Merge pull request #2967 from Koranir/single-sdf-quad
Use a single SDF for all quad corners
This commit is contained in:
commit
12ac265694
3 changed files with 33 additions and 102 deletions
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@ -5,31 +5,9 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn distance_alg(
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frag_coord: vec2<f32>,
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position: vec2<f32>,
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size: vec2<f32>,
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radius: f32
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) -> f32 {
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var inner_half_size: vec2<f32> = (size - vec2<f32>(radius, radius) * 2.0) / 2.0;
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var top_left: vec2<f32> = position + vec2<f32>(radius, radius);
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return rounded_box_sdf(frag_coord - top_left - inner_half_size, inner_half_size, 0.0);
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}
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// Given a vector from a point to the center of a rounded rectangle of the given `size` and
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// border `radius`, determines the point's distance from the nearest edge of the rounded rectangle
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fn rounded_box_sdf(to_center: vec2<f32>, size: vec2<f32>, radius: f32) -> f32 {
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return length(max(abs(to_center) - size + vec2<f32>(radius, radius), vec2<f32>(0.0, 0.0))) - radius;
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}
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// Based on the fragment position and the center of the quad, select one of the 4 radii.
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// Order matches CSS border radius attribute:
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// radii.x = top-left, radii.y = top-right, radii.z = bottom-right, radii.w = bottom-left
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fn select_border_radius(radii: vec4<f32>, position: vec2<f32>, center: vec2<f32>) -> f32 {
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var rx = radii.x;
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var ry = radii.y;
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rx = select(radii.x, radii.y, position.x > center.x);
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ry = select(radii.w, radii.z, position.x > center.x);
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rx = select(rx, ry, position.y > center.y);
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return rx;
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fn rounded_box_sdf(p: vec2<f32>, size: vec2<f32>, corners: vec4<f32>) -> f32 {
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var box_half = select(corners.yz, corners.xw, p.x > 0.0);
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var corner = select(box_half.y, box_half.x, p.y > 0.0);
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var q = abs(p) - size + corner;
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return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - corner;
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}
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@ -157,42 +157,19 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let pos = input.position_and_scale.xy;
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let scale = input.position_and_scale.zw;
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var border_radius = select_border_radius(
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input.border_radius,
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input.position.xy,
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(pos + scale * 0.5).xy
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);
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var dist: f32 = rounded_box_sdf(
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-(input.position.xy - pos - scale / 2.0) * 2.0,
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scale,
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input.border_radius * 2.0
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) / 2.0;
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if (input.border_width > 0.0) {
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var internal_border: f32 = max(border_radius - input.border_width, 0.0);
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var internal_distance: f32 = distance_alg(
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input.position.xy,
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pos + vec2<f32>(input.border_width, input.border_width),
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scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
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internal_border
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mixed_color = mix(
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mixed_color,
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input.border_color,
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clamp(0.5 + dist + input.border_width, 0.0, 1.0)
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);
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var border_mix: f32 = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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);
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mixed_color = mix(mixed_color, input.border_color, border_mix);
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}
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var dist: f32 = distance_alg(
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input.position.xy,
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pos,
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scale,
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border_radius
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);
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var radius_alpha: f32 = 1.0 - smoothstep(
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max(border_radius - 0.5, 0.0),
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border_radius + 0.5,
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dist);
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return mixed_color * radius_alpha;
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return mixed_color * clamp(0.5-dist, 0.0, 1.0);
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}
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@ -75,57 +75,33 @@ fn solid_fs_main(
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) -> @location(0) vec4<f32> {
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var mixed_color: vec4<f32> = input.color;
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var border_radius = select_border_radius(
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input.border_radius,
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input.position.xy,
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(input.pos + input.scale * 0.5).xy
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);
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var dist = rounded_box_sdf(
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-(input.position.xy - input.pos - input.scale * 0.5) * 2.0,
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input.scale,
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input.border_radius * 2.0
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) / 2.0;
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if (input.border_width > 0.0) {
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var internal_border: f32 = max(border_radius - input.border_width, 0.0);
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var internal_distance: f32 = distance_alg(
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input.position.xy,
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input.pos + vec2<f32>(input.border_width, input.border_width),
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input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
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internal_border
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mixed_color = mix(
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input.color,
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input.border_color,
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clamp(0.5 + dist + input.border_width, 0.0, 1.0)
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);
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var border_mix: f32 = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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);
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mixed_color = mix(input.color, input.border_color, border_mix);
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}
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var dist: f32 = distance_alg(
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vec2<f32>(input.position.x, input.position.y),
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input.pos,
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input.scale,
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border_radius
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);
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var quad_alpha: f32 = clamp(0.5-dist, 0.0, 1.0);
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var radius_alpha: f32 = 1.0 - smoothstep(
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max(border_radius - 0.5, 0.0),
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border_radius + 0.5,
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dist
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);
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let quad_color = mixed_color * radius_alpha;
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let quad_color = mixed_color * quad_alpha;
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if input.shadow_color.a > 0.0 {
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let shadow_radius = select_border_radius(
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input.border_radius,
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input.position.xy - input.shadow_offset,
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(input.pos + input.scale * 0.5).xy
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);
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var shadow_dist: f32 = rounded_box_sdf(
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-(input.position.xy - input.pos - input.shadow_offset - input.scale/2.0) * 2.0,
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input.scale,
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input.border_radius * 2.0
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) / 2.0;
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let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, max(shadow_dist, 0.0));
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let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.);
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let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
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return mix(quad_color, input.shadow_color, (1.0 - radius_alpha) * shadow_alpha);
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return mix(quad_color, input.shadow_color, (1.0 - quad_alpha) * shadow_alpha);
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} else {
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return quad_color;
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}
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