non uniform border radius for quads
This commit is contained in:
parent
d222b5c8b0
commit
c0596179bd
25 changed files with 121 additions and 60 deletions
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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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@ -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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@ -325,7 +325,7 @@ impl Vertex {
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size: quad.size,
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color: quad.color,
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border_color: quad.color,
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border_radius: quad.border_radius,
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border_radius: [quad.border_radius[0]; 4],
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border_width: quad.border_width,
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q_position: [0.0, 0.0],
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};
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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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@ -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 borderRadius = 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(borderRadius - 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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borderRadius
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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(borderRadius - 0.5, 0.0), borderRadius + 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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@ -5,14 +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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@ -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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@ -41,7 +41,7 @@ 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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@ -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.to_array(),
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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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@ -503,7 +503,7 @@ 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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@ -299,7 +299,7 @@ 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,
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);
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@ -491,7 +491,7 @@ where
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bounds,
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border_color: Color::TRANSPARENT,
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border_width: 0.0,
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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.selected_background,
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);
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@ -50,7 +50,7 @@ pub struct Quad {
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pub bounds: Rectangle,
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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: QuadBorderRadius,
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/// The border width of the [`Quad`].
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pub border_width: f32,
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@ -59,6 +59,30 @@ pub struct Quad {
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pub border_color: Color,
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}
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/// The border radi for the corners of a [`Quad`] in the order:
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/// top-left, top-right, bottom-right, bottom-left.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct QuadBorderRadius([f32; 4]);
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impl QuadBorderRadius {
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/// Convert the corners of the Quad into an array [top_left, top_right, bottom_left, bottom_right].
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pub fn to_array(self) -> [f32; 4] {
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self.0
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}
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}
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impl From<f32> for QuadBorderRadius {
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fn from(w: f32) -> Self {
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Self([w; 4])
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}
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}
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impl From<[f32; 4]> for QuadBorderRadius {
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fn from(radi: [f32; 4]) -> Self {
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Self(radi)
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}
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}
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/// The styling attributes of a [`Renderer`].
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct Style {
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@ -393,7 +393,7 @@ where
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y: bounds.y + styling.shadow_offset.y,
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..bounds
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},
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border_radius: styling.border_radius,
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border_radius: styling.border_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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@ -404,7 +404,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds,
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border_radius: styling.border_radius,
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border_radius: styling.border_radius.into(),
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border_width: styling.border_width,
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border_color: styling.border_color,
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},
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@ -236,7 +236,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds,
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border_radius: custom_style.border_radius,
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border_radius: custom_style.border_radius.into(),
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border_width: custom_style.border_width,
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border_color: custom_style.border_color,
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},
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@ -321,7 +321,7 @@ pub fn draw_background<Renderer>(
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renderer.fill_quad(
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renderer::Quad {
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bounds,
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border_radius: appearance.border_radius,
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border_radius: appearance.border_radius.into(),
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border_width: appearance.border_width,
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border_color: appearance.border_color,
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},
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@ -828,7 +828,7 @@ pub fn draw<Renderer, T>(
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height: split_region.height,
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},
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},
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border_radius: 0.0,
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border_radius: 0.0.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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@ -514,7 +514,7 @@ pub fn draw<T, Renderer>(
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bounds,
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border_color: style.border_color,
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border_width: style.border_width,
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border_radius: style.border_radius,
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border_radius: style.border_radius.into(),
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},
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style.background,
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);
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@ -129,7 +129,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds: Rectangle { ..bounds },
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border_radius: style.border_radius,
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border_radius: style.border_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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@ -143,7 +143,7 @@ where
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width: active_progress_width,
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..bounds
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},
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border_radius: style.border_radius,
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border_radius: style.border_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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@ -245,7 +245,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds,
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border_radius: size / 2.0,
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border_radius: (size / 2.0).into(),
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border_width: custom_style.border_width,
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border_color: custom_style.border_color,
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},
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@ -261,7 +261,7 @@ where
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width: bounds.width - dot_size,
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height: bounds.height - dot_size,
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},
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border_radius: dot_size / 2.0,
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border_radius: (dot_size / 2.0).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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@ -123,7 +123,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds,
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border_radius: style.radius,
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border_radius: style.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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@ -698,7 +698,7 @@ pub fn draw<Renderer>(
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renderer.fill_quad(
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renderer::Quad {
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bounds: scrollbar.bounds,
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border_radius: style.border_radius,
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border_radius: style.border_radius.into(),
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border_width: style.border_width,
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border_color: style.border_color,
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},
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@ -715,7 +715,7 @@ pub fn draw<Renderer>(
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renderer.fill_quad(
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renderer::Quad {
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bounds: scrollbar.scroller.bounds,
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border_radius: style.scroller.border_radius,
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border_radius: style.scroller.border_radius.into(),
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border_width: style.scroller.border_width,
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border_color: style.scroller.border_color,
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},
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@ -380,7 +380,7 @@ pub fn draw<T, R>(
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width: bounds.width,
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height: 2.0,
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},
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border_radius: 0.0,
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border_radius: 0.0.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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@ -395,7 +395,7 @@ pub fn draw<T, R>(
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width: bounds.width,
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height: 2.0,
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},
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border_radius: 0.0,
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border_radius: 0.0.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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@ -435,7 +435,7 @@ pub fn draw<T, R>(
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width: handle_width,
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height: handle_height,
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},
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border_radius: handle_border_radius,
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border_radius: handle_border_radius.into(),
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border_width: style.handle.border_width,
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border_color: style.handle.border_color,
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},
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@ -766,7 +766,7 @@ pub fn draw<Renderer>(
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renderer.fill_quad(
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renderer::Quad {
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bounds,
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border_radius: appearance.border_radius,
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border_radius: appearance.border_radius.into(),
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border_width: appearance.border_width,
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border_color: appearance.border_color,
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},
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@ -798,7 +798,7 @@ pub fn draw<Renderer>(
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width: 1.0,
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height: text_bounds.height,
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},
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border_radius: 0.0,
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border_radius: 0.0.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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@ -842,7 +842,7 @@ pub fn draw<Renderer>(
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width,
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height: text_bounds.height,
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},
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border_radius: 0.0,
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border_radius: 0.0.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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@ -278,7 +278,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds: toggler_background_bounds,
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border_radius,
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border_radius: border_radius.into(),
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border_width: 1.0,
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border_color: style
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.background_border
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@ -302,7 +302,7 @@ where
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renderer.fill_quad(
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renderer::Quad {
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bounds: toggler_foreground_bounds,
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border_radius,
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border_radius: border_radius.into(),
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border_width: 1.0,
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border_color: style
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.foreground_border
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@ -91,7 +91,7 @@ impl Pipeline {
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2 => Float32x2,
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3 => Float32x4,
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4 => Float32x4,
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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