[oden] Initial ground work for circles
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6712a7fccb
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0296db3106
3 changed files with 259 additions and 26 deletions
110
src/circle_shader.wgsl
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110
src/circle_shader.wgsl
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@ -0,0 +1,110 @@
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// ----------------------------------------------------------------------------
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// Vertex shader
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// ----------------------------------------------------------------------------
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struct VertexInput {
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@location(0) position : vec3<f32>,
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@location(1) tex_coords : vec2<f32>,
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};
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struct InstanceInput {
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@location(5) center: vec2<f32>,
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@location(6) radius: f32,
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@location(7) stroke_width: f32,
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@location(8) stroke_color: vec4<f32>,
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@location(9) fill_color: vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position : vec4<f32>,
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@location(0) tex_coords : vec2<f32>,
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@location(1) inner_r2: f32,
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@location(2) stroke_color: vec4<f32>,
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@location(3) fill_color: vec4<f32>,
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};
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@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
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var out : VertexOutput;
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out.stroke_color = instance.stroke_color;
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out.fill_color = instance.fill_color;
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// The circle's coordinate system goes from (-1,-1) to (1,1) but by
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// convention we provide ourselves texture coordinates that go from (0,0)
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// to (1,1).
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out.tex_coords = mix(vec2f(-1.0, -1.0), vec2f(1.0, 1.0), vertex.tex_coords);
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// Compute the squared radius of the inner circle, so we don't do it
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// per-pixel.
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//
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// The radius of the inner circle goes from 0 (no inner circle) to 1 (no
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// stroke), because the radius of the outer circle is implicitly 1 (the
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// circle in the square we're rendering.
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//
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// (Honestly I don't even need to do this per-vertex, this is per-instance,
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// I can pre-calculate this if I need this to be faster somehow.)
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let delta = instance.radius - instance.stroke_width; //, 0, instance.radius);
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let inner_radius = delta / instance.radius;
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out.inner_r2 = inner_radius * inner_radius;
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let radius = vec2f(instance.radius, instance.radius);
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let in_pos = instance.center + mix(-radius, radius, vec2f(vertex.position.x, vertex.position.y));
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let position = adjust_for_resolution(in_pos);
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out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
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return out;
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}
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// ----------------------------------------------------------------------------
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// Fragment shader
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// ----------------------------------------------------------------------------
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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let tc2 = in.tex_coords * in.tex_coords;
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if (tc2.x + tc2.y <= in.inner_r2) {
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return in.fill_color;
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} else if (tc2.x + tc2.y <= 1.0) {
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return in.stroke_color;
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} else {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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}
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}
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// ----------------------------------------------------------------------------
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// Resolution Handling
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// ----------------------------------------------------------------------------
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struct ScreenUniform {
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resolution : vec2f,
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};
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@group(1) @binding(0) // 1.
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var<uniform> screen : ScreenUniform;
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
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// Adjust in_pos for the "resolution" of the screen.
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let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
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// the actual resolution of the screen.
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let screen_ar = screen.resolution.x / screen.resolution.y;
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// Compute the difference in resolution ... correctly?
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//
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// nudge is the amount to add to the logical resolution so that the pixels
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// stay the same size but we respect the aspect ratio of the screen. (So
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// there's more of them in either the x or y direction.)
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var nudge = vec2f(0.0);
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if (screen_ar > RES_AR) {
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nudge.x = (RES.y * screen_ar) - RES.x;
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} else {
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nudge.y = (RES.x / screen_ar) - RES.y;
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}
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var new_logical_resolution = RES + nudge;
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// Now we can convert the incoming position to clip space, in the new screen.
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let centered = in_pos + (nudge / 2.0);
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var position = (2.0 * centered / new_logical_resolution) - 1.0;
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position.y = -position.y;
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return position;
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}
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113
src/lib.rs
113
src/lib.rs
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@ -85,6 +85,60 @@ impl SpriteInstance {
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}
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct CircleInstance {
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center: [f32; 2],
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radius: f32,
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stroke_width: f32,
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stroke_color: [f32; 4],
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fill_color: [f32; 4],
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}
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impl CircleInstance {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<SpriteInstance>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>() + std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<[f32; 4]>())
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as wgpu::BufferAddress,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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#[repr(C)]
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct ScreenUniforms {
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struct ScreenUniforms {
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config: wgpu::SurfaceConfiguration,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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size: winit::dpi::PhysicalSize<u32>,
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window: Window,
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window: Window,
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render_pipeline: wgpu::RenderPipeline,
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sprite_vertex_buffer: wgpu::Buffer,
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sprite_vertex_buffer: wgpu::Buffer,
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sprite_pipeline: wgpu::RenderPipeline,
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sprite_instance_buffers: Vec<VertexBuffer<SpriteInstance>>,
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sprite_instance_buffers: Vec<VertexBuffer<SpriteInstance>>,
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next_free_sprite_instance_buffer: usize,
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next_free_sprite_instance_buffer: usize,
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sprite_bind_group_layout: wgpu::BindGroupLayout,
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sprite_bind_group_layout: wgpu::BindGroupLayout,
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sprite_textures: HashMap<u32, wgpu::BindGroup>,
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sprite_textures: HashMap<u32, wgpu::BindGroup>,
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circle_pipeline: wgpu::RenderPipeline,
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circle_instance_buffers: Vec<VertexBuffer<CircleInstance>>,
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next_free_circle_instance_buffer: usize,
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write_textures: HashMap<u32, texture::Texture>,
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write_textures: HashMap<u32, texture::Texture>,
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screen_uniform: ScreenUniforms,
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screen_uniform: ScreenUniforms,
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@ -366,6 +425,49 @@ impl State {
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multiview: None,
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multiview: None,
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});
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});
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let circle_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Circle Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("circle_shader.wgsl").into()),
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});
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let circle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Circle Pipeline"),
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layout: Some(&sprite_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &circle_shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc(), CircleInstance::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &circle_shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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let sprite_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let sprite_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Sprite Vertex Buffer"),
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label: Some("Sprite Vertex Buffer"),
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contents: bytemuck::cast_slice(SPRITE_VERTICES),
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contents: bytemuck::cast_slice(SPRITE_VERTICES),
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@ -379,7 +481,7 @@ impl State {
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queue: hardware.queue,
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queue: hardware.queue,
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config,
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config,
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size,
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size,
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render_pipeline: sprite_pipeline,
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sprite_pipeline,
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sprite_vertex_buffer,
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sprite_vertex_buffer,
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sprite_instance_buffers: Vec::new(),
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sprite_instance_buffers: Vec::new(),
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@ -387,6 +489,11 @@ impl State {
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sprite_bind_group_layout,
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sprite_bind_group_layout,
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sprite_textures: HashMap::new(),
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sprite_textures: HashMap::new(),
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circle_pipeline,
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circle_instance_buffers: Vec::new(),
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next_free_circle_instance_buffer: 0,
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write_textures: HashMap::new(),
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write_textures: HashMap::new(),
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screen_uniform,
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screen_uniform,
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screen_uniform_buffer,
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screen_uniform_buffer,
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@ -809,7 +916,7 @@ impl<'a> FrameBuilder<'a> {
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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pass.set_pipeline(&self.state.render_pipeline);
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pass.set_pipeline(&self.state.sprite_pipeline);
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for call in &self.draw_calls {
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for call in &self.draw_calls {
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call.draw(&self.state, &mut pass);
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call.draw(&self.state, &mut pass);
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}
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}
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@ -1,10 +1,6 @@
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// ----------------------------------------------------------------------------
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// Vertex shader
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// Vertex shader
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// ----------------------------------------------------------------------------
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struct ScreenUniform {
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resolution : vec2f,
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};
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@group(1) @binding(0) // 1.
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var<uniform> screen : ScreenUniform;
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struct VertexInput {
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struct VertexInput {
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@location(0) position : vec3<f32>,
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@location(0) position : vec3<f32>,
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@ -23,12 +19,44 @@ struct VertexOutput {
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@location(0) tex_coords : vec2<f32>,
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@location(0) tex_coords : vec2<f32>,
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};
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};
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
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@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
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var out : VertexOutput;
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var out : VertexOutput;
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out.tex_coords = instance.src_top_left + (vertex.tex_coords * instance.src_dims);
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out.tex_coords = instance.src_top_left + (vertex.tex_coords * instance.src_dims);
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let in_pos = instance.dest_top_left + (vec2f(vertex.position.x, vertex.position.y) * instance.dest_dims);
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let position = adjust_for_resolution(in_pos);
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out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
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return out;
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}
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// ----------------------------------------------------------------------------
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// Fragment shader
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// ----------------------------------------------------------------------------
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@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
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@group(0) @binding(1) var s_diffuse : sampler;
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
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return textureLoad(t_diffuse, tc, 0);
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}
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// ----------------------------------------------------------------------------
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// Resolution Handling
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// ----------------------------------------------------------------------------
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struct ScreenUniform {
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resolution : vec2f,
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};
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@group(1) @binding(0) // 1.
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var<uniform> screen : ScreenUniform;
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
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// Adjust in_pos for the "resolution" of the screen.
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let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
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let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
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// the actual resolution of the screen.
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// the actual resolution of the screen.
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@ -48,21 +76,9 @@ const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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var new_logical_resolution = RES + nudge;
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var new_logical_resolution = RES + nudge;
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// Now we can convert the incoming position to clip space, in the new screen.
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// Now we can convert the incoming position to clip space, in the new screen.
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let in_pos = instance.dest_top_left + (vec2f(vertex.position.x, vertex.position.y) * instance.dest_dims);
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let centered = in_pos + (nudge / 2.0);
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let centered = in_pos + (nudge / 2.0);
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var position = (2.0 * centered / new_logical_resolution) - 1.0;
|
var position = (2.0 * centered / new_logical_resolution) - 1.0;
|
||||||
position.y = -position.y;
|
position.y = -position.y;
|
||||||
|
|
||||||
out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
|
return position;
|
||||||
return out;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Fragment shader....
|
|
||||||
|
|
||||||
@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
|
|
||||||
@group(0) @binding(1) var s_diffuse : sampler;
|
|
||||||
|
|
||||||
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
|
|
||||||
let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
|
|
||||||
return textureLoad(t_diffuse, tc, 0);
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue