Add crisp feature for enabling default quad snapping
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parent
12ac265694
commit
567b7d9e9f
14 changed files with 184 additions and 138 deletions
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@ -54,6 +54,7 @@ impl Layer {
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shadow_color: color::pack(quad.shadow.color),
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shadow_offset: quad.shadow.offset.into(),
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shadow_blur_radius: quad.shadow.blur_radius,
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snap: quad.snap as u32,
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};
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self.quads.add(quad, &background);
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@ -41,6 +41,9 @@ pub struct Quad {
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/// The shadow blur radius of the [`Quad`].
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pub shadow_blur_radius: f32,
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/// Whether the [`Quad`] should be snapped to the pixel grid.
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pub snap: u32,
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}
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#[derive(Debug, Clone)]
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@ -153,7 +153,9 @@ impl Pipeline {
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// Border radius
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8 => Float32x4,
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// Border width
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9 => Float32
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9 => Float32,
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// Snap
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10 => Uint32,
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),
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}],
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compilation_options:
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@ -114,6 +114,8 @@ impl Pipeline {
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7 => Float32x2,
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// Shadow blur radius
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8 => Float32,
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// Snap
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9 => Uint32,
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),
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}],
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compilation_options:
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@ -10,6 +10,7 @@ struct GradientVertexInput {
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@location(7) border_color: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) border_width: f32,
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@location(10) snap: u32,
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}
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struct GradientVertexOutput {
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@ -33,6 +34,14 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
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var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
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var pos_snap = vec2<f32>(0.0, 0.0);
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var scale_snap = vec2<f32>(0.0, 0.0);
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if bool(input.snap) {
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pos_snap = round(pos + vec2(0.001, 0.001)) - pos;
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scale_snap = round(pos + scale + vec2(0.001, 0.001)) - pos - pos_snap - scale;
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}
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var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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min(input.border_radius.x, min_border_radius),
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@ -42,10 +51,10 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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@ -55,7 +64,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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out.colors_4 = input.colors_4;
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out.offsets = input.offsets;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.position_and_scale = vec4<f32>(pos + pos_snap, scale + scale_snap);
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out.border_color = premultiply(input.border_color);
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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@ -9,6 +9,7 @@ struct SolidVertexInput {
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@location(6) shadow_color: vec4<f32>,
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@location(7) shadow_offset: vec2<f32>,
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@location(8) shadow_blur_radius: f32,
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@location(9) snap: u32,
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}
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struct SolidVertexOutput {
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@ -30,14 +31,13 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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var pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale;
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var scale: vec2<f32> = (input.scale + vec2<f32>(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale;
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var snap: vec2<f32> = vec2<f32>(0.0, 0.0);
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if input.scale.x == 1.0 {
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snap.x = round(pos.x) - pos.x;
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}
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var pos_snap = vec2<f32>(0.0, 0.0);
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var scale_snap = vec2<f32>(0.0, 0.0);
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if input.scale.y == 1.0 {
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snap.y = round(pos.y) - pos.y;
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if bool(input.snap) {
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pos_snap = round(pos + vec2(0.001, 0.001)) - pos;
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scale_snap = round(pos + scale + vec2(0.001, 0.001)) - pos - pos_snap - scale;
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}
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var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
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@ -49,17 +49,17 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5) + snap, 0.0, 1.0)
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vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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out.color = premultiply(input.color);
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out.border_color = premultiply(input.border_color);
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out.pos = input.pos * globals.scale + snap;
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out.scale = input.scale * globals.scale;
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out.pos = input.pos * globals.scale + pos_snap;
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out.scale = input.scale * globals.scale + scale_snap;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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out.shadow_color = premultiply(input.shadow_color);
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