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mirror of https://github.com/emilk/egui.git synced 2026-06-28 07:23:13 -04:00

WIP: Working clip rects for glium

This commit is contained in:
Emil Ernerfeldt
2020-04-21 00:17:02 +02:00
parent 2f02446f6f
commit 46f123eeb6
4 changed files with 59 additions and 22 deletions

View File

@@ -60,8 +60,8 @@ impl Painter {
void main() {
if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
// if (v_pos.x < v_clip_rect.z) { discard; } // TODO
// if (v_pos.y > v_clip_rect.w) { discard; } // TODO
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
f_color = v_color;
f_color.rgb = linear_from_srgb(f_color.rgb);
f_color.a *= texture(u_sampler, v_tc).r;
@@ -86,8 +86,10 @@ impl Painter {
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_pos = a_pos;
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
v_clip_rect = u_clip_rect;
}
",
@@ -106,6 +108,10 @@ impl Painter {
}
void main() {
if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
@@ -130,8 +136,10 @@ impl Painter {
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_pos = a_pos;
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
v_clip_rect = u_clip_rect;
}
",
@@ -150,6 +158,10 @@ impl Painter {
}
void main() {
if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
@@ -247,8 +259,7 @@ impl Painter {
let height_points = height_pixels as f32 / pixels_per_point;
let uniforms = uniform! {
u_clip_rect_min: [clip_rect.min().x, clip_rect.min().y],
u_clip_rect_max: [clip_rect.max().x, clip_rect.max().y],
u_clip_rect: [clip_rect.min().x, clip_rect.min().y, clip_rect.max().x, clip_rect.max().y],
u_screen_size: [width_points, height_points],
u_tex_size: [texture.width as f32, texture.height as f32],
u_sampler: &self.texture,