[oden] Input coordinates are pixel coordinates
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e3ae371f53
commit
0a36ffdde1
4 changed files with 117 additions and 26 deletions
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@ -22,7 +22,7 @@ export function spr(
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sw: number | undefined = undefined,
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sw: number | undefined = undefined,
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sh: number | undefined = undefined
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sh: number | undefined = undefined
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) {
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) {
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sw = sw || w;
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sw = sw || 1.0;
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sh = sh || h;
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sh = sh || 1.0;
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core.spr(x, y, w, h, sx, sy, sw, sh);
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core.spr(x, y, w, h, sx, sy, sw, sh);
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}
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}
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76
src/lib.rs
76
src/lib.rs
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@ -1,4 +1,5 @@
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use bytemuck;
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use bytemuck;
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use wgpu::util::DeviceExt;
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use winit::{
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use winit::{
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event::*,
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event::*,
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event_loop::{ControlFlow, EventLoop},
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event_loop::{ControlFlow, EventLoop},
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@ -38,6 +39,20 @@ impl Vertex {
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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 ScreenUniforms {
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resolution: [f32; 2],
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}
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impl ScreenUniforms {
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fn new(width: u32, height: u32) -> ScreenUniforms {
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ScreenUniforms {
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resolution: [width as f32, height as f32],
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}
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}
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}
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struct State {
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struct State {
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surface: wgpu::Surface,
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surface: wgpu::Surface,
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device: wgpu::Device,
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device: wgpu::Device,
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@ -52,6 +67,10 @@ struct State {
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_bind_group: wgpu::BindGroup,
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screen_uniform: ScreenUniforms,
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screen_uniform_buffer: wgpu::Buffer,
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screen_uniform_bind_group: wgpu::BindGroup,
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// Garbage
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// Garbage
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mouse_x: f64,
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mouse_x: f64,
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mouse_y: f64,
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mouse_y: f64,
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@ -171,6 +190,37 @@ impl State {
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label: Some("diffuse_bind_group"),
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label: Some("diffuse_bind_group"),
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});
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});
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let screen_uniform = ScreenUniforms::new(size.width, size.height);
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let screen_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Screen Uniform Buffer"),
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contents: bytemuck::cast_slice(&[screen_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let screen_uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("screen_bind_group_layout"),
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});
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let screen_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &screen_uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: screen_uniform_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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@ -179,7 +229,10 @@ impl State {
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let render_pipeline_layout =
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&screen_uniform_bind_group_layout,
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],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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@ -242,6 +295,9 @@ impl State {
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vertex_buffer,
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vertex_buffer,
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max_vertices,
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max_vertices,
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diffuse_bind_group,
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diffuse_bind_group,
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screen_uniform,
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screen_uniform_buffer,
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screen_uniform_bind_group,
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mouse_x: 0.0,
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mouse_x: 0.0,
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mouse_y: 0.0,
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mouse_y: 0.0,
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@ -265,7 +321,14 @@ impl State {
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false
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false
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}
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}
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fn update(&mut self) {}
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fn update(&mut self) {
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self.screen_uniform = ScreenUniforms::new(self.size.width, self.size.height);
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self.queue.write_buffer(
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&self.screen_uniform_buffer,
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0,
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bytemuck::cast_slice(&[self.screen_uniform]),
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);
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}
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fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> {
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fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let output = self.surface.get_current_texture()?;
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@ -349,19 +412,19 @@ impl State {
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});
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});
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vertices.push(Vertex {
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vertices.push(Vertex {
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position: [sc.x, sc.y + sc.h, 0.0],
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position: [sc.x, sc.y + sc.h, 0.0],
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tex_coords: [sc.u, sc.v],
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tex_coords: [sc.u, sc.v + sc.sh],
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});
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});
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vertices.push(Vertex {
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vertices.push(Vertex {
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position: [sc.x, sc.y + sc.h, 0.0],
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position: [sc.x, sc.y + sc.h, 0.0],
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tex_coords: [sc.u, sc.v],
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tex_coords: [sc.u, sc.v + sc.sh],
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});
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});
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vertices.push(Vertex {
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vertices.push(Vertex {
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position: [sc.x + sc.w, sc.y, 0.0],
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position: [sc.x + sc.w, sc.y, 0.0],
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tex_coords: [sc.u, sc.v],
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tex_coords: [sc.u + sc.sw, sc.v],
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});
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});
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vertices.push(Vertex {
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vertices.push(Vertex {
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position: [sc.x + sc.w, sc.y + sc.h, 0.0],
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position: [sc.x + sc.w, sc.y + sc.h, 0.0],
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tex_coords: [sc.u, sc.v],
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tex_coords: [sc.u + sc.sw, sc.v + sc.sh],
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});
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});
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}
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}
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@ -375,6 +438,7 @@ impl State {
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.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&vertices));
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.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&vertices));
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.screen_uniform_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..(vertices.len() as u32), 0..1);
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render_pass.draw(0..(vertices.len() as u32), 0..1);
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}
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}
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@ -8,5 +8,5 @@ export function update() {}
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export function draw() {
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export function draw() {
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cls(0.1, 0.2, 0.3);
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cls(0.1, 0.2, 0.3);
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spr(0, 0, 0.5, 0.5, 0, 0);
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spr(0, 0, 320, 240, 0, 0);
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}
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}
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@ -1,31 +1,58 @@
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// Vertex shader
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// Vertex shader
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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>, @location(1) tex_coords : vec2<f32>,
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@location(1) tex_coords: vec2<f32>,
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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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(0) tex_coords : vec2<f32>,
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};
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};
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@vertex
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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fn vs_main(
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model: VertexInput,
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@vertex fn vs_main(model : VertexInput)->VertexOutput {
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) -> VertexOutput {
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var out : VertexOutput;
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
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return out;
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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 in_pos = vec2f(model.position.x, model.position.y);
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let centered = in_pos + (nudge / 2.0);
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let position = (2.0 * centered / new_logical_resolution) - 1.0;
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out.clip_position = vec4f(position, model.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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// Fragment shader
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@group(0) @binding(0) var t_diffuse: texture_2d<f32>;
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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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@group(0) @binding(1) var s_diffuse : sampler;
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@fragment
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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}
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