Add border radius support for image

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Héctor Ramón Jiménez 2025-10-25 22:53:44 +02:00
parent c896cd8d31
commit 44e68aa4b6
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GPG key ID: 7CC46565708259A7
15 changed files with 256 additions and 188 deletions

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@ -9,22 +9,25 @@ struct Globals {
struct VertexInput {
@builtin(vertex_index) vertex_index: u32,
@location(0) pos: vec2<f32>,
@location(1) center: vec2<f32>,
@location(2) scale: vec2<f32>,
@location(3) rotation: f32,
@location(4) opacity: f32,
@location(5) atlas_pos: vec2<f32>,
@location(6) atlas_scale: vec2<f32>,
@location(7) layer: i32,
@location(8) snap: u32,
@location(0) center: vec2<f32>,
@location(1) clip_bounds: vec4<f32>,
@location(2) border_radius: vec4<f32>,
@location(3) tile: vec4<f32>,
@location(4) rotation: f32,
@location(5) opacity: f32,
@location(6) atlas_pos: vec2<f32>,
@location(7) atlas_scale: vec2<f32>,
@location(8) layer: i32,
@location(9) snap: u32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
@location(2) opacity: f32,
@location(0) clip_bounds: vec4<f32>,
@location(1) border_radius: vec4<f32>,
@location(2) uv: vec2<f32>,
@location(3) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
@location(4) opacity: f32,
}
@vertex
@ -39,8 +42,11 @@ fn vs_main(input: VertexInput) -> VertexOutput {
out.layer = f32(input.layer);
out.opacity = input.opacity;
let tile = input.tile;
let center = input.center;
// Calculate the vertex position and move the center to the origin
v_pos = input.pos + v_pos * input.scale - input.center;
v_pos = tile.xy + v_pos * tile.zw - center;
// Apply the rotation around the center of the image
let cos_rot = cos(input.rotation);
@ -53,19 +59,39 @@ fn vs_main(input: VertexInput) -> VertexOutput {
);
// Calculate the final position of the vertex
out.position = vec4(vec2(globals.scale_factor), 1.0, 1.0) * (vec4<f32>(input.center, 0.0, 0.0) + rotate * vec4<f32>(v_pos, 0.0, 1.0));
out.position = vec4(vec2(globals.scale_factor), 1.0, 1.0) * (vec4<f32>(center, 0.0, 0.0) + rotate * vec4<f32>(v_pos, 0.0, 1.0));
if bool(input.snap) {
out.position = round(out.position);
}
out.position = globals.transform * out.position;
out.clip_bounds = globals.scale_factor * input.clip_bounds;
out.border_radius = globals.scale_factor * input.border_radius;
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Sample the texture at the given UV coordinate and layer.
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4<f32>(1.0, 1.0, 1.0, input.opacity);
let fragment = input.position.xy;
let position = input.clip_bounds.xy;
let scale = input.clip_bounds.zw;
let d = rounded_box_sdf(
2.0 * (fragment - position - scale / 2.0),
scale,
input.border_radius * 2.0,
);
let antialias: f32 = clamp(0.5 - d, 0.0, 1.0);
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4<f32>(1.0, 1.0, 1.0, antialias * input.opacity);
}
fn rounded_box_sdf(p: vec2<f32>, size: vec2<f32>, corners: vec4<f32>) -> f32 {
var box_half = select(corners.yz, corners.xw, p.x > 0.0);
var corner = select(box_half.y, box_half.x, p.y > 0.0);
var q = abs(p) - size + corner;
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - corner;
}