Support rendering borders
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
This commit is contained in:
parent
f330fdb6a7
commit
45c1337c84
3 changed files with 33 additions and 3 deletions
|
@ -97,6 +97,7 @@ impl Renderer {
|
||||||
for quad_batch in layer.quads().chunks(batch_size) {
|
for quad_batch in layer.quads().chunks(batch_size) {
|
||||||
for (ix, quad) in quad_batch.iter().enumerate() {
|
for (ix, quad) in quad_batch.iter().enumerate() {
|
||||||
let bounds = quad.bounds * scene.scale_factor();
|
let bounds = quad.bounds * scene.scale_factor();
|
||||||
|
let border_width = quad.border.width * scene.scale_factor();
|
||||||
let shader_quad = shaders::GPUIQuad {
|
let shader_quad = shaders::GPUIQuad {
|
||||||
origin: bounds.origin().to_float2(),
|
origin: bounds.origin().to_float2(),
|
||||||
size: bounds.size().to_float2(),
|
size: bounds.size().to_float2(),
|
||||||
|
@ -104,6 +105,15 @@ impl Renderer {
|
||||||
.background
|
.background
|
||||||
.unwrap_or(ColorU::transparent_black())
|
.unwrap_or(ColorU::transparent_black())
|
||||||
.to_uchar4(),
|
.to_uchar4(),
|
||||||
|
border_top: border_width * (quad.border.top as usize as f32),
|
||||||
|
border_right: border_width * (quad.border.right as usize as f32),
|
||||||
|
border_bottom: border_width * (quad.border.bottom as usize as f32),
|
||||||
|
border_left: border_width * (quad.border.left as usize as f32),
|
||||||
|
border_color: quad
|
||||||
|
.border
|
||||||
|
.color
|
||||||
|
.unwrap_or(ColorU::transparent_black())
|
||||||
|
.to_uchar4(),
|
||||||
corner_radius: quad.corner_radius * scene.scale_factor(),
|
corner_radius: quad.corner_radius * scene.scale_factor(),
|
||||||
};
|
};
|
||||||
unsafe {
|
unsafe {
|
||||||
|
|
|
@ -10,6 +10,11 @@ typedef struct {
|
||||||
vector_float2 origin;
|
vector_float2 origin;
|
||||||
vector_float2 size;
|
vector_float2 size;
|
||||||
vector_uchar4 background_color;
|
vector_uchar4 background_color;
|
||||||
|
float border_top;
|
||||||
|
float border_right;
|
||||||
|
float border_bottom;
|
||||||
|
float border_left;
|
||||||
|
vector_uchar4 border_color;
|
||||||
float corner_radius;
|
float corner_radius;
|
||||||
} GPUIQuad;
|
} GPUIQuad;
|
||||||
|
|
||||||
|
|
|
@ -36,9 +36,24 @@ fragment float4 quad_fragment(
|
||||||
) {
|
) {
|
||||||
float2 half_size = input.quad.size / 2.;
|
float2 half_size = input.quad.size / 2.;
|
||||||
float2 center = input.quad.origin + half_size;
|
float2 center = input.quad.origin + half_size;
|
||||||
float2 edge_to_point = abs(input.position.xy - center) - half_size + input.quad.corner_radius;
|
float2 center_to_point = input.position.xy - center;
|
||||||
float distance = length(max(0.0, edge_to_point)) + min(0.0, max(edge_to_point.x, edge_to_point.y)) - input.quad.corner_radius;
|
float2 edge_to_point = abs(center_to_point) - half_size;
|
||||||
|
float2 rounded_edge_to_point = abs(center_to_point) - half_size + input.quad.corner_radius;
|
||||||
|
float distance = length(max(0.0, rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.quad.corner_radius;
|
||||||
|
|
||||||
|
float border_width = 0.0;
|
||||||
|
if (edge_to_point.x > edge_to_point.y) {
|
||||||
|
border_width = center_to_point.x <= 0.0 ? input.quad.border_left : input.quad.border_right;
|
||||||
|
} else {
|
||||||
|
border_width = center_to_point.y <= 0.0 ? input.quad.border_top : input.quad.border_bottom;
|
||||||
|
}
|
||||||
|
|
||||||
|
float inset_distance = distance + border_width;
|
||||||
|
float4 color = mix(
|
||||||
|
coloru_to_colorf(input.quad.border_color),
|
||||||
|
coloru_to_colorf(input.quad.background_color),
|
||||||
|
saturate(0.5 - inset_distance)
|
||||||
|
);
|
||||||
float4 coverage = float4(1.0, 1.0, 1.0, saturate(0.5 - distance));
|
float4 coverage = float4(1.0, 1.0, 1.0, saturate(0.5 - distance));
|
||||||
return coverage * coloru_to_colorf(input.quad.background_color);
|
return coverage * color;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue