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-rw-r--r--clippy.toml1
-rw-r--r--core/Cargo.toml1
-rw-r--r--core/src/angle.rs60
-rw-r--r--examples/gradient/Cargo.toml8
-rw-r--r--examples/gradient/src/main.rs99
-rw-r--r--wgpu/src/quad/gradient.rs19
-rw-r--r--wgpu/src/quad/solid.rs6
-rw-r--r--wgpu/src/shader/color/linear_rgb.wgsl3
-rw-r--r--wgpu/src/shader/color/oklab.wgsl26
-rw-r--r--wgpu/src/shader/quad.wgsl306
-rw-r--r--wgpu/src/shader/quad/gradient.wgsl205
-rw-r--r--wgpu/src/shader/quad/solid.wgsl99
-rw-r--r--wgpu/src/shader/triangle.wgsl160
-rw-r--r--wgpu/src/shader/triangle/gradient.wgsl134
-rw-r--r--wgpu/src/shader/triangle/solid.wgsl24
-rw-r--r--wgpu/src/triangle.rs35
-rw-r--r--widget/src/slider.rs4
17 files changed, 705 insertions, 485 deletions
diff --git a/clippy.toml b/clippy.toml
index 0d4e02f0..02f00a06 100644
--- a/clippy.toml
+++ b/clippy.toml
@@ -1 +1,2 @@
too-many-arguments-threshold = 20
+enum-variant-name-threshold = 10
diff --git a/core/Cargo.toml b/core/Cargo.toml
index 8859e91e..7acb7511 100644
--- a/core/Cargo.toml
+++ b/core/Cargo.toml
@@ -15,6 +15,7 @@ bitflags.workspace = true
log.workspace = true
thiserror.workspace = true
twox-hash.workspace = true
+num-traits.workspace = true
palette.workspace = true
palette.optional = true
diff --git a/core/src/angle.rs b/core/src/angle.rs
index 75a57c76..c8f3f013 100644
--- a/core/src/angle.rs
+++ b/core/src/angle.rs
@@ -1,32 +1,72 @@
use crate::{Point, Rectangle, Vector};
-use std::f32::consts::PI;
-#[derive(Debug, Copy, Clone, PartialEq)]
+use std::f32::consts::{FRAC_PI_2, PI};
+use std::ops::RangeInclusive;
+
/// Degrees
+#[derive(Debug, Copy, Clone, PartialEq, PartialOrd)]
pub struct Degrees(pub f32);
-#[derive(Debug, Copy, Clone, PartialEq)]
/// Radians
+#[derive(Debug, Copy, Clone, PartialEq, PartialOrd)]
pub struct Radians(pub f32);
+impl Radians {
+ /// The range of radians of a circle.
+ pub const RANGE: RangeInclusive<Radians> = Radians(0.0)..=Radians(2.0 * PI);
+}
+
impl From<Degrees> for Radians {
fn from(degrees: Degrees) -> Self {
- Radians(degrees.0 * PI / 180.0)
+ Self(degrees.0 * PI / 180.0)
+ }
+}
+
+impl From<f32> for Radians {
+ fn from(radians: f32) -> Self {
+ Self(radians)
+ }
+}
+
+impl From<u8> for Radians {
+ fn from(radians: u8) -> Self {
+ Self(f32::from(radians))
+ }
+}
+
+impl From<Radians> for f64 {
+ fn from(radians: Radians) -> Self {
+ Self::from(radians.0)
+ }
+}
+
+impl num_traits::FromPrimitive for Radians {
+ fn from_i64(n: i64) -> Option<Self> {
+ Some(Self(n as f32))
+ }
+
+ fn from_u64(n: u64) -> Option<Self> {
+ Some(Self(n as f32))
+ }
+
+ fn from_f64(n: f64) -> Option<Self> {
+ Some(Self(n as f32))
}
}
impl Radians {
/// Calculates the line in which the [`Angle`] intercepts the `bounds`.
pub fn to_distance(&self, bounds: &Rectangle) -> (Point, Point) {
- let v1 = Vector::new(f32::cos(self.0), f32::sin(self.0));
+ let angle = self.0 - FRAC_PI_2;
+ let r = Vector::new(f32::cos(angle), f32::sin(angle));
- let distance_to_rect = f32::min(
- f32::abs((bounds.y - bounds.center().y) / v1.y),
- f32::abs(((bounds.x + bounds.width) - bounds.center().x) / v1.x),
+ let distance_to_rect = f32::max(
+ f32::abs(r.x * bounds.width / 2.0),
+ f32::abs(r.y * bounds.height / 2.0),
);
- let start = bounds.center() + v1 * distance_to_rect;
- let end = bounds.center() - v1 * distance_to_rect;
+ let start = bounds.center() - r * distance_to_rect;
+ let end = bounds.center() + r * distance_to_rect;
(start, end)
}
diff --git a/examples/gradient/Cargo.toml b/examples/gradient/Cargo.toml
new file mode 100644
index 00000000..2dea2c4f
--- /dev/null
+++ b/examples/gradient/Cargo.toml
@@ -0,0 +1,8 @@
+[package]
+name = "gradient"
+version = "0.1.0"
+edition = "2021"
+publish = false
+
+[dependencies]
+iced = { path = "../.." }
diff --git a/examples/gradient/src/main.rs b/examples/gradient/src/main.rs
new file mode 100644
index 00000000..1bf5822d
--- /dev/null
+++ b/examples/gradient/src/main.rs
@@ -0,0 +1,99 @@
+use iced::gradient;
+use iced::widget::{column, container, horizontal_space, row, slider, text};
+use iced::{
+ Alignment, Background, Color, Element, Length, Radians, Sandbox, Settings,
+};
+
+pub fn main() -> iced::Result {
+ Gradient::run(Settings::default())
+}
+
+#[derive(Debug, Clone, Copy)]
+struct Gradient {
+ start: Color,
+ end: Color,
+ angle: Radians,
+}
+
+#[derive(Debug, Clone, Copy)]
+enum Message {
+ StartChanged(Color),
+ EndChanged(Color),
+ AngleChanged(Radians),
+}
+
+impl Sandbox for Gradient {
+ type Message = Message;
+
+ fn new() -> Self {
+ Self {
+ start: Color::WHITE,
+ end: Color::new(0.0, 0.0, 1.0, 1.0),
+ angle: Radians(0.0),
+ }
+ }
+
+ fn title(&self) -> String {
+ String::from("Gradient")
+ }
+
+ fn update(&mut self, message: Message) {
+ match message {
+ Message::StartChanged(color) => self.start = color,
+ Message::EndChanged(color) => self.end = color,
+ Message::AngleChanged(angle) => self.angle = angle,
+ }
+ }
+
+ fn view(&self) -> Element<Message> {
+ let Self { start, end, angle } = *self;
+
+ let gradient_box = container(horizontal_space(Length::Fill))
+ .width(Length::Fill)
+ .height(Length::Fill)
+ .style(move |_: &_| {
+ let gradient = gradient::Linear::new(angle)
+ .add_stop(0.0, start)
+ .add_stop(1.0, end)
+ .into();
+
+ container::Appearance {
+ background: Some(Background::Gradient(gradient)),
+ ..Default::default()
+ }
+ });
+
+ let angle_picker = row![
+ text("Angle").width(64),
+ slider(Radians::RANGE, self.angle, Message::AngleChanged)
+ .step(0.01)
+ ]
+ .spacing(8)
+ .padding(8)
+ .align_items(Alignment::Center);
+
+ column![
+ color_picker("Start", self.start).map(Message::StartChanged),
+ color_picker("End", self.end).map(Message::EndChanged),
+ angle_picker,
+ gradient_box
+ ]
+ .into()
+ }
+}
+
+fn color_picker(label: &str, color: Color) -> Element<'_, Color> {
+ row![
+ text(label).width(64),
+ slider(0.0..=1.0, color.r, move |r| { Color { r, ..color } })
+ .step(0.01),
+ slider(0.0..=1.0, color.g, move |g| { Color { g, ..color } })
+ .step(0.01),
+ slider(0.0..=1.0, color.b, move |b| { Color { b, ..color } })
+ .step(0.01),
+ ]
+ .spacing(8)
+ .padding(8)
+ .align_items(Alignment::Center)
+ .into()
+}
diff --git a/wgpu/src/quad/gradient.rs b/wgpu/src/quad/gradient.rs
index 6db37252..a8e83d01 100644
--- a/wgpu/src/quad/gradient.rs
+++ b/wgpu/src/quad/gradient.rs
@@ -1,3 +1,4 @@
+use crate::graphics::color;
use crate::graphics::gradient;
use crate::quad::{self, Quad};
use crate::Buffer;
@@ -78,7 +79,23 @@ impl Pipeline {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.quad.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
- include_str!("../shader/quad.wgsl"),
+ if color::GAMMA_CORRECTION {
+ concat!(
+ include_str!("../shader/quad.wgsl"),
+ "\n",
+ include_str!("../shader/quad/gradient.wgsl"),
+ "\n",
+ include_str!("../shader/color/oklab.wgsl")
+ )
+ } else {
+ concat!(
+ include_str!("../shader/quad.wgsl"),
+ "\n",
+ include_str!("../shader/quad/gradient.wgsl"),
+ "\n",
+ include_str!("../shader/color/linear_rgb.wgsl")
+ )
+ },
)),
});
diff --git a/wgpu/src/quad/solid.rs b/wgpu/src/quad/solid.rs
index f8f1e3a5..9bc6b466 100644
--- a/wgpu/src/quad/solid.rs
+++ b/wgpu/src/quad/solid.rs
@@ -72,7 +72,11 @@ impl Pipeline {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.quad.solid.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
- include_str!("../shader/quad.wgsl"),
+ concat!(
+ include_str!("../shader/quad.wgsl"),
+ "\n",
+ include_str!("../shader/quad/solid.wgsl"),
+ ),
)),
});
diff --git a/wgpu/src/shader/color/linear_rgb.wgsl b/wgpu/src/shader/color/linear_rgb.wgsl
new file mode 100644
index 00000000..a5cf45d4
--- /dev/null
+++ b/wgpu/src/shader/color/linear_rgb.wgsl
@@ -0,0 +1,3 @@
+fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> {
+ return mix(from_, to_, factor);
+}
diff --git a/wgpu/src/shader/color/oklab.wgsl b/wgpu/src/shader/color/oklab.wgsl
new file mode 100644
index 00000000..0dc37ba6
--- /dev/null
+++ b/wgpu/src/shader/color/oklab.wgsl
@@ -0,0 +1,26 @@
+const to_lms = mat3x4<f32>(
+ vec4<f32>(0.4121656120, 0.2118591070, 0.0883097947, 0.0),
+ vec4<f32>(0.5362752080, 0.6807189584, 0.2818474174, 0.0),
+ vec4<f32>(0.0514575653, 0.1074065790, 0.6302613616, 0.0),
+);
+
+const to_rgb = mat3x4<f32>(
+ vec4<f32>( 4.0767245293, -3.3072168827, 0.2307590544, 0.0),
+ vec4<f32>(-1.2681437731, 2.6093323231, -0.3411344290, 0.0),
+ vec4<f32>(-0.0041119885, -0.7034763098, 1.7068625689, 0.0),
+);
+
+fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> {
+ // To Oklab
+ let lms_a = pow(from_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
+ let lms_b = pow(to_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
+ let mixed = mix(lms_a, lms_b, factor);
+
+ // Back to linear RGB
+ var color = to_rgb * (mixed * mixed * mixed);
+
+ // Alpha interpolation
+ color.a = mix(from_.a, to_.a, factor);
+
+ return color;
+}
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index 023b5a6d..f919cfe2 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -37,309 +37,3 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
rx = select(rx, ry, position.y > center.y);
return rx;
}
-
-fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
- let rg: vec2<f32> = unpack2x16float(color.x);
- let ba: vec2<f32> = unpack2x16float(color.y);
-
- return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
-}
-
-struct SolidVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) color: vec4<f32>,
- @location(2) pos: vec2<f32>,
- @location(3) scale: vec2<f32>,
- @location(4) border_color: vec4<f32>,
- @location(5) border_radius: vec4<f32>,
- @location(6) border_width: f32,
-}
-
-struct SolidVertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) color: vec4<f32>,
- @location(1) border_color: vec4<f32>,
- @location(2) pos: vec2<f32>,
- @location(3) scale: vec2<f32>,
- @location(4) border_radius: vec4<f32>,
- @location(5) border_width: 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 min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
- var border_radius: vec4<f32> = vec4<f32>(
- min(input.border_radius.x, min_border_radius),
- min(input.border_radius.y, min_border_radius),
- min(input.border_radius.z, min_border_radius),
- min(input.border_radius.w, min_border_radius)
- );
-
- var transform: mat4x4<f32> = mat4x4<f32>(
- vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
- vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
- vec4<f32>(0.0, 0.0, 1.0, 0.0),
- vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
- );
-
- out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
- out.color = input.color;
- out.border_color = input.border_color;
- out.pos = pos;
- out.scale = scale;
- out.border_radius = border_radius * globals.scale;
- out.border_width = input.border_width * globals.scale;
-
- return out;
-}
-
-@fragment
-fn solid_fs_main(
- input: SolidVertexOutput
-) -> @location(0) vec4<f32> {
- var mixed_color: vec4<f32> = input.color;
-
- var border_radius = select_border_radius(
- input.border_radius,
- input.position.xy,
- (input.pos + input.scale * 0.5).xy
- );
-
- if (input.border_width > 0.0) {
- var internal_border: f32 = max(border_radius - input.border_width, 0.0);
-
- var internal_distance: f32 = distance_alg(
- input.position.xy,
- input.pos + vec2<f32>(input.border_width, input.border_width),
- input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
- internal_border
- );
-
- var border_mix: f32 = smoothstep(
- max(internal_border - 0.5, 0.0),
- internal_border + 0.5,
- internal_distance
- );
-
- mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
- }
-
- var dist: f32 = distance_alg(
- vec2<f32>(input.position.x, input.position.y),
- input.pos,
- input.scale,
- border_radius
- );
-
- var radius_alpha: f32 = 1.0 - smoothstep(
- max(border_radius - 0.5, 0.0),
- border_radius + 0.5,
- dist
- );
-
- return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
-}
-
-struct GradientVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) @interpolate(flat) colors_1: vec4<u32>,
- @location(2) @interpolate(flat) colors_2: vec4<u32>,
- @location(3) @interpolate(flat) colors_3: vec4<u32>,
- @location(4) @interpolate(flat) colors_4: vec4<u32>,
- @location(5) @interpolate(flat) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
- @location(7) position_and_scale: vec4<f32>,
- @location(8) border_color: vec4<f32>,
- @location(9) border_radius: vec4<f32>,
- @location(10) border_width: f32,
-}
-
-struct GradientVertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(1) @interpolate(flat) colors_1: vec4<u32>,
- @location(2) @interpolate(flat) colors_2: vec4<u32>,
- @location(3) @interpolate(flat) colors_3: vec4<u32>,
- @location(4) @interpolate(flat) colors_4: vec4<u32>,
- @location(5) @interpolate(flat) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
- @location(7) position_and_scale: vec4<f32>,
- @location(8) border_color: vec4<f32>,
- @location(9) border_radius: vec4<f32>,
- @location(10) border_width: f32,
-}
-
-@vertex
-fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
- var out: GradientVertexOutput;
-
- var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
- var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
-
- var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
- var border_radius: vec4<f32> = vec4<f32>(
- min(input.border_radius.x, min_border_radius),
- min(input.border_radius.y, min_border_radius),
- min(input.border_radius.z, min_border_radius),
- min(input.border_radius.w, min_border_radius)
- );
-
- var transform: mat4x4<f32> = mat4x4<f32>(
- vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
- vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
- vec4<f32>(0.0, 0.0, 1.0, 0.0),
- vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
- );
-
- out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
- out.colors_1 = input.colors_1;
- out.colors_2 = input.colors_2;
- out.colors_3 = input.colors_3;
- out.colors_4 = input.colors_4;
- out.offsets = input.offsets;
- out.direction = input.direction * globals.scale;
- out.position_and_scale = vec4<f32>(pos, scale);
- out.border_color = input.border_color;
- out.border_radius = border_radius * globals.scale;
- out.border_width = input.border_width * globals.scale;
-
- return out;
-}
-
-fn random(coords: vec2<f32>) -> f32 {
- return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
-}
-
-/// Returns the current interpolated color with a max 8-stop gradient
-fn gradient(
- raw_position: vec2<f32>,
- direction: vec4<f32>,
- colors: array<vec4<f32>, 8>,
- offsets: array<f32, 8>,
- last_index: i32
-) -> vec4<f32> {
- let start = direction.xy;
- let end = direction.zw;
-
- let v1 = end - start;
- let v2 = raw_position - start;
- let unit = normalize(v1);
- let coord_offset = dot(unit, v2) / length(v1);
-
- //need to store these as a var to use dynamic indexing in a loop
- //this is already added to wgsl spec but not in wgpu yet
- var colors_arr = colors;
- var offsets_arr = offsets;
-
- var color: vec4<f32>;
-
- let noise_granularity: f32 = 0.3/255.0;
-
- for (var i: i32 = 0; i < last_index; i++) {
- let curr_offset = offsets_arr[i];
- let next_offset = offsets_arr[i+1];
-
- if (coord_offset <= offsets_arr[0]) {
- color = colors_arr[0];
- }
-
- if (curr_offset <= coord_offset && coord_offset <= next_offset) {
- color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
- curr_offset,
- next_offset,
- coord_offset,
- ));
- }
-
- if (coord_offset >= offsets_arr[last_index]) {
- color = colors_arr[last_index];
- }
- }
-
- return color + mix(-noise_granularity, noise_granularity, random(raw_position));
-}
-
-@fragment
-fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
- let colors = array<vec4<f32>, 8>(
- unpack_u32(input.colors_1.xy),
- unpack_u32(input.colors_1.zw),
- unpack_u32(input.colors_2.xy),
- unpack_u32(input.colors_2.zw),
- unpack_u32(input.colors_3.xy),
- unpack_u32(input.colors_3.zw),
- unpack_u32(input.colors_4.xy),
- unpack_u32(input.colors_4.zw),
- );
-
- let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
- let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
-
- var offsets = array<f32, 8>(
- offsets_1.x,
- offsets_1.y,
- offsets_1.z,
- offsets_1.w,
- offsets_2.x,
- offsets_2.y,
- offsets_2.z,
- offsets_2.w,
- );
-
- //TODO could just pass this in to the shader but is probably more performant to just check it here
- var last_index = 7;
- for (var i: i32 = 0; i <= 7; i++) {
- if (offsets[i] > 1.0) {
- last_index = i - 1;
- break;
- }
- }
-
- var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
-
- let pos = input.position_and_scale.xy;
- let scale = input.position_and_scale.zw;
-
- var border_radius = select_border_radius(
- input.border_radius,
- input.position.xy,
- (pos + scale * 0.5).xy
- );
-
- if (input.border_width > 0.0) {
- var internal_border: f32 = max(border_radius - input.border_width, 0.0);
-
- var internal_distance: f32 = distance_alg(
- input.position.xy,
- pos + vec2<f32>(input.border_width, input.border_width),
- scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
- internal_border
- );
-
- var border_mix: f32 = smoothstep(
- max(internal_border - 0.5, 0.0),
- internal_border + 0.5,
- internal_distance
- );
-
- mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
- }
-
- var dist: f32 = distance_alg(
- input.position.xy,
- pos,
- scale,
- border_radius
- );
-
- var radius_alpha: f32 = 1.0 - smoothstep(
- max(border_radius - 0.5, 0.0),
- border_radius + 0.5,
- dist);
-
- return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
-}
diff --git a/wgpu/src/shader/quad/gradient.wgsl b/wgpu/src/shader/quad/gradient.wgsl
new file mode 100644
index 00000000..0754e97f
--- /dev/null
+++ b/wgpu/src/shader/quad/gradient.wgsl
@@ -0,0 +1,205 @@
+struct GradientVertexInput {
+ @location(0) v_pos: vec2<f32>,
+ @location(1) @interpolate(flat) colors_1: vec4<u32>,
+ @location(2) @interpolate(flat) colors_2: vec4<u32>,
+ @location(3) @interpolate(flat) colors_3: vec4<u32>,
+ @location(4) @interpolate(flat) colors_4: vec4<u32>,
+ @location(5) @interpolate(flat) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+ @location(7) position_and_scale: vec4<f32>,
+ @location(8) border_color: vec4<f32>,
+ @location(9) border_radius: vec4<f32>,
+ @location(10) border_width: f32,
+}
+
+struct GradientVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(1) @interpolate(flat) colors_1: vec4<u32>,
+ @location(2) @interpolate(flat) colors_2: vec4<u32>,
+ @location(3) @interpolate(flat) colors_3: vec4<u32>,
+ @location(4) @interpolate(flat) colors_4: vec4<u32>,
+ @location(5) @interpolate(flat) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+ @location(7) position_and_scale: vec4<f32>,
+ @location(8) border_color: vec4<f32>,
+ @location(9) border_radius: vec4<f32>,
+ @location(10) border_width: f32,
+}
+
+@vertex
+fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
+ var out: GradientVertexOutput;
+
+ var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
+ var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
+
+ var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
+ var border_radius: vec4<f32> = vec4<f32>(
+ min(input.border_radius.x, min_border_radius),
+ min(input.border_radius.y, min_border_radius),
+ min(input.border_radius.z, min_border_radius),
+ min(input.border_radius.w, min_border_radius)
+ );
+
+ var transform: mat4x4<f32> = mat4x4<f32>(
+ vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
+ vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
+ vec4<f32>(0.0, 0.0, 1.0, 0.0),
+ vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
+ );
+
+ out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
+ out.colors_1 = input.colors_1;
+ out.colors_2 = input.colors_2;
+ out.colors_3 = input.colors_3;
+ out.colors_4 = input.colors_4;
+ out.offsets = input.offsets;
+ out.direction = input.direction * globals.scale;
+ out.position_and_scale = vec4<f32>(pos, scale);
+ out.border_color = input.border_color;
+ out.border_radius = border_radius * globals.scale;
+ out.border_width = input.border_width * globals.scale;
+
+ return out;
+}
+
+fn random(coords: vec2<f32>) -> f32 {
+ return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
+}
+
+/// Returns the current interpolated color with a max 8-stop gradient
+fn gradient(
+ raw_position: vec2<f32>,
+ direction: vec4<f32>,
+ colors: array<vec4<f32>, 8>,
+ offsets: array<f32, 8>,
+ last_index: i32
+) -> vec4<f32> {
+ let start = direction.xy;
+ let end = direction.zw;
+
+ let v1 = end - start;
+ let v2 = raw_position - start;
+ let unit = normalize(v1);
+ let coord_offset = dot(unit, v2) / length(v1);
+
+ //need to store these as a var to use dynamic indexing in a loop
+ //this is already added to wgsl spec but not in wgpu yet
+ var colors_arr = colors;
+ var offsets_arr = offsets;
+
+ var color: vec4<f32>;
+
+ let noise_granularity: f32 = 0.3/255.0;
+
+ for (var i: i32 = 0; i < last_index; i++) {
+ let curr_offset = offsets_arr[i];
+ let next_offset = offsets_arr[i+1];
+
+ if (coord_offset <= offsets_arr[0]) {
+ color = colors_arr[0];
+ }
+
+ if (curr_offset <= coord_offset && coord_offset <= next_offset) {
+ let from_ = colors_arr[i];
+ let to_ = colors_arr[i+1];
+ let factor = smoothstep(curr_offset, next_offset, coord_offset);
+
+ color = interpolate_color(from_, to_, factor);
+ }
+
+ if (coord_offset >= offsets_arr[last_index]) {
+ color = colors_arr[last_index];
+ }
+ }
+
+ return color + mix(-noise_granularity, noise_granularity, random(raw_position));
+}
+
+@fragment
+fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
+ let colors = array<vec4<f32>, 8>(
+ unpack_u32(input.colors_1.xy),
+ unpack_u32(input.colors_1.zw),
+ unpack_u32(input.colors_2.xy),
+ unpack_u32(input.colors_2.zw),
+ unpack_u32(input.colors_3.xy),
+ unpack_u32(input.colors_3.zw),
+ unpack_u32(input.colors_4.xy),
+ unpack_u32(input.colors_4.zw),
+ );
+
+ let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
+ let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
+
+ var offsets = array<f32, 8>(
+ offsets_1.x,
+ offsets_1.y,
+ offsets_1.z,
+ offsets_1.w,
+ offsets_2.x,
+ offsets_2.y,
+ offsets_2.z,
+ offsets_2.w,
+ );
+
+ //TODO could just pass this in to the shader but is probably more performant to just check it here
+ var last_index = 7;
+ for (var i: i32 = 0; i <= 7; i++) {
+ if (offsets[i] > 1.0) {
+ last_index = i - 1;
+ break;
+ }
+ }
+
+ var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
+
+ let pos = input.position_and_scale.xy;
+ let scale = input.position_and_scale.zw;
+
+ var border_radius = select_border_radius(
+ input.border_radius,
+ input.position.xy,
+ (pos + scale * 0.5).xy
+ );
+
+ if (input.border_width > 0.0) {
+ var internal_border: f32 = max(border_radius - input.border_width, 0.0);
+
+ var internal_distance: f32 = distance_alg(
+ input.position.xy,
+ pos + vec2<f32>(input.border_width, input.border_width),
+ scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
+ internal_border
+ );
+
+ var border_mix: f32 = smoothstep(
+ max(internal_border - 0.5, 0.0),
+ internal_border + 0.5,
+ internal_distance
+ );
+
+ mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
+ }
+
+ var dist: f32 = distance_alg(
+ input.position.xy,
+ pos,
+ scale,
+ border_radius
+ );
+
+ var radius_alpha: f32 = 1.0 - smoothstep(
+ max(border_radius - 0.5, 0.0),
+ border_radius + 0.5,
+ dist);
+
+ return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+}
+
+fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
+ let rg: vec2<f32> = unpack2x16float(color.x);
+ let ba: vec2<f32> = unpack2x16float(color.y);
+
+ return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
+}
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
new file mode 100644
index 00000000..ebd6d877
--- /dev/null
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -0,0 +1,99 @@
+struct SolidVertexInput {
+ @location(0) v_pos: vec2<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) pos: vec2<f32>,
+ @location(3) scale: vec2<f32>,
+ @location(4) border_color: vec4<f32>,
+ @location(5) border_radius: vec4<f32>,
+ @location(6) border_width: f32,
+}
+
+struct SolidVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) border_color: vec4<f32>,
+ @location(2) pos: vec2<f32>,
+ @location(3) scale: vec2<f32>,
+ @location(4) border_radius: vec4<f32>,
+ @location(5) border_width: 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 min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
+ var border_radius: vec4<f32> = vec4<f32>(
+ min(input.border_radius.x, min_border_radius),
+ min(input.border_radius.y, min_border_radius),
+ min(input.border_radius.z, min_border_radius),
+ min(input.border_radius.w, min_border_radius)
+ );
+
+ var transform: mat4x4<f32> = mat4x4<f32>(
+ vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
+ vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
+ vec4<f32>(0.0, 0.0, 1.0, 0.0),
+ vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
+ );
+
+ out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
+ out.color = input.color;
+ out.border_color = input.border_color;
+ out.pos = pos;
+ out.scale = scale;
+ out.border_radius = border_radius * globals.scale;
+ out.border_width = input.border_width * globals.scale;
+
+ return out;
+}
+
+@fragment
+fn solid_fs_main(
+ input: SolidVertexOutput
+) -> @location(0) vec4<f32> {
+ var mixed_color: vec4<f32> = input.color;
+
+ var border_radius = select_border_radius(
+ input.border_radius,
+ input.position.xy,
+ (input.pos + input.scale * 0.5).xy
+ );
+
+ if (input.border_width > 0.0) {
+ var internal_border: f32 = max(border_radius - input.border_width, 0.0);
+
+ var internal_distance: f32 = distance_alg(
+ input.position.xy,
+ input.pos + vec2<f32>(input.border_width, input.border_width),
+ input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
+ internal_border
+ );
+
+ var border_mix: f32 = smoothstep(
+ max(internal_border - 0.5, 0.0),
+ internal_border + 0.5,
+ internal_distance
+ );
+
+ mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
+ }
+
+ var dist: f32 = distance_alg(
+ vec2<f32>(input.position.x, input.position.y),
+ input.pos,
+ input.scale,
+ border_radius
+ );
+
+ var radius_alpha: f32 = 1.0 - smoothstep(
+ max(border_radius - 0.5, 0.0),
+ border_radius + 0.5,
+ dist
+ );
+
+ return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+}
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
index 3a2b9845..e4c19344 100644
--- a/wgpu/src/shader/triangle.wgsl
+++ b/wgpu/src/shader/triangle.wgsl
@@ -3,163 +3,3 @@ struct Globals {
}
@group(0) @binding(0) var<uniform> globals: Globals;
-
-fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
- let rg: vec2<f32> = unpack2x16float(color.x);
- let ba: vec2<f32> = unpack2x16float(color.y);
-
- return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
-}
-
-struct SolidVertexInput {
- @location(0) position: vec2<f32>,
- @location(1) color: vec4<f32>,
-}
-
-struct SolidVertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) color: vec4<f32>,
-}
-
-@vertex
-fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
- var out: SolidVertexOutput;
-
- out.color = input.color;
- out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
-
- return out;
-}
-
-@fragment
-fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
- return input.color;
-}
-
-struct GradientVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) @interpolate(flat) colors_1: vec4<u32>,
- @location(2) @interpolate(flat) colors_2: vec4<u32>,
- @location(3) @interpolate(flat) colors_3: vec4<u32>,
- @location(4) @interpolate(flat) colors_4: vec4<u32>,
- @location(5) @interpolate(flat) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
-}
-
-struct GradientVertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) raw_position: vec2<f32>,
- @location(1) @interpolate(flat) colors_1: vec4<u32>,
- @location(2) @interpolate(flat) colors_2: vec4<u32>,
- @location(3) @interpolate(flat) colors_3: vec4<u32>,
- @location(4) @interpolate(flat) colors_4: vec4<u32>,
- @location(5) @interpolate(flat) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
-}
-
-@vertex
-fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
- var output: GradientVertexOutput;
-
- output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
- output.raw_position = input.v_pos;
- output.colors_1 = input.colors_1;
- output.colors_2 = input.colors_2;
- output.colors_3 = input.colors_3;
- output.colors_4 = input.colors_4;
- output.offsets = input.offsets;
- output.direction = input.direction;
-
- return output;
-}
-
-fn random(coords: vec2<f32>) -> f32 {
- return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
-}
-
-/// Returns the current interpolated color with a max 8-stop gradient
-fn gradient(
- raw_position: vec2<f32>,
- direction: vec4<f32>,
- colors: array<vec4<f32>, 8>,
- offsets: array<f32, 8>,
- last_index: i32
-) -> vec4<f32> {
- let start = direction.xy;
- let end = direction.zw;
-
- let v1 = end - start;
- let v2 = raw_position - start;
- let unit = normalize(v1);
- let coord_offset = dot(unit, v2) / length(v1);
-
- //need to store these as a var to use dynamic indexing in a loop
- //this is already added to wgsl spec but not in wgpu yet
- var colors_arr = colors;
- var offsets_arr = offsets;
-
- var color: vec4<f32>;
-
- let noise_granularity: f32 = 0.3/255.0;
-
- for (var i: i32 = 0; i < last_index; i++) {
- let curr_offset = offsets_arr[i];
- let next_offset = offsets_arr[i+1];
-
- if (coord_offset <= offsets_arr[0]) {
- color = colors_arr[0];
- }
-
- if (curr_offset <= coord_offset && coord_offset <= next_offset) {
- color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
- curr_offset,
- next_offset,
- coord_offset,
- ));
- }
-
- if (coord_offset >= offsets_arr[last_index]) {
- color = colors_arr[last_index];
- }
- }
-
- return color + mix(-noise_granularity, noise_granularity, random(raw_position));
-}
-
-@fragment
-fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
- let colors = array<vec4<f32>, 8>(
- unpack_u32(input.colors_1.xy),
- unpack_u32(input.colors_1.zw),
- unpack_u32(input.colors_2.xy),
- unpack_u32(input.colors_2.zw),
- unpack_u32(input.colors_3.xy),
- unpack_u32(input.colors_3.zw),
- unpack_u32(input.colors_4.xy),
- unpack_u32(input.colors_4.zw),
- );
-
- let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
- let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
-
- var offsets = array<f32, 8>(
- offsets_1.x,
- offsets_1.y,
- offsets_1.z,
- offsets_1.w,
- offsets_2.x,
- offsets_2.y,
- offsets_2.z,
- offsets_2.w,
- );
-
- var last_index = 7;
- for (var i: i32 = 0; i <= 7; i++) {
- if (offsets[i] >= 1.0) {
- last_index = i;
- break;
- }
- }
-
- return gradient(input.raw_position, input.direction, colors, offsets, last_index);
-}
diff --git a/wgpu/src/shader/triangle/gradient.wgsl b/wgpu/src/shader/triangle/gradient.wgsl
new file mode 100644
index 00000000..1a8ae3b5
--- /dev/null
+++ b/wgpu/src/shader/triangle/gradient.wgsl
@@ -0,0 +1,134 @@
+struct GradientVertexInput {
+ @location(0) v_pos: vec2<f32>,
+ @location(1) @interpolate(flat) colors_1: vec4<u32>,
+ @location(2) @interpolate(flat) colors_2: vec4<u32>,
+ @location(3) @interpolate(flat) colors_3: vec4<u32>,
+ @location(4) @interpolate(flat) colors_4: vec4<u32>,
+ @location(5) @interpolate(flat) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+}
+
+struct GradientVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) raw_position: vec2<f32>,
+ @location(1) @interpolate(flat) colors_1: vec4<u32>,
+ @location(2) @interpolate(flat) colors_2: vec4<u32>,
+ @location(3) @interpolate(flat) colors_3: vec4<u32>,
+ @location(4) @interpolate(flat) colors_4: vec4<u32>,
+ @location(5) @interpolate(flat) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+}
+
+@vertex
+fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
+ var output: GradientVertexOutput;
+
+ output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
+ output.raw_position = input.v_pos;
+ output.colors_1 = input.colors_1;
+ output.colors_2 = input.colors_2;
+ output.colors_3 = input.colors_3;
+ output.colors_4 = input.colors_4;
+ output.offsets = input.offsets;
+ output.direction = input.direction;
+
+ return output;
+}
+
+/// Returns the current interpolated color with a max 8-stop gradient
+fn gradient(
+ raw_position: vec2<f32>,
+ direction: vec4<f32>,
+ colors: array<vec4<f32>, 8>,
+ offsets: array<f32, 8>,
+ last_index: i32
+) -> vec4<f32> {
+ let start = direction.xy;
+ let end = direction.zw;
+
+ let v1 = end - start;
+ let v2 = raw_position - start;
+ let unit = normalize(v1);
+ let coord_offset = dot(unit, v2) / length(v1);
+
+ //need to store these as a var to use dynamic indexing in a loop
+ //this is already added to wgsl spec but not in wgpu yet
+ var colors_arr = colors;
+ var offsets_arr = offsets;
+
+ var color: vec4<f32>;
+
+ let noise_granularity: f32 = 0.3/255.0;
+
+ for (var i: i32 = 0; i < last_index; i++) {
+ let curr_offset = offsets_arr[i];
+ let next_offset = offsets_arr[i+1];
+
+ if (coord_offset <= offsets_arr[0]) {
+ color = colors_arr[0];
+ }
+
+ if (curr_offset <= coord_offset && coord_offset <= next_offset) {
+ let from_ = colors_arr[i];
+ let to_ = colors_arr[i+1];
+ let factor = smoothstep(curr_offset, next_offset, coord_offset);
+
+ color = interpolate_color(from_, to_, factor);
+ }
+
+ if (coord_offset >= offsets_arr[last_index]) {
+ color = colors_arr[last_index];
+ }
+ }
+
+ return color + mix(-noise_granularity, noise_granularity, random(raw_position));
+}
+
+@fragment
+fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
+ let colors = array<vec4<f32>, 8>(
+ unpack_u32(input.colors_1.xy),
+ unpack_u32(input.colors_1.zw),
+ unpack_u32(input.colors_2.xy),
+ unpack_u32(input.colors_2.zw),
+ unpack_u32(input.colors_3.xy),
+ unpack_u32(input.colors_3.zw),
+ unpack_u32(input.colors_4.xy),
+ unpack_u32(input.colors_4.zw),
+ );
+
+ let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
+ let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
+
+ var offsets = array<f32, 8>(
+ offsets_1.x,
+ offsets_1.y,
+ offsets_1.z,
+ offsets_1.w,
+ offsets_2.x,
+ offsets_2.y,
+ offsets_2.z,
+ offsets_2.w,
+ );
+
+ var last_index = 7;
+ for (var i: i32 = 0; i <= 7; i++) {
+ if (offsets[i] >= 1.0) {
+ last_index = i;
+ break;
+ }
+ }
+
+ return gradient(input.raw_position, input.direction, colors, offsets, last_index);
+}
+
+fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
+ let rg: vec2<f32> = unpack2x16float(color.x);
+ let ba: vec2<f32> = unpack2x16float(color.y);
+
+ return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
+}
+
+fn random(coords: vec2<f32>) -> f32 {
+ return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
+}
diff --git a/wgpu/src/shader/triangle/solid.wgsl b/wgpu/src/shader/triangle/solid.wgsl
new file mode 100644
index 00000000..9ef81982
--- /dev/null
+++ b/wgpu/src/shader/triangle/solid.wgsl
@@ -0,0 +1,24 @@
+struct SolidVertexInput {
+ @location(0) position: vec2<f32>,
+ @location(1) color: vec4<f32>,
+}
+
+struct SolidVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
+}
+
+@vertex
+fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
+ var out: SolidVertexOutput;
+
+ out.color = input.color;
+ out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
+
+ return out;
+}
+
+@fragment
+fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
+ return input.color;
+}
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index d8b23dfe..d430e607 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -487,8 +487,10 @@ mod solid {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.triangle.solid.shader"),
source: wgpu::ShaderSource::Wgsl(
- std::borrow::Cow::Borrowed(include_str!(
- "shader/triangle.wgsl"
+ std::borrow::Cow::Borrowed(concat!(
+ include_str!("shader/triangle.wgsl"),
+ "\n",
+ include_str!("shader/triangle/solid.wgsl"),
)),
),
});
@@ -537,6 +539,7 @@ mod solid {
}
mod gradient {
+ use crate::graphics::color;
use crate::graphics::mesh;
use crate::graphics::Antialiasing;
use crate::triangle;
@@ -633,9 +636,31 @@ mod gradient {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_wgpu.triangle.gradient.shader"),
source: wgpu::ShaderSource::Wgsl(
- std::borrow::Cow::Borrowed(include_str!(
- "shader/triangle.wgsl"
- )),
+ std::borrow::Cow::Borrowed(
+ if color::GAMMA_CORRECTION {
+ concat!(
+ include_str!("shader/triangle.wgsl"),
+ "\n",
+ include_str!(
+ "shader/triangle/gradient.wgsl"
+ ),
+ "\n",
+ include_str!("shader/color/oklab.wgsl")
+ )
+ } else {
+ concat!(
+ include_str!("shader/triangle.wgsl"),
+ "\n",
+ include_str!(
+ "shader/triangle/gradient.wgsl"
+ ),
+ "\n",
+ include_str!(
+ "shader/color/linear_rgb.wgsl"
+ )
+ )
+ },
+ ),
),
});
diff --git a/widget/src/slider.rs b/widget/src/slider.rs
index e41be7c9..bd73ea79 100644
--- a/widget/src/slider.rs
+++ b/widget/src/slider.rs
@@ -137,8 +137,8 @@ where
}
/// Sets the step size of the [`Slider`].
- pub fn step(mut self, step: T) -> Self {
- self.step = step;
+ pub fn step(mut self, step: impl Into<T>) -> Self {
+ self.step = step.into();
self
}
}