use crate::Rect; /// Size of the viewport in whole, physical pixels. pub struct ViewportInPixels { /// Physical pixel offset for left side of the viewport. pub left_px: i32, /// Physical pixel offset for top side of the viewport. pub top_px: i32, /// Physical pixel offset for bottom side of the viewport. /// /// This is what `glViewport`, `glScissor` etc expects for the y axis. pub from_bottom_px: i32, /// Viewport width in physical pixels. pub width_px: i32, /// Viewport height in physical pixels. pub height_px: i32, } impl ViewportInPixels { /// Convert from ui points. pub fn from_points(rect: &Rect, pixels_per_point: f32, screen_size_px: [u32; 2]) -> Self { // Fractional pixel values for viewports are generally valid, but may cause sampling issues // and rounding errors might cause us to get out of bounds. // Round: let left_px = (pixels_per_point * rect.min.x).round() as i32; // inclusive let top_px = (pixels_per_point * rect.min.y).round() as i32; // inclusive let right_px = (pixels_per_point * rect.max.x).round() as i32; // exclusive let bottom_px = (pixels_per_point * rect.max.y).round() as i32; // exclusive // Clamp to screen: let screen_width = screen_size_px[0] as i32; let screen_height = screen_size_px[1] as i32; let left_px = left_px.clamp(0, screen_width); let right_px = right_px.clamp(left_px, screen_width); let top_px = top_px.clamp(0, screen_height); let bottom_px = bottom_px.clamp(top_px, screen_height); let width_px = right_px - left_px; let height_px = bottom_px - top_px; Self { left_px, top_px, from_bottom_px: screen_height - height_px - top_px, width_px, height_px, } } }