Snap quad primitives to the pixel grid (once again!)
Let's hope this approach handles common cases better.
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7c5a4bc465
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3aedbd5844
3 changed files with 15 additions and 18 deletions
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@ -33,6 +33,9 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
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var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
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var pos_snap: vec2<f32> = vec2<f32>(round(pos.x + 0.01) - pos.x, round(pos.y + 0.01) - pos.y);
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var scale_snap: vec2<f32> = vec2<f32>(round(scale.x + 0.01) - scale.x, round(scale.y + 0.01) - scale.y);
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var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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min(input.border_radius.x, min_border_radius),
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@ -42,10 +45,10 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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@ -55,7 +58,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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out.colors_4 = input.colors_4;
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out.offsets = input.offsets;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.position_and_scale = vec4<f32>(pos + pos_snap, scale + scale_snap);
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out.border_color = premultiply(input.border_color);
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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@ -30,15 +30,9 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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var pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale;
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var scale: vec2<f32> = (input.scale + vec2<f32>(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale;
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var snap: vec2<f32> = vec2<f32>(0.0, 0.0);
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if input.scale.x == 1.0 {
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snap.x = round(pos.x) - pos.x;
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}
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if input.scale.y == 1.0 {
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snap.y = round(pos.y) - pos.y;
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}
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var pos_snap: vec2<f32> = vec2<f32>(round(pos.x + 0.01) - pos.x, round(pos.y + 0.01) - pos.y);
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var scale_snap: vec2<f32> = vec2<f32>(round(scale.x + 0.01) - scale.x, round(scale.y + 0.01) - scale.y);
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var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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@ -49,17 +43,17 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5) + snap, 0.0, 1.0)
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vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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out.color = premultiply(input.color);
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out.border_color = premultiply(input.border_color);
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out.pos = input.pos * globals.scale + snap;
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out.scale = input.scale * globals.scale;
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out.pos = input.pos * globals.scale + pos_snap;
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out.scale = input.scale * globals.scale + scale_snap;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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out.shadow_color = premultiply(input.shadow_color);
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@ -424,7 +424,7 @@ where
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.style(&self.class, self.last_status.unwrap_or(Status::Disabled));
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let border_radius = bounds.height / BORDER_RADIUS_RATIO;
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let space = SPACE_RATIO * bounds.height;
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let space = (SPACE_RATIO * bounds.height).round();
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let toggler_background_bounds = Rectangle {
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x: bounds.x + space,
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