Avoid relying origin_upper_left

It seems to cause considerable glitches when resizing.
This commit is contained in:
Héctor Ramón Jiménez 2020-05-21 01:01:47 +02:00
parent e0e4ee73fe
commit d77492c0c3
2 changed files with 17 additions and 3 deletions

View File

@ -12,6 +12,7 @@ pub struct Pipeline {
instances: <glow::Context as HasContext>::Buffer, instances: <glow::Context as HasContext>::Buffer,
current_transform: Transformation, current_transform: Transformation,
current_scale: f32, current_scale: f32,
current_target_height: u32,
} }
impl Pipeline { impl Pipeline {
@ -35,6 +36,7 @@ impl Pipeline {
&Transformation::identity().into(), &Transformation::identity().into(),
); );
gl.uniform_1_f32(Some(1), 1.0); gl.uniform_1_f32(Some(1), 1.0);
gl.uniform_1_f32(Some(2), 0.0);
gl.use_program(None); gl.use_program(None);
} }
@ -48,6 +50,7 @@ impl Pipeline {
instances, instances,
current_transform: Transformation::identity(), current_transform: Transformation::identity(),
current_scale: 1.0, current_scale: 1.0,
current_target_height: 0,
} }
} }
@ -94,6 +97,14 @@ impl Pipeline {
self.current_scale = scale; self.current_scale = scale;
} }
if target_height != self.current_target_height {
unsafe {
gl.uniform_1_f32(Some(2), target_height as f32);
}
self.current_target_height = target_height;
}
let mut i = 0; let mut i = 0;
let total = instances.len(); let total = instances.len();

View File

@ -1,6 +1,7 @@
#version 450 #version 450
layout(origin_upper_left) in vec4 gl_FragCoord; layout(location = 2) uniform float u_Screen_Height;
layout(location = 0) in vec4 v_Color; layout(location = 0) in vec4 v_Color;
layout(location = 1) in vec4 v_BorderColor; layout(location = 1) in vec4 v_BorderColor;
layout(location = 2) in vec2 v_Pos; layout(location = 2) in vec2 v_Pos;
@ -31,12 +32,14 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
void main() { void main() {
vec4 mixed_color; vec4 mixed_color;
vec2 fragCoord = vec2(gl_FragCoord.x, u_Screen_Height - gl_FragCoord.y);
// TODO: Remove branching (?) // TODO: Remove branching (?)
if(v_BorderWidth > 0) { if(v_BorderWidth > 0) {
float internal_border = max(v_BorderRadius - v_BorderWidth, 0); float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
float internal_distance = distance( float internal_distance = distance(
gl_FragCoord.xy, fragCoord,
v_Pos + vec2(v_BorderWidth), v_Pos + vec2(v_BorderWidth),
v_Scale - vec2(v_BorderWidth * 2.0), v_Scale - vec2(v_BorderWidth * 2.0),
internal_border internal_border
@ -54,7 +57,7 @@ void main() {
} }
float d = distance( float d = distance(
gl_FragCoord.xy, fragCoord,
v_Pos, v_Pos,
v_Scale, v_Scale,
v_BorderRadius v_BorderRadius