Updated color packing into u32 to consider incorrect web-colors.
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226ce3d6c9
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4 changed files with 61 additions and 49 deletions
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@ -132,6 +132,25 @@ impl Color {
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r | g | b | a
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r | g | b | a
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}
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}
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/// Converts the [`Color`] into a `u32` value containing its linear RGBA8 components.
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pub fn into_linear_u32(self) -> u32 {
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let [r, g, b, a] = self.into_linear();
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let [r, g, b, a] = [
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(r * 255.0).round() as u8,
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(g * 255.0).round() as u8,
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(b * 255.0).round() as u8,
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(a * 255.0).round() as u8,
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];
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let r = (r as u32) << 24;
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let g = (g as u32) << 16;
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let b = (b as u32) << 8;
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let a = a as u32;
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r | g | b | a
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}
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/// Inverts the [`Color`] in-place.
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/// Inverts the [`Color`] in-place.
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pub fn invert(&mut self) {
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pub fn invert(&mut self) {
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self.r = 1.0f32 - self.r;
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self.r = 1.0f32 - self.r;
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@ -103,11 +103,17 @@ impl Linear {
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let mut offsets = [0.0f32; 8];
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let mut offsets = [0.0f32; 8];
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for (index, stop) in self.stops.iter().enumerate() {
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for (index, stop) in self.stops.iter().enumerate() {
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let (color, offset) = stop
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let (color, offset) =
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.map_or((Color::default().into_u32(), 2.0), |s| {
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stop.map_or((Color::default(), 2.0), |s| (s.color, s.offset));
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(s.color.into_u32(), s.offset)
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});
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if color::GAMMA_CORRECTION {
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colors[index] = color;
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//correct colors, convert to linear before uploading to GPU
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colors[index] = color.into_linear_u32();
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} else {
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//web colors, don't convert to linear before uploading to GPU
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colors[index] = color.into_u32();
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}
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offsets[index] = offset;
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offsets[index] = offset;
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}
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}
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@ -139,16 +145,17 @@ pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed {
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let mut offsets = [0.0f32; 8];
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let mut offsets = [0.0f32; 8];
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for (index, stop) in linear.stops.iter().enumerate() {
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for (index, stop) in linear.stops.iter().enumerate() {
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// let [r, g, b, a] =
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// color::pack(stop.map_or(Color::default(), |s| s.color))
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// .components();
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let (color, offset) = stop
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let (color, offset) = stop
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.map_or((Color::default().into_u32(), 2.0), |s| {
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.map_or((Color::default(), 2.0), |s| (s.color, s.offset));
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(s.color.into_u32(), s.offset)
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});
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if color::GAMMA_CORRECTION {
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//correct colors, convert to linear before uploading to GPU
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colors[index] = color.into_linear_u32();
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} else {
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//web colors, don't convert to linear before uploading to GPU
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colors[index] = color.into_u32();
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}
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colors[index] = color;
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offsets[index] = offset;
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offsets[index] = offset;
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}
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}
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@ -38,17 +38,10 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
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return rx;
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return rx;
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}
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}
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fn l(c: f32) -> f32 {
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fn unpack_u32(color: u32) -> vec4<f32> {
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if (c < 0.04045) {
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let u = unpack4x8unorm(color);
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return c / 12.92;
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} else {
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return pow(((c + 0.055) / 1.055), 2.4);
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};
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}
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fn to_linear(color: u32) -> vec4<f32> {
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return vec4<f32>(u.w, u.z, u.y, u.x);
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let c = unpack4x8unorm(color); //unpacks as a b g r
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return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
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}
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}
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struct SolidVertexInput {
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struct SolidVertexInput {
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@ -269,14 +262,14 @@ fn gradient(
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@fragment
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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let colors = array<vec4<f32>, 8>(
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to_linear(input.colors_1.x),
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unpack_u32(input.colors_1.x),
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to_linear(input.colors_1.y),
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unpack_u32(input.colors_1.y),
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to_linear(input.colors_1.z),
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unpack_u32(input.colors_1.z),
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to_linear(input.colors_1.w),
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unpack_u32(input.colors_1.w),
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to_linear(input.colors_2.x),
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unpack_u32(input.colors_2.x),
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to_linear(input.colors_2.y),
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unpack_u32(input.colors_2.y),
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to_linear(input.colors_2.z),
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unpack_u32(input.colors_2.z),
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to_linear(input.colors_2.w),
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unpack_u32(input.colors_2.w),
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);
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);
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var offsets = array<f32, 8>(
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var offsets = array<f32, 8>(
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@ -4,17 +4,10 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn l(c: f32) -> f32 {
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fn unpack_u32(color: u32) -> vec4<f32> {
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if (c < 0.04045) {
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let u = unpack4x8unorm(color);
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return c / 12.92;
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} else {
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return pow(((c + 0.055) / 1.055), 2.4);
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};
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}
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fn to_linear(color: u32) -> vec4<f32> {
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return vec4<f32>(u.w, u.z, u.y, u.x);
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let c = unpack4x8unorm(color); //unpacks as a b g r
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return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
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}
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}
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struct SolidVertexInput {
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struct SolidVertexInput {
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@ -130,14 +123,14 @@ fn gradient(
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@fragment
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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let colors = array<vec4<f32>, 8>(
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to_linear(input.colors_1.x),
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unpack_u32(input.colors_1.x),
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to_linear(input.colors_1.y),
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unpack_u32(input.colors_1.y),
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to_linear(input.colors_1.z),
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unpack_u32(input.colors_1.z),
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to_linear(input.colors_1.w),
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unpack_u32(input.colors_1.w),
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to_linear(input.colors_2.x),
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unpack_u32(input.colors_2.x),
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to_linear(input.colors_2.y),
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unpack_u32(input.colors_2.y),
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to_linear(input.colors_2.z),
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unpack_u32(input.colors_2.z),
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to_linear(input.colors_2.w),
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unpack_u32(input.colors_2.w),
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);
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);
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var offsets = array<f32, 8>(
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var offsets = array<f32, 8>(
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