diff options
Diffstat (limited to 'wgpu')
| -rw-r--r-- | wgpu/src/layer.rs | 14 | ||||
| -rw-r--r-- | wgpu/src/quad.rs | 9 | ||||
| -rw-r--r-- | wgpu/src/quad/solid.rs | 6 | ||||
| -rw-r--r-- | wgpu/src/shader/quad.wgsl | 18 | ||||
| -rw-r--r-- | wgpu/src/shader/quad/solid.wgsl | 34 | 
5 files changed, 59 insertions, 22 deletions
| diff --git a/wgpu/src/layer.rs b/wgpu/src/layer.rs index 4ad12a88..e213c95f 100644 --- a/wgpu/src/layer.rs +++ b/wgpu/src/layer.rs @@ -195,9 +195,8 @@ impl<'a> Layer<'a> {              Primitive::Quad {                  bounds,                  background, -                border_radius, -                border_width, -                border_color, +                border, +                shadow,              } => {                  let layer = &mut layers[current_layer]; @@ -207,9 +206,12 @@ impl<'a> Layer<'a> {                          bounds.y + translation.y,                      ],                      size: [bounds.width, bounds.height], -                    border_color: color::pack(*border_color), -                    border_radius: *border_radius, -                    border_width: *border_width, +                    border_color: color::pack(border.color), +                    border_radius: border.radius.into(), +                    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..1274f814 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 +19,17 @@ 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 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 min_border_radius = min(input.scale.x, input.scale.y) * 0.5;      var border_radius: vec4<f32> = vec4<f32>( @@ -43,10 +49,13 @@ 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 = input.pos * globals.scale; +    out.scale = input.scale * globals.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 +104,20 @@ 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; +    }  } | 
