Render quads with anti-aliased rounded corners

This commit is contained in:
Antonio Scandurra 2021-03-22 13:50:43 +01:00
parent 119aa452b6
commit 123b7c55f6
3 changed files with 22 additions and 7 deletions

View file

@ -104,6 +104,7 @@ impl Renderer {
.background
.unwrap_or(ColorU::transparent_black())
.to_uchar4(),
corner_radius: quad.corner_radius * scene.scale_factor(),
};
unsafe {
*(buffer_contents.offset(ix as isize)) = shader_quad;
@ -143,11 +144,15 @@ fn build_pipeline_state(
descriptor.set_label(label);
descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
descriptor
.color_attachments()
.object_at(0)
.unwrap()
.set_pixel_format(pixel_format);
let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
color_attachment.set_pixel_format(pixel_format);
color_attachment.set_blending_enabled(true);
color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::SourceAlpha);
color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
device
.new_render_pipeline_state(&descriptor)

View file

@ -10,6 +10,7 @@ typedef struct {
vector_float2 origin;
vector_float2 size;
vector_uchar4 background_color;
float corner_radius;
} GPUIQuad;
typedef struct {

View file

@ -30,6 +30,15 @@ vertex QuadFragmentInput quad_vertex(
};
}
fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]]) {
return coloru_to_colorf(input.quad.background_color);
fragment float4 quad_fragment(
QuadFragmentInput input [[stage_in]],
constant GPUIQuadUniforms *uniforms [[buffer(GPUIQuadInputIndexUniforms)]]
) {
float2 half_size = input.quad.size / 2.;
float2 center = input.quad.origin + half_size;
float2 center_to_point = abs(input.position.xy - center) - half_size + input.quad.corner_radius;
float distance = length(max(0.0, center_to_point)) + min(0.0, max(center_to_point.x, center_to_point.y)) - input.quad.corner_radius;
float4 coverage = float4(1.0, 1.0, 1.0, saturate(0.5 - distance));
return coverage * coloru_to_colorf(input.quad.background_color);
}