Wire up per corner radii for quad
Still need to expose this in the styling layer and allow images to have per corner radii.
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1911f537b4
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13 changed files with 205 additions and 36 deletions
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@ -248,7 +248,7 @@ impl<V: View> Element<V> for Container<V> {
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bounds: quad_bounds,
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background: self.style.background_color,
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border: Default::default(),
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corner_radius: self.style.corner_radius,
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corner_radii: self.style.corner_radius.into(),
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});
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self.child
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@ -259,7 +259,7 @@ impl<V: View> Element<V> for Container<V> {
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bounds: quad_bounds,
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background: self.style.overlay_color,
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border: self.style.border,
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corner_radius: self.style.corner_radius,
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corner_radii: self.style.corner_radius.into(),
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});
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scene.pop_layer();
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} else {
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@ -267,7 +267,7 @@ impl<V: View> Element<V> for Container<V> {
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bounds: quad_bounds,
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background: self.style.background_color,
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border: self.style.border,
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corner_radius: self.style.corner_radius,
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corner_radii: self.style.corner_radius.into(),
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});
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let child_origin = child_origin
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@ -284,7 +284,7 @@ impl<V: View> Element<V> for Container<V> {
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bounds: quad_bounds,
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background: self.style.overlay_color,
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border: Default::default(),
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corner_radius: 0.,
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corner_radii: self.style.corner_radius.into(),
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});
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scene.pop_layer();
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}
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@ -586,7 +586,10 @@ impl Renderer {
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border_bottom: border_width * (quad.border.bottom as usize as f32),
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border_left: border_width * (quad.border.left as usize as f32),
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border_color: quad.border.color.to_uchar4(),
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corner_radius: quad.corner_radius * scale_factor,
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corner_radius_top_left: quad.corner_radii.top_left * scale_factor,
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corner_radius_top_right: quad.corner_radii.top_right * scale_factor,
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corner_radius_bottom_right: quad.corner_radii.bottom_right * scale_factor,
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corner_radius_bottom_left: quad.corner_radii.bottom_left * scale_factor,
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};
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unsafe {
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*(buffer_contents.add(ix)) = shader_quad;
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@ -19,7 +19,10 @@ typedef struct {
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float border_bottom;
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float border_left;
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vector_uchar4 border_color;
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float corner_radius;
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float corner_radius_top_left;
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float corner_radius_top_right;
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float corner_radius_bottom_right;
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float corner_radius_bottom_left;
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} GPUIQuad;
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typedef enum {
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@ -43,7 +43,10 @@ struct QuadFragmentInput {
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float border_bottom;
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float border_left;
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float4 border_color;
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float corner_radius;
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float corner_radius_top_left;
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float corner_radius_top_right;
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float corner_radius_bottom_right;
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float corner_radius_bottom_left;
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uchar grayscale; // only used in image shader
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};
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@ -51,12 +54,27 @@ float4 quad_sdf(QuadFragmentInput input) {
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float2 half_size = input.size / 2.;
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float2 center = input.origin + half_size;
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float2 center_to_point = input.position.xy - center;
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float2 rounded_edge_to_point = abs(center_to_point) - half_size + input.corner_radius;
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float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.corner_radius;
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float corner_radius;
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if (center_to_point.x < 0.) {
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if (center_to_point.y < 0.) {
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corner_radius = input.corner_radius_top_left;
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} else {
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corner_radius = input.corner_radius_bottom_left;
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}
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} else {
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if (center_to_point.y < 0.) {
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corner_radius = input.corner_radius_top_right;
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} else {
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corner_radius = input.corner_radius_bottom_right;
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}
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}
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float2 rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius;
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float vertical_border = center_to_point.x <= 0. ? input.border_left : input.border_right;
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float horizontal_border = center_to_point.y <= 0. ? input.border_top : input.border_bottom;
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float2 inset_size = half_size - input.corner_radius - float2(vertical_border, horizontal_border);
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float2 inset_size = half_size - corner_radius - float2(vertical_border, horizontal_border);
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float2 point_to_inset_corner = abs(center_to_point) - inset_size;
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float border_width;
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if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
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@ -110,7 +128,10 @@ vertex QuadFragmentInput quad_vertex(
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quad.border_bottom,
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quad.border_left,
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coloru_to_colorf(quad.border_color),
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quad.corner_radius,
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quad.corner_radius_top_left,
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quad.corner_radius_top_right,
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quad.corner_radius_bottom_right,
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quad.corner_radius_bottom_left,
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0,
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};
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}
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@ -253,6 +274,9 @@ vertex QuadFragmentInput image_vertex(
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image.border_left,
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coloru_to_colorf(image.border_color),
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image.corner_radius,
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image.corner_radius,
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image.corner_radius,
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image.corner_radius,
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image.grayscale,
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};
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}
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@ -266,7 +290,7 @@ fragment float4 image_fragment(
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if (input.grayscale) {
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float grayscale =
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0.2126 * input.background_color.r +
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0.7152 * input.background_color.g +
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0.7152 * input.background_color.g +
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0.0722 * input.background_color.b;
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input.background_color = float4(grayscale, grayscale, grayscale, input.background_color.a);
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}
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@ -65,7 +65,26 @@ pub struct Quad {
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pub bounds: RectF,
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pub background: Option<Color>,
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pub border: Border,
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pub corner_radius: f32,
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pub corner_radii: CornerRadii,
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}
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#[derive(Default, Debug)]
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pub struct CornerRadii {
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pub top_left: f32,
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pub top_right: f32,
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pub bottom_right: f32,
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pub bottom_left: f32,
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}
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impl From<f32> for CornerRadii {
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fn from(radius: f32) -> Self {
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Self {
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top_left: radius,
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top_right: radius,
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bottom_right: radius,
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bottom_left: radius,
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}
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}
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}
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#[derive(Debug)]
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