mirror of
https://github.com/griffi-gh/hUI.git
synced 2024-11-21 22:58:42 -06:00
fix texture uv mess
This commit is contained in:
parent
3f29000136
commit
9e61c08706
|
@ -1,7 +1,5 @@
|
|||
//! draw commands, tesselation and UI rendering.
|
||||
|
||||
//TODO: 9-slice draw command
|
||||
|
||||
use crate::{
|
||||
rect::Corners,
|
||||
text::{FontHandle, TextRenderer}
|
||||
|
@ -169,22 +167,26 @@ impl UiDrawCall {
|
|||
.flatten()
|
||||
.map(|guv| {
|
||||
if let Some(texture_uv) = texture_uv {
|
||||
//XXX: this assumes that it's not rotated :p
|
||||
//hell will break loose if it is
|
||||
//seriously, i fvcking despise this code, and i hope to never touch this file ever again
|
||||
//FIXME: this is only valid if top_left is acutally the min (e.g. only for rectangular crops)
|
||||
//We currently only need rectangular crops so i don't give a fvck
|
||||
let uv_size = guv.bottom_right - guv.top_left;
|
||||
let mut uv_mapped = *texture_uv;
|
||||
uv_mapped.top_left *= uv_size;
|
||||
uv_mapped.top_right *= uv_size;
|
||||
uv_mapped.bottom_left *= uv_size;
|
||||
uv_mapped.bottom_right *= uv_size;
|
||||
uv_mapped.top_left += guv.top_left;
|
||||
uv_mapped.top_right += guv.top_left;
|
||||
uv_mapped.bottom_left += guv.top_left;
|
||||
uv_mapped.bottom_right += guv.top_left;
|
||||
uv_mapped
|
||||
//XXX: this may not work if the texture is rotated
|
||||
//also is this slow?
|
||||
|
||||
let top = guv.top_left.lerp(guv.top_right, texture_uv.top_left.x);
|
||||
let bottom = guv.bottom_left.lerp(guv.bottom_right, texture_uv.top_left.x);
|
||||
let top_left = top.lerp(bottom, texture_uv.top_left.y);
|
||||
|
||||
let top = guv.top_left.lerp(guv.top_right, texture_uv.top_right.x);
|
||||
let bottom = guv.bottom_left.lerp(guv.bottom_right, texture_uv.top_right.x);
|
||||
let top_right = top.lerp(bottom, texture_uv.top_right.y);
|
||||
|
||||
let top = guv.top_left.lerp(guv.top_right, texture_uv.bottom_left.x);
|
||||
let bottom = guv.bottom_left.lerp(guv.bottom_right, texture_uv.bottom_left.x);
|
||||
let bottom_left = top.lerp(bottom, texture_uv.bottom_left.y);
|
||||
|
||||
let top = guv.top_left.lerp(guv.top_right, texture_uv.bottom_right.x);
|
||||
let bottom = guv.bottom_left.lerp(guv.bottom_right, texture_uv.bottom_right.x);
|
||||
let bottom_right = top.lerp(bottom, texture_uv.bottom_right.y);
|
||||
|
||||
Corners { top_left, top_right, bottom_left, bottom_right }
|
||||
} else {
|
||||
guv
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue