gpui: Add linear gradient support to fill background (#20812)
Release Notes: - gpui: Add linear gradient support to fill background Run example: ``` cargo run -p gpui --example gradient cargo run -p gpui --example gradient --features macos-blade ``` ## Demo In GPUI (sRGB): <img width="761" alt="image" src="https://github.com/user-attachments/assets/568c02e8-3065-43c2-b5c2-5618d553dd6e"> In GPUI (Oklab): <img width="761" alt="image" src="https://github.com/user-attachments/assets/b008b0de-2705-4f99-831d-998ce48eed42"> In CSS (sRGB): https://codepen.io/huacnlee/pen/rNXgxBY <img width="505" alt="image" src="https://github.com/user-attachments/assets/239f4b65-24b3-4797-9491-a13eea420158"> In CSS (Oklab): https://codepen.io/huacnlee/pen/wBwBKOp <img width="658" alt="image" src="https://github.com/user-attachments/assets/56fdd55f-d219-45de-922f-7227f535b210"> --- Currently only support 2 color stops with linear-gradient. I think this is we first introduce the gradient feature in GPUI, and the linear-gradient is most popular for use. So we can just add this first and then to add more other supports.
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9 changed files with 902 additions and 73 deletions
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@ -4,6 +4,10 @@
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using namespace metal;
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float4 hsla_to_rgba(Hsla hsla);
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float3 srgb_to_linear(float3 color);
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float3 linear_to_srgb(float3 color);
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float4 srgb_to_oklab(float4 color);
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float4 oklab_to_srgb(float4 color);
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float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
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constant Size_DevicePixels *viewport_size);
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float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
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@ -21,20 +25,34 @@ float2 erf(float2 x);
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float blur_along_x(float x, float y, float sigma, float corner,
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float2 half_size);
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float4 over(float4 below, float4 above);
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float radians(float degrees);
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float4 gradient_color(Background background, float2 position, Bounds_ScaledPixels bounds,
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float4 solid_color, float4 color0, float4 color1);
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struct GradientColor {
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float4 solid;
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float4 color0;
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float4 color1;
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};
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GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1);
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struct QuadVertexOutput {
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float4 position [[position]];
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float4 background_color [[flat]];
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float4 border_color [[flat]];
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uint quad_id [[flat]];
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float4 position [[position]];
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float4 border_color [[flat]];
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float4 background_solid [[flat]];
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float4 background_color0 [[flat]];
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float4 background_color1 [[flat]];
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float clip_distance [[clip_distance]][4];
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};
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struct QuadFragmentInput {
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float4 position [[position]];
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float4 background_color [[flat]];
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float4 border_color [[flat]];
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uint quad_id [[flat]];
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float4 position [[position]];
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float4 border_color [[flat]];
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float4 background_solid [[flat]];
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float4 background_color0 [[flat]];
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float4 background_color1 [[flat]];
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};
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vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
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@ -51,13 +69,23 @@ vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
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to_device_position(unit_vertex, quad.bounds, viewport_size);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds,
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quad.content_mask.bounds);
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float4 background_color = hsla_to_rgba(quad.background);
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float4 border_color = hsla_to_rgba(quad.border_color);
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GradientColor gradient = prepare_gradient_color(
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quad.background.tag,
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quad.background.color_space,
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quad.background.solid,
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quad.background.colors[0].color,
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quad.background.colors[1].color
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);
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return QuadVertexOutput{
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device_position,
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background_color,
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border_color,
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quad_id,
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device_position,
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border_color,
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gradient.solid,
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gradient.color0,
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gradient.color1,
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{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
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}
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@ -65,6 +93,11 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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constant Quad *quads
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[[buffer(QuadInputIndex_Quads)]]) {
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Quad quad = quads[input.quad_id];
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float2 half_size = float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
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float2 center = float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
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float2 center_to_point = input.position.xy - center;
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float4 color = gradient_color(quad.background, input.position.xy, quad.bounds,
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input.background_solid, input.background_color0, input.background_color1);
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// Fast path when the quad is not rounded and doesn't have any border.
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if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
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@ -72,14 +105,9 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
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quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
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quad.border_widths.bottom == 0.) {
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return input.background_color;
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return color;
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}
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float2 half_size =
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float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
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float2 center =
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float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
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float2 center_to_point = input.position.xy - center;
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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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@ -118,15 +146,12 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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border_width = vertical_border;
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}
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float4 color;
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if (border_width == 0.) {
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color = input.background_color;
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} else {
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if (border_width != 0.) {
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float inset_distance = distance + border_width;
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// Blend the border on top of the background and then linearly interpolate
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// between the two as we slide inside the background.
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float4 blended_border = over(input.background_color, input.border_color);
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color = mix(blended_border, input.background_color,
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float4 blended_border = over(color, input.border_color);
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color = mix(blended_border, color,
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saturate(0.5 - inset_distance));
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}
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@ -437,7 +462,10 @@ fragment float4 path_rasterization_fragment(PathRasterizationFragmentInput input
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struct PathSpriteVertexOutput {
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float4 position [[position]];
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float2 tile_position;
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float4 color [[flat]];
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uint sprite_id [[flat]];
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float4 solid_color [[flat]];
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float4 color0 [[flat]];
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float4 color1 [[flat]];
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};
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vertex PathSpriteVertexOutput path_sprite_vertex(
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@ -456,8 +484,23 @@ vertex PathSpriteVertexOutput path_sprite_vertex(
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float4 device_position =
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to_device_position(unit_vertex, sprite.bounds, viewport_size);
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float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
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float4 color = hsla_to_rgba(sprite.color);
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return PathSpriteVertexOutput{device_position, tile_position, color};
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GradientColor gradient = prepare_gradient_color(
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sprite.color.tag,
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sprite.color.color_space,
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sprite.color.solid,
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sprite.color.colors[0].color,
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sprite.color.colors[1].color
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);
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return PathSpriteVertexOutput{
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device_position,
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tile_position,
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sprite_id,
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gradient.solid,
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gradient.color0,
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gradient.color1
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};
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}
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fragment float4 path_sprite_fragment(
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@ -469,7 +512,10 @@ fragment float4 path_sprite_fragment(
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float4 sample =
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atlas_texture.sample(atlas_texture_sampler, input.tile_position);
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float mask = 1. - abs(1. - fmod(sample.r, 2.));
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float4 color = input.color;
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PathSprite sprite = sprites[input.sprite_id];
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Background background = sprite.color;
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float4 color = gradient_color(background, input.position.xy, sprite.bounds,
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input.solid_color, input.color0, input.color1);
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color.a *= mask;
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return color;
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}
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@ -574,6 +620,56 @@ float4 hsla_to_rgba(Hsla hsla) {
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return rgba;
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}
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float3 srgb_to_linear(float3 color) {
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return pow(color, float3(2.2));
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}
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float3 linear_to_srgb(float3 color) {
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return pow(color, float3(1.0 / 2.2));
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}
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// Converts a sRGB color to the Oklab color space.
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// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
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float4 srgb_to_oklab(float4 color) {
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// Convert non-linear sRGB to linear sRGB
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color = float4(srgb_to_linear(color.rgb), color.a);
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float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
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float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
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float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
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float l_ = pow(l, 1.0/3.0);
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float m_ = pow(m, 1.0/3.0);
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float s_ = pow(s, 1.0/3.0);
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return float4(
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0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
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1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
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0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
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color.a
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);
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}
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// Converts an Oklab color to the sRGB color space.
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float4 oklab_to_srgb(float4 color) {
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float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
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float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
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float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
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float l = l_ * l_ * l_;
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float m = m_ * m_ * m_;
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float s = s_ * s_ * s_;
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float3 linear_rgb = float3(
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4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
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-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
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-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
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);
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// Convert linear sRGB to non-linear sRGB
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return float4(linear_to_srgb(linear_rgb), color.a);
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}
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float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
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constant Size_DevicePixels *input_viewport_size) {
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float2 position =
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@ -691,3 +787,81 @@ float4 over(float4 below, float4 above) {
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result.a = alpha;
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return result;
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}
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GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid,
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Hsla color0, Hsla color1) {
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GradientColor out;
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if (tag == 0) {
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out.solid = hsla_to_rgba(solid);
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} else if (tag == 1) {
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out.color0 = hsla_to_rgba(color0);
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out.color1 = hsla_to_rgba(color1);
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// Prepare color space in vertex for avoid conversion
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// in fragment shader for performance reasons
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if (color_space == 1) {
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// Oklab
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out.color0 = srgb_to_oklab(out.color0);
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out.color1 = srgb_to_oklab(out.color1);
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}
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}
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return out;
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}
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float4 gradient_color(Background background,
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float2 position,
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Bounds_ScaledPixels bounds,
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float4 solid_color, float4 color0, float4 color1) {
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float4 color;
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switch (background.tag) {
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case 0:
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color = solid_color;
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break;
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case 1: {
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// -90 degrees to match the CSS gradient angle.
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float radians = (fmod(background.angle, 360.0) - 90.0) * (M_PI_F / 180.0);
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float2 direction = float2(cos(radians), sin(radians));
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// Expand the short side to be the same as the long side
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if (bounds.size.width > bounds.size.height) {
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direction.y *= bounds.size.height / bounds.size.width;
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} else {
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direction.x *= bounds.size.width / bounds.size.height;
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}
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// Get the t value for the linear gradient with the color stop percentages.
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float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
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float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
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float2 center_to_point = position - center;
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float t = dot(center_to_point, direction) / length(direction);
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// Check the direct to determine the use x or y
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if (abs(direction.x) > abs(direction.y)) {
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t = (t + half_size.x) / bounds.size.width;
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} else {
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t = (t + half_size.y) / bounds.size.height;
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}
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// Adjust t based on the stop percentages
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t = (t - background.colors[0].percentage)
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/ (background.colors[1].percentage
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- background.colors[0].percentage);
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t = clamp(t, 0.0, 1.0);
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switch (background.color_space) {
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case 0:
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color = mix(color0, color1, t);
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break;
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case 1: {
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float4 oklab_color = mix(color0, color1, t);
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color = oklab_to_srgb(oklab_color);
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break;
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}
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}
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break;
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}
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}
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return color;
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}
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