mirror of https://github.com/wayvr-org/wayvr.git
dont show edit mode overlay while resizing
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parent
5dd7339b61
commit
ab578b8e35
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@ -35,13 +35,13 @@ static LINE_AUTO_INCREMENT: AtomicUsize = AtomicUsize::new(1);
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pub(super) const LINE_WIDTH: f32 = 0.002;
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// TODO customizable colors
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static COLORS: [[f32; 6]; 5] = {
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static COLORS: [[f32; 4]; 5] = {
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[
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[1., 1., 1., 1., 0., 0.],
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[0., 0.375, 0.5, 1., 0., 0.],
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[0.69, 0.188, 0., 1., 0., 0.],
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[0.375, 0., 0.5, 1., 0., 0.],
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[1., 0., 0., 1., 0., 0.],
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[1., 1., 1., 1.],
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[0., 0.375, 0.5, 1.],
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[0.69, 0.188, 0., 1.],
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[0.375, 0., 0.5, 1.],
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[1., 0., 0., 1.],
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]
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};
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@ -69,7 +69,7 @@ impl LinePool {
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let buf_color = app
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.gfx
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.empty_buffer(BufferUsage::TRANSFER_DST | BufferUsage::UNIFORM_BUFFER, 6)?;
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.empty_buffer(BufferUsage::TRANSFER_DST | BufferUsage::UNIFORM_BUFFER, 4)?;
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let set0 = self.pipeline.buffer(0, buf_color.clone())?;
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@ -173,7 +173,7 @@ impl LinePool {
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.next()
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.unwrap();
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line.buf_color.write()?[0..6].copy_from_slice(&COLORS[inner.color]);
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line.buf_color.write()?[0..4].copy_from_slice(&COLORS[inner.color]);
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let mut cmd_buffer = app
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.gfx
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@ -238,12 +238,15 @@ impl OverlayBackend for EditModeBackendWrapper {
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self.inner.render(app, rdr)?;
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}
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self.panel.render(app, rdr)?;
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// `GuiPanel` is not stereo-aware, so just render the same pass twice
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if rdr.cmd_bufs.len() > 1 {
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rdr.cmd_bufs.reverse();
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// during resize, just fade the color
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if matches!(self.panel.state.resize, ResizeState::None) {
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self.panel.render(app, rdr)?;
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rdr.cmd_bufs.reverse();
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// `GuiPanel` is not stereo-aware, so just render the same pass twice
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if rdr.cmd_bufs.len() > 1 {
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rdr.cmd_bufs.reverse();
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self.panel.render(app, rdr)?;
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rdr.cmd_bufs.reverse();
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}
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}
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self.extent = rdr.extent;
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@ -1,24 +1,13 @@
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#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (set = 0, binding = 0) uniform ColorBlock {
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uniform vec4 in_color;
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uniform vec2 corner_radius;
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};
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void main()
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{
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out_color.r = corner_radius.r;
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out_color = in_color;
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vec2 uv_circ = ((1. - corner_radius) - (abs(in_uv + vec2(-0.5)) * 2.))/corner_radius;
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float dist = length(uv_circ);
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out_color.a = mix(out_color.a, 0.,
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float(dist > 1.)
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* float(uv_circ.x < 0.)
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* float(uv_circ.y < 0.));
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}
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