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Update wr + shaders for local clip rect changes.
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parent
6f22251e65
commit
b646c57230
12 changed files with 83 additions and 25 deletions
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@ -29,7 +29,7 @@
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struct Layer {
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mat4 transform;
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mat4 inv_transform;
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ivec4 world_clip_rect;
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vec4 local_clip_rect;
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vec4 screen_vertices[4];
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};
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@ -123,6 +123,10 @@ VertexInfo write_vertex(PrimitiveInfo info) {
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vec2 cp1 = floor(0.5 + (info.local_clip_rect.xy + info.local_clip_rect.zw) * uDevicePixelRatio) / uDevicePixelRatio;
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local_pos = clamp(local_pos, cp0, cp1);
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local_pos = clamp(local_pos,
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vec2(layer.local_clip_rect.xy),
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vec2(layer.local_clip_rect.xy + layer.local_clip_rect.zw));
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vec4 world_pos = layer.transform * vec4(local_pos, 0, 1);
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world_pos.xyz /= world_pos.w;
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@ -132,10 +136,6 @@ VertexInfo write_vertex(PrimitiveInfo info) {
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vec2(tile.actual_rect.xy),
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vec2(tile.actual_rect.xy + tile.actual_rect.zw));
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clamped_pos = clamp(clamped_pos,
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vec2(layer.world_clip_rect.xy),
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vec2(layer.world_clip_rect.xy + layer.world_clip_rect.zw));
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vec4 local_clamped_pos = layer.inv_transform * vec4(clamped_pos / uDevicePixelRatio, world_pos.z, 1);
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local_clamped_pos.xyz /= local_clamped_pos.w;
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@ -149,16 +149,29 @@ VertexInfo write_vertex(PrimitiveInfo info) {
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struct TransformVertexInfo {
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vec3 local_pos;
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vec4 clipped_local_rect;
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};
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TransformVertexInfo write_transform_vertex(PrimitiveInfo info) {
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Layer layer = layers[info.layer_tile_part.x];
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Tile tile = tiles[info.layer_tile_part.y];
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vec2 p0 = info.local_rect.xy;
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vec2 p1 = info.local_rect.xy + vec2(info.local_rect.z, 0.0);
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vec2 p2 = info.local_rect.xy + vec2(0.0, info.local_rect.w);
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vec2 p3 = info.local_rect.xy + info.local_rect.zw;
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vec2 lp0 = info.local_rect.xy;
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vec2 lp1 = info.local_rect.xy + info.local_rect.zw;
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lp0 = clamp(lp0,
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layer.local_clip_rect.xy,
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layer.local_clip_rect.xy + layer.local_clip_rect.zw);
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lp1 = clamp(lp1,
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layer.local_clip_rect.xy,
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layer.local_clip_rect.xy + layer.local_clip_rect.zw);
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vec4 clipped_local_rect = vec4(lp0, lp1 - lp0);
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vec2 p0 = lp0;
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vec2 p1 = vec2(lp1.x, lp0.y);
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vec2 p2 = vec2(lp0.x, lp1.y);
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vec2 p3 = lp1;
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vec4 t0 = layer.transform * vec4(p0, 0, 1);
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vec4 t1 = layer.transform * vec4(p1, 0, 1);
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@ -191,7 +204,7 @@ TransformVertexInfo write_transform_vertex(PrimitiveInfo info) {
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gl_Position = uTransform * vec4(final_pos, 0, 1);
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return TransformVertexInfo(layer_pos);
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return TransformVertexInfo(layer_pos, clipped_local_rect);
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}
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#endif
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