@lightningjs/renderer 3.0.0-beta20 → 3.0.0-beta21

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (152) hide show
  1. package/dist/src/core/CoreNode.d.ts +53 -7
  2. package/dist/src/core/CoreNode.js +175 -65
  3. package/dist/src/core/CoreNode.js.map +1 -1
  4. package/dist/src/core/CoreTextNode.d.ts +1 -1
  5. package/dist/src/core/CoreTextNode.js +3 -5
  6. package/dist/src/core/CoreTextNode.js.map +1 -1
  7. package/dist/src/core/CoreTextureManager.js +1 -1
  8. package/dist/src/core/CoreTextureManager.js.map +1 -1
  9. package/dist/src/core/Stage.d.ts +2 -1
  10. package/dist/src/core/Stage.js +9 -7
  11. package/dist/src/core/Stage.js.map +1 -1
  12. package/dist/src/core/TextureMemoryManager.d.ts +1 -1
  13. package/dist/src/core/TextureMemoryManager.js +3 -3
  14. package/dist/src/core/TextureMemoryManager.js.map +1 -1
  15. package/dist/src/core/animations/Animation.d.ts +21 -0
  16. package/dist/src/core/animations/Animation.js +194 -0
  17. package/dist/src/core/animations/Animation.js.map +1 -0
  18. package/dist/src/core/animations/Playback.d.ts +64 -0
  19. package/dist/src/core/animations/Playback.js +169 -0
  20. package/dist/src/core/animations/Playback.js.map +1 -0
  21. package/dist/src/core/animations/Transition.d.ts +27 -0
  22. package/dist/src/core/animations/Transition.js +52 -0
  23. package/dist/src/core/animations/Transition.js.map +1 -0
  24. package/dist/src/core/animations/utils.d.ts +2 -0
  25. package/dist/src/core/animations/utils.js +136 -0
  26. package/dist/src/core/animations/utils.js.map +1 -0
  27. package/dist/src/core/lib/ImageWorker.d.ts +2 -2
  28. package/dist/src/core/lib/ImageWorker.js +30 -11
  29. package/dist/src/core/lib/ImageWorker.js.map +1 -1
  30. package/dist/src/core/lib/WebGlContextWrapper.js +1 -1
  31. package/dist/src/core/lib/WebGlContextWrapper.js.map +1 -1
  32. package/dist/src/core/lib/utils.d.ts +6 -2
  33. package/dist/src/core/lib/utils.js +21 -21
  34. package/dist/src/core/lib/utils.js.map +1 -1
  35. package/dist/src/core/renderers/CoreRenderer.d.ts +1 -31
  36. package/dist/src/core/renderers/CoreRenderer.js.map +1 -1
  37. package/dist/src/core/renderers/CoreShaderNode.d.ts +4 -0
  38. package/dist/src/core/renderers/CoreShaderNode.js +15 -0
  39. package/dist/src/core/renderers/CoreShaderNode.js.map +1 -1
  40. package/dist/src/core/renderers/canvas/CanvasRenderer.d.ts +3 -3
  41. package/dist/src/core/renderers/canvas/CanvasRenderer.js +38 -33
  42. package/dist/src/core/renderers/canvas/CanvasRenderer.js.map +1 -1
  43. package/dist/src/core/renderers/canvas/CanvasShaderNode.d.ts +1 -2
  44. package/dist/src/core/renderers/canvas/CanvasShaderNode.js.map +1 -1
  45. package/dist/src/core/renderers/webgl/SdfRenderOp.d.ts +33 -0
  46. package/dist/src/core/renderers/webgl/SdfRenderOp.js +97 -0
  47. package/dist/src/core/renderers/webgl/SdfRenderOp.js.map +1 -0
  48. package/dist/src/core/renderers/webgl/WebGlCoreCtxTexture.js +1 -1
  49. package/dist/src/core/renderers/webgl/WebGlCoreCtxTexture.js.map +1 -1
  50. package/dist/src/core/renderers/webgl/WebGlCtxTexture.js +12 -8
  51. package/dist/src/core/renderers/webgl/WebGlCtxTexture.js.map +1 -1
  52. package/dist/src/core/renderers/webgl/WebGlRenderOp.d.ts +2 -3
  53. package/dist/src/core/renderers/webgl/WebGlRenderOp.js +1 -3
  54. package/dist/src/core/renderers/webgl/WebGlRenderOp.js.map +1 -1
  55. package/dist/src/core/renderers/webgl/WebGlRenderer.d.ts +6 -18
  56. package/dist/src/core/renderers/webgl/WebGlRenderer.js +48 -61
  57. package/dist/src/core/renderers/webgl/WebGlRenderer.js.map +1 -1
  58. package/dist/src/core/renderers/webgl/WebGlShaderNode.d.ts +2 -4
  59. package/dist/src/core/renderers/webgl/WebGlShaderNode.js.map +1 -1
  60. package/dist/src/core/renderers/webgl/WebGlShaderProgram.d.ts +3 -4
  61. package/dist/src/core/renderers/webgl/WebGlShaderProgram.js +40 -29
  62. package/dist/src/core/renderers/webgl/WebGlShaderProgram.js.map +1 -1
  63. package/dist/src/core/shaders/canvas/Border.d.ts +8 -2
  64. package/dist/src/core/shaders/canvas/Border.js +62 -23
  65. package/dist/src/core/shaders/canvas/Border.js.map +1 -1
  66. package/dist/src/core/shaders/canvas/HolePunch.js +2 -1
  67. package/dist/src/core/shaders/canvas/HolePunch.js.map +1 -1
  68. package/dist/src/core/shaders/canvas/LinearGradient.js +5 -3
  69. package/dist/src/core/shaders/canvas/LinearGradient.js.map +1 -1
  70. package/dist/src/core/shaders/canvas/RadialGradient.js +7 -5
  71. package/dist/src/core/shaders/canvas/RadialGradient.js.map +1 -1
  72. package/dist/src/core/shaders/canvas/Rounded.js +2 -2
  73. package/dist/src/core/shaders/canvas/Rounded.js.map +1 -1
  74. package/dist/src/core/shaders/canvas/RoundedWithBorder.d.ts +6 -3
  75. package/dist/src/core/shaders/canvas/RoundedWithBorder.js +39 -9
  76. package/dist/src/core/shaders/canvas/RoundedWithBorder.js.map +1 -1
  77. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.d.ts +2 -3
  78. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.js +44 -7
  79. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.js.map +1 -1
  80. package/dist/src/core/shaders/canvas/RoundedWithShadow.js +5 -4
  81. package/dist/src/core/shaders/canvas/RoundedWithShadow.js.map +1 -1
  82. package/dist/src/core/shaders/canvas/Shadow.js +4 -2
  83. package/dist/src/core/shaders/canvas/Shadow.js.map +1 -1
  84. package/dist/src/core/shaders/canvas/utils/render.d.ts +1 -1
  85. package/dist/src/core/shaders/canvas/utils/render.js +31 -18
  86. package/dist/src/core/shaders/canvas/utils/render.js.map +1 -1
  87. package/dist/src/core/shaders/templates/BorderTemplate.d.ts +10 -0
  88. package/dist/src/core/shaders/templates/BorderTemplate.js +20 -0
  89. package/dist/src/core/shaders/templates/BorderTemplate.js.map +1 -1
  90. package/dist/src/core/shaders/webgl/Border.js +72 -14
  91. package/dist/src/core/shaders/webgl/Border.js.map +1 -1
  92. package/dist/src/core/shaders/webgl/RoundedWithBorder.js +101 -31
  93. package/dist/src/core/shaders/webgl/RoundedWithBorder.js.map +1 -1
  94. package/dist/src/core/shaders/webgl/RoundedWithBorderAndShadow.js +102 -38
  95. package/dist/src/core/shaders/webgl/RoundedWithBorderAndShadow.js.map +1 -1
  96. package/dist/src/core/shaders/webgl/RoundedWithShadow.js +5 -4
  97. package/dist/src/core/shaders/webgl/RoundedWithShadow.js.map +1 -1
  98. package/dist/src/core/shaders/webgl/SdfShadowShader.d.ts +9 -0
  99. package/dist/src/core/shaders/webgl/SdfShadowShader.js +100 -0
  100. package/dist/src/core/shaders/webgl/SdfShadowShader.js.map +1 -0
  101. package/dist/src/core/shaders/webgl/Shadow.js +12 -6
  102. package/dist/src/core/shaders/webgl/Shadow.js.map +1 -1
  103. package/dist/src/core/text-rendering/SdfTextRenderer.js +12 -20
  104. package/dist/src/core/text-rendering/SdfTextRenderer.js.map +1 -1
  105. package/dist/src/core/utils.d.ts +1 -1
  106. package/dist/src/main-api/Inspector.d.ts +1 -1
  107. package/dist/src/main-api/Inspector.js +4 -1
  108. package/dist/src/main-api/Inspector.js.map +1 -1
  109. package/dist/src/main-api/Renderer.d.ts +10 -0
  110. package/dist/src/main-api/Renderer.js +2 -0
  111. package/dist/src/main-api/Renderer.js.map +1 -1
  112. package/dist/tsconfig.dist.tsbuildinfo +1 -1
  113. package/package.json +1 -1
  114. package/src/core/Autosizer.ts +224 -0
  115. package/src/core/CoreNode.test.ts +116 -2
  116. package/src/core/CoreNode.ts +247 -78
  117. package/src/core/CoreTextNode.ts +3 -5
  118. package/src/core/CoreTextureManager.ts +1 -1
  119. package/src/core/Stage.ts +10 -7
  120. package/src/core/TextureMemoryManager.ts +3 -3
  121. package/src/core/lib/ImageWorker.ts +36 -11
  122. package/src/core/lib/WebGlContextWrapper.ts +1 -1
  123. package/src/core/lib/utils.ts +28 -25
  124. package/src/core/renderers/CoreRenderer.ts +1 -32
  125. package/src/core/renderers/CoreShaderNode.ts +20 -0
  126. package/src/core/renderers/canvas/CanvasRenderer.ts +43 -51
  127. package/src/core/renderers/canvas/CanvasShaderNode.ts +1 -2
  128. package/src/core/renderers/webgl/SdfRenderOp.ts +105 -0
  129. package/src/core/renderers/webgl/WebGlCtxTexture.ts +16 -9
  130. package/src/core/renderers/webgl/WebGlRenderer.ts +56 -78
  131. package/src/core/renderers/webgl/WebGlShaderNode.ts +2 -7
  132. package/src/core/renderers/webgl/WebGlShaderProgram.ts +48 -38
  133. package/src/core/shaders/canvas/Border.ts +86 -29
  134. package/src/core/shaders/canvas/HolePunch.ts +2 -1
  135. package/src/core/shaders/canvas/LinearGradient.ts +8 -6
  136. package/src/core/shaders/canvas/RadialGradient.ts +7 -10
  137. package/src/core/shaders/canvas/Rounded.ts +5 -5
  138. package/src/core/shaders/canvas/RoundedWithBorder.ts +68 -18
  139. package/src/core/shaders/canvas/RoundedWithBorderAndShadow.ts +71 -23
  140. package/src/core/shaders/canvas/RoundedWithShadow.ts +6 -5
  141. package/src/core/shaders/canvas/Shadow.ts +7 -5
  142. package/src/core/shaders/canvas/utils/render.ts +45 -36
  143. package/src/core/shaders/templates/BorderTemplate.ts +30 -0
  144. package/src/core/shaders/webgl/Border.ts +72 -15
  145. package/src/core/shaders/webgl/RoundedWithBorder.ts +101 -31
  146. package/src/core/shaders/webgl/RoundedWithBorderAndShadow.ts +102 -38
  147. package/src/core/shaders/webgl/RoundedWithShadow.ts +5 -4
  148. package/src/core/shaders/webgl/Shadow.ts +12 -6
  149. package/src/core/text-rendering/SdfTextRenderer.ts +18 -21
  150. package/src/main-api/Inspector.ts +6 -3
  151. package/src/main-api/Renderer.ts +13 -0
  152. package/src/core/renderers/webgl/WebGlRenderOp.ts +0 -170
@@ -16,6 +16,16 @@ export interface BorderProps {
16
16
  * @default 0xffffffff
17
17
  */
18
18
  color: number;
19
+ /**
20
+ * Alignment of the border
21
+ *
22
+ * @default 'inside'
23
+ */
24
+ align: number | 'inside' | 'center' | 'outside';
25
+ /**
26
+ * Gap between node and border baseline. Default is 0. and generally edge of node)
27
+ */
28
+ gap: number;
19
29
  /**
20
30
  * Top width
21
31
  */
@@ -29,6 +29,26 @@ export function getBorderProps(prefix) {
29
29
  },
30
30
  },
31
31
  [pf + 'color']: 0xffffffff,
32
+ [pf + 'align']: {
33
+ default: 0, //inside,
34
+ resolve(value) {
35
+ if (!isNaN(value)) {
36
+ return value;
37
+ }
38
+ if (typeof value === 'string') {
39
+ switch (value) {
40
+ case 'inside':
41
+ return 0;
42
+ case 'center':
43
+ return 0.5;
44
+ case 'outside':
45
+ return 1;
46
+ }
47
+ }
48
+ return this.default;
49
+ },
50
+ },
51
+ [pf + 'gap']: 0,
32
52
  [pf + 'top']: {
33
53
  default: 0,
34
54
  set(value, props) {
@@ -1 +1 @@
1
- {"version":3,"file":"BorderTemplate.js","sourceRoot":"","sources":["../../../../../src/core/shaders/templates/BorderTemplate.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAIH,OAAO,EAAE,oBAAoB,EAAqB,MAAM,aAAa,CAAC;AAoCtE,MAAM,UAAU,cAAc,CAC5B,MAAU;IAEV,MAAM,EAAE,GAAG,MAAM,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;IAC3D,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,CAAC;IACnB,OAAO;QACL,CAAC,CAAC,CAAC,EAAE;YACH,OAAO,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;YACrB,OAAO,CAAC,KAAK;gBACX,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;oBACxB,OAAO,oBAAoB,CAAC,KAAK,CAAC,CAAC;gBACrC,CAAC;gBACD,OAAQ,EAAe,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC/C,CAAC;SACF;QACD,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE,UAAU;QAC1B,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE;YACZ,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;QACD,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE;YACd,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;QACD,CAAC,EAAE,GAAG,QAAQ,CAAC,EAAE;YACf,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;QACD,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE;YACb,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;KAC8B,CAAC;AACpC,CAAC;AAID,MAAM,CAAC,MAAM,cAAc,GAAgC;IACzD,KAAK,EAAE,cAAc,EAAsB;CAC5C,CAAC"}
1
+ {"version":3,"file":"BorderTemplate.js","sourceRoot":"","sources":["../../../../../src/core/shaders/templates/BorderTemplate.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAIH,OAAO,EAAE,oBAAoB,EAAqB,MAAM,aAAa,CAAC;AA8CtE,MAAM,UAAU,cAAc,CAC5B,MAAU;IAEV,MAAM,EAAE,GAAG,MAAM,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;IAC3D,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,CAAC;IACnB,OAAO;QACL,CAAC,CAAC,CAAC,EAAE;YACH,OAAO,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;YACrB,OAAO,CAAC,KAAK;gBACX,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;oBACxB,OAAO,oBAAoB,CAAC,KAAK,CAAC,CAAC;gBACrC,CAAC;gBACD,OAAQ,EAAe,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC/C,CAAC;SACF;QACD,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE,UAAU;QAC1B,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE;YACd,OAAO,EAAE,CAAC,EAAE,SAAS;YACrB,OAAO,CAAC,KAAK;gBACX,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,EAAE,CAAC;oBAClB,OAAO,KAAe,CAAC;gBACzB,CAAC;gBACD,IAAI,OAAO,KAAK,KAAK,QAAQ,EAAE,CAAC;oBAC9B,QAAQ,KAAK,EAAE,CAAC;wBACd,KAAK,QAAQ;4BACX,OAAO,CAAC,CAAC;wBACX,KAAK,QAAQ;4BACX,OAAO,GAAG,CAAC;wBACb,KAAK,SAAS;4BACZ,OAAO,CAAC,CAAC;oBACb,CAAC;gBACH,CAAC;gBACD,OAAO,IAAI,CAAC,OAAO,CAAC;YACtB,CAAC;SACF;QACD,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;QACf,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE;YACZ,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;QACD,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE;YACd,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;QACD,CAAC,EAAE,GAAG,QAAQ,CAAC,EAAE;YACf,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;QACD,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE;YACb,OAAO,EAAE,CAAC;YACV,GAAG,CAAC,KAAK,EAAE,KAAK;gBACb,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAChC,CAAC;YACD,GAAG,CAAC,KAAK;gBACP,OAAQ,KAAK,CAAC,CAAC,CAAU,CAAC,CAAC,CAAC,CAAC;YAC/B,CAAC;SACF;KAC8B,CAAC;AACpC,CAAC;AAID,MAAM,CAAC,MAAM,cAAc,GAAgC;IACzD,KAAK,EAAE,cAAc,EAAsB;CAC5C,CAAC"}
@@ -14,13 +14,14 @@
14
14
  *
15
15
  * SPDX-License-Identifier: Apache-2.0
16
16
  */
17
- import { valuesAreEqual } from '../../lib/utils.js';
18
17
  import { BorderTemplate, } from '../templates/BorderTemplate.js';
19
18
  export const Border = {
20
19
  props: BorderTemplate.props,
21
20
  update(node) {
22
21
  this.uniform4fa('u_borderWidth', this.props.w);
23
22
  this.uniformRGBA('u_borderColor', this.props.color);
23
+ this.uniform1f('u_borderGap', this.props.gap);
24
+ this.uniform1f('u_borderAlign', this.props.align);
24
25
  },
25
26
  vertex: `
26
27
  # ifdef GL_FRAGMENT_PRECISION_HIGH
@@ -40,27 +41,67 @@ export const Border = {
40
41
 
41
42
  uniform vec4 u_radius;
42
43
  uniform vec4 u_borderWidth;
44
+ uniform float u_borderGap;
45
+ uniform float u_borderAlign;
43
46
 
44
47
  varying vec4 v_color;
45
48
  varying vec2 v_textureCoords;
46
49
  varying vec2 v_nodeCoords;
47
50
 
48
51
  varying vec2 v_innerSize;
52
+ varying vec2 v_outerSize;
53
+ varying vec2 v_outerBorderUv;
54
+ varying vec2 v_innerBorderUv;
49
55
  varying vec2 v_halfDimensions;
56
+ varying float v_edgeWidth;
50
57
 
51
58
  void main() {
52
- vec2 normalized = a_position * u_pixelRatio;
53
59
  vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
60
+ vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
61
+ v_edgeWidth = 1.0 / u_pixelRatio;
62
+
63
+ float borderTop = u_borderWidth.x;
64
+ float borderRight = u_borderWidth.y;
65
+ float borderBottom = u_borderWidth.z;
66
+ float borderLeft = u_borderWidth.w;
67
+
68
+ v_outerBorderUv = vec2(0.0);
69
+ v_innerBorderUv = vec2(0.0);
70
+
71
+ vec2 borderSize = vec2(borderRight + borderLeft, borderTop + borderBottom);
72
+ vec2 extraSize = borderSize * u_borderAlign;
73
+ float gapLeft = step(0.001, borderLeft) * u_borderGap;
74
+ float gapRight = step(0.001, borderRight) * u_borderGap;
75
+ float gapTop = step(0.001, borderTop) * u_borderGap;
76
+ float gapBottom = step(0.001, borderBottom) * u_borderGap;
77
+ vec2 gapSize = vec2(gapLeft + gapRight, gapTop + gapBottom);
78
+
79
+ v_outerSize = (u_dimensions + gapSize + extraSize) * 0.5;
80
+ v_innerSize = v_outerSize - borderSize * 0.5;
81
+
82
+ // Use sign() to avoid branching
83
+ vec2 borderDiff = vec2(borderRight - borderLeft, borderBottom - borderTop);
84
+ vec2 signDiff = sign(borderDiff);
85
+ borderDiff = abs(borderDiff);
86
+
87
+ vec2 gapDiff = vec2(gapRight - gapLeft, gapBottom - gapTop);
88
+ vec2 signGapDiff = sign(gapDiff);
89
+ gapDiff = abs(gapDiff);
90
+
91
+ v_outerBorderUv = -signDiff * borderDiff * u_borderAlign * 0.5 - signGapDiff * gapDiff * 0.5;
92
+ v_innerBorderUv = v_outerBorderUv + signDiff * borderDiff * 0.5;
93
+
94
+ vec2 edgeOffsetExtra = step(u_dimensions * 0.5, v_outerSize) * edge * (extraSize + u_borderGap);
95
+ vec2 borderEdge = edgeOffsetExtra;
96
+
97
+ vec2 vertexPos = (a_position + edge + borderEdge) * u_pixelRatio;
98
+ gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
54
99
 
55
100
  v_color = a_color;
56
- v_nodeCoords = a_nodeCoords;
57
- v_textureCoords = a_textureCoords;
101
+ v_nodeCoords = a_nodeCoords + (screenSpace + borderEdge) / (u_dimensions);
102
+ v_textureCoords = a_textureCoords + (screenSpace + borderEdge) / (u_dimensions);
58
103
 
59
104
  v_halfDimensions = u_dimensions * 0.5;
60
- v_innerSize = vec2(u_dimensions.x - (u_borderWidth[3] + u_borderWidth[1]), u_dimensions.y - (u_borderWidth[0] + u_borderWidth[2])) * 0.5 - 0.5;
61
-
62
- gl_Position = vec4(normalized.x * screenSpace.x - 1.0, normalized.y * -abs(screenSpace.y) + 1.0, 0.0, 1.0);
63
- gl_Position.y = -sign(screenSpace.y) * gl_Position.y;
64
105
  }
65
106
  `,
66
107
  fragment: `
@@ -79,13 +120,18 @@ export const Border = {
79
120
 
80
121
  uniform vec4 u_borderWidth;
81
122
  uniform vec4 u_borderColor;
123
+ uniform float u_borderGap;
82
124
 
83
125
  varying vec4 v_color;
84
126
  varying vec2 v_nodeCoords;
85
127
  varying vec2 v_textureCoords;
86
128
 
87
129
  varying vec2 v_innerSize;
130
+ varying vec2 v_outerSize;
131
+ varying vec2 v_outerBorderUv;
132
+ varying vec2 v_innerBorderUv;
88
133
  varying vec2 v_halfDimensions;
134
+ varying float v_edgeWidth;
89
135
 
90
136
  float box(vec2 p, vec2 s) {
91
137
  vec2 q = abs(p) - s;
@@ -94,16 +140,28 @@ export const Border = {
94
140
 
95
141
  void main() {
96
142
  vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
143
+ vec4 resultColor = vec4(0.0);
97
144
  vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
98
145
 
99
- boxUv.x += u_borderWidth.y > u_borderWidth.w ? (u_borderWidth.y - u_borderWidth.w) * 0.5 : -(u_borderWidth.w - u_borderWidth.y) * 0.5;
100
- boxUv.y += u_borderWidth.z > u_borderWidth.x ? (u_borderWidth.z - u_borderWidth.x) * 0.5 : -(u_borderWidth.x - u_borderWidth.z) * 0.5;
146
+ float outerDist = box(boxUv + v_outerBorderUv, v_outerSize - v_edgeWidth);
147
+ float innerDist = box(boxUv + v_innerBorderUv, v_innerSize - v_edgeWidth);
148
+
149
+ if(u_borderGap == 0.0) {
150
+ resultColor = mix(resultColor, u_borderColor, 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, outerDist));
151
+ resultColor = mix(resultColor, color, 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, innerDist));
152
+ gl_FragColor = resultColor * u_alpha;
153
+ return;
154
+ }
155
+
156
+ float nodeDist = box(boxUv, v_halfDimensions - v_edgeWidth);
157
+ float nodeAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, nodeDist);
101
158
 
102
- float innerDist = box(boxUv, v_innerSize);
103
- float innerAlpha = 1.0 - smoothstep(0.0, 1.0, innerDist);
159
+ float borderDist = max(-innerDist, outerDist);
160
+ float borderAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, borderDist);
161
+ resultColor = mix(resultColor, color, nodeAlpha);
162
+ resultColor = mix(resultColor, u_borderColor, borderAlpha * u_borderColor.a);
104
163
 
105
- vec4 resColor = mix(u_borderColor, color, innerAlpha);
106
- gl_FragColor = resColor * u_alpha;
164
+ gl_FragColor = resultColor * u_alpha;
107
165
  }
108
166
  `,
109
167
  };
@@ -1 +1 @@
1
- {"version":3,"file":"Border.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/Border.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAE,cAAc,EAAE,MAAM,oBAAoB,CAAC;AACpD,OAAO,EACL,cAAc,GAEf,MAAM,gCAAgC,CAAC;AAIxC,MAAM,CAAC,MAAM,MAAM,GAAiC;IAClD,KAAK,EAAE,cAAc,CAAC,KAAK;IAC3B,MAAM,CAAC,IAAI;QACT,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,CAAS,CAAC,CAAC;QACxD,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,KAAK,CAAC,CAAC;IACvD,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCP;IACD,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CT;CACF,CAAC"}
1
+ {"version":3,"file":"Border.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/Border.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,OAAO,EACL,cAAc,GAEf,MAAM,gCAAgC,CAAC;AAIxC,MAAM,CAAC,MAAM,MAAM,GAAiC;IAClD,KAAK,EAAE,cAAc,CAAC,KAAK;IAC3B,MAAM,CAAC,IAAI;QACT,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,CAAS,CAAC,CAAC;QACxD,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,KAAK,CAAC,CAAC;QACrD,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,KAAM,CAAC,GAAa,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,KAAe,CAAC,CAAC;IAC/D,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgFP;IACD,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2DT;CACF,CAAC"}
@@ -21,6 +21,8 @@ export const RoundedWithBorder = {
21
21
  update(node) {
22
22
  this.uniformRGBA('u_borderColor', this.props['border-color']);
23
23
  this.uniform4fa('u_borderWidth', this.props['border-w']);
24
+ this.uniform1f('u_borderGap', this.props['border-gap']);
25
+ this.uniform1f('u_borderAlign', this.props['border-align']);
24
26
  this.uniform4fa('u_radius', calcFactoredRadiusArray(this.props.radius, node.w, node.h));
25
27
  },
26
28
  vertex: `
@@ -41,41 +43,93 @@ export const RoundedWithBorder = {
41
43
 
42
44
  uniform vec4 u_radius;
43
45
  uniform vec4 u_borderWidth;
46
+ uniform float u_borderGap;
47
+ uniform float u_borderAlign;
44
48
 
45
49
  varying vec4 v_color;
46
50
  varying vec2 v_textureCoords;
47
51
  varying vec2 v_nodeCoords;
48
52
 
49
- varying vec4 v_innerRadius;
50
53
  varying vec2 v_innerSize;
54
+ varying vec2 v_outerSize;
55
+ varying vec2 v_outerBorderUv;
56
+ varying vec2 v_innerBorderUv;
57
+ varying vec4 v_innerBorderRadius;
58
+ varying vec4 v_outerBorderRadius;
51
59
  varying vec2 v_halfDimensions;
60
+ varying float v_edgeWidth;
52
61
  varying float v_borderZero;
53
62
 
54
63
  void main() {
55
- vec2 normalized = a_position * u_pixelRatio;
64
+ vec2 vertexPos = a_position * u_pixelRatio;
56
65
  vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
57
-
58
- v_color = a_color;
59
- v_nodeCoords = a_nodeCoords;
60
- v_textureCoords = a_textureCoords;
61
-
62
- v_halfDimensions = u_dimensions * 0.5;
66
+ vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
67
+ vec2 edgeOffset = vec2(0.0);
63
68
 
64
69
  v_borderZero = u_borderWidth == vec4(0.0) ? 1.0 : 0.0;
70
+ v_innerSize = vec2(0.0);
71
+ v_outerSize = vec2(0.0);
65
72
 
66
73
  if(v_borderZero == 0.0) {
67
- v_innerRadius = vec4(
68
- max(0.0, u_radius.x - max(u_borderWidth.x, u_borderWidth.w) - 0.5),
69
- max(0.0, u_radius.y - max(u_borderWidth.x, u_borderWidth.y) - 0.5),
70
- max(0.0, u_radius.z - max(u_borderWidth.z, u_borderWidth.y) - 0.5),
71
- max(0.0, u_radius.w - max(u_borderWidth.z, u_borderWidth.w) - 0.5)
74
+ float borderTop = u_borderWidth.x;
75
+ float borderRight = u_borderWidth.y;
76
+ float borderBottom = u_borderWidth.z;
77
+ float borderLeft = u_borderWidth.w;
78
+
79
+ v_outerBorderUv = vec2(0.0);
80
+ v_innerBorderUv = vec2(0.0);
81
+
82
+ vec2 borderSize = vec2(borderRight + borderLeft, borderTop + borderBottom);
83
+ vec2 extraSize = borderSize * u_borderAlign;
84
+ float gapLeft = step(0.001, borderLeft) * u_borderGap;
85
+ float gapRight = step(0.001, borderRight) * u_borderGap;
86
+ float gapTop = step(0.001, borderTop) * u_borderGap;
87
+ float gapBottom = step(0.001, borderBottom) * u_borderGap;
88
+ vec2 gapSize = vec2(gapLeft + gapRight, gapTop + gapBottom);
89
+
90
+ v_outerSize = (u_dimensions + gapSize + extraSize) * 0.5;
91
+ v_innerSize = v_outerSize - borderSize * 0.5;
92
+
93
+ // Use sign() to avoid branching
94
+ vec2 borderDiff = vec2(borderRight - borderLeft, borderBottom - borderTop);
95
+ vec2 signDiff = sign(borderDiff);
96
+ borderDiff = abs(borderDiff);
97
+
98
+ vec2 gapDiff = vec2(gapRight - gapLeft, gapBottom - gapTop);
99
+ vec2 signGapDiff = sign(gapDiff);
100
+ gapDiff = abs(gapDiff);
101
+
102
+ v_outerBorderUv = -signDiff * borderDiff * u_borderAlign * 0.5 - signGapDiff * gapDiff * 0.5;
103
+ v_innerBorderUv = v_outerBorderUv + signDiff * borderDiff * 0.5;
104
+
105
+ v_outerBorderRadius = vec4(
106
+ max(0.0, u_radius.x + max(borderTop * u_borderAlign + u_borderGap, borderLeft * u_borderAlign + u_borderGap)),
107
+ max(0.0, u_radius.y + max(borderTop * u_borderAlign + u_borderGap, borderRight * u_borderAlign + u_borderGap)),
108
+ max(0.0, u_radius.z + max(borderBottom * u_borderAlign + u_borderGap, borderRight * u_borderAlign + u_borderGap)),
109
+ max(0.0, u_radius.w + max(borderBottom * u_borderAlign + u_borderGap, borderLeft * u_borderAlign + u_borderGap))
72
110
  );
73
111
 
74
- v_innerSize = (vec2(u_dimensions.x - (u_borderWidth[3] + u_borderWidth[1]) + 1.0, u_dimensions.y - (u_borderWidth[0] + u_borderWidth[2])) - 2.0) * 0.5;
112
+ v_innerBorderRadius = vec4(
113
+ max(0.0, v_outerBorderRadius.x - max(borderTop, borderLeft)),
114
+ max(0.0, v_outerBorderRadius.y - max(borderTop, borderRight)),
115
+ max(0.0, v_outerBorderRadius.z - max(borderBottom, borderRight)),
116
+ max(0.0, v_outerBorderRadius.w - max(borderBottom, borderLeft))
117
+ );
118
+
119
+ vec2 edgeOffsetExtra = step(u_dimensions * 0.5, v_outerSize) * edge * (extraSize + u_borderGap);
120
+ edgeOffset = edgeOffsetExtra;
121
+
122
+ vertexPos = (a_position + edge + edgeOffset) * u_pixelRatio;
75
123
  }
76
124
 
77
- gl_Position = vec4(normalized.x * screenSpace.x - 1.0, normalized.y * -abs(screenSpace.y) + 1.0, 0.0, 1.0);
78
- gl_Position.y = -sign(screenSpace.y) * gl_Position.y;
125
+ gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
126
+
127
+ v_color = a_color;
128
+ v_nodeCoords = a_nodeCoords + (screenSpace + edgeOffset) / (u_dimensions);
129
+ v_textureCoords = a_textureCoords + (screenSpace + edgeOffset) / (u_dimensions);
130
+
131
+ v_halfDimensions = u_dimensions * 0.5;
132
+ v_edgeWidth = 1.0 / u_pixelRatio;
79
133
  }
80
134
  `,
81
135
  fragment: `
@@ -92,17 +146,23 @@ export const RoundedWithBorder = {
92
146
  uniform sampler2D u_texture;
93
147
 
94
148
  uniform vec4 u_radius;
95
-
96
149
  uniform vec4 u_borderWidth;
97
150
  uniform vec4 u_borderColor;
151
+ uniform float u_borderGap;
152
+ uniform float u_borderAlign;
98
153
 
99
154
  varying vec4 v_color;
100
155
  varying vec2 v_textureCoords;
101
156
  varying vec2 v_nodeCoords;
102
157
 
103
- varying vec2 v_halfDimensions;
104
- varying vec4 v_innerRadius;
105
158
  varying vec2 v_innerSize;
159
+ varying vec2 v_outerSize;
160
+ varying vec2 v_outerBorderUv;
161
+ varying vec2 v_innerBorderUv;
162
+ varying vec4 v_innerBorderRadius;
163
+ varying vec4 v_outerBorderRadius;
164
+ varying vec2 v_halfDimensions;
165
+ varying float v_edgeWidth;
106
166
  varying float v_borderZero;
107
167
 
108
168
  float roundedBox(vec2 p, vec2 s, vec4 r) {
@@ -114,27 +174,37 @@ export const RoundedWithBorder = {
114
174
 
115
175
  void main() {
116
176
  vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
117
-
177
+ vec4 resultColor = vec4(0.0);
118
178
  vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
119
- float outerDist = roundedBox(boxUv, v_halfDimensions, u_radius);
120
179
 
121
- float edgeWidth = 1.0 / u_pixelRatio;
122
- float outerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, outerDist);
180
+ float nodeDist;
181
+ float nodeAlpha;
123
182
 
124
183
  if(v_borderZero == 1.0) {
125
- gl_FragColor = mix(vec4(0.0), color, outerAlpha) * u_alpha;
184
+ nodeDist = roundedBox(boxUv, v_halfDimensions - v_edgeWidth, u_radius);
185
+ nodeAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, nodeDist);
186
+ gl_FragColor = mix(vec4(0.0), color, nodeAlpha) * u_alpha;
126
187
  return;
127
188
  }
128
189
 
129
- boxUv.x += u_borderWidth.y > u_borderWidth.w ? (u_borderWidth.y - u_borderWidth.w) * 0.5 : -(u_borderWidth.w - u_borderWidth.y) * 0.5;
130
- boxUv.y += u_borderWidth.z > u_borderWidth.x ? ((u_borderWidth.z - u_borderWidth.x) * 0.5 + 0.5) : -(u_borderWidth.x - u_borderWidth.z) * 0.5;
190
+ float outerDist = roundedBox(boxUv + v_outerBorderUv, v_outerSize - v_edgeWidth, v_outerBorderRadius);
191
+ float innerDist = roundedBox(boxUv + v_innerBorderUv, v_innerSize - v_edgeWidth, v_innerBorderRadius);
192
+
193
+ if(u_borderGap == 0.0) {
194
+ resultColor = mix(resultColor, u_borderColor, 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, outerDist));
195
+ resultColor = mix(resultColor, color, 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, innerDist));
196
+ gl_FragColor = resultColor * u_alpha;
197
+ return;
198
+ }
131
199
 
132
- float innerDist = roundedBox(boxUv, v_innerSize, v_innerRadius);
133
- float innerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, innerDist);
200
+ nodeDist = roundedBox(boxUv, v_halfDimensions - v_edgeWidth, u_radius);
201
+ nodeAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, nodeDist);
202
+ float borderDist = max(-innerDist, outerDist);
203
+ float borderAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, borderDist);
134
204
 
135
- vec4 resColor = mix(u_borderColor, color, innerAlpha);
136
- resColor = mix(vec4(0.0), resColor, outerAlpha);
137
- gl_FragColor = resColor * u_alpha;
205
+ resultColor = mix(vec4(0.0), color, nodeAlpha);
206
+ resultColor = mix(resultColor, u_borderColor, borderAlpha * u_borderColor.a);
207
+ gl_FragColor = resultColor * u_alpha;
138
208
  }
139
209
  `,
140
210
  };
@@ -1 +1 @@
1
- {"version":3,"file":"RoundedWithBorder.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithBorder.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,yBAAyB,GAE1B,MAAM,2CAA2C,CAAC;AAEnD,MAAM,CAAC,MAAM,iBAAiB,GAA4C;IACxE,KAAK,EAAE,yBAAyB,CAAC,KAAK;IACtC,MAAM,CAAC,IAAc;QACnB,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAC,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,UAAU,CAAS,CAAC,CAAC;QAElE,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,IAAI,CAAC,KAAM,CAAC,MAAc,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CACpE,CAAC;IACJ,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsDP;IACD,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0DT;CACF,CAAC"}
1
+ {"version":3,"file":"RoundedWithBorder.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithBorder.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,yBAAyB,GAE1B,MAAM,2CAA2C,CAAC;AAEnD,MAAM,CAAC,MAAM,iBAAiB,GAA4C;IACxE,KAAK,EAAE,yBAAyB,CAAC,KAAK;IACtC,MAAM,CAAC,IAAc;QACnB,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAC,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,UAAU,CAAS,CAAC,CAAC;QAClE,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,KAAM,CAAC,YAAY,CAAW,CAAC,CAAC;QACnE,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAW,CAAC,CAAC;QAEvE,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,IAAI,CAAC,KAAM,CAAC,MAAc,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CACpE,CAAC;IACJ,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0GP;IACD,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0ET;CACF,CAAC"}
@@ -22,6 +22,8 @@ export const RoundedWithBorderAndShadow = {
22
22
  const props = this.props;
23
23
  this.uniformRGBA('u_borderColor', props['border-color']);
24
24
  this.uniform4fa('u_borderWidth', props['border-w']);
25
+ this.uniform1f('u_borderGap', this.props['border-gap']);
26
+ this.uniform1f('u_borderAlign', this.props['border-align']);
25
27
  this.uniformRGBA('u_shadowColor', props['shadow-color']);
26
28
  this.uniform4fa('u_shadow', props['shadow-projection']);
27
29
  this.uniform4fa('u_radius', calcFactoredRadiusArray(props.radius, node.w, node.h));
@@ -46,45 +48,94 @@ export const RoundedWithBorderAndShadow = {
46
48
  uniform vec4 u_shadow;
47
49
  uniform vec4 u_radius;
48
50
  uniform vec4 u_borderWidth;
51
+ uniform float u_borderGap;
52
+ uniform float u_borderAlign;
49
53
 
50
54
  varying vec4 v_color;
51
55
  varying vec2 v_textureCoords;
52
56
  varying vec2 v_nodeCoords;
53
57
 
54
- varying vec4 v_innerRadius;
55
58
  varying vec2 v_innerSize;
59
+ varying vec2 v_outerSize;
60
+ varying vec2 v_outerBorderUv;
61
+ varying vec2 v_innerBorderUv;
62
+ varying vec4 v_innerBorderRadius;
63
+ varying vec4 v_outerBorderRadius;
56
64
  varying vec2 v_halfDimensions;
65
+ varying float v_edgeWidth;
57
66
  varying float v_borderZero;
58
67
 
59
68
  void main() {
60
69
  vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
61
- vec2 outerEdge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
70
+ vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
62
71
 
63
- vec2 shadowEdge = outerEdge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy;
64
- vec2 normVertexPos = a_position * u_pixelRatio;
65
-
66
- vec2 vertexPos = (a_position + outerEdge + shadowEdge) * u_pixelRatio;
67
- gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
68
-
69
- v_halfDimensions = u_dimensions * 0.5;
70
-
71
- v_color = a_color;
72
- v_nodeCoords = a_nodeCoords + (screenSpace + shadowEdge) / (u_dimensions);
73
- v_textureCoords = a_textureCoords + (screenSpace + shadowEdge) / (u_dimensions);
72
+ vec2 edgeOffset = edge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy;
73
+ vec2 vertexPos = (a_position + edge + edgeOffset) * u_pixelRatio;
74
74
 
75
75
  v_borderZero = u_borderWidth == vec4(0.0) ? 1.0 : 0.0;
76
76
 
77
+ v_innerSize = vec2(0.0);
78
+ v_outerSize = vec2(0.0);
77
79
 
78
80
  if(v_borderZero == 0.0) {
79
- v_innerRadius = vec4(
80
- max(0.0, u_radius.x - max(u_borderWidth.x, u_borderWidth.w) - 0.5),
81
- max(0.0, u_radius.y - max(u_borderWidth.x, u_borderWidth.y) - 0.5),
82
- max(0.0, u_radius.z - max(u_borderWidth.z, u_borderWidth.y) - 0.5),
83
- max(0.0, u_radius.w - max(u_borderWidth.z, u_borderWidth.w) - 0.5)
81
+ float borderTop = u_borderWidth.x;
82
+ float borderRight = u_borderWidth.y;
83
+ float borderBottom = u_borderWidth.z;
84
+ float borderLeft = u_borderWidth.w;
85
+
86
+ v_outerBorderUv = vec2(0.0);
87
+ v_innerBorderUv = vec2(0.0);
88
+
89
+ vec2 borderSize = vec2(borderRight + borderLeft, borderTop + borderBottom);
90
+ vec2 extraSize = borderSize * u_borderAlign;
91
+ float gapLeft = step(0.001, borderLeft) * u_borderGap;
92
+ float gapRight = step(0.001, borderRight) * u_borderGap;
93
+ float gapTop = step(0.001, borderTop) * u_borderGap;
94
+ float gapBottom = step(0.001, borderBottom) * u_borderGap;
95
+ vec2 gapSize = vec2(gapLeft + gapRight, gapTop + gapBottom);
96
+
97
+ v_outerSize = (u_dimensions + gapSize + extraSize) * 0.5;
98
+ v_innerSize = v_outerSize - borderSize * 0.5;
99
+
100
+ // Use sign() to avoid branching
101
+ vec2 borderDiff = vec2(borderRight - borderLeft, borderBottom - borderTop);
102
+ vec2 signDiff = sign(borderDiff);
103
+ borderDiff = abs(borderDiff);
104
+
105
+ vec2 gapDiff = vec2(gapRight - gapLeft, gapBottom - gapTop);
106
+ vec2 signGapDiff = sign(gapDiff);
107
+ gapDiff = abs(gapDiff);
108
+
109
+ v_outerBorderUv = -signDiff * borderDiff * u_borderAlign * 0.5 - signGapDiff * gapDiff * 0.5;
110
+ v_innerBorderUv = v_outerBorderUv + signDiff * borderDiff * 0.5;
111
+
112
+ v_outerBorderRadius = vec4(
113
+ max(0.0, u_radius.x + max(borderTop * u_borderAlign + u_borderGap, borderLeft * u_borderAlign + u_borderGap)),
114
+ max(0.0, u_radius.y + max(borderTop * u_borderAlign + u_borderGap, borderRight * u_borderAlign + u_borderGap)),
115
+ max(0.0, u_radius.z + max(borderBottom * u_borderAlign + u_borderGap, borderRight * u_borderAlign + u_borderGap)),
116
+ max(0.0, u_radius.w + max(borderBottom * u_borderAlign + u_borderGap, borderLeft * u_borderAlign + u_borderGap))
84
117
  );
85
118
 
86
- v_innerSize = (vec2(u_dimensions.x - (u_borderWidth[3] + u_borderWidth[1]) - 1.0, u_dimensions.y - (u_borderWidth[0] + u_borderWidth[2])) - 2.0) * 0.5;
119
+ v_innerBorderRadius = vec4(
120
+ max(0.0, v_outerBorderRadius.x - max(borderTop, borderLeft)),
121
+ max(0.0, v_outerBorderRadius.y - max(borderTop, borderRight)),
122
+ max(0.0, v_outerBorderRadius.z - max(borderBottom, borderRight)),
123
+ max(0.0, v_outerBorderRadius.w - max(borderBottom, borderLeft))
124
+ );
125
+
126
+ vec2 edgeOffsetExtra = step(u_dimensions * 0.5, v_outerSize) * edge * (extraSize + u_borderGap);
127
+ edgeOffset += edgeOffsetExtra;
128
+
129
+ vertexPos = (a_position + edge + edgeOffset) * u_pixelRatio;
87
130
  }
131
+
132
+ gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
133
+
134
+ v_halfDimensions = u_dimensions * 0.5;
135
+ v_edgeWidth = 1.0 / u_pixelRatio;
136
+ v_color = a_color;
137
+ v_nodeCoords = a_nodeCoords + (screenSpace + edgeOffset) / (u_dimensions);
138
+ v_textureCoords = a_textureCoords + (screenSpace + edgeOffset) / (u_dimensions);
88
139
  }
89
140
  `,
90
141
  fragment: `
@@ -111,9 +162,14 @@ export const RoundedWithBorderAndShadow = {
111
162
  varying vec2 v_textureCoords;
112
163
  varying vec2 v_nodeCoords;
113
164
 
114
- varying vec2 v_halfDimensions;
115
- varying vec4 v_innerRadius;
116
165
  varying vec2 v_innerSize;
166
+ varying vec2 v_outerSize;
167
+ varying vec2 v_outerBorderUv;
168
+ varying vec2 v_innerBorderUv;
169
+ varying vec4 v_innerBorderRadius;
170
+ varying vec4 v_outerBorderRadius;
171
+ varying vec2 v_halfDimensions;
172
+ varying float v_edgeWidth;
117
173
  varying float v_borderZero;
118
174
 
119
175
  float roundedBox(vec2 p, vec2 s, vec4 r) {
@@ -133,30 +189,38 @@ export const RoundedWithBorderAndShadow = {
133
189
 
134
190
  void main() {
135
191
  vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
136
-
192
+ vec4 resultColor = vec4(0.0);
137
193
  vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
138
- float outerDist = roundedBox(boxUv, v_halfDimensions - 1.0, u_radius);
139
-
140
- float edgeWidth = 1.0 / u_pixelRatio;
141
- float outerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, outerDist);
142
-
143
- float shadowAlpha = shadowBox(boxUv - u_shadow.xy, v_halfDimensions + u_shadow.w, u_radius + u_shadow.z);
144
- vec4 shadow = mix(vec4(0.0), u_shadowColor, shadowAlpha);
194
+ float nodeDist;
195
+ float nodeAlpha;
196
+ float shadowAlpha;
145
197
 
146
198
  if(v_borderZero == 1.0) {
147
- gl_FragColor = mix(shadow, color, outerAlpha) * u_alpha;
199
+ nodeDist = roundedBox(boxUv, v_halfDimensions - v_edgeWidth, u_radius);
200
+ nodeAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, nodeDist);
201
+ shadowAlpha = shadowBox(boxUv - u_shadow.xy, v_halfDimensions + u_shadow.w - v_edgeWidth, u_radius + u_shadow.z);
202
+ resultColor = mix(resultColor, u_shadowColor, shadowAlpha);
203
+ gl_FragColor = mix(resultColor, color, nodeAlpha) * u_alpha;
148
204
  return;
149
205
  }
150
206
 
151
- boxUv.x += u_borderWidth.y > u_borderWidth.w ? (u_borderWidth.y - u_borderWidth.w) * 0.5 : -(u_borderWidth.w - u_borderWidth.y) * 0.5;
152
- boxUv.y += u_borderWidth.z > u_borderWidth.x ? ((u_borderWidth.z - u_borderWidth.x) * 0.5 + 0.5) : -(u_borderWidth.x - u_borderWidth.z) * 0.5;
153
-
154
- float innerDist = roundedBox(boxUv, v_innerSize, v_innerRadius);
155
- float innerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, innerDist);
207
+ if(v_outerSize.x > v_halfDimensions.x || v_outerSize.y > v_halfDimensions.y) {
208
+ shadowAlpha = shadowBox(boxUv + v_outerBorderUv - u_shadow.xy, v_outerSize + u_shadow.w - v_edgeWidth, v_outerBorderRadius + u_shadow.z);
209
+ }
210
+ else {
211
+ shadowAlpha = shadowBox(boxUv - u_shadow.xy, v_halfDimensions + u_shadow.w - v_edgeWidth, u_radius + u_shadow.z);
212
+ }
156
213
 
157
- vec4 resColor = mix(u_borderColor, color, innerAlpha);
158
- resColor = mix(shadow, resColor, outerAlpha);
159
- gl_FragColor = resColor * u_alpha;
214
+ nodeDist = roundedBox(boxUv, v_halfDimensions - v_edgeWidth, u_radius);
215
+ nodeAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, nodeDist);
216
+ float outerDist = roundedBox(boxUv + v_outerBorderUv, v_outerSize - v_edgeWidth, v_outerBorderRadius);
217
+ float innerDist = roundedBox(boxUv + v_innerBorderUv, v_innerSize - v_edgeWidth, v_innerBorderRadius);
218
+ float borderDist = max(-innerDist, outerDist);
219
+ float borderAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, borderDist);
220
+ resultColor = mix(resultColor, u_shadowColor, shadowAlpha);
221
+ resultColor = mix(resultColor, color, nodeAlpha);
222
+ resultColor = mix(resultColor, u_borderColor, borderAlpha * u_borderColor.a);
223
+ gl_FragColor = resultColor * u_alpha;
160
224
  }
161
225
  `,
162
226
  };
@@ -1 +1 @@
1
- {"version":3,"file":"RoundedWithBorderAndShadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithBorderAndShadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,kCAAkC,GAEnC,MAAM,oDAAoD,CAAC;AAE5D,MAAM,CAAC,MAAM,0BAA0B,GACrC;IACE,KAAK,EAAE,kCAAkC,CAAC,KAAK;IAC/C,MAAM,CAAC,IAAc;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAM,CAAC;QAC1B,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,KAAK,CAAC,UAAU,CAAS,CAAC,CAAC;QAE5D,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC;QAExD,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,KAAK,CAAC,MAAc,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAC9D,CAAC;IACJ,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4DT;IACC,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuEX;CACA,CAAC"}
1
+ {"version":3,"file":"RoundedWithBorderAndShadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithBorderAndShadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,kCAAkC,GAEnC,MAAM,oDAAoD,CAAC;AAE5D,MAAM,CAAC,MAAM,0BAA0B,GACrC;IACE,KAAK,EAAE,kCAAkC,CAAC,KAAK;IAC/C,MAAM,CAAC,IAAc;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAM,CAAC;QAC1B,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,KAAK,CAAC,UAAU,CAAS,CAAC,CAAC;QAC5D,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,KAAM,CAAC,YAAY,CAAW,CAAC,CAAC;QACnE,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAW,CAAC,CAAC;QAEvE,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC;QAExD,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,KAAK,CAAC,MAAc,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAC9D,CAAC;IACJ,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6GT;IACC,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoFX;CACA,CAAC"}
@@ -48,6 +48,8 @@ export const RoundedWithShadow = {
48
48
  varying vec2 v_textureCoords;
49
49
  varying vec2 v_nodeCoords;
50
50
 
51
+ varying float v_edgeWidth;
52
+
51
53
  float roundedBox(vec2 p, vec2 s, vec4 r) {
52
54
  r.xy = (p.x > 0.0) ? r.yz : r.xw;
53
55
  r.x = (p.y > 0.0) ? r.y : r.x;
@@ -68,12 +70,11 @@ export const RoundedWithShadow = {
68
70
  vec2 halfDimensions = (u_dimensions * 0.5);
69
71
 
70
72
  vec2 boxUv = v_nodeCoords.xy * u_dimensions - halfDimensions;
71
- float boxDist = roundedBox(boxUv, halfDimensions, u_radius);
73
+ float boxDist = roundedBox(boxUv, halfDimensions - v_edgeWidth, u_radius);
72
74
 
73
- float edgeWidth = 1.0 / u_pixelRatio;
74
- float roundedAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, boxDist);
75
+ float roundedAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, boxDist);
75
76
 
76
- float shadowAlpha = shadowBox(boxUv - u_shadow.xy, halfDimensions + u_shadow.w, u_radius + u_shadow.z);
77
+ float shadowAlpha = shadowBox(boxUv - u_shadow.xy, halfDimensions + u_shadow.w - v_edgeWidth, u_radius + u_shadow.z);
77
78
 
78
79
  vec4 resColor = vec4(0.0);
79
80
  resColor = mix(resColor, u_shadow_color, shadowAlpha);
@@ -1 +1 @@
1
- {"version":3,"file":"RoundedWithShadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithShadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,yBAAyB,GAE1B,MAAM,2CAA2C,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAErC,MAAM,CAAC,MAAM,iBAAiB,GAA4C;IACxE,KAAK,EAAE,yBAAyB,CAAC,KAAK;IACtC,MAAM,CAAC,IAAc;QACnB,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAE,CAAC,CAAC;QACjE,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,KAAM,CAAC,mBAAmB,CAAE,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,IAAI,CAAC,KAAM,CAAC,MAAc,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CACpE,CAAC;IACJ,CAAC;IACD,MAAM,EAAE,MAAM,CAAC,MAAgB;IAC/B,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuDT;CACF,CAAC"}
1
+ {"version":3,"file":"RoundedWithShadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithShadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,yBAAyB,GAE1B,MAAM,2CAA2C,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAErC,MAAM,CAAC,MAAM,iBAAiB,GAA4C;IACxE,KAAK,EAAE,yBAAyB,CAAC,KAAK;IACtC,MAAM,CAAC,IAAc;QACnB,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAE,CAAC,CAAC;QACjE,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,KAAM,CAAC,mBAAmB,CAAE,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,IAAI,CAAC,KAAM,CAAC,MAAc,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CACpE,CAAC;IACJ,CAAC;IACD,MAAM,EAAE,MAAM,CAAC,MAAgB;IAC/B,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwDT;CACF,CAAC"}