use std::{
cell::{Cell, RefCell},
sync::OnceLock,
};
use cranpose_ui::{Modifier, current_density};
use cranpose_ui_graphics::{
Color, GLASS_ACTIVITY_UNIFORM, GLASS_ADAPTIVE_FROST_UNIFORM, GLASS_BLUR_RADIUS_UNIFORM,
GLASS_DISPERSION_UNIFORM, GLASS_EFFECT_DENSITY_UNIFORM, GLASS_FOLD_DEPTH_UNIFORM,
GLASS_LIGHT_DIRECTION_UNIFORM, GLASS_MENISCUS_ABSORPTION_UNIFORM,
GLASS_OPTICAL_ZOOM_ANCHOR_UNIFORM, GLASS_OPTICAL_ZOOM_UNIFORM,
GLASS_PHYSICAL_REFRACTION_DEPTH_ENABLED_UNIFORM, GLASS_PHYSICAL_REFRACTION_DEPTH_UNIFORM,
GLASS_REFRACTION_CURVE_UNIFORM, GLASS_RESTING_TINT_UNIFORM,
GLASS_TRANSMISSION_REFRACTION_UNIFORM, GraphicsLayer, LIQUID_GLASS_WGSL, LayerShape, Rect,
RenderEffect, RoundedCornerShape, RuntimeShader, TileMode, liquid_glass_runtime_effect,
specialize_liquid_glass,
};
use crate::theme::LiquidColors;
thread_local! {
static GLASS_LIGHT_RETURN: Cell<(f32, f32)> = const { Cell::new((0.0, 1.0)) };
}
pub fn set_glass_light_direction(direction: (f32, f32)) {
GLASS_LIGHT_RETURN.with(|cell| cell.set(direction));
}
pub fn glass_light_direction() -> (f32, f32) {
GLASS_LIGHT_RETURN.with(|cell| cell.get())
}
const CAPSULE_CLIP_RADIUS: f32 = 1.0e6;
const CAPSULE_SHADER_RADIUS: f32 = -1.0;
const WCKSRD_OPTICAL_BLUR_RADIUS_PX: f32 = 2.0;
#[derive(Clone, Copy, Debug, PartialEq, Default)]
pub enum LiquidShape {
#[default]
Capsule,
RoundedRect(f32),
Circle,
}
impl LiquidShape {
pub fn clip_shape(&self) -> RoundedCornerShape {
match self {
LiquidShape::Capsule | LiquidShape::Circle => {
RoundedCornerShape::uniform(CAPSULE_CLIP_RADIUS)
}
LiquidShape::RoundedRect(radius) => RoundedCornerShape::uniform(*radius),
}
}
pub fn layer_shape(&self) -> LayerShape {
LayerShape::Rounded(self.clip_shape())
}
fn shader_radius_px(&self, density: f32) -> f32 {
match self {
LiquidShape::Capsule | LiquidShape::Circle => CAPSULE_SHADER_RADIUS,
LiquidShape::RoundedRect(radius) => radius * density,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum GlassVariant {
#[default]
Regular,
Clear,
Lens,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct GlassShadow {
pub color: Color,
pub radius: f32,
pub offset_y: f32,
pub spread: f32,
}
impl GlassShadow {
pub fn new(color: Color, radius: f32, offset_y: f32, spread: f32) -> Self {
Self {
color,
radius: radius.max(0.0),
offset_y,
spread,
}
}
}
#[derive(Clone, Debug, PartialEq, Default)]
pub struct GlassDynamics {
pub activity: Option<f32>,
pub resting_tint: Option<Color>,
pub highlight_boost: f32,
pub saturation_boost: f32,
pub tint_alpha_multiplier: Option<f32>,
pub morph: Option<GlassMorph>,
pub touch: Option<(f32, f32, f32)>,
pub press_depth: Option<f32>,
}
impl GlassDynamics {
pub fn touched_up(
mut self,
press: f32,
finger: Option<(f32, f32)>,
center: (f32, f32),
) -> Self {
let press = press.clamp(0.0, 1.0);
if press <= 0.0 {
return self;
}
self.highlight_boost += 0.85 * press;
self.saturation_boost += 0.45 * press;
let (fx, fy) = finger.unwrap_or(center);
let carried = self.touch.map(|(_, _, i)| i).unwrap_or(0.0);
self.touch = Some((fx, fy, (carried + press).clamp(0.0, 1.0)));
self
}
}
fn foreground_is_dark(foreground: Color) -> bool {
let foreground_luma =
0.2126 * foreground.r() + 0.7152 * foreground.g() + 0.0722 * foreground.b();
foreground_luma < 0.5
}
fn boost_tint_saturation(tint: Color, boost: f32) -> Color {
if boost.abs() <= f32::EPSILON {
return tint;
}
let luma = 0.2126 * tint.r() + 0.7152 * tint.g() + 0.0722 * tint.b();
let saturation = (1.0 + boost).max(0.0);
Color::rgba(
(luma + (tint.r() - luma) * saturation).clamp(0.0, 1.0),
(luma + (tint.g() - luma) * saturation).clamp(0.0, 1.0),
(luma + (tint.b() - luma) * saturation).clamp(0.0, 1.0),
tint.a(),
)
}
pub(crate) fn neutral_surface_tint(foreground: Color, light_alpha: f32, dark_alpha: f32) -> Color {
if foreground_is_dark(foreground) {
Color::BLACK.with_alpha(light_alpha.clamp(0.0, 1.0))
} else {
Color::WHITE.with_alpha(dark_alpha.clamp(0.0, 1.0))
}
}
pub(crate) fn neutral_surface_lift(foreground: Color, light_lift: f32, dark_lift: f32) -> f32 {
if foreground_is_dark(foreground) {
light_lift
} else {
dark_lift
}
}
#[derive(Clone, Debug, PartialEq, Default)]
pub struct GlassMorph {
pub node_size: (f32, f32),
pub primary: (f32, f32, f32, f32, f32),
pub shapes: Vec<(f32, f32, f32, f32, f32)>,
pub glue: f32,
pub wobble_amplitude: f32,
pub wobble_phase: f32,
pub bulge_amplitude: f32,
pub bulge_direction: f32,
pub ellipse_blend: f32,
pub deformation: Option<GlassDeformation>,
pub zoom_anchor: (f32, f32),
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct GlassDeformation {
axis: (f32, f32),
along: f32,
}
impl GlassDeformation {
pub fn incompressible(axis: (f32, f32), along: f32) -> Self {
let length = (axis.0 * axis.0 + axis.1 * axis.1).sqrt();
let axis = if length > f32::EPSILON {
(axis.0 / length, axis.1 / length)
} else {
(1.0, 0.0)
};
Self {
axis,
along: along.max(f32::EPSILON),
}
}
pub fn axis(self) -> (f32, f32) {
self.axis
}
pub fn along(self) -> f32 {
self.along
}
pub fn across(self) -> f32 {
1.0 / self.along
}
}
impl GlassMorph {
pub const MAX_SHAPES: usize = 8;
}
#[derive(Clone, Debug, PartialEq)]
pub struct Glass {
pub variant: GlassVariant,
pub shape: LiquidShape,
pub tint: Option<Color>,
pub blur_radius: Option<f32>,
pub saturation: Option<f32>,
pub refraction_depth: f32,
pub refraction_depth_dp: Option<f32>,
pub refraction_curve: f32,
pub dispersion: f32,
pub transmission_refraction: f32,
pub meniscus_absorption: f32,
pub fold_depth: f32,
pub optical_zoom: f32,
pub rim_reflection: f32,
pub ink_recolor: Option<(Color, f32)>,
pub highlight: f32,
pub lift: Option<f32>,
pub contrast: Option<f32>,
pub shadow: bool,
pub shadow_style: Option<GlassShadow>,
pub clip: bool,
pub foreground: Option<Color>,
pub adaptive_frost: f32,
}
impl Glass {
pub fn regular() -> Self {
Self {
variant: GlassVariant::Regular,
shape: LiquidShape::Capsule,
tint: None,
blur_radius: None,
saturation: None,
refraction_depth: 0.0,
refraction_depth_dp: None,
refraction_curve: 0.25,
dispersion: 0.0,
transmission_refraction: 0.0,
meniscus_absorption: 1.0,
fold_depth: 0.0,
optical_zoom: 1.0,
rim_reflection: 1.0,
ink_recolor: None,
highlight: 0.9,
lift: None,
contrast: None,
shadow: true,
shadow_style: None,
clip: true,
foreground: None,
adaptive_frost: 0.65,
}
}
pub fn clear() -> Self {
Self {
variant: GlassVariant::Clear,
..Self::regular()
}
}
pub fn lens() -> Self {
Self {
variant: GlassVariant::Lens,
shape: LiquidShape::Capsule,
tint: Some(Color::rgba(1.0, 1.0, 1.0, 0.07)),
blur_radius: None,
saturation: None,
refraction_depth: 0.34,
refraction_depth_dp: None,
refraction_curve: 1.0,
dispersion: 0.30,
transmission_refraction: 1.0,
meniscus_absorption: 1.0,
fold_depth: 0.0,
optical_zoom: 1.0,
rim_reflection: 1.0,
ink_recolor: None,
highlight: 1.15,
lift: None,
contrast: None,
shadow: true,
shadow_style: None,
clip: true,
foreground: None,
adaptive_frost: 0.0,
}
}
pub fn shape(mut self, shape: LiquidShape) -> Self {
self.shape = shape;
self
}
pub fn tint(mut self, tint: Color) -> Self {
self.tint = Some(tint);
self
}
pub fn blur_radius(mut self, radius_dp: f32) -> Self {
self.blur_radius = Some(radius_dp);
self
}
pub fn saturation(mut self, saturation: f32) -> Self {
self.saturation = Some(saturation);
self
}
pub fn refraction_depth(mut self, fraction: f32) -> Self {
self.refraction_depth = fraction.clamp(0.0, 2.0);
self.refraction_depth_dp = None;
self
}
pub fn refraction_depth_dp(mut self, depth_dp: f32) -> Self {
self.refraction_depth_dp = Some(depth_dp.max(0.0));
self
}
pub fn refraction_curve(mut self, curve: f32) -> Self {
self.refraction_curve = curve.clamp(0.05, 1.0);
self
}
pub fn dispersion(mut self, strength: f32) -> Self {
self.dispersion = strength.clamp(0.0, 1.0);
self
}
pub fn transmission_refraction(mut self, strength: f32) -> Self {
self.transmission_refraction = strength.clamp(0.0, 1.0);
self
}
pub fn meniscus_absorption(mut self, strength: f32) -> Self {
self.meniscus_absorption = strength.clamp(0.0, 1.0);
self
}
pub fn fold_depth(mut self, depth_dp: f32) -> Self {
self.fold_depth = depth_dp.max(0.0);
self
}
pub fn optical_zoom(mut self, zoom: f32) -> Self {
self.optical_zoom = zoom.max(1.0);
self
}
pub fn rim_reflection(mut self, reflectivity: f32) -> Self {
self.rim_reflection = reflectivity.clamp(0.0, 2.0);
self
}
pub fn ink_recolor(mut self, color: Color, strength: f32) -> Self {
self.ink_recolor = Some((color, strength.clamp(0.0, 1.0)));
self
}
pub fn highlight(mut self, highlight: f32) -> Self {
self.highlight = highlight;
self
}
pub fn lift(mut self, lift: f32) -> Self {
self.lift = Some(lift);
self
}
pub fn contrast(mut self, contrast: f32) -> Self {
self.contrast = Some(contrast.max(0.05));
self
}
pub fn adaptive_frost(mut self, foreground: Color, strength: f32) -> Self {
self.foreground = Some(foreground);
self.adaptive_frost = strength.clamp(0.0, 1.0);
self
}
pub fn shadow(mut self, shadow: bool) -> Self {
self.shadow = shadow;
self
}
pub fn shadow_style(mut self, shadow: GlassShadow) -> Self {
self.shadow_style = Some(shadow);
self
}
pub fn no_clip(mut self) -> Self {
self.clip = false;
self
}
fn default_blur_radius(&self) -> f32 {
match self.variant {
GlassVariant::Regular => 8.0,
GlassVariant::Clear => 3.0,
GlassVariant::Lens => 0.0,
}
}
fn default_saturation(&self) -> f32 {
match self.variant {
GlassVariant::Regular => 1.5,
GlassVariant::Clear => 1.25,
GlassVariant::Lens => 1.0,
}
}
pub fn backdrop_effect(
&self,
colors: &LiquidColors,
density: f32,
dynamics: GlassDynamics,
) -> RenderEffect {
self.resolve(colors).backdrop_effect(density, dynamics)
}
pub(crate) fn resolve(&self, colors: &LiquidColors) -> ResolvedGlass {
let lift = self.lift.unwrap_or(match (self.variant, colors.is_dark) {
(GlassVariant::Regular, false) => 0.42,
(GlassVariant::Regular, true) => -0.38,
(GlassVariant::Clear, false) => 0.12,
(GlassVariant::Clear, true) => -0.12,
(GlassVariant::Lens, false) => 0.10,
(GlassVariant::Lens, true) => -0.08,
});
let foreground = self.foreground.unwrap_or(colors.label);
let shadow = self.shadow_style.unwrap_or_else(|| {
GlassShadow::new(
Color::BLACK.with_alpha(match (self.variant, colors.is_dark) {
(GlassVariant::Lens, false) => 0.14,
(GlassVariant::Lens, true) => 0.28,
(_, false) => 0.16,
(_, true) => 0.5,
}),
if self.variant == GlassVariant::Lens {
10.0
} else {
22.0
},
if self.variant == GlassVariant::Lens {
3.0
} else {
8.0
},
if self.variant == GlassVariant::Lens {
-6.0
} else {
-2.0
},
)
});
ResolvedGlass {
shape: self.shape,
tint: self.tint.unwrap_or(colors.glass_tint),
blur_radius_dp: self
.blur_radius
.unwrap_or_else(|| self.default_blur_radius()),
saturation: self.saturation.unwrap_or_else(|| self.default_saturation()),
refraction_depth: self.refraction_depth,
refraction_depth_dp: self.refraction_depth_dp,
refraction_curve: self.refraction_curve,
dispersion: self.dispersion,
transmission_refraction: self.transmission_refraction,
meniscus_absorption: self.meniscus_absorption,
fold_depth: self.fold_depth,
optical_zoom: self.optical_zoom,
rim_reflection: self.rim_reflection,
ink_recolor: self.ink_recolor,
highlight: self.highlight,
lift,
contrast: self.contrast.unwrap_or(match self.variant {
GlassVariant::Lens => 1.0,
_ => 1.03,
}),
shadow: self.shadow,
clip: self.clip,
foreground_luma: 0.2126 * foreground.r()
+ 0.7152 * foreground.g()
+ 0.0722 * foreground.b(),
adaptive_frost: self.adaptive_frost,
rim_style: if self.variant == GlassVariant::Lens {
1.0
} else {
0.0
},
shadow_color: shadow.color,
shadow_radius: shadow.radius,
shadow_offset_y: shadow.offset_y,
shadow_spread: shadow.spread,
}
}
}
impl Default for Glass {
fn default() -> Self {
Self::regular()
}
}
#[derive(Clone, Debug, PartialEq)]
pub(crate) struct ResolvedGlass {
pub shape: LiquidShape,
pub tint: Color,
pub blur_radius_dp: f32,
pub saturation: f32,
pub refraction_depth: f32,
pub refraction_depth_dp: Option<f32>,
pub refraction_curve: f32,
pub dispersion: f32,
pub transmission_refraction: f32,
pub meniscus_absorption: f32,
pub fold_depth: f32,
pub optical_zoom: f32,
pub rim_reflection: f32,
pub ink_recolor: Option<(Color, f32)>,
pub highlight: f32,
pub lift: f32,
pub contrast: f32,
pub shadow: bool,
pub clip: bool,
pub rim_style: f32,
pub foreground_luma: f32,
pub adaptive_frost: f32,
pub shadow_color: Color,
pub shadow_radius: f32,
pub shadow_offset_y: f32,
pub shadow_spread: f32,
}
impl ResolvedGlass {
pub(crate) fn backdrop_effect(&self, density: f32, dynamics: GlassDynamics) -> RenderEffect {
self.runtime_effect(density, &dynamics, false)
}
fn runtime_effect(
&self,
density: f32,
dynamics: &GlassDynamics,
content_mask: bool,
) -> RenderEffect {
let density = density.max(f32::EPSILON);
let activity = dynamics
.activity
.filter(|value| value.is_finite())
.unwrap_or(1.0)
.clamp(0.0, 1.0);
static SHADER: OnceLock<RuntimeShader> = OnceLock::new();
let mut shader = SHADER
.get_or_init(|| {
let mut shader = RuntimeShader::new(LIQUID_GLASS_WGSL);
shader.set_float(GLASS_ACTIVITY_UNIFORM, 1.0);
shader.set_float2(GLASS_OPTICAL_ZOOM_ANCHOR_UNIFORM, 0.0, 0.0);
specialize_liquid_glass(&mut shader);
shader
})
.clone();
if let Some(morph) = dynamics.morph.as_ref() {
set_morph_uniforms(&mut shader, morph, activity);
} else {
shader.set_float2(0, 0.0, 0.0);
shader.set_float(6, self.shape.shader_radius_px(density));
}
let press_depth = dynamics.press_depth.unwrap_or(1.0).clamp(0.0, 1.0);
shader.set_float(9, self.refraction_depth * activity * press_depth);
shader.set_float(
GLASS_PHYSICAL_REFRACTION_DEPTH_UNIFORM,
self.refraction_depth_dp.unwrap_or(0.0) * activity * press_depth,
);
shader.set_float(
GLASS_PHYSICAL_REFRACTION_DEPTH_ENABLED_UNIFORM,
if self.refraction_depth_dp.is_some() {
1.0
} else {
0.0
},
);
shader.set_float(
GLASS_REFRACTION_CURVE_UNIFORM,
self.refraction_curve * activity,
);
shader.set_float(
GLASS_DISPERSION_UNIFORM,
self.dispersion * activity * press_depth,
);
shader.set_float(
GLASS_TRANSMISSION_REFRACTION_UNIFORM,
self.transmission_refraction * activity,
);
shader.set_float(
GLASS_MENISCUS_ABSORPTION_UNIFORM,
self.meniscus_absorption * press_depth,
);
shader.set_float(
GLASS_FOLD_DEPTH_UNIFORM,
self.fold_depth.max(0.0) * press_depth,
);
shader.set_float(
GLASS_OPTICAL_ZOOM_UNIFORM,
1.0 + (self.optical_zoom - 1.0).max(0.0) * activity,
);
let zoom_anchor = dynamics
.morph
.as_ref()
.map(|morph| morph.zoom_anchor)
.unwrap_or((0.0, 0.0));
shader.set_float2(
GLASS_OPTICAL_ZOOM_ANCHOR_UNIFORM,
zoom_anchor.0,
zoom_anchor.1,
);
shader.set_float(121, self.rim_reflection.max(0.001));
let (ink_color, ink_strength) = self
.ink_recolor
.map(|(color, strength)| (color, strength * activity))
.unwrap_or((Color::TRANSPARENT, 0.0));
shader.set_float(124, ink_color.r());
shader.set_float(125, ink_color.g());
shader.set_float(126, ink_color.b());
shader.set_float(127, ink_strength);
let (light_x, light_y) = glass_light_direction();
shader.set_float(GLASS_LIGHT_DIRECTION_UNIFORM, light_x);
shader.set_float(GLASS_LIGHT_DIRECTION_UNIFORM + 1, light_y);
let (touch_x, touch_y, touch_intensity) = dynamics.touch.unwrap_or((0.0, 0.0, 0.0));
shader.set_float(118, touch_x);
shader.set_float(119, touch_y);
shader.set_float(120, touch_intensity.clamp(0.0, 1.0));
shader.set_float(GLASS_EFFECT_DENSITY_UNIFORM, density);
shader.set_float(
11,
(self.highlight + dynamics.highlight_boost).clamp(0.0, 2.0) * activity,
);
let dynamic_tint = boost_tint_saturation(self.tint, dynamics.saturation_boost);
let dynamic_tint_alpha = (dynamic_tint.a()
* dynamics
.tint_alpha_multiplier
.unwrap_or(1.0)
.clamp(0.0, 2.0)
* activity)
.clamp(0.0, 1.0);
shader.set_float4(
14,
dynamic_tint.r(),
dynamic_tint.g(),
dynamic_tint.b(),
dynamic_tint_alpha,
);
let saturation = (self.saturation + dynamics.saturation_boost).max(0.0);
shader.set_float(18, 1.0 + (saturation - 1.0) * activity);
shader.set_float(20, self.lift * activity);
shader.set_float(21, 0.5 * activity);
shader.set_float2(22, 0.0, 1.0);
shader.set_float(24, 1.0 + (self.contrast - 1.0) * activity);
shader.set_float(28, self.rim_style * activity);
let requested_blur_radius_px = if content_mask {
0.0
} else {
self.blur_radius_dp * density * activity
};
let (wcksrd_blur_radius, gaussian_blur_radius) =
if requested_blur_radius_px > WCKSRD_OPTICAL_BLUR_RADIUS_PX {
(0.0, requested_blur_radius_px)
} else {
(requested_blur_radius_px, 0.0)
};
shader.set_float(GLASS_BLUR_RADIUS_UNIFORM, wcksrd_blur_radius);
shader.set_float(GLASS_ACTIVITY_UNIFORM, activity);
let resting_tint = dynamics.resting_tint.unwrap_or(Color::TRANSPARENT);
shader.set_float4(
GLASS_RESTING_TINT_UNIFORM,
resting_tint.r(),
resting_tint.g(),
resting_tint.b(),
resting_tint.a(),
);
shader.set_float(112, if content_mask { 1.0 } else { 0.0 });
shader.set_float(GLASS_ADAPTIVE_FROST_UNIFORM, self.adaptive_frost * activity);
shader.set_float(97, self.foreground_luma);
let dynamic_shadow = !self.clip && self.shadow;
shader.set_float(
102,
if dynamic_shadow {
self.shadow_color.a() * 0.55 * activity
} else {
0.0
},
);
shader.set_float(103, self.shadow_radius);
shader.set_float(104, self.shadow_offset_y);
shader.set_float(105, self.shadow_spread);
let morph_pad = dynamics
.morph
.as_ref()
.map(|morph| {
let (px, py, pw, ph, _) = morph.primary;
let (left, top) = (px - pw * 0.5, py - ph * 0.5);
let (right, bottom) = (px + pw * 0.5, py + ph * 0.5);
let mut shape_reach = 0.0f32;
for (sx, sy, sw, sh, _) in &morph.shapes {
let reach_x = ((sx + sw * 0.5) - right)
.max(left - (sx - sw * 0.5))
.max(0.0);
let reach_y = ((sy + sh * 0.5) - bottom)
.max(top - (sy - sh * 0.5))
.max(0.0);
shape_reach = shape_reach.max(reach_x.max(reach_y));
}
let glue_pad = if morph.shapes.is_empty() {
0.0
} else {
morph.glue * 2.0
};
morph.wobble_amplitude * 2.0 + morph.bulge_amplitude + shape_reach + glue_pad
})
.unwrap_or(0.0);
shader.set_input_padding(self.input_padding() + morph_pad + wcksrd_blur_radius / density);
if let Some(morph) = dynamics.morph.as_ref() {
let shadow_reach = if dynamic_shadow {
self.shadow_radius + self.shadow_offset_y.abs() + self.shadow_spread.max(0.0)
} else {
0.0
};
let support = morph_output_support(
morph,
activity,
morph_pad,
shadow_reach,
if dynamic_shadow {
self.shadow_offset_y.abs()
} else {
0.0
},
);
let (node_w, node_h) = morph.node_size;
let overhang = (-support.x)
.max(-support.y)
.max(support.x + support.width - node_w)
.max(support.y + support.height - node_h)
.max(0.0);
shader.set_output_padding((morph_pad + shadow_reach + 4.0).max(overhang));
shader.set_output_support(Some(support));
}
let optical_effect = liquid_glass_runtime_effect(shader);
if gaussian_blur_radius > f32::EPSILON {
RenderEffect::blur_with_edge_treatment(gaussian_blur_radius, TileMode::Mirror)
.then(optical_effect)
} else {
optical_effect
}
}
fn input_padding(&self) -> f32 {
2.0
}
}
pub trait LiquidModifierExt {
fn glass_effect(self, glass: Glass) -> Modifier;
fn glass_effect_with(
self,
glass: Glass,
dynamics: impl Fn() -> GlassDynamics + 'static,
) -> Modifier;
}
impl LiquidModifierExt for Modifier {
fn glass_effect(self, glass: Glass) -> Modifier {
self.glass_effect_with(glass, GlassDynamics::default)
}
fn glass_effect_with(
self,
glass: Glass,
dynamics: impl Fn() -> GlassDynamics + 'static,
) -> Modifier {
let colors = crate::theme::liquid_colors();
let resolved = glass.resolve(&colors);
let shape = resolved.shape;
let mut modifier = self;
if resolved.shadow && resolved.clip {
let shadow_color = resolved.shadow_color;
let (radius, offset_y, spread) = (
resolved.shadow_radius,
resolved.shadow_offset_y,
resolved.shadow_spread,
);
modifier = modifier.drop_shadow(shape.layer_shape(), move |scope| {
scope.radius = radius;
scope.spread = spread;
scope.offset.y = offset_y;
scope.color = shadow_color;
scope.cutout = true;
});
}
let layer = cached_glass_layer(resolved);
modifier.graphics_layer(move || layer(current_density(), dynamics()))
}
}
struct CachedGlassLayer {
density: u32,
light: [u32; 2],
dynamics: GlassDynamics,
layer: GraphicsLayer,
}
fn cached_glass_layer(resolved: ResolvedGlass) -> impl Fn(f32, GlassDynamics) -> GraphicsLayer {
let cached = RefCell::new(None::<CachedGlassLayer>);
move |density, dynamics| {
let direction = glass_light_direction();
let light = [direction.0, direction.1].map(f32::to_bits);
let mut cached = cached.borrow_mut();
if let Some(previous) = &*cached
&& previous.density == density.to_bits()
&& previous.light == light
&& glass_dynamics_match(&previous.dynamics, &dynamics)
{
return previous.layer.clone();
}
let render_effect = (!resolved.clip && dynamics.morph.is_some())
.then(|| resolved.runtime_effect(density, &dynamics, true));
let layer = GraphicsLayer {
backdrop_effect: Some(resolved.runtime_effect(density, &dynamics, false)),
render_effect,
shape: resolved.shape.layer_shape(),
clip: resolved.clip,
..Default::default()
};
*cached = Some(CachedGlassLayer {
density: density.to_bits(),
light,
dynamics,
layer: layer.clone(),
});
layer
}
}
fn glass_dynamics_match(a: &GlassDynamics, b: &GlassDynamics) -> bool {
let bits = |d: &GlassDynamics| {
let GlassDynamics {
activity,
resting_tint,
highlight_boost,
saturation_boost,
tint_alpha_multiplier,
morph: _,
touch,
press_depth,
} = d;
(
activity.map(f32::to_bits),
resting_tint.map(|Color(r, g, b, a)| [r, g, b, a].map(f32::to_bits)),
[*highlight_boost, *saturation_boost].map(f32::to_bits),
tint_alpha_multiplier.map(f32::to_bits),
touch.map(|(x, y, strength)| [x, y, strength].map(f32::to_bits)),
press_depth.map(f32::to_bits),
)
};
bits(a) == bits(b)
&& match (&a.morph, &b.morph) {
(None, None) => true,
(Some(a), Some(b)) => glass_morphs_match(a, b),
_ => false,
}
}
fn glass_morphs_match(a: &GlassMorph, b: &GlassMorph) -> bool {
let shape_bits =
|&(x, y, w, h, r): &(f32, f32, f32, f32, f32)| [x, y, w, h, r].map(f32::to_bits);
let bits = |m: &GlassMorph| {
let GlassMorph {
node_size,
primary,
shapes: _,
glue,
wobble_amplitude,
wobble_phase,
bulge_amplitude,
bulge_direction,
ellipse_blend,
deformation,
zoom_anchor,
} = m;
(
[
node_size.0,
node_size.1,
*glue,
*wobble_amplitude,
*wobble_phase,
*bulge_amplitude,
*bulge_direction,
*ellipse_blend,
zoom_anchor.0,
zoom_anchor.1,
]
.map(f32::to_bits),
shape_bits(primary),
deformation
.map(|GlassDeformation { axis, along }| [axis.0, axis.1, along].map(f32::to_bits)),
)
};
bits(a) == bits(b)
&& a.shapes
.iter()
.map(shape_bits)
.eq(b.shapes.iter().map(shape_bits))
}
fn morph_output_support(
morph: &GlassMorph,
activity: f32,
morph_pad: f32,
shadow_reach: f32,
shadow_offset: f32,
) -> Rect {
let (px, py, pw, ph, _) = morph.primary;
let (along, (ax, ay)) = morph.deformation.map_or((1.0, (1.0, 0.0)), |deformation| {
(
1.0 + (deformation.along() - 1.0) * activity,
deformation.axis(),
)
});
let across = 1.0 / along;
let smallest_strain = along.min(across);
let reach = (morph_pad + shadow_reach + 4.0) / smallest_strain;
let rows = [
(
(along * ax * ax + across * ay * ay).abs(),
((along - across) * ax * ay).abs(),
),
(
((along - across) * ax * ay).abs(),
(along * ay * ay + across * ax * ax).abs(),
),
];
let half = (pw * 0.5 + reach, ph * 0.5 + reach);
let extent_x = rows[0].0 * half.0 + rows[0].1 * half.1;
let extent_y = rows[1].0 * half.0 + rows[1].1 * half.1;
let (mut left, mut top) = (px - extent_x, py - extent_y);
let (mut right, mut bottom) = (px + extent_x, py + extent_y);
for (sx, sy, sw, sh, _) in &morph.shapes {
left = left.min(sx - sw * 0.5 - reach);
top = top.min(sy - sh * 0.5 - reach);
right = right.max(sx + sw * 0.5 + reach);
bottom = bottom.max(sy + sh * 0.5 + reach);
}
Rect {
x: left,
y: top - shadow_offset,
width: right - left,
height: bottom - top + 2.0 * shadow_offset,
}
}
fn set_morph_uniforms(shader: &mut RuntimeShader, morph: &GlassMorph, activity: f32) {
let (node_w, node_h) = morph.node_size;
let (cx, cy, w, h, radius) = morph.primary;
shader.set_float2(0, node_w.max(1.0), node_h.max(1.0));
shader.set_float2(2, cx, cy);
shader.set_float2(4, w, h);
shader.set_float(6, radius);
let count = morph.shapes.len().min(GlassMorph::MAX_SHAPES);
shader.set_float(30, count as f32);
for (index, (sx, sy, sw, sh, sr)) in morph.shapes.iter().take(count).enumerate() {
let base = 36 + index * 5;
shader.set_float(base, *sx);
shader.set_float(base + 1, *sy);
shader.set_float(base + 2, *sw);
shader.set_float(base + 3, *sh);
shader.set_float(base + 4, *sr);
}
shader.set_float(31, morph.glue);
shader.set_float(32, morph.wobble_amplitude * activity);
shader.set_float(33, morph.wobble_phase);
shader.set_float(26, morph.bulge_amplitude * activity);
shader.set_float(27, morph.bulge_direction);
shader.set_float(110, morph.ellipse_blend.clamp(0.0, 1.0) * activity);
if let Some(deformation) = morph.deformation {
let axis = deformation.axis();
let along = 1.0 + (deformation.along() - 1.0) * activity;
shader.set_float2(106, axis.0, axis.1);
shader.set_float(108, along);
shader.set_float(109, 1.0 / along);
} else {
shader.set_float2(106, 1.0, 0.0);
shader.set_float2(108, 1.0, 1.0);
}
}
#[cfg(test)]
mod tests {
use super::*;
fn light_colors() -> LiquidColors {
LiquidColors::light(Color::from_rgb_u8(0, 122, 255))
}
fn terminal_shader(effect: RenderEffect) -> RuntimeShader {
match effect {
RenderEffect::Shader { shader } => std::sync::Arc::unwrap_or_clone(shader),
RenderEffect::Chain { second, .. } => {
terminal_shader(std::sync::Arc::unwrap_or_clone(second))
}
effect => panic!("expected runtime shader, got {effect:?}"),
}
}
#[test]
fn cached_glass_layers_refresh_all_live_inputs_and_keep_clones_independent() {
let resolved = Glass::regular().no_clip().resolve(&light_colors());
let layer = cached_glass_layer(resolved.clone());
let mut dynamics = GlassDynamics::default();
let mut density = 2.0;
let mut previous = None;
for step in 0..13 {
match step {
1 => density = 3.0,
2 => set_glass_light_direction((0.5, -0.5)),
3 => dynamics.highlight_boost = 0.25,
4 => dynamics.saturation_boost = 0.4,
5 => dynamics.activity = Some(0.5),
6 => dynamics.resting_tint = Some(Color::RED),
7 => dynamics.tint_alpha_multiplier = Some(0.3),
8 => dynamics.touch = Some((5.0, 8.0, 0.7)),
9 => dynamics.press_depth = Some(0.4),
10 => {
dynamics.morph = Some(GlassMorph {
node_size: (60.0, 30.0),
primary: (30.0, 15.0, 50.0, 20.0, 4.0),
shapes: vec![(10.0, 15.0, 8.0, 8.0, -1.0)],
..Default::default()
})
}
11 => {
let morph = dynamics.morph.as_mut().unwrap();
morph.primary.0 += 3.0;
morph.shapes[0].0 += 2.0;
morph.deformation = Some(GlassDeformation::incompressible((1.0, 1.0), 1.3));
}
12 => dynamics.morph = None,
_ => {}
}
let actual = layer(density, dynamics.clone());
let expected = GraphicsLayer {
backdrop_effect: Some(resolved.backdrop_effect(density, dynamics.clone())),
render_effect: dynamics
.morph
.as_ref()
.map(|_| resolved.runtime_effect(density, &dynamics, true)),
shape: resolved.shape.layer_shape(),
clip: resolved.clip,
..Default::default()
};
assert_eq!(actual, expected, "live input step {step}");
assert_ne!(
previous.as_ref(),
Some(&actual),
"input change must reach the layer at step {step}"
);
let mut repeated = layer(density, dynamics.clone());
assert_eq!(repeated, actual);
repeated.backdrop_effect = None;
assert_eq!(layer(density, dynamics.clone()), actual);
previous = Some(actual);
}
set_glass_light_direction((0.0, 1.0));
let replacement = cached_glass_layer(
Glass::clear()
.shape(LiquidShape::RoundedRect(9.0))
.resolve(&light_colors()),
);
assert_ne!(
replacement(density, dynamics.clone()),
layer(density, dynamics)
);
}
#[test]
fn glass_cache_input_equality_preserves_signed_zero_and_nan_bits() {
let mut a = GlassDynamics {
touch: Some((0.0, 1.0, 0.5)),
..Default::default()
};
let mut b = a.clone();
b.touch.as_mut().unwrap().0 = -0.0;
assert!(!glass_dynamics_match(&a, &b));
a.highlight_boost = f32::NAN;
assert!(glass_dynamics_match(&a, &a));
a.morph = Some(GlassMorph::default());
b = a.clone();
b.morph.as_mut().unwrap().zoom_anchor.0 = -0.0;
assert!(!glass_dynamics_match(&a, &b));
b = a.clone();
b.morph
.as_mut()
.unwrap()
.shapes
.push((0.0, 1.0, 2.0, 3.0, 4.0));
assert!(!glass_dynamics_match(&a, &b));
}
#[test]
fn glass_light_direction_defaults_overhead_and_reaches_the_shader() {
assert_eq!(glass_light_direction(), (0.0, 1.0));
let resolved = Glass::regular().resolve(&light_colors());
let effect = resolved.backdrop_effect(2.0, GlassDynamics::default());
let shader = terminal_shader(effect);
let u = shader.uniforms();
assert_eq!(u[GLASS_LIGHT_DIRECTION_UNIFORM], 0.0);
assert_eq!(u[GLASS_LIGHT_DIRECTION_UNIFORM + 1], 1.0);
set_glass_light_direction((1.0, 0.0));
let effect = resolved.backdrop_effect(2.0, GlassDynamics::default());
let u_rotated = terminal_shader(effect);
let u_rotated = u_rotated.uniforms();
assert_eq!(u_rotated[GLASS_LIGHT_DIRECTION_UNIFORM], 1.0);
assert_eq!(u_rotated[GLASS_LIGHT_DIRECTION_UNIFORM + 1], 0.0);
set_glass_light_direction((0.0, 1.0));
}
#[test]
fn liquid_shape_builds_matching_clip_and_layer_shapes() {
for shape in [
LiquidShape::Capsule,
LiquidShape::Circle,
LiquidShape::RoundedRect(12.0),
] {
assert_eq!(shape.layer_shape(), LayerShape::Rounded(shape.clip_shape()));
}
}
#[test]
fn glass_shadow_clamps_negative_radius() {
let shadow = GlassShadow::new(Color::BLACK, -2.0, 3.0, -1.0);
assert_eq!(shadow.radius, 0.0);
assert_eq!(shadow.offset_y, 3.0);
assert_eq!(shadow.spread, -1.0);
}
#[test]
fn incompressible_deformation_normalizes_axis_and_conserves_area() {
let deformation = GlassDeformation::incompressible((3.0, 4.0), 1.25);
assert_eq!(deformation.axis(), (0.6, 0.8));
assert_eq!(deformation.along(), 1.25);
assert!((deformation.along() * deformation.across() - 1.0).abs() < 1.0e-6);
assert_eq!(
GlassDeformation::incompressible((0.0, 0.0), 0.0).axis(),
(1.0, 0.0)
);
}
#[test]
fn glass_builders_clamp_physical_inputs() {
let glass = Glass::lens()
.shape(LiquidShape::Circle)
.tint(Color::BLACK)
.blur_radius(-2.0)
.saturation(1.2)
.refraction_depth(3.0)
.refraction_depth_dp(-3.0)
.refraction_curve(2.0)
.dispersion(2.0)
.transmission_refraction(2.0)
.meniscus_absorption(2.0)
.highlight(0.4)
.lift(-0.2)
.adaptive_frost(Color::WHITE, 2.0)
.shadow(false)
.no_clip();
assert_eq!(glass.shape, LiquidShape::Circle);
assert_eq!(glass.tint, Some(Color::BLACK));
assert_eq!(glass.blur_radius, Some(-2.0));
assert_eq!(glass.saturation, Some(1.2));
assert_eq!(glass.refraction_depth, 2.0);
assert_eq!(glass.refraction_depth_dp, Some(0.0));
assert_eq!(glass.refraction_curve, 1.0);
assert_eq!(glass.dispersion, 1.0);
assert_eq!(glass.transmission_refraction, 1.0);
assert_eq!(glass.meniscus_absorption, 1.0);
assert_eq!(glass.highlight, 0.4);
assert_eq!(glass.lift, Some(-0.2));
assert_eq!(glass.adaptive_frost, 1.0);
assert!(!glass.shadow);
assert!(!glass.clip);
}
#[test]
fn material_variants_resolve_distinct_frost_levels() {
let regular = Glass::regular().resolve(&light_colors());
let clear = Glass::clear().resolve(&light_colors());
let lens = Glass::lens().resolve(&light_colors());
assert!(regular.blur_radius_dp > clear.blur_radius_dp);
assert!(clear.blur_radius_dp > lens.blur_radius_dp);
assert!(regular.saturation > clear.saturation);
assert_eq!(lens.rim_style, 1.0);
assert_eq!(regular.refraction_depth, 0.0);
assert_eq!(regular.transmission_refraction, 0.0);
assert_eq!(regular.refraction_curve, 0.25);
assert_eq!(lens.refraction_curve, 1.0);
assert_eq!(regular.dispersion, 0.0);
assert_eq!(lens.dispersion, 0.30);
}
#[test]
fn neutral_surface_helpers_follow_foreground_polarity() {
assert_eq!(
neutral_surface_tint(Color::BLACK, 0.08, 0.10),
Color::BLACK.with_alpha(0.08)
);
assert_eq!(
neutral_surface_tint(Color::WHITE, 0.08, 0.10),
Color::WHITE.with_alpha(0.10)
);
assert_eq!(neutral_surface_lift(Color::BLACK, 0.7, -0.3), 0.7);
assert_eq!(neutral_surface_lift(Color::WHITE, 0.7, -0.3), -0.3);
}
#[test]
fn dynamic_saturation_reaches_the_material_tint() {
let resting = Color::from_rgb_u8(0, 199, 208);
let raised = boost_tint_saturation(resting, 0.55);
assert_eq!(raised.r(), 0.0);
assert!(raised.g() > resting.g());
assert!(raised.b() > resting.b());
assert_eq!(raised.a(), resting.a());
}
#[test]
fn template_specialization_follows_each_materials_dispersion_and_activity() {
for (dispersion, activity) in [(0.6, 0.0), (0.0, 0.5), (0.3, 1.0), (0.0, 0.0)] {
let resolved = Glass::regular()
.dispersion(dispersion)
.resolve(&light_colors());
let mut shader = terminal_shader(resolved.backdrop_effect(
1.0,
GlassDynamics {
activity: Some(activity),
..GlassDynamics::default()
},
));
cranpose_ui_graphics::specialize_liquid_glass_with_folds(&mut shader, true);
assert_eq!(
shader.uniforms()[GLASS_DISPERSION_UNIFORM],
dispersion * activity
);
assert_eq!(shader.uniforms()[GLASS_ACTIVITY_UNIFORM], activity);
assert_eq!(
shader
.overrides()
.iter()
.any(|(name, _)| { *name == cranpose_ui_graphics::GLASS_DISPERSION_OFF_FLAG }),
dispersion * activity == 0.0
);
}
}
#[test]
fn material_template_preserves_each_instances_optical_zoom_anchor() {
let resolved = Glass::lens().resolve(&light_colors());
for anchor in [(3.5, -2.25), (0.0, 0.0), (-7.0, 11.0)] {
let shader = terminal_shader(resolved.backdrop_effect(
1.5,
GlassDynamics {
morph: Some(GlassMorph {
node_size: (120.0, 72.0),
primary: (60.0, 36.0, 96.0, 52.0, -1.0),
zoom_anchor: anchor,
..Default::default()
}),
..Default::default()
},
));
assert_eq!(
&shader.uniforms()
[GLASS_OPTICAL_ZOOM_ANCHOR_UNIFORM..GLASS_OPTICAL_ZOOM_ANCHOR_UNIFORM + 2],
&[anchor.0, anchor.1]
);
}
}
#[test]
fn material_instances_share_source_without_sharing_uniforms_or_overrides() {
let resolved = Glass::regular().resolve(&light_colors());
let mut first = terminal_shader(resolved.backdrop_effect(2.0, GlassDynamics::default()));
let untouched = terminal_shader(resolved.backdrop_effect(1.0, GlassDynamics::default()));
let unused_slot = RuntimeShader::MAX_USER_UNIFORMS - 1;
first.set_float(unused_slot, 17.0);
first.set_override("INSTANCE_ONLY", 1.0);
let second = terminal_shader(resolved.backdrop_effect(1.0, GlassDynamics::default()));
assert_eq!(second.uniforms(), untouched.uniforms());
assert_eq!(second.overrides(), untouched.overrides());
assert_eq!(
second.uniforms().get(unused_slot).copied().unwrap_or(0.0),
0.0
);
assert!(
!second
.overrides()
.iter()
.any(|(name, _)| *name == "INSTANCE_ONLY")
);
assert_eq!(first.uniforms()[unused_slot], 17.0);
assert_eq!(first.uniforms()[GLASS_EFFECT_DENSITY_UNIFORM], 2.0);
assert_eq!(second.uniforms()[GLASS_EFFECT_DENSITY_UNIFORM], 1.0);
assert_eq!(first.source().as_ptr(), second.source().as_ptr());
}
#[test]
fn resolved_material_packs_wcksrd_and_dynamic_tint() {
let resolved = Glass::lens()
.refraction_depth(0.72)
.refraction_depth_dp(21.0)
.refraction_curve(0.8)
.dispersion(0.42)
.transmission_refraction(0.35)
.meniscus_absorption(0.3)
.blur_radius(3.0)
.tint(Color::BLACK.with_alpha(0.8))
.resolve(&light_colors());
let effect = resolved.backdrop_effect(
2.0,
GlassDynamics {
highlight_boost: 0.2,
saturation_boost: 0.35,
tint_alpha_multiplier: Some(0.25),
..Default::default()
},
);
let RenderEffect::Chain { first, .. } = &effect else {
panic!("macroscopic frost must precede the wcKSRD optical pass");
};
assert!(matches!(
first.as_ref(),
RenderEffect::Blur {
radius_x: 6.0,
radius_y: 6.0,
..
}
));
let shader = terminal_shader(effect);
assert_eq!(shader.uniforms()[9], 0.72);
assert_eq!(
shader.uniforms()[GLASS_PHYSICAL_REFRACTION_DEPTH_UNIFORM],
21.0
);
assert_eq!(
shader.uniforms()[GLASS_PHYSICAL_REFRACTION_DEPTH_ENABLED_UNIFORM],
1.0
);
assert_eq!(shader.uniforms()[GLASS_REFRACTION_CURVE_UNIFORM], 0.8);
assert_eq!(shader.uniforms()[GLASS_DISPERSION_UNIFORM], 0.42);
assert_eq!(
shader.uniforms()[GLASS_TRANSMISSION_REFRACTION_UNIFORM],
0.35
);
assert_eq!(shader.uniforms()[GLASS_MENISCUS_ABSORPTION_UNIFORM], 0.3);
assert_eq!(shader.uniforms()[11], resolved.highlight + 0.2);
assert_eq!(shader.uniforms()[18], resolved.saturation + 0.35);
assert!((shader.uniforms()[17] - 0.2).abs() < 1.0e-6);
assert_eq!(shader.uniforms()[GLASS_BLUR_RADIUS_UNIFORM], 0.0);
assert_eq!(shader.uniforms()[GLASS_EFFECT_DENSITY_UNIFORM], 2.0);
}
#[test]
fn heavy_backdrop_blur_rides_the_gaussian_pass_alone() {
let effect = Glass::regular()
.resolve(&light_colors())
.backdrop_effect(3.0, GlassDynamics::default());
let RenderEffect::Chain { first, .. } = &effect else {
panic!("heavy blur must ride the separable Gaussian pre-pass");
};
assert!(matches!(
first.as_ref(),
RenderEffect::Blur {
radius_x: 24.0,
radius_y: 24.0,
..
}
));
assert_eq!(
terminal_shader(effect).uniforms()[GLASS_BLUR_RADIUS_UNIFORM],
0.0
);
}
#[test]
fn featherweight_backdrop_blur_stays_in_the_optical_tap() {
let RenderEffect::Shader { shader } = Glass::regular()
.blur_radius(0.5)
.resolve(&light_colors())
.backdrop_effect(3.0, GlassDynamics::default())
else {
panic!("a sub-cap blur must not build a Gaussian chain");
};
assert_eq!(shader.uniforms()[GLASS_BLUR_RADIUS_UNIFORM], 1.5);
}
#[test]
fn raised_tint_density_stays_premultiplied_alpha_safe() {
let effect = Glass::lens()
.tint(Color::WHITE.with_alpha(0.8))
.resolve(&light_colors())
.backdrop_effect(
1.0,
GlassDynamics {
tint_alpha_multiplier: Some(2.0),
..Default::default()
},
);
assert_eq!(terminal_shader(effect).uniforms()[17], 1.0);
}
#[test]
fn optical_activity_reaches_identity_without_removing_the_glass_geometry() {
let resolved = Glass::lens()
.refraction_depth(0.72)
.refraction_curve(0.8)
.dispersion(0.42)
.blur_radius(3.0)
.saturation(1.4)
.highlight(0.6)
.lift(0.2)
.tint(Color::BLACK.with_alpha(0.8))
.no_clip()
.resolve(&light_colors());
let morph = GlassMorph {
node_size: (120.0, 72.0),
primary: (60.0, 36.0, 96.0, 52.0, -1.0),
wobble_amplitude: 3.0,
bulge_amplitude: 4.0,
deformation: Some(GlassDeformation::incompressible((1.0, 0.0), 1.25)),
..Default::default()
};
let RenderEffect::Shader { shader } = resolved.backdrop_effect(
2.0,
GlassDynamics {
activity: Some(0.0),
morph: Some(morph),
..Default::default()
},
) else {
panic!("material must resolve to the shared wcKSRD shader");
};
let uniforms = shader.uniforms();
assert_eq!(uniforms[GLASS_ACTIVITY_UNIFORM], 0.0);
assert_eq!(uniforms[9], 0.0);
assert_eq!(uniforms[GLASS_REFRACTION_CURVE_UNIFORM], 0.0);
assert_eq!(uniforms[GLASS_DISPERSION_UNIFORM], 0.0);
assert_eq!(uniforms[GLASS_TRANSMISSION_REFRACTION_UNIFORM], 0.0);
assert_eq!(uniforms[11], 0.0);
assert_eq!(uniforms[17], 0.0);
assert_eq!(uniforms[18], 1.0);
assert_eq!(uniforms[20], 0.0);
assert_eq!(uniforms[21], 0.0);
assert_eq!(uniforms[24], 1.0);
assert_eq!(uniforms[28], 0.0);
assert_eq!(uniforms[GLASS_BLUR_RADIUS_UNIFORM], 0.0);
assert_eq!(uniforms[91], 0.0);
assert_eq!(uniforms[102], 0.0);
assert_eq!(
&uniforms[GLASS_RESTING_TINT_UNIFORM..GLASS_RESTING_TINT_UNIFORM + 4],
&[0.0, 0.0, 0.0, 0.0]
);
assert_eq!(uniforms[32], 0.0);
assert_eq!(uniforms[26], 0.0);
assert_eq!(&uniforms[108..110], &[1.0, 1.0]);
assert_eq!(&uniforms[2..6], &[60.0, 36.0, 96.0, 52.0]);
}
#[test]
fn resting_surface_tint_survives_zero_optical_activity() {
let tint = Color::BLACK.with_alpha(0.11);
let RenderEffect::Shader { shader } = Glass::lens()
.no_clip()
.resolve(&light_colors())
.backdrop_effect(
1.0,
GlassDynamics {
activity: Some(0.0),
resting_tint: Some(tint),
..Default::default()
},
)
else {
panic!("resting surface must use the shared wcKSRD shader");
};
assert_eq!(
&shader.uniforms()[GLASS_RESTING_TINT_UNIFORM..GLASS_RESTING_TINT_UNIFORM + 4],
&[tint.r(), tint.g(), tint.b(), tint.a()]
);
assert_eq!(shader.uniforms()[GLASS_ACTIVITY_UNIFORM], 0.0);
}
#[test]
fn full_optical_activity_preserves_the_resolved_material() {
let resolved = Glass::lens()
.refraction_depth(0.72)
.refraction_curve(0.8)
.dispersion(0.42)
.blur_radius(3.0)
.resolve(&light_colors());
let shader = terminal_shader(resolved.backdrop_effect(
2.0,
GlassDynamics {
activity: Some(1.0),
..Default::default()
},
));
let uniforms = shader.uniforms();
assert_eq!(uniforms[GLASS_ACTIVITY_UNIFORM], 1.0);
assert_eq!(uniforms[9], 0.72);
assert_eq!(
uniforms[GLASS_PHYSICAL_REFRACTION_DEPTH_ENABLED_UNIFORM],
0.0
);
assert_eq!(uniforms[GLASS_REFRACTION_CURVE_UNIFORM], 0.8);
assert_eq!(uniforms[GLASS_DISPERSION_UNIFORM], 0.42);
assert_eq!(uniforms[GLASS_TRANSMISSION_REFRACTION_UNIFORM], 1.0);
assert_eq!(uniforms[GLASS_BLUR_RADIUS_UNIFORM], 0.0);
}
#[test]
fn morph_geometry_and_incompressible_strain_are_packed() {
let deformation = GlassDeformation::incompressible((0.0, 2.0), 1.25);
let morph = GlassMorph {
node_size: (78.0, 59.0),
primary: (39.0, 29.5, 58.0, 39.0, -1.0),
shapes: vec![(70.0, 29.5, 40.0, 40.0, -1.0)],
glue: 8.0,
wobble_amplitude: 1.0,
wobble_phase: 0.5,
bulge_amplitude: 2.0,
bulge_direction: 0.25,
ellipse_blend: 0.3,
deformation: Some(deformation),
zoom_anchor: (0.0, 0.0),
};
let RenderEffect::Shader { shader } = Glass::lens()
.no_clip()
.resolve(&light_colors())
.backdrop_effect(
1.0,
GlassDynamics {
morph: Some(morph),
..Default::default()
},
)
else {
panic!("morph must use the shared wcKSRD shader");
};
let uniforms = shader.uniforms();
assert_eq!(&uniforms[0..6], &[78.0, 59.0, 39.0, 29.5, 58.0, 39.0]);
assert_eq!(uniforms[30], 1.0);
assert_eq!(&uniforms[106..110], &[0.0, 1.0, 1.25, 0.8]);
assert_eq!(uniforms[110], 0.3);
assert!(shader.output_padding() > 0.0);
}
#[test]
fn optical_builders_hold_their_own_legal_range() {
let glass = Glass::regular()
.fold_depth(-4.0)
.optical_zoom(0.5)
.rim_reflection(9.0);
assert_eq!(glass.fold_depth, 0.0, "a fold cannot be negative deep");
assert_eq!(glass.optical_zoom, 1.0, "a lens never shrinks its face");
assert_eq!(
glass.rim_reflection, 2.0,
"the rim tops out at twice the line"
);
let glass = Glass::regular()
.fold_depth(6.0)
.optical_zoom(1.4)
.rim_reflection(0.25);
assert_eq!(glass.fold_depth, 6.0);
assert_eq!(glass.optical_zoom, 1.4);
assert_eq!(glass.rim_reflection, 0.25);
}
#[test]
fn ink_recolor_records_its_color_at_a_clamped_strength() {
let red = Color::from_rgb_u8(255, 0, 0);
let glass = Glass::regular().ink_recolor(red, 3.0);
assert_eq!(glass.ink_recolor, Some((red, 1.0)));
let glass = Glass::regular().ink_recolor(red, -1.0);
assert_eq!(glass.ink_recolor, Some((red, 0.0)));
assert_eq!(Glass::regular().ink_recolor, None, "no recolor by default");
}
#[test]
fn a_touched_up_surface_amplifies_what_it_already_is() {
let dynamics = GlassDynamics::default().touched_up(1.0, None, (10.0, 4.0));
assert!(
dynamics.highlight_boost > 0.0,
"a pressed surface goes brighter"
);
assert!(dynamics.saturation_boost > 0.0, "and more saturated");
assert_eq!(
dynamics.touch,
Some((10.0, 4.0, 1.0)),
"with no finger the glow sits at the surface's own heart"
);
assert_eq!(
dynamics.resting_tint, None,
"a touch never repaints the surface with another color"
);
}
#[test]
fn a_touch_glow_follows_the_finger_and_accumulates_to_full() {
let dynamics = GlassDynamics::default()
.touched_up(0.5, Some((3.0, 7.0)), (10.0, 4.0))
.touched_up(0.8, Some((3.0, 7.0)), (10.0, 4.0));
let (x, y, intensity) = dynamics.touch.expect("a pressed surface glows");
assert_eq!(
(x, y),
(3.0, 7.0),
"the glow tracks the finger, not the center"
);
assert_eq!(intensity, 1.0, "carried press saturates at full");
}
#[test]
fn an_unpressed_surface_is_left_exactly_as_it_was() {
let resting = GlassDynamics::default();
let untouched = resting
.clone()
.touched_up(0.0, Some((3.0, 7.0)), (10.0, 4.0));
assert_eq!(untouched.highlight_boost, resting.highlight_boost);
assert_eq!(untouched.saturation_boost, resting.saturation_boost);
assert_eq!(untouched.touch, None, "no press, no glow");
}
#[test]
fn an_off_axis_strain_widens_the_support_by_the_affine_rows_times_the_half_extents() {
let resolved = Glass::regular()
.shape(LiquidShape::RoundedRect(0.0))
.blur_radius(0.0)
.shadow(false)
.no_clip()
.resolve(&light_colors());
let angle = 22.5f32.to_radians();
let morph = GlassMorph {
node_size: (600.0, 600.0),
primary: (300.0, 300.0, 200.0, 200.0, 0.0),
deformation: Some(GlassDeformation::incompressible(
(angle.cos(), angle.sin()),
2.0,
)),
..Default::default()
};
let RenderEffect::Shader { shader } = resolved.backdrop_effect(
1.0,
GlassDynamics {
activity: Some(1.0),
morph: Some(morph),
..Default::default()
},
) else {
panic!("an unblurred glass is one shader");
};
let support = shader
.output_support()
.expect("a morphing glass declares its support");
let half_x = 100.0 * (2.0 * angle.cos().powi(2) + 0.5 * angle.sin().powi(2))
+ 100.0 * (1.5 * angle.sin() * angle.cos());
assert!(
(half_x - 231.066).abs() < 0.01,
"the example's half extent is {half_x}"
);
assert!(
support.x <= 300.0 - half_x && support.x + support.width >= 300.0 + half_x,
"the support {support:?} must hold the strained square's x extent {half_x}"
);
let half_y = 100.0 * (1.5 * angle.sin() * angle.cos())
+ 100.0 * (2.0 * angle.sin().powi(2) + 0.5 * angle.cos().powi(2));
assert!(
(half_y - 125.0).abs() < 0.01,
"the example's y half extent is {half_y}"
);
assert!(
support.y <= 300.0 - half_y && support.y + support.height >= 300.0 + half_y,
"the support {support:?} must hold the strained square's y extent {half_y}"
);
}
#[test]
fn a_morphing_glass_declares_its_output_support_around_its_shapes_and_their_reach() {
let resolved = Glass::regular()
.shape(LiquidShape::RoundedRect(12.0))
.blur_radius(0.0)
.shadow(true)
.no_clip()
.resolve(&light_colors());
let morph = GlassMorph {
node_size: (280.0, 160.0),
primary: (140.0, 80.0, 120.0, 40.0, -1.0),
shapes: vec![(230.0, 80.0, 40.0, 40.0, -1.0)],
glue: 20.0,
wobble_amplitude: 3.0,
bulge_amplitude: 8.0,
deformation: Some(GlassDeformation::incompressible((1.0, 0.0), 1.25)),
..Default::default()
};
let dynamics = GlassDynamics {
activity: Some(1.0),
morph: Some(morph.clone()),
..Default::default()
};
let RenderEffect::Shader { shader } = resolved.backdrop_effect(2.0, dynamics) else {
panic!("an unblurred glass is one shader");
};
let support = shader
.output_support()
.expect("a morphing glass declares its support");
let shape_reach = (230.0 + 20.0) - (140.0 + 60.0);
let shadow_reach = resolved.shadow_radius
+ resolved.shadow_offset_y.abs()
+ resolved.shadow_spread.max(0.0);
let field_reach = 3.0 * 2.0 + 8.0 + shape_reach + 40.0 + shadow_reach + 4.0;
let smallest_strain = 0.8;
let reach = field_reach / smallest_strain;
let contains = |x: f32, y: f32| {
support.x <= x
&& support.y <= y
&& support.x + support.width >= x
&& support.y + support.height >= y
};
for (cx, cy) in [(-1.0, -1.0), (1.0, -1.0), (-1.0, 1.0), (1.0, 1.0)] {
let corner = ((60.0 + reach) * cx, (20.0 + reach) * cy);
let stretched = (140.0 + corner.0 * 1.25, 80.0 + corner.1 * 0.8);
assert!(
contains(stretched.0, stretched.1 - resolved.shadow_offset_y.abs())
&& contains(stretched.0, stretched.1 + resolved.shadow_offset_y.abs()),
"{support:?} must hold the strained, dilated corner {stretched:?}"
);
}
assert!(
contains(230.0 + 20.0 + reach, 80.0),
"the glued shape's reach is inside"
);
assert!(shader.output_padding() >= field_reach);
let RenderEffect::Shader { shader } =
resolved.backdrop_effect(2.0, GlassDynamics::default())
else {
panic!("an unblurred glass is one shader");
};
assert_eq!(
shader.output_support(),
None,
"cover-mode glass fills its rect"
);
}
}