Update wr + shaders for local clip rect changes.

This commit is contained in:
Glenn Watson 2016-08-24 06:22:07 +10:00
parent 6f22251e65
commit b646c57230
12 changed files with 83 additions and 25 deletions

View file

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