Updated color packing into u32 to consider incorrect web-colors.

This commit is contained in:
Bingus 2023-06-06 17:06:40 -07:00
parent 226ce3d6c9
commit 9554c78f3a
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GPG key ID: 5F84D2AA40A9F170
4 changed files with 61 additions and 49 deletions

View file

@ -132,6 +132,25 @@ impl Color {
r | g | b | a
}
/// Converts the [`Color`] into a `u32` value containing its linear RGBA8 components.
pub fn into_linear_u32(self) -> u32 {
let [r, g, b, a] = self.into_linear();
let [r, g, b, a] = [
(r * 255.0).round() as u8,
(g * 255.0).round() as u8,
(b * 255.0).round() as u8,
(a * 255.0).round() as u8,
];
let r = (r as u32) << 24;
let g = (g as u32) << 16;
let b = (b as u32) << 8;
let a = a as u32;
r | g | b | a
}
/// Inverts the [`Color`] in-place.
pub fn invert(&mut self) {
self.r = 1.0f32 - self.r;

View file

@ -103,11 +103,17 @@ impl Linear {
let mut offsets = [0.0f32; 8];
for (index, stop) in self.stops.iter().enumerate() {
let (color, offset) = stop
.map_or((Color::default().into_u32(), 2.0), |s| {
(s.color.into_u32(), s.offset)
});
colors[index] = color;
let (color, offset) =
stop.map_or((Color::default(), 2.0), |s| (s.color, s.offset));
if color::GAMMA_CORRECTION {
//correct colors, convert to linear before uploading to GPU
colors[index] = color.into_linear_u32();
} else {
//web colors, don't convert to linear before uploading to GPU
colors[index] = color.into_u32();
}
offsets[index] = offset;
}
@ -139,16 +145,17 @@ pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed {
let mut offsets = [0.0f32; 8];
for (index, stop) in linear.stops.iter().enumerate() {
// let [r, g, b, a] =
// color::pack(stop.map_or(Color::default(), |s| s.color))
// .components();
let (color, offset) = stop
.map_or((Color::default().into_u32(), 2.0), |s| {
(s.color.into_u32(), s.offset)
});
.map_or((Color::default(), 2.0), |s| (s.color, s.offset));
if color::GAMMA_CORRECTION {
//correct colors, convert to linear before uploading to GPU
colors[index] = color.into_linear_u32();
} else {
//web colors, don't convert to linear before uploading to GPU
colors[index] = color.into_u32();
}
colors[index] = color;
offsets[index] = offset;
}

View file

@ -38,17 +38,10 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
return rx;
}
fn l(c: f32) -> f32 {
if (c < 0.04045) {
return c / 12.92;
} else {
return pow(((c + 0.055) / 1.055), 2.4);
};
}
fn unpack_u32(color: u32) -> vec4<f32> {
let u = unpack4x8unorm(color);
fn to_linear(color: u32) -> vec4<f32> {
let c = unpack4x8unorm(color); //unpacks as a b g r
return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
return vec4<f32>(u.w, u.z, u.y, u.x);
}
struct SolidVertexInput {
@ -269,14 +262,14 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
to_linear(input.colors_1.x),
to_linear(input.colors_1.y),
to_linear(input.colors_1.z),
to_linear(input.colors_1.w),
to_linear(input.colors_2.x),
to_linear(input.colors_2.y),
to_linear(input.colors_2.z),
to_linear(input.colors_2.w),
unpack_u32(input.colors_1.x),
unpack_u32(input.colors_1.y),
unpack_u32(input.colors_1.z),
unpack_u32(input.colors_1.w),
unpack_u32(input.colors_2.x),
unpack_u32(input.colors_2.y),
unpack_u32(input.colors_2.z),
unpack_u32(input.colors_2.w),
);
var offsets = array<f32, 8>(

View file

@ -4,17 +4,10 @@ struct Globals {
@group(0) @binding(0) var<uniform> globals: Globals;
fn l(c: f32) -> f32 {
if (c < 0.04045) {
return c / 12.92;
} else {
return pow(((c + 0.055) / 1.055), 2.4);
};
}
fn unpack_u32(color: u32) -> vec4<f32> {
let u = unpack4x8unorm(color);
fn to_linear(color: u32) -> vec4<f32> {
let c = unpack4x8unorm(color); //unpacks as a b g r
return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
return vec4<f32>(u.w, u.z, u.y, u.x);
}
struct SolidVertexInput {
@ -130,14 +123,14 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
to_linear(input.colors_1.x),
to_linear(input.colors_1.y),
to_linear(input.colors_1.z),
to_linear(input.colors_1.w),
to_linear(input.colors_2.x),
to_linear(input.colors_2.y),
to_linear(input.colors_2.z),
to_linear(input.colors_2.w),
unpack_u32(input.colors_1.x),
unpack_u32(input.colors_1.y),
unpack_u32(input.colors_1.z),
unpack_u32(input.colors_1.w),
unpack_u32(input.colors_2.x),
unpack_u32(input.colors_2.y),
unpack_u32(input.colors_2.z),
unpack_u32(input.colors_2.w),
);
var offsets = array<f32, 8>(