fix: quad rendering including border only inside of the bounds
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parent
422b4dedcb
commit
46fc5a7992
1 changed files with 42 additions and 4 deletions
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@ -157,6 +157,7 @@ impl Backend {
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border_width,
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border_width,
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border_color,
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border_color,
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} => {
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} => {
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// XXX border seems to be contained by the bounds of the primitive in wgpu and for damage regions, so we do the same here
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let physical_bounds = (*bounds + translation) * scale_factor;
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let physical_bounds = (*bounds + translation) * scale_factor;
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if !clip_bounds.intersects(&physical_bounds) {
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if !clip_bounds.intersects(&physical_bounds) {
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@ -172,7 +173,26 @@ impl Backend {
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)
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)
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.post_scale(scale_factor, scale_factor);
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.post_scale(scale_factor, scale_factor);
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let path = rounded_rectangle(*bounds, *border_radius);
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// Make sure the border radius is not larger than the bounds
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let border_width = border_width
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.min(bounds.width / 2.0)
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.min(bounds.height / 2.0);
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// Offset the fill by the border width
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let path_bounds = Rectangle {
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x: bounds.x + border_width,
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y: bounds.y + border_width,
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width: bounds.width - 2.0 * border_width,
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height: bounds.height - 2.0 * border_width,
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};
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// fill border radius is the border radius minus the border width
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let mut fill_border_radius = *border_radius;
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for radius in &mut fill_border_radius {
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*radius = (*radius - border_width / 2.0)
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.min(path_bounds.width / 2.0)
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.min(path_bounds.height / 2.0);
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}
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let path = rounded_rectangle(path_bounds, fill_border_radius);
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pixels.fill_path(
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pixels.fill_path(
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&path,
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&path,
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@ -192,9 +212,27 @@ impl Backend {
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clip_mask,
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clip_mask,
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);
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);
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if *border_width > 0.0 {
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// border path is offset by half the border width
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let path_bounds = Rectangle {
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x: bounds.x + border_width / 2.0,
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y: bounds.y + border_width / 2.0,
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width: bounds.width - border_width,
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height: bounds.height - border_width,
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};
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let mut border_radius = *border_radius;
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for radius in &mut border_radius {
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*radius = radius
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.min(path_bounds.width / 2.0)
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.min(path_bounds.height / 2.0);
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}
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let border_radius_path =
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rounded_rectangle(path_bounds, border_radius);
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if border_width > 0.0 {
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pixels.stroke_path(
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pixels.stroke_path(
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&path,
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&border_radius_path,
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&tiny_skia::Paint {
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&tiny_skia::Paint {
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shader: tiny_skia::Shader::SolidColor(into_color(
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shader: tiny_skia::Shader::SolidColor(into_color(
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*border_color,
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*border_color,
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@ -203,7 +241,7 @@ impl Backend {
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..tiny_skia::Paint::default()
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..tiny_skia::Paint::default()
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},
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},
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&tiny_skia::Stroke {
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&tiny_skia::Stroke {
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width: *border_width,
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width: border_width,
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..tiny_skia::Stroke::default()
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..tiny_skia::Stroke::default()
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},
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},
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transform,
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transform,
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