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4 * (2 + 2 + 4 + 4 + 1),
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4 * (2 + 2 + 4 + 4 + 4),
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);
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gl.vertex_attrib_divisor(5, 1);
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@ -12,7 +12,7 @@ varying vec4 v_Color;
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varying vec4 v_BorderColor;
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varying vec2 v_Pos;
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varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying vec4 v_BorderRadius;
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varying float v_BorderWidth;
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float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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@ -33,10 +33,26 @@ float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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return sqrt(distance.x * distance.x + distance.y * distance.y);
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}
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float selectBorderRadius(vec4 radi, vec2 position, vec2 center)
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{
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float rx = radi.x;
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float ry = radi.y;
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rx = position.x > center.x ? radi.y : radi.x;
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ry = position.x > center.x ? radi.z : radi.w;
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rx = position.y > center.y ? ry : rx;
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return rx;
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}
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void main() {
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float border_radius = selectBorderRadius(
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v_BorderRadius,
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fragCoord,
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(v_Pos + v_Scale * 0.5).xy
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);
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float internal_border = max(border_radius - v_BorderWidth, 0.0);
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float internal_distance = _distance(
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fragCoord,
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@ -57,11 +73,11 @@ void main() {
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fragCoord,
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v_Pos,
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v_Scale,
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v_BorderRadius
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border_radius
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d);
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gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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@ -5,7 +5,7 @@ attribute vec2 i_Pos;
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attribute vec2 i_Scale;
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attribute vec4 i_Color;
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attribute vec4 i_BorderColor;
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attribute float i_BorderRadius;
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attribute vec4 i_BorderRadius;
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attribute float i_BorderWidth;
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attribute vec2 q_Pos;
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@ -13,7 +13,7 @@ varying vec4 v_Color;
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varying vec4 v_BorderColor;
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varying vec2 v_Pos;
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varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying vec4 v_BorderRadius;
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varying float v_BorderWidth;
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@ -21,9 +21,11 @@ void main() {
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vec2 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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float i_BorderRadius = min(
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i_BorderRadius,
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min(i_Scale.x, i_Scale.y) / 2.0
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vec4 i_BorderRadius = vec4(
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min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0)
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);
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mat4 i_Transform = mat4(
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@ -17,7 +17,7 @@ in vec4 v_Color;
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in vec4 v_BorderColor;
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in vec2 v_Pos;
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in vec2 v_Scale;
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in float v_BorderRadius;
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in vec4 v_BorderRadius;
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in float v_BorderWidth;
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float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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@ -38,14 +38,30 @@ float fDistance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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return sqrt(distance.x * distance.x + distance.y * distance.y);
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}
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float selectBorderRadius(vec4 radi, vec2 position, vec2 center)
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{
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float rx = radi.x;
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float ry = radi.y;
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rx = position.x > center.x ? radi.y : radi.x;
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ry = position.x > center.x ? radi.z : radi.w;
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rx = position.y > center.y ? ry : rx;
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return rx;
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}
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void main() {
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vec4 mixed_color;
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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float border_radius = selectBorderRadius(
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v_BorderRadius,
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fragCoord,
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(v_Pos + v_Scale * 0.5).xy
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);
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0.0) {
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float internal_border = max(border_radius - v_BorderWidth, 0.0);
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float internal_distance = fDistance(
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fragCoord,
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@ -69,11 +85,11 @@ void main() {
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fragCoord,
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v_Pos,
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v_Scale,
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v_BorderRadius
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border_radius
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d);
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gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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|
|
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@ -5,14 +5,14 @@ in vec2 i_Pos;
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in vec2 i_Scale;
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in vec4 i_Color;
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in vec4 i_BorderColor;
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in float i_BorderRadius;
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in vec4 i_BorderRadius;
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in float i_BorderWidth;
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out vec4 v_Color;
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out vec4 v_BorderColor;
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out vec2 v_Pos;
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out vec2 v_Scale;
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out float v_BorderRadius;
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out vec4 v_BorderRadius;
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out float v_BorderWidth;
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vec2 positions[4] = vec2[](
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@ -27,9 +27,11 @@ void main() {
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vec2 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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float i_BorderRadius = min(
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i_BorderRadius,
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min(i_Scale.x, i_Scale.y) / 2.0
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vec4 i_BorderRadius = vec4(
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min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0),
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min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0)
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);
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mat4 i_Transform = mat4(
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|
|
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|
@ -17,7 +17,7 @@ pub struct Quad {
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pub border_color: [f32; 4],
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/// The border radius of the [`Quad`].
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pub border_radius: f32,
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pub border_radius: [f32; 4],
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/// The border width of the [`Quad`].
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pub border_width: f32,
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|
|
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|
@ -42,7 +42,7 @@ pub enum Primitive {
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/// The background of the quad
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background: Background,
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/// The border radius of the quad
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border_radius: f32,
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border_radius: [f32; 4],
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/// The border width of the quad
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border_width: f32,
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/// The border color of the quad
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|
|
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|
@ -109,7 +109,7 @@ where
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self.primitives.push(Primitive::Quad {
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bounds: quad.bounds,
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background: background.into(),
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border_radius: quad.border_radius,
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border_radius: quad.border_radius.into(),
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border_width: quad.border_width,
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border_color: quad.border_color,
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});
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|
|
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|||
|
|
@ -519,7 +519,7 @@ where
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bounds: layout.bounds(),
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border_color: color,
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border_width: 1.0,
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border_radius: 0.0,
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border_radius: 0.0.into(),
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},
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Color::TRANSPARENT,
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);
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|
|
|
|||
|
|
@ -287,7 +287,7 @@ where
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},
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border_color: appearance.border_color,
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border_width: appearance.border_width,
|
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border_radius: appearance.border_radius,
|
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border_radius: appearance.border_radius.into(),
|
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},
|
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appearance.background,
|
||||
);
|
||||
|
|
@ -479,7 +479,7 @@ where
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|||
bounds,
|
||||
border_color: Color::TRANSPARENT,
|
||||
border_width: 0.0,
|
||||
border_radius: appearance.border_radius,
|
||||
border_radius: appearance.border_radius.into(),
|
||||
},
|
||||
appearance.selected_background,
|
||||
);
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ pub struct Quad {
|
|||
pub bounds: Rectangle,
|
||||
|
||||
/// The border radius of the [`Quad`].
|
||||
pub border_radius: f32,
|
||||
pub border_radius: BorderRadius,
|
||||
|
||||
/// The border width of the [`Quad`].
|
||||
pub border_width: f32,
|
||||
|
|
@ -59,6 +59,29 @@ pub struct Quad {
|
|||
pub border_color: Color,
|
||||
}
|
||||
|
||||
/// The border radi for the corners of a graphics primitive in the order:
|
||||
/// top-left, top-right, bottom-right, bottom-left.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Default)]
|
||||
pub struct BorderRadius([f32; 4]);
|
||||
|
||||
impl From<f32> for BorderRadius {
|
||||
fn from(w: f32) -> Self {
|
||||
Self([w; 4])
|
||||
}
|
||||
}
|
||||
|
||||
impl From<[f32; 4]> for BorderRadius {
|
||||
fn from(radi: [f32; 4]) -> Self {
|
||||
Self(radi)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<BorderRadius> for [f32; 4] {
|
||||
fn from(radi: BorderRadius) -> Self {
|
||||
radi.0
|
||||
}
|
||||
}
|
||||
|
||||
/// The styling attributes of a [`Renderer`].
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct Style {
|
||||
|
|
|
|||
|
|
@ -393,7 +393,7 @@ where
|
|||
y: bounds.y + styling.shadow_offset.y,
|
||||
..bounds
|
||||
},
|
||||
border_radius: styling.border_radius,
|
||||
border_radius: styling.border_radius.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
@ -404,7 +404,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds,
|
||||
border_radius: styling.border_radius,
|
||||
border_radius: styling.border_radius.into(),
|
||||
border_width: styling.border_width,
|
||||
border_color: styling.border_color,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -236,7 +236,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds,
|
||||
border_radius: custom_style.border_radius,
|
||||
border_radius: custom_style.border_radius.into(),
|
||||
border_width: custom_style.border_width,
|
||||
border_color: custom_style.border_color,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -321,7 +321,7 @@ pub fn draw_background<Renderer>(
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds,
|
||||
border_radius: appearance.border_radius,
|
||||
border_radius: appearance.border_radius.into(),
|
||||
border_width: appearance.border_width,
|
||||
border_color: appearance.border_color,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -877,7 +877,7 @@ pub fn draw<Renderer, T>(
|
|||
height: split_region.height,
|
||||
},
|
||||
},
|
||||
border_radius: 0.0,
|
||||
border_radius: 0.0.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -536,7 +536,7 @@ pub fn draw<T, Renderer>(
|
|||
bounds,
|
||||
border_color: style.border_color,
|
||||
border_width: style.border_width,
|
||||
border_radius: style.border_radius,
|
||||
border_radius: style.border_radius.into(),
|
||||
},
|
||||
style.background,
|
||||
);
|
||||
|
|
|
|||
|
|
@ -129,7 +129,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds: Rectangle { ..bounds },
|
||||
border_radius: style.border_radius,
|
||||
border_radius: style.border_radius.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
@ -143,7 +143,7 @@ where
|
|||
width: active_progress_width,
|
||||
..bounds
|
||||
},
|
||||
border_radius: style.border_radius,
|
||||
border_radius: style.border_radius.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -245,7 +245,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds,
|
||||
border_radius: size / 2.0,
|
||||
border_radius: (size / 2.0).into(),
|
||||
border_width: custom_style.border_width,
|
||||
border_color: custom_style.border_color,
|
||||
},
|
||||
|
|
@ -261,7 +261,7 @@ where
|
|||
width: bounds.width - dot_size,
|
||||
height: bounds.height - dot_size,
|
||||
},
|
||||
border_radius: dot_size / 2.0,
|
||||
border_radius: (dot_size / 2.0).into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -123,7 +123,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds,
|
||||
border_radius: style.radius,
|
||||
border_radius: style.radius.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -704,7 +704,7 @@ pub fn draw<Renderer>(
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds: scrollbar.bounds,
|
||||
border_radius: style.border_radius,
|
||||
border_radius: style.border_radius.into(),
|
||||
border_width: style.border_width,
|
||||
border_color: style.border_color,
|
||||
},
|
||||
|
|
@ -721,7 +721,7 @@ pub fn draw<Renderer>(
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds: scrollbar.scroller.bounds,
|
||||
border_radius: style.scroller.border_radius,
|
||||
border_radius: style.scroller.border_radius.into(),
|
||||
border_width: style.scroller.border_width,
|
||||
border_color: style.scroller.border_color,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -380,7 +380,7 @@ pub fn draw<T, R>(
|
|||
width: bounds.width,
|
||||
height: 2.0,
|
||||
},
|
||||
border_radius: 0.0,
|
||||
border_radius: 0.0.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
@ -395,7 +395,7 @@ pub fn draw<T, R>(
|
|||
width: bounds.width,
|
||||
height: 2.0,
|
||||
},
|
||||
border_radius: 0.0,
|
||||
border_radius: 0.0.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
@ -435,7 +435,7 @@ pub fn draw<T, R>(
|
|||
width: handle_width,
|
||||
height: handle_height,
|
||||
},
|
||||
border_radius: handle_border_radius,
|
||||
border_radius: handle_border_radius.into(),
|
||||
border_width: style.handle.border_width,
|
||||
border_color: style.handle.border_color,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -801,7 +801,7 @@ pub fn draw<Renderer>(
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds,
|
||||
border_radius: appearance.border_radius,
|
||||
border_radius: appearance.border_radius.into(),
|
||||
border_width: appearance.border_width,
|
||||
border_color: appearance.border_color,
|
||||
},
|
||||
|
|
@ -833,7 +833,7 @@ pub fn draw<Renderer>(
|
|||
width: 1.0,
|
||||
height: text_bounds.height,
|
||||
},
|
||||
border_radius: 0.0,
|
||||
border_radius: 0.0.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
@ -877,7 +877,7 @@ pub fn draw<Renderer>(
|
|||
width,
|
||||
height: text_bounds.height,
|
||||
},
|
||||
border_radius: 0.0,
|
||||
border_radius: 0.0.into(),
|
||||
border_width: 0.0,
|
||||
border_color: Color::TRANSPARENT,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -278,7 +278,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds: toggler_background_bounds,
|
||||
border_radius,
|
||||
border_radius: border_radius.into(),
|
||||
border_width: 1.0,
|
||||
border_color: style
|
||||
.background_border
|
||||
|
|
@ -302,7 +302,7 @@ where
|
|||
renderer.fill_quad(
|
||||
renderer::Quad {
|
||||
bounds: toggler_foreground_bounds,
|
||||
border_radius,
|
||||
border_radius: border_radius.into(),
|
||||
border_width: 1.0,
|
||||
border_color: style
|
||||
.foreground_border
|
||||
|
|
|
|||
|
|
@ -91,7 +91,7 @@ impl Pipeline {
|
|||
2 => Float32x2,
|
||||
3 => Float32x4,
|
||||
4 => Float32x4,
|
||||
5 => Float32,
|
||||
5 => Float32x4,
|
||||
6 => Float32,
|
||||
),
|
||||
},
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ struct VertexInput {
|
|||
@location(2) scale: vec2<f32>,
|
||||
@location(3) color: vec4<f32>,
|
||||
@location(4) border_color: vec4<f32>,
|
||||
@location(5) border_radius: f32,
|
||||
@location(5) border_radius: vec4<f32>,
|
||||
@location(6) border_width: f32,
|
||||
}
|
||||
|
||||
|
|
@ -21,7 +21,7 @@ struct VertexOutput {
|
|||
@location(1) border_color: vec4<f32>,
|
||||
@location(2) pos: vec2<f32>,
|
||||
@location(3) scale: vec2<f32>,
|
||||
@location(4) border_radius: f32,
|
||||
@location(4) border_radius: vec4<f32>,
|
||||
@location(5) border_width: f32,
|
||||
}
|
||||
|
||||
|
|
@ -32,9 +32,12 @@ fn vs_main(input: VertexInput) -> VertexOutput {
|
|||
var pos: vec2<f32> = input.pos * globals.scale;
|
||||
var scale: vec2<f32> = input.scale * globals.scale;
|
||||
|
||||
var border_radius: f32 = min(
|
||||
input.border_radius,
|
||||
min(input.scale.x, input.scale.y) / 2.0
|
||||
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>(
|
||||
|
|
@ -76,6 +79,18 @@ fn distance_alg(
|
|||
return sqrt(dist.x * dist.x + dist.y * dist.y);
|
||||
}
|
||||
|
||||
// Based on the fragement position and the center of the quad, select one of the 4 radi.
|
||||
// Order matches CSS border radius attribute:
|
||||
// radi.x = top-left, radi.y = top-right, radi.z = bottom-right, radi.w = bottom-left
|
||||
fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>) -> f32 {
|
||||
var rx = radi.x;
|
||||
var ry = radi.y;
|
||||
rx = select(radi.x, radi.y, position.x > center.x);
|
||||
ry = select(radi.w, radi.z, position.x > center.x);
|
||||
rx = select(rx, ry, position.y > center.y);
|
||||
return rx;
|
||||
}
|
||||
|
||||
|
||||
@fragment
|
||||
fn fs_main(
|
||||
|
|
@ -83,14 +98,17 @@ fn fs_main(
|
|||
) -> @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(
|
||||
input.border_radius - input.border_width,
|
||||
0.0
|
||||
);
|
||||
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
|
||||
|
||||
var internal_distance: f32 = distance_alg(
|
||||
vec2<f32>(input.position.x, input.position.y),
|
||||
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
|
||||
|
|
@ -109,13 +127,14 @@ fn fs_main(
|
|||
vec2<f32>(input.position.x, input.position.y),
|
||||
input.pos,
|
||||
input.scale,
|
||||
input.border_radius
|
||||
border_radius
|
||||
);
|
||||
|
||||
var radius_alpha: f32 = 1.0 - smoothstep(
|
||||
max(input.border_radius - 0.5, 0.0),
|
||||
input.border_radius + 0.5,
|
||||
dist);
|
||||
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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue