WIP
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@@ -510,7 +510,7 @@ impl Renderer {
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);
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// Snap sprite to pixel grid.
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let origin = (icon.bounds.origin() * scene.scale_factor()).floor();
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let origin = (icon.bounds.origin() * scene.scale_factor()); //.floor();
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sprites_by_atlas
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.entry(sprite.atlas_id)
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.or_insert_with(Vec::new)
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@@ -49,7 +49,8 @@ typedef enum {
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typedef struct {
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vector_float2 origin;
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vector_float2 size;
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vector_float2 target_size;
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vector_float2 source_size;
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vector_float2 atlas_origin;
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vector_uchar4 color;
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uint8_t compute_winding;
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@@ -186,9 +186,9 @@ vertex SpriteFragmentInput sprite_vertex(
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) {
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float2 unit_vertex = unit_vertices[unit_vertex_id];
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GPUISprite sprite = sprites[sprite_id];
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float2 position = unit_vertex * sprite.size + sprite.origin;
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float2 position = unit_vertex * sprite.target_size + sprite.origin;
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float4 device_position = to_device_position(position, *viewport_size);
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float2 atlas_position = (unit_vertex * sprite.size + sprite.atlas_origin) / *atlas_size;
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float2 atlas_position = (unit_vertex * sprite.source_size + sprite.atlas_origin) / *atlas_size;
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return SpriteFragmentInput {
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device_position,
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@@ -140,8 +140,23 @@ impl SpriteCache {
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size: Vector2F,
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path: Cow<'static, str>,
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svg: usvg::Tree,
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target_position: Vector2F,
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scale_factor: f32,
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) -> IconSprite {
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const SUBPIXEL_VARIANTS: u8 = 4;
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let target_position = target_position * scale_factor;
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let subpixel_variant = (
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(target_position.x().fract() * SUBPIXEL_VARIANTS as f32).round() as u8
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% SUBPIXEL_VARIANTS,
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(target_position.y().fract() * SUBPIXEL_VARIANTS as f32).round() as u8
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% SUBPIXEL_VARIANTS,
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);
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let subpixel_shift = vec2f(
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subpixel_variant.0 as f32 / SUBPIXEL_VARIANTS as f32,
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subpixel_variant.1 as f32 / SUBPIXEL_VARIANTS as f32,
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);
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let atlases = &mut self.atlases;
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let atlas_size = self.atlas_size;
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let device = &self.device;
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