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Support rendering borders
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
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parent
f330fdb6a7
commit
45c1337c84
3 changed files with 33 additions and 3 deletions
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@ -97,6 +97,7 @@ impl Renderer {
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for quad_batch in layer.quads().chunks(batch_size) {
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for (ix, quad) in quad_batch.iter().enumerate() {
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let bounds = quad.bounds * scene.scale_factor();
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let border_width = quad.border.width * scene.scale_factor();
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let shader_quad = shaders::GPUIQuad {
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origin: bounds.origin().to_float2(),
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size: bounds.size().to_float2(),
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@ -104,6 +105,15 @@ 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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border_top: border_width * (quad.border.top as usize as f32),
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border_right: border_width * (quad.border.right as usize as f32),
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border_bottom: border_width * (quad.border.bottom as usize as f32),
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border_left: border_width * (quad.border.left as usize as f32),
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border_color: quad
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.border
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.color
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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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@ -10,6 +10,11 @@ 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 border_top;
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float border_right;
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float border_bottom;
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float border_left;
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vector_uchar4 border_color;
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float corner_radius;
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} GPUIQuad;
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@ -36,9 +36,24 @@ fragment float4 quad_fragment(
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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 edge_to_point = abs(input.position.xy - center) - half_size + input.quad.corner_radius;
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float distance = length(max(0.0, edge_to_point)) + min(0.0, max(edge_to_point.x, edge_to_point.y)) - input.quad.corner_radius;
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float2 center_to_point = input.position.xy - center;
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float2 edge_to_point = abs(center_to_point) - half_size;
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float2 rounded_edge_to_point = abs(center_to_point) - half_size + input.quad.corner_radius;
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float distance = length(max(0.0, rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.quad.corner_radius;
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float border_width = 0.0;
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if (edge_to_point.x > edge_to_point.y) {
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border_width = center_to_point.x <= 0.0 ? input.quad.border_left : input.quad.border_right;
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} else {
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border_width = center_to_point.y <= 0.0 ? input.quad.border_top : input.quad.border_bottom;
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}
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float inset_distance = distance + border_width;
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float4 color = mix(
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coloru_to_colorf(input.quad.border_color),
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coloru_to_colorf(input.quad.background_color),
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saturate(0.5 - inset_distance)
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);
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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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return coverage * color;
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}
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