[oden] Input coordinates are pixel coordinates

This commit is contained in:
John Doty 2023-06-25 07:54:25 -07:00
parent e3ae371f53
commit 0a36ffdde1
4 changed files with 117 additions and 26 deletions

View file

@ -22,7 +22,7 @@ export function spr(
sw: number | undefined = undefined,
sh: number | undefined = undefined
) {
sw = sw || w;
sh = sh || h;
sw = sw || 1.0;
sh = sh || 1.0;
core.spr(x, y, w, h, sx, sy, sw, sh);
}

View file

@ -1,4 +1,5 @@
use bytemuck;
use wgpu::util::DeviceExt;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
@ -38,6 +39,20 @@ impl Vertex {
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct ScreenUniforms {
resolution: [f32; 2],
}
impl ScreenUniforms {
fn new(width: u32, height: u32) -> ScreenUniforms {
ScreenUniforms {
resolution: [width as f32, height as f32],
}
}
}
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
@ -52,6 +67,10 @@ struct State {
diffuse_bind_group: wgpu::BindGroup,
screen_uniform: ScreenUniforms,
screen_uniform_buffer: wgpu::Buffer,
screen_uniform_bind_group: wgpu::BindGroup,
// Garbage
mouse_x: f64,
mouse_y: f64,
@ -171,6 +190,37 @@ impl State {
label: Some("diffuse_bind_group"),
});
let screen_uniform = ScreenUniforms::new(size.width, size.height);
let screen_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Screen Uniform Buffer"),
contents: bytemuck::cast_slice(&[screen_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let screen_uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("screen_bind_group_layout"),
});
let screen_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &screen_uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: screen_uniform_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
@ -179,7 +229,10 @@ impl State {
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout],
bind_group_layouts: &[
&texture_bind_group_layout,
&screen_uniform_bind_group_layout,
],
push_constant_ranges: &[],
});
@ -242,6 +295,9 @@ impl State {
vertex_buffer,
max_vertices,
diffuse_bind_group,
screen_uniform,
screen_uniform_buffer,
screen_uniform_bind_group,
mouse_x: 0.0,
mouse_y: 0.0,
@ -265,7 +321,14 @@ impl State {
false
}
fn update(&mut self) {}
fn update(&mut self) {
self.screen_uniform = ScreenUniforms::new(self.size.width, self.size.height);
self.queue.write_buffer(
&self.screen_uniform_buffer,
0,
bytemuck::cast_slice(&[self.screen_uniform]),
);
}
fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
@ -349,19 +412,19 @@ impl State {
});
vertices.push(Vertex {
position: [sc.x, sc.y + sc.h, 0.0],
tex_coords: [sc.u, sc.v],
tex_coords: [sc.u, sc.v + sc.sh],
});
vertices.push(Vertex {
position: [sc.x, sc.y + sc.h, 0.0],
tex_coords: [sc.u, sc.v],
tex_coords: [sc.u, sc.v + sc.sh],
});
vertices.push(Vertex {
position: [sc.x + sc.w, sc.y, 0.0],
tex_coords: [sc.u, sc.v],
tex_coords: [sc.u + sc.sw, sc.v],
});
vertices.push(Vertex {
position: [sc.x + sc.w, sc.y + sc.h, 0.0],
tex_coords: [sc.u, sc.v],
tex_coords: [sc.u + sc.sw, sc.v + sc.sh],
});
}
@ -375,6 +438,7 @@ impl State {
.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&vertices));
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.screen_uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.draw(0..(vertices.len() as u32), 0..1);
}

View file

@ -8,5 +8,5 @@ export function update() {}
export function draw() {
cls(0.1, 0.2, 0.3);
spr(0, 0, 0.5, 0.5, 0, 0);
spr(0, 0, 320, 240, 0, 0);
}

View file

@ -1,31 +1,58 @@
// Vertex shader
struct ScreenUniform {
resolution : vec2f,
};
@group(1) @binding(0) // 1.
var<uniform> screen : ScreenUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(0) position : vec3<f32>, @location(1) tex_coords : vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@builtin(position) clip_position : vec4<f32>,
@location(0) tex_coords : vec2<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0);
return out;
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
@vertex fn vs_main(model : VertexInput)->VertexOutput {
var out : VertexOutput;
out.tex_coords = model.tex_coords;
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
// the actual resolution of the screen.
let screen_ar = screen.resolution.x / screen.resolution.y;
// Compute the difference in resolution ... correctly?
//
// nudge is the amount to add to the logical resolution so that the pixels
// stay the same size but we respect the aspect ratio of the screen. (So
// there's more of them in either the x or y direction.)
var nudge = vec2f(0.0);
if (screen_ar > RES_AR) {
nudge.x = (RES.y * screen_ar) - RES.x;
} else {
nudge.y = (RES.x / screen_ar) - RES.y;
}
var new_logical_resolution = RES + nudge;
// Now we can convert the incoming position to clip space, in the new screen.
let in_pos = vec2f(model.position.x, model.position.y);
let centered = in_pos + (nudge / 2.0);
let position = (2.0 * centered / new_logical_resolution) - 1.0;
out.clip_position = vec4f(position, model.position.z, 1.0);
return out;
}
// Fragment shader
@group(0) @binding(0) var t_diffuse: texture_2d<f32>;
@group(0) @binding(1) var s_diffuse: sampler;
@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> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}