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@ -142,6 +142,8 @@ impl UiDrawCall {
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let vidx = draw_call.vertices.len() as u32;
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if let Some(corner) = rounded_corners.filter(|x| x.radius.max_f32() > 0.0) {
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//this code is stupid as fuck
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//but it works... i think?
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//maybe some verts end up missing, but it's close enough...
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//Random vert in the center for no reason
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//lol
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@ -158,8 +160,8 @@ impl UiDrawCall {
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let angle = cratio * std::f32::consts::PI * 0.5;
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let x = angle.sin();
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let y = angle.cos();
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//Top-right corner
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let mut corner_impl = |rp: Vec2, color: &Corners<Vec4>, uv: Vec2| {
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let mut corner_impl = |rp: Vec2, color: &Corners<Vec4>| {
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//TODO: also calculate proper uv
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let rrp = rp / *size;
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let color_at_point =
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@ -167,35 +169,39 @@ impl UiDrawCall {
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color.top_right * rrp.x * (1. - rrp.y) +
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color.bottom_left * (1. - rrp.x) * rrp.y +
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color.top_left * (1. - rrp.x) * (1. - rrp.y);
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let uv_at_point =
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uvs.bottom_right * rrp.x * rrp.y +
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uvs.top_right * rrp.x * (1. - rrp.y) +
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uvs.bottom_left * (1. - rrp.x) * rrp.y +
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uvs.top_left * (1. - rrp.x) * (1. - rrp.y);
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draw_call.vertices.push(UiVertex {
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position: *position + rp,
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color: color_at_point,
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uv,
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uv: uv_at_point,
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});
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};
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//Top-right corner
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corner_impl(
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vec2(x, 1. - y) * corner.radius.top_right + vec2(size.x - corner.radius.top_right, 0.),
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color,
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uvs.top_right,
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);
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//Bottom-right corner
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corner_impl(
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vec2(x - 1., y) * corner.radius.bottom_right + vec2(size.x, size.y - corner.radius.bottom_right),
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color,
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uvs.bottom_right,
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);
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//Bottom-left corner
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corner_impl(
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vec2(1. - x, y) * corner.radius.bottom_left + vec2(0., size.y - corner.radius.bottom_left),
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color,
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uvs.bottom_left,
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);
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//Top-left corner
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corner_impl(
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vec2(1. - x, 1. - y) * corner.radius.top_left,
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color,
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uvs.top_left,
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);
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// mental illness:
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if i > 0 {
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draw_call.indices.extend([
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@ -239,6 +245,7 @@ impl UiDrawCall {
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vidx + 2,
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]);
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} else {
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//...Normal rectangle
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draw_call.indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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draw_call.vertices.extend([
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UiVertex {
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