WIP: Working clip rects for glium
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2f02446f6f
commit
46f123eeb6
4 changed files with 59 additions and 22 deletions
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@ -63,6 +63,10 @@ impl Vec2 {
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vec2(self.x.ceil(), self.y.ceil())
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}
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pub fn is_finite(&self) -> bool {
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self.x.is_finite() && self.y.is_finite()
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}
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pub fn min(self, other: Vec2) -> Self {
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vec2(self.x.min(other.x), self.y.min(other.y))
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}
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@ -195,6 +199,10 @@ impl Pos2 {
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pub fn ceil(self) -> Self {
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pos2(self.x.ceil(), self.y.ceil())
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}
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pub fn is_finite(&self) -> bool {
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self.x.is_finite() && self.y.is_finite()
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}
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}
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impl std::ops::AddAssign<Vec2> for Pos2 {
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@ -342,6 +350,14 @@ impl Rect {
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self.max.y - self.min.y
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}
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pub fn is_empty(&self) -> bool {
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self.max.x < self.min.x || self.max.y < self.min.y
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}
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pub fn is_finite(&self) -> bool {
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self.min.is_finite() && self.max.is_finite()
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}
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// Convenience functions (assumes origin is towards left top):
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pub fn left_top(&self) -> Pos2 {
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@ -6,39 +6,49 @@ use crate::{font::TextFragment, layout::*, widgets::*, *};
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/// with a type of layout (horizontal or vertical).
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/// TODO: make Region a trait so we can have type-safe HorizontalRegion etc?
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pub struct Region {
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// TODO: remove pub(crate) from all members.
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//
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/// How we access input, output and memory
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pub(crate) ctx: Arc<Context>,
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/// Where to put the graphics output of this Region
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pub(crate) layer: Layer,
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pub(crate) style: Style,
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/// Unique ID of this region.
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/// ID of this region.
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/// Generated based on id of parent region together with
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/// another source of child identity (e.g. window title).
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/// Acts like a namespace for child regions.
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/// Hopefully unique.
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pub(crate) id: Id,
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/// The `rect` represents where in space the region is
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/// and its max size (original available_space).
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/// Note that the size may be infinite in one or both dimensions.
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/// The widgets will TRY to fit within the rect,
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/// but may overflow (which you will see in bounding_size).
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/// It will use the rect (which never changes) as a
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/// clip rect when painting the contents of the region.
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pub(crate) rect: Rect, // TODO: rename desired_rect
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/// Bounding box of children.
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/// We keep track of our max-size along the orthogonal to self.dir
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/// Initially set to zero.
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/// TODO: make into `child_bounds: Rect`
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pub(crate) bounding_size: Vec2,
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/// Overide default style in this region
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pub(crate) style: Style,
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// Layout stuff follows. TODO: move to own type and abstract.
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/// Doesn't change.
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pub(crate) dir: Direction,
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pub(crate) align: Align,
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// The `rect` represents where in space the region is
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// and its max size (original available_space).
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// Note that the size may be infinite in one or both dimensions.
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// The widgets will TRY to fit within the rect,
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// but may overflow (which you will see in bounding_size).
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// It will use the rect (which never changes) as a
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// clip rect when painting the contents of the region.
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pub(crate) rect: Rect,
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/// Where the next widget will be put.
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/// Progresses along self.dir.
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/// Initially set to rect.min()
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pub(crate) cursor: Pos2,
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/// Bounding box of children.
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/// We keep track of our max-size along the orthogonal to self.dir
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/// Initially set to zero.
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pub(crate) bounding_size: Vec2,
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}
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impl Region {
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@ -120,10 +120,10 @@ pub enum PaintCmd {
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outline: Option<Outline>,
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},
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Rect {
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rect: Rect,
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corner_radius: f32,
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fill_color: Option<Color>,
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outline: Option<Outline>,
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rect: Rect,
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},
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/// Paint a single line of text
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Text {
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@ -60,8 +60,8 @@ impl Painter {
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
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if (v_pos.y < v_clip_rect.y) { discard; }
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// if (v_pos.x < v_clip_rect.z) { discard; } // TODO
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// if (v_pos.y > v_clip_rect.w) { discard; } // TODO
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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f_color = v_color;
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f_color.rgb = linear_from_srgb(f_color.rgb);
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f_color.a *= texture(u_sampler, v_tc).r;
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@ -86,8 +86,10 @@ impl Painter {
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_pos = a_pos;
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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v_clip_rect = u_clip_rect;
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}
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",
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@ -106,6 +108,10 @@ impl Painter {
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}
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
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if (v_pos.y < v_clip_rect.y) { discard; }
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
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@ -130,8 +136,10 @@ impl Painter {
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_pos = a_pos;
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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v_clip_rect = u_clip_rect;
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}
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",
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@ -150,6 +158,10 @@ impl Painter {
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}
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
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if (v_pos.y < v_clip_rect.y) { discard; }
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
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@ -247,8 +259,7 @@ impl Painter {
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let height_points = height_pixels as f32 / pixels_per_point;
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let uniforms = uniform! {
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u_clip_rect_min: [clip_rect.min().x, clip_rect.min().y],
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u_clip_rect_max: [clip_rect.max().x, clip_rect.max().y],
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u_clip_rect: [clip_rect.min().x, clip_rect.min().y, clip_rect.max().x, clip_rect.max().y],
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u_screen_size: [width_points, height_points],
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u_tex_size: [texture.width as f32, texture.height as f32],
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u_sampler: &self.texture,
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