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authorLibravatar Nick Senger <dev@nsenger.com>2023-11-08 19:12:53 -0800
committerLibravatar Héctor Ramón Jiménez <hector@hecrj.dev>2024-01-20 11:59:37 +0100
commitcc906c83cdf896d94b7ccf91258466714be631f6 (patch)
treead873e88cb711d4f186cb0c83497329903c200c3 /wgpu
parentb3e3f6e3c9fc6879e6681810f54d7eaa7c0f3d30 (diff)
downloadiced-cc906c83cdf896d94b7ccf91258466714be631f6.tar.gz
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feat: quad shadows
Diffstat (limited to '')
-rw-r--r--wgpu/src/layer.rs6
-rw-r--r--wgpu/src/quad.rs9
-rw-r--r--wgpu/src/quad/solid.rs6
-rw-r--r--wgpu/src/shader/quad.wgsl18
-rw-r--r--wgpu/src/shader/quad/solid.wgsl36
5 files changed, 59 insertions, 16 deletions
diff --git a/wgpu/src/layer.rs b/wgpu/src/layer.rs
index 4ad12a88..7b54601b 100644
--- a/wgpu/src/layer.rs
+++ b/wgpu/src/layer.rs
@@ -198,6 +198,9 @@ impl<'a> Layer<'a> {
border_radius,
border_width,
border_color,
+ shadow_color,
+ shadow_offset,
+ shadow_blur_radius,
} => {
let layer = &mut layers[current_layer];
@@ -210,6 +213,9 @@ impl<'a> Layer<'a> {
border_color: color::pack(*border_color),
border_radius: *border_radius,
border_width: *border_width,
+ shadow_color: shadow_color.into_linear(),
+ shadow_offset: (*shadow_offset).into(),
+ shadow_blur_radius: *shadow_blur_radius,
};
layer.quads.add(quad, background);
diff --git a/wgpu/src/quad.rs b/wgpu/src/quad.rs
index 4bcf9a66..cda1bec9 100644
--- a/wgpu/src/quad.rs
+++ b/wgpu/src/quad.rs
@@ -201,6 +201,15 @@ pub struct Quad {
/// The border width of the [`Quad`].
pub border_width: f32,
+
+ /// The shadow color of the [`Quad`].
+ pub shadow_color: [f32; 4],
+
+ /// The shadow offset of the [`Quad`].
+ pub shadow_offset: [f32; 2],
+
+ /// The shadow blur radius of the [`Quad`].
+ pub shadow_blur_radius: f32,
}
/// A group of [`Quad`]s rendered together.
diff --git a/wgpu/src/quad/solid.rs b/wgpu/src/quad/solid.rs
index 90e7f98e..771eee34 100644
--- a/wgpu/src/quad/solid.rs
+++ b/wgpu/src/quad/solid.rs
@@ -105,6 +105,12 @@ impl Pipeline {
4 => Float32x4,
// Border width
5 => Float32,
+ // Shadow color
+ 6 => Float32x4,
+ // Shadow offset
+ 7 => Float32x2,
+ // Shadow blur radius
+ 8 => Float32,
),
}],
},
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index f919cfe2..4de73362 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -11,19 +11,15 @@ fn distance_alg(
size: vec2<f32>,
radius: f32
) -> f32 {
- var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 2.0;
+ var inner_half_size: vec2<f32> = (size - vec2<f32>(radius, radius) * 2.0) / 2.0;
var top_left: vec2<f32> = position + vec2<f32>(radius, radius);
- var bottom_right: vec2<f32> = top_left + inner_size;
-
- var top_left_distance: vec2<f32> = top_left - frag_coord;
- var bottom_right_distance: vec2<f32> = frag_coord - bottom_right;
-
- var dist: vec2<f32> = vec2<f32>(
- max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
- max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
- );
+ return rounded_box_sdf(frag_coord - top_left - inner_half_size, inner_half_size, 0.0);
+}
- return sqrt(dist.x * dist.x + dist.y * dist.y);
+// Given a vector from a point to the center of a rounded rectangle of the given `size` and
+// border `radius`, determines the point's distance from the nearest edge of the rounded rectangle
+fn rounded_box_sdf(to_center: vec2<f32>, size: vec2<f32>, radius: f32) -> f32 {
+ return length(max(abs(to_center) - size + vec2<f32>(radius, radius), vec2<f32>(0.0, 0.0))) - radius;
}
// Based on the fragement position and the center of the quad, select one of the 4 radi.
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
index f84dd7ab..cb4a3816 100644
--- a/wgpu/src/shader/quad/solid.wgsl
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -6,6 +6,9 @@ struct SolidVertexInput {
@location(3) border_color: vec4<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
+ @location(6) shadow_color: vec4<f32>,
+ @location(7) shadow_offset: vec2<f32>,
+ @location(8) shadow_blur_radius: f32,
}
struct SolidVertexOutput {
@@ -16,14 +19,19 @@ struct SolidVertexOutput {
@location(3) scale: vec2<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
+ @location(6) shadow_color: vec4<f32>,
+ @location(7) shadow_offset: vec2<f32>,
+ @location(8) shadow_blur_radius: f32,
}
@vertex
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
- var pos: vec2<f32> = input.pos * globals.scale;
- var scale: vec2<f32> = input.scale * globals.scale;
+ var pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale;
+ var quad_pos: vec2<f32> = input.pos * globals.scale;
+ 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;
+ var quad_scale: vec2<f32> = input.scale * globals.scale;
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
@@ -43,10 +51,13 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
- out.pos = pos;
- out.scale = scale;
+ out.pos = quad_pos;
+ out.scale = quad_scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
+ out.shadow_color = input.shadow_color;
+ out.shadow_offset = input.shadow_offset * globals.scale;
+ out.shadow_blur_radius = input.shadow_blur_radius * globals.scale;
return out;
}
@@ -95,5 +106,20 @@ fn solid_fs_main(
dist
);
- return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+ let quad_color = vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+
+ if input.shadow_color.a > 0.0 {
+ let shadow_distance = rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, border_radius);
+ let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
+ let shadow_color = input.shadow_color;
+ let base_color = select(
+ vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0),
+ quad_color,
+ quad_color.a > 0.0
+ );
+
+ return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha);
+ } else {
+ return quad_color;
+ }
}