non uniform border radius for quads
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parent
d222b5c8b0
commit
c0596179bd
25 changed files with 121 additions and 60 deletions
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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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