[oden] I gotta re-think scale and whatnot.
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ecce7b64eb
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2 changed files with 11 additions and 9 deletions
12
src/lib.rs
12
src/lib.rs
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@ -24,6 +24,8 @@ struct Vertex {
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tex_coords: [f32; 2],
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tex_coords: [f32; 2],
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}
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}
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const TEXT_SCALE: f32 = 4.0;
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impl Vertex {
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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wgpu::VertexBufferLayout {
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@ -695,7 +697,7 @@ impl State {
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});
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});
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let inconsolata = include_bytes!("./Inconsolata-Regular.ttf") as &[u8];
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let inconsolata = include_bytes!("./Inconsolata-Regular.ttf") as &[u8];
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let inconsolata = text::FontCache::new(&device, inconsolata, 32.0);
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let inconsolata = text::FontCache::new(&device, inconsolata, 8.0 * TEXT_SCALE);
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let mut font_textures = HashMap::new();
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let mut font_textures = HashMap::new();
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{
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{
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@ -1251,13 +1253,13 @@ impl<'a> FrameBuilder<'a> {
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src_top_left: [glyph.x, glyph.y],
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src_top_left: [glyph.x, glyph.y],
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src_dims: [glyph.w, glyph.h],
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src_dims: [glyph.w, glyph.h],
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dest_top_left: [
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dest_top_left: [
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cursor_x + (glyph.adjust_x / 2.0),
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cursor_x + (glyph.adjust_x / TEXT_SCALE),
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cursor_y + (glyph.adjust_y / 2.0),
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cursor_y + (glyph.adjust_y / TEXT_SCALE),
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],
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],
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dest_dims: [glyph.w / 2.0, glyph.h / 2.0],
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dest_dims: [glyph.w / TEXT_SCALE, glyph.h / TEXT_SCALE],
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color,
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color,
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});
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});
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cursor_x += glyph.advance_width / 2.0;
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cursor_x += glyph.advance_width / TEXT_SCALE;
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}
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}
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for glyph in glyphs {
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for glyph in glyphs {
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@ -40,11 +40,11 @@ struct VertexOutput {
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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// TODO: Should we be sampling here for the shader?
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// TODO: Should we be sampling here for the shader?
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// let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
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let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
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// let c = textureLoad(t_diffuse, tc, 0);
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let c = textureLoad(t_diffuse, tc, 0);
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let tc = in.tex_coords / vec2<f32>(textureDimensions(t_diffuse));
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// let tc = in.tex_coords / vec2<f32>(textureDimensions(t_diffuse));
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let c = textureSample(t_diffuse, s_diffuse, tc);
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// let c = textureSample(t_diffuse, s_diffuse, tc);
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return vec4<f32>(c.r,c.r,c.r,c.r);
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return vec4<f32>(c.r,c.r,c.r,c.r);
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