Checkpoint!

This commit is contained in:
Antonio Scandurra 2023-10-05 17:00:45 +02:00 committed by Nathan Sobo
parent 657a25178d
commit fe3ef08f39
5 changed files with 103 additions and 97 deletions

View file

@ -276,6 +276,14 @@ impl<T: Clone + Debug + PartialOrd + Add<T, Output = T> + Sub<Output = T>> Bound
&& self.origin.y < their_lower_right.y
&& my_lower_right.y > other.origin.y
}
pub fn dilate(&mut self, amount: T) {
self.origin.x = self.origin.x.clone() - amount.clone();
self.origin.y = self.origin.y.clone() - amount.clone();
let double_amount = amount.clone() + amount;
self.size.width = self.size.width.clone() + double_amount.clone();
self.size.height = self.size.height.clone() + double_amount;
}
}
impl<T: Clone + Debug + PartialOrd + Add<T, Output = T> + Sub<Output = T>> Bounds<T> {

View file

@ -13,7 +13,8 @@ float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
Corners_ScaledPixels corner_radii);
float gaussian(float x, float sigma);
float2 erf(float2 x);
float blur_along_x(float x, float y, float sigma, float corner, float2 half_size);
float blur_along_x(float x, float y, float sigma, float corner,
float2 half_size);
struct QuadVertexOutput {
float4 position [[position]];
@ -32,9 +33,8 @@ vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
[[buffer(QuadInputIndex_ViewportSize)]]) {
float2 unit_vertex = unit_vertices[unit_vertex_id];
Quad quad = quads[quad_id];
float4 device_position = to_device_position(unit_vertex, quad.bounds,
quad.content_mask.bounds,
viewport_size);
float4 device_position = to_device_position(
unit_vertex, quad.bounds, quad.content_mask.bounds, viewport_size);
float4 background_color = hsla_to_rgba(quad.background);
float4 border_color = hsla_to_rgba(quad.border_color);
return QuadVertexOutput{device_position, background_color, border_color,
@ -120,82 +120,77 @@ struct ShadowVertexOutput {
};
vertex ShadowVertexOutput shadow_vertex(
uint unit_vertex_id [[vertex_id]],
uint shadow_id [[instance_id]],
uint unit_vertex_id [[vertex_id]], uint shadow_id [[instance_id]],
constant float2 *unit_vertices [[buffer(ShadowInputIndex_Vertices)]],
constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]],
constant Size_DevicePixels *viewport_size [[buffer(ShadowInputIndex_ViewportSize)]]
) {
float2 unit_vertex = unit_vertices[unit_vertex_id];
Shadow shadow = shadows[shadow_id];
constant Size_DevicePixels *viewport_size
[[buffer(ShadowInputIndex_ViewportSize)]]) {
float2 unit_vertex = unit_vertices[unit_vertex_id];
Shadow shadow = shadows[shadow_id];
float margin = (3. * shadow.blur_radius) + shadow.spread_radius;
// Set the bounds of the shadow and adjust its size based on the shadow's spread radius
// to achieve the spreading effect
Bounds_ScaledPixels bounds = shadow.bounds;
bounds.origin.x -= margin;
bounds.origin.y -= margin;
bounds.size.width += 2. * margin;
bounds.size.height += 2. * margin;
float margin = 3. * shadow.blur_radius;
// Set the bounds of the shadow and adjust its size based on the shadow's
// spread radius to achieve the spreading effect
Bounds_ScaledPixels bounds = shadow.bounds;
bounds.origin.x -= margin;
bounds.origin.y -= margin;
bounds.size.width += 2. * margin;
bounds.size.height += 2. * margin;
float4 device_position = to_device_position(unit_vertex, bounds, shadow.content_mask.bounds, viewport_size);
float4 color = hsla_to_rgba(shadow.color);
float4 device_position = to_device_position(
unit_vertex, bounds, shadow.content_mask.bounds, viewport_size);
float4 color = hsla_to_rgba(shadow.color);
return ShadowVertexOutput {
device_position,
color,
shadow_id,
};
return ShadowVertexOutput{
device_position,
color,
shadow_id,
};
}
fragment float4 shadow_fragment(
ShadowVertexOutput input [[stage_in]],
constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]]
) {
Shadow shadow = shadows[input.shadow_id];
fragment float4 shadow_fragment(ShadowVertexOutput input [[stage_in]],
constant Shadow *shadows
[[buffer(ShadowInputIndex_Shadows)]]) {
Shadow shadow = shadows[input.shadow_id];
float2 origin = float2(
shadow.bounds.origin.x - shadow.spread_radius,
shadow.bounds.origin.y - shadow.spread_radius
);
float2 size = float2(
shadow.bounds.size.width + shadow.spread_radius * 2.,
shadow.bounds.size.height + shadow.spread_radius * 2.
);
float2 half_size = size / 2.;
float2 center = origin + half_size;
float2 point = input.position.xy - center;
float corner_radius;
if (point.x < 0.) {
if (point.y < 0.) {
corner_radius = shadow.corner_radii.top_left;
} else {
corner_radius = shadow.corner_radii.bottom_left;
}
float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
float2 half_size = size / 2.;
float2 center = origin + half_size;
float2 point = input.position.xy - center;
float corner_radius;
if (point.x < 0.) {
if (point.y < 0.) {
corner_radius = shadow.corner_radii.top_left;
} else {
if (point.y < 0.) {
corner_radius = shadow.corner_radii.top_right;
} else {
corner_radius = shadow.corner_radii.bottom_right;
}
corner_radius = shadow.corner_radii.bottom_left;
}
// The signal is only non-zero in a limited range, so don't waste samples
float low = point.y - half_size.y;
float high = point.y + half_size.y;
float start = clamp(-3. * shadow.blur_radius, low, high);
float end = clamp(3. * shadow.blur_radius, low, high);
// Accumulate samples (we can get away with surprisingly few samples)
float step = (end - start) / 4.;
float y = start + step * 0.5;
float alpha = 0.;
for (int i = 0; i < 4; i++) {
alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius, corner_radius, half_size) * gaussian(y, shadow.blur_radius) * step;
y += step;
} else {
if (point.y < 0.) {
corner_radius = shadow.corner_radii.top_right;
} else {
corner_radius = shadow.corner_radii.bottom_right;
}
}
return input.color * float4(1., 1., 1., alpha);
// The signal is only non-zero in a limited range, so don't waste samples
float low = point.y - half_size.y;
float high = point.y + half_size.y;
float start = clamp(-3. * shadow.blur_radius, low, high);
float end = clamp(3. * shadow.blur_radius, low, high);
// Accumulate samples (we can get away with surprisingly few samples)
float step = (end - start) / 4.;
float y = start + step * 0.5;
float alpha = 0.;
for (int i = 0; i < 4; i++) {
alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius,
corner_radius, half_size) *
gaussian(y, shadow.blur_radius) * step;
y += step;
}
return input.color * float4(1., 1., 1., alpha);
}
struct MonochromeSpriteVertexOutput {
@ -216,9 +211,10 @@ vertex MonochromeSpriteVertexOutput monochrome_sprite_vertex(
float2 unit_vertex = unit_vertices[unit_vertex_id];
MonochromeSprite sprite = sprites[sprite_id];
// Don't apply content mask at the vertex level because we don't have time to make sampling from the texture match the mask.
float4 device_position = to_device_position(
unit_vertex, sprite.bounds, sprite.bounds, viewport_size);
// Don't apply content mask at the vertex level because we don't have time to
// make sampling from the texture match the mask.
float4 device_position = to_device_position(unit_vertex, sprite.bounds,
sprite.bounds, viewport_size);
float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
float4 color = hsla_to_rgba(sprite.color);
return MonochromeSpriteVertexOutput{device_position, tile_position, color,
@ -234,11 +230,8 @@ fragment float4 monochrome_sprite_fragment(
min_filter::linear);
float4 sample =
atlas_texture.sample(atlas_texture_sampler, input.tile_position);
float clip_distance = quad_sdf(
input.position.xy,
sprite.content_mask.bounds,
Corners_ScaledPixels { 0., 0., 0., 0. }
);
float clip_distance = quad_sdf(input.position.xy, sprite.content_mask.bounds,
Corners_ScaledPixels{0., 0., 0., 0.});
float4 color = input.color;
color.a *= sample.a * saturate(0.5 - clip_distance);
return color;
@ -261,9 +254,10 @@ vertex PolychromeSpriteVertexOutput polychrome_sprite_vertex(
float2 unit_vertex = unit_vertices[unit_vertex_id];
PolychromeSprite sprite = sprites[sprite_id];
// Don't apply content mask at the vertex level because we don't have time to make sampling from the texture match the mask.
float4 device_position = to_device_position(
unit_vertex, sprite.bounds, sprite.bounds, viewport_size);
// Don't apply content mask at the vertex level because we don't have time to
// make sampling from the texture match the mask.
float4 device_position = to_device_position(unit_vertex, sprite.bounds,
sprite.bounds, viewport_size);
float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
return PolychromeSpriteVertexOutput{device_position, tile_position,
sprite_id};
@ -278,8 +272,10 @@ fragment float4 polychrome_sprite_fragment(
min_filter::linear);
float4 sample =
atlas_texture.sample(atlas_texture_sampler, input.tile_position);
float quad_distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
float clip_distance = quad_sdf(input.position.xy, sprite.content_mask.bounds, Corners_ScaledPixels { 0., 0., 0., 0. });
float quad_distance =
quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
float clip_distance = quad_sdf(input.position.xy, sprite.content_mask.bounds,
Corners_ScaledPixels{0., 0., 0., 0.});
float distance = max(quad_distance, clip_distance);
float4 color = sample;
@ -399,21 +395,24 @@ float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
// A standard gaussian function, used for weighting samples
float gaussian(float x, float sigma) {
return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
}
// This approximates the error function, needed for the gaussian integral
float2 erf(float2 x) {
float2 s = sign(x);
float2 a = abs(x);
x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
float2 s = sign(x);
float2 a = abs(x);
x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
}
float blur_along_x(float x, float y, float sigma, float corner, float2 half_size) {
float delta = min(half_size.y - corner - abs(y), 0.);
float curved = half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
return integral.y - integral.x;
float blur_along_x(float x, float y, float sigma, float corner,
float2 half_size) {
float delta = min(half_size.y - corner - abs(y), 0.);
float curved =
half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
float2 integral =
0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
return integral.y - integral.x;
}

View file

@ -261,7 +261,6 @@ pub struct Shadow {
pub content_mask: ScaledContentMask,
pub color: Hsla,
pub blur_radius: ScaledPixels,
pub spread_radius: ScaledPixels,
}
impl Ord for Shadow {

View file

@ -250,6 +250,7 @@ impl Style {
let content_mask = cx.content_mask();
let mut shadow_bounds = bounds;
shadow_bounds.origin += shadow.offset;
shadow_bounds.dilate(shadow.spread_radius);
cx.scene().insert(
layer_id,
Shadow {
@ -258,11 +259,10 @@ impl Style {
content_mask: content_mask.scale(scale),
corner_radii: self
.corner_radii
.to_pixels(bounds.size, rem_size)
.to_pixels(shadow_bounds.size, rem_size)
.scale(scale),
color: shadow.color,
blur_radius: shadow.blur_radius.scale(scale),
spread_radius: shadow.spread_radius.scale(scale),
},
);
}

View file

@ -168,8 +168,8 @@ impl CollabPanel {
.uri(avatar_uri)
.size_3p5()
.rounded_full()
.fill(theme.middle.positive.default.foreground)
.shadow_sm(),
// .fill(theme.middle.positive.default.foreground)
.shadow_md(),
)
.child(label),
)