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Render quads with anti-aliased rounded corners
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parent
119aa452b6
commit
123b7c55f6
3 changed files with 22 additions and 7 deletions
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@ -104,6 +104,7 @@ impl Renderer {
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.background
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.unwrap_or(ColorU::transparent_black())
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.to_uchar4(),
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corner_radius: quad.corner_radius * scene.scale_factor(),
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};
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unsafe {
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*(buffer_contents.offset(ix as isize)) = shader_quad;
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@ -143,11 +144,15 @@ fn build_pipeline_state(
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descriptor.set_label(label);
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descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
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descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
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descriptor
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.color_attachments()
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.object_at(0)
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.unwrap()
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.set_pixel_format(pixel_format);
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let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
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color_attachment.set_pixel_format(pixel_format);
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color_attachment.set_blending_enabled(true);
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color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
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color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
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color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
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color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::SourceAlpha);
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color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
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color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
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device
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.new_render_pipeline_state(&descriptor)
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@ -10,6 +10,7 @@ typedef struct {
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vector_float2 origin;
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vector_float2 size;
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vector_uchar4 background_color;
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float corner_radius;
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} GPUIQuad;
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typedef struct {
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@ -30,6 +30,15 @@ vertex QuadFragmentInput quad_vertex(
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};
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}
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fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]]) {
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return coloru_to_colorf(input.quad.background_color);
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fragment float4 quad_fragment(
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QuadFragmentInput input [[stage_in]],
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constant GPUIQuadUniforms *uniforms [[buffer(GPUIQuadInputIndexUniforms)]]
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) {
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float2 half_size = input.quad.size / 2.;
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float2 center = input.quad.origin + half_size;
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float2 center_to_point = abs(input.position.xy - center) - half_size + input.quad.corner_radius;
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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;
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float4 coverage = float4(1.0, 1.0, 1.0, saturate(0.5 - distance));
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return coverage * coloru_to_colorf(input.quad.background_color);
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}
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