[oden] Let's get started on text
This has already been a journey and it will keep being a journey I think.
This commit is contained in:
parent
44130cf22a
commit
71aa3c39f7
6 changed files with 503 additions and 4 deletions
60
Cargo.lock
generated
60
Cargo.lock
generated
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@ -75,6 +75,12 @@ dependencies = [
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"memchr",
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]
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[[package]]
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name = "allocator-api2"
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version = "0.2.16"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0942ffc6dcaadf03badf6e6a2d0228460359d5e34b57ccdc720b7382dfbd5ec5"
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[[package]]
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name = "android-activity"
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version = "0.4.1"
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@ -481,7 +487,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "907076dfda823b0b36d2a1bb5f90c96660a5bbcd7729e10727f07858f22c4edc"
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dependencies = [
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"cfg-if",
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"hashbrown",
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"hashbrown 0.12.3",
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"lock_api",
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"once_cell",
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"parking_lot_core",
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@ -595,6 +601,16 @@ dependencies = [
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"miniz_oxide 0.7.1",
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]
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[[package]]
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name = "fontdue"
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version = "0.7.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0793f5137567643cf65ea42043a538804ff0fbf288649e2141442b602d81f9bc"
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dependencies = [
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"hashbrown 0.13.2",
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"ttf-parser 0.15.2",
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]
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[[package]]
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name = "foreign-types"
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version = "0.3.2"
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@ -765,7 +781,7 @@ checksum = "0b0c02e1ba0bdb14e965058ca34e09c020f8e507a760df1121728e0aef68d57a"
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dependencies = [
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"bitflags 1.3.2",
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"gpu-descriptor-types",
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"hashbrown",
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"hashbrown 0.12.3",
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]
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[[package]]
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@ -786,6 +802,25 @@ dependencies = [
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"ahash 0.7.6",
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]
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[[package]]
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name = "hashbrown"
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version = "0.13.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "43a3c133739dddd0d2990f9a4bdf8eb4b21ef50e4851ca85ab661199821d510e"
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dependencies = [
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"ahash 0.8.3",
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]
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[[package]]
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name = "hashbrown"
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version = "0.14.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "2c6201b9ff9fd90a5a3bac2e56a830d0caa509576f0e503818ee82c181b3437a"
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dependencies = [
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"ahash 0.8.3",
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"allocator-api2",
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]
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[[package]]
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name = "hassle-rs"
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version = "0.10.0"
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@ -865,7 +900,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "bd070e393353796e801d209ad339e89596eb4c8d430d18ede6a1cced8fafbd99"
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dependencies = [
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"autocfg",
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"hashbrown",
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"hashbrown 0.12.3",
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]
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[[package]]
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@ -1143,6 +1178,15 @@ dependencies = [
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"tracing-subscriber",
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]
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[[package]]
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name = "lru"
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version = "0.11.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "eedb2bdbad7e0634f83989bf596f497b070130daaa398ab22d84c39e266deec5"
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dependencies = [
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"hashbrown 0.14.0",
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]
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[[package]]
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name = "malloc_buf"
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version = "0.0.6"
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@ -1489,8 +1533,10 @@ dependencies = [
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"anyhow",
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"bytemuck",
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"env_logger",
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"fontdue",
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"image",
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"log",
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"lru",
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"notify",
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"oden-js",
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"pollster",
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@ -1551,7 +1597,7 @@ version = "0.19.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "706de7e2214113d63a8238d1910463cfce781129a6f263d13fdb09ff64355ba4"
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dependencies = [
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"ttf-parser",
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"ttf-parser 0.19.0",
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]
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[[package]]
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@ -2646,6 +2692,12 @@ dependencies = [
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"stable_deref_trait",
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]
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[[package]]
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name = "ttf-parser"
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version = "0.15.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "7b3e06c9b9d80ed6b745c7159c40b311ad2916abb34a49e9be2653b90db0d8dd"
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[[package]]
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name = "ttf-parser"
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version = "0.19.0"
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@ -12,8 +12,10 @@ tracing = ["tracy-client/enable"]
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anyhow = "1.0"
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bytemuck = { version = "1.13", features = ["derive"] }
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env_logger = "0.10"
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fontdue = "0.7.3"
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image = { version = "0.24", default-features = false, features = ["png"] }
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log = "0.4"
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lru = "0.11.0"
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notify = "6"
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oden-js = { path = "oden-js" }
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pollster = "0.3"
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BIN
src/Inconsolata-Regular.ttf
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BIN
src/Inconsolata-Regular.ttf
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146
src/lib.rs
146
src/lib.rs
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@ -14,6 +14,7 @@ use winit::{
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mod script;
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use script::graphics::GraphicsCommand;
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mod text;
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mod texture;
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#[repr(C)]
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@ -144,6 +145,57 @@ impl CircleInstance {
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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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pub struct GlyphInstance {
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// TODO: If it becomes important I can load the cell information onto the
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// GPU in a texture or something and then just specify the top-left
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// and index.
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src_top_left: [f32; 2],
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src_dims: [f32; 2],
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dest_top_left: [f32; 2],
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dest_dims: [f32; 2],
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color: [f32; 4],
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}
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impl GlyphInstance {
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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::<Self>() 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::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 7,
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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; 6]>() as wgpu::BufferAddress,
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shader_location: 8,
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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; 8]>() 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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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct ScreenUniforms {
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@ -354,6 +406,12 @@ struct State {
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circle_pipeline: wgpu::RenderPipeline,
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circle_instance_buffers: VertexBufferPool<CircleInstance>,
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text_pipeline: wgpu::RenderPipeline,
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text_instance_buffers: VertexBufferPool<GlyphInstance>,
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text_bind_group_layout: wgpu::BindGroupLayout,
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fonts: HashMap<u32, text::FontCache>,
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write_textures: HashMap<u32, texture::Texture>,
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screen_uniform: ScreenUniforms,
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@ -453,6 +511,9 @@ impl State {
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label: Some("camera_bind_group"),
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});
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// ====================================================================
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// Sprites
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// ====================================================================
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let sprite_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Sprite Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("sprite_shader.wgsl").into()),
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@ -478,6 +539,7 @@ impl State {
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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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// TODO: This should be premultiplied alpha blending probably.
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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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@ -503,6 +565,9 @@ impl State {
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multiview: None,
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});
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// ====================================================================
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// Circles
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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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@ -553,6 +618,81 @@ impl State {
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multiview: None,
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});
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// ====================================================================
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// Text
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// ====================================================================
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let text_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: true,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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],
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label: Some("text_bind_group_layout"),
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});
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let text_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Text Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("text_shader.wgsl").into()),
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});
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let text_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Text Pipeline Layout"),
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bind_group_layouts: &[&screen_uniform_bind_group_layout, &text_bind_group_layout],
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push_constant_ranges: &[],
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});
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let text_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Text Pipeline"),
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layout: Some(&text_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &text_shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc(), GlyphInstance::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &text_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: true,
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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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label: Some("Sprite Vertex Buffer"),
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contents: bytemuck::cast_slice(SPRITE_VERTICES),
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@ -577,6 +717,12 @@ impl State {
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circle_pipeline,
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circle_instance_buffers: VertexBufferPool::new(),
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text_pipeline,
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text_instance_buffers: VertexBufferPool::new(),
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text_bind_group_layout,
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fonts: HashMap::new(),
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write_textures: HashMap::new(),
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screen_uniform,
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screen_uniform_buffer,
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214
src/text.rs
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214
src/text.rs
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@ -0,0 +1,214 @@
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use fontdue::Font;
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use lru::LruCache;
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use wgpu;
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/*
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A note on how Casey Muratori's refterm works in terms of font rendering,
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because it's not bad and handles things that we're not going to handle
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because I just want to get some dang text on the dang screen right now.
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|
||||
- Step 1: You break the text into runs of characters that need to be
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||||
rendered together.
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||||
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||||
- Step 2: You figure out how many uniform cells this run occupies.
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||||
|
||||
- Step 3: For each cell, you figure out if you already have the necessary
|
||||
part of the run in the texture atlas. (Right? Each part of the run has a
|
||||
distinct ID based on the actual run and the cell within the run.) If you
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||||
don't have this [run,cell] in the atlas, then:
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||||
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||||
- Step 3a: Render the run as a bitmap, if you haven't already.
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- Step 3b: Get coordinates from the cache for this [run,cell] pair,
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||||
evicting something if necessary.
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||||
- Step 3c: Copy the part of the bitmap for this [run,cell] into the
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||||
texture atlas at the coordinates.
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||||
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||||
Put the coordinates (either newly generated or pulled from the cache) into
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||||
the cell.
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||||
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- Step 4: Load all the cells onto the GPU and do a shader that renders the
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||||
cells.
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||||
|
||||
Specifically what I'm doing right now is going character-by-caracter, and not
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||||
doing runs and not handling things that are wider than a cell. I'm also not
|
||||
doing the efficient big grid render because I want to render characters at
|
||||
pixel offsets and kern between characters and whatnot, which is different
|
||||
from what they're doing. Mine is almost certainly less efficient.
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||||
*/
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||||
|
||||
#[derive(Eq, PartialEq, Hash)]
|
||||
enum CellCacheKey {
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||||
Garbage(u32), // Exists so that I can prime the LRU, not used generally.
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||||
GlyphIndex(u16), // Actual factual cache entries.
|
||||
}
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||||
|
||||
pub struct FontCache {
|
||||
font: Font,
|
||||
size: f32,
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||||
atlas_width: u16,
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||||
atlas_height: u16,
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||||
char_width: u16,
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||||
char_height: u16,
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||||
texture: wgpu::Texture,
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||||
view: wgpu::TextureView,
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||||
|
||||
cells: Vec<GlyphCell>,
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||||
cell_cache: LruCache<CellCacheKey, usize>,
|
||||
}
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||||
|
||||
enum SlotState {
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||||
Empty,
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||||
Allocated(u16, fontdue::Metrics),
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||||
Rendered(u16, fontdue::Metrics),
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||||
}
|
||||
|
||||
struct GlyphCell {
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// The coordinates in the atlas
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||||
x: u16,
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||||
y: u16,
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||||
|
||||
state: SlotState,
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||||
}
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||||
|
||||
impl FontCache {
|
||||
fn new(device: &wgpu::Device, bytes: &[u8], size: f32) -> Self {
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||||
let font = fontdue::Font::from_bytes(bytes, fontdue::FontSettings::default())
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||||
.expect("Could not parse font");
|
||||
|
||||
// Set up the texture that we'll use to cache the glyphs we're rendering.
|
||||
let atlas_width = 2048;
|
||||
let atlas_height = 2048;
|
||||
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Font Glyph Atlas"),
|
||||
size: wgpu::Extent3d {
|
||||
width: atlas_width.into(),
|
||||
height: atlas_height.into(),
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 4,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::R8Unorm,
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
view_formats: &[],
|
||||
});
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
// Measure the font to figure out the size of a cell in the cache.
|
||||
// NOTE: This metric nonsense is bad, probably.
|
||||
let mut char_height = 0;
|
||||
if let Some(line_metrics) = font.horizontal_line_metrics(size) {
|
||||
char_height = (line_metrics.new_line_size + 0.5) as usize;
|
||||
}
|
||||
|
||||
let metrics = font.metrics('M', size);
|
||||
let mut char_width = metrics.width;
|
||||
char_height = metrics.height.max(char_height);
|
||||
|
||||
let metrics = font.metrics('g', size);
|
||||
char_width = metrics.width.max(char_width);
|
||||
char_height = metrics.height.max(char_height);
|
||||
|
||||
// Allocate the individual cells in the texture atlas; this records
|
||||
// the state of what's in the cell and whatnot.
|
||||
let mut cells = vec![];
|
||||
for y in (0..atlas_height).step_by(char_height) {
|
||||
for x in (0..atlas_width).step_by(char_width) {
|
||||
cells.push(GlyphCell {
|
||||
x,
|
||||
y,
|
||||
state: SlotState::Empty,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Allocate the LRU cache for the cells. Fill it with garbage so that
|
||||
// we can always "allocate" by pulling from the LRU.
|
||||
let mut cell_cache = LruCache::new(std::num::NonZeroUsize::new(cells.len()).unwrap());
|
||||
for i in 0..cells.len() {
|
||||
cell_cache.put(
|
||||
CellCacheKey::Garbage(i.try_into().expect("Too many cells!")),
|
||||
i,
|
||||
);
|
||||
}
|
||||
|
||||
// Set up the binding group and pipeline and whatnot.
|
||||
|
||||
FontCache {
|
||||
font,
|
||||
size,
|
||||
atlas_width,
|
||||
atlas_height,
|
||||
char_width: char_width as u16,
|
||||
char_height: char_height as u16,
|
||||
texture,
|
||||
view,
|
||||
cells,
|
||||
cell_cache,
|
||||
}
|
||||
}
|
||||
|
||||
fn rasterize_character(&mut self, queue: &wgpu::Queue, index: u16, slot: &GlyphCell) {
|
||||
let (metrics, bitmap) = self.font.rasterize_indexed(index, self.size);
|
||||
|
||||
let mut texture = self.texture.as_image_copy();
|
||||
texture.origin.x = slot.x.into();
|
||||
texture.origin.y = slot.y.into();
|
||||
|
||||
queue.write_texture(
|
||||
texture,
|
||||
&bitmap,
|
||||
wgpu::ImageDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: Some(metrics.width as u32),
|
||||
rows_per_image: None,
|
||||
},
|
||||
wgpu::Extent3d {
|
||||
width: metrics.width as u32,
|
||||
height: metrics.height as u32,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
fn get_glyph_slot(&mut self, index: u16) -> &mut GlyphCell {
|
||||
let key = CellCacheKey::GlyphIndex(index);
|
||||
if let Some(cell_index) = self.cell_cache.get(&key) {
|
||||
return &mut self.cells[*cell_index];
|
||||
}
|
||||
|
||||
if let Some((_, cell_index)) = self.cell_cache.pop_lru() {
|
||||
self.cell_cache.put(key, cell_index);
|
||||
let cell = &mut self.cells[cell_index];
|
||||
cell.state = SlotState::Empty;
|
||||
return cell;
|
||||
}
|
||||
|
||||
panic!("Did not put enough things in the LRU cache, why is it empty here?");
|
||||
}
|
||||
}
|
||||
|
||||
// pub fn inconsolata() {
|
||||
// let font = include_bytes!("./Inconsolata-Regular.ttf") as &[u8];
|
||||
// let font = fontdue::Font::from_bytes(font, fontdue::FontSettings::default()).unwrap();
|
||||
|
||||
// let text = "Hello World!";
|
||||
|
||||
// // Break to characters.
|
||||
// let size = 16.0;
|
||||
// let mut prev = None;
|
||||
// let mut left = 0.0;
|
||||
// for c in text.chars() {
|
||||
// // TODO: Cache this.
|
||||
// let (metrics, bitmap) = font.rasterize(c, size);
|
||||
// left += match prev {
|
||||
// Some(pc) => match font.horizontal_kern(pc, c, size) {
|
||||
// Some(k) => k,
|
||||
// None => 0.0,
|
||||
// },
|
||||
// None => 0.0,
|
||||
// };
|
||||
// left += metrics.advance_width;
|
||||
// }
|
||||
// }
|
||||
85
src/text_shader.wgsl
Normal file
85
src/text_shader.wgsl
Normal file
|
|
@ -0,0 +1,85 @@
|
|||
// ----------------------------------------------------------------------------
|
||||
// Vertex shader
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position : vec3<f32>,
|
||||
@location(1) tex_coords : vec2<f32>,
|
||||
};
|
||||
|
||||
struct InstanceInput {
|
||||
@location(5) src_top_left: vec2<f32>,
|
||||
@location(6) src_dims: vec2<f32>,
|
||||
@location(7) dest_top_left: vec2<f32>,
|
||||
@location(8) dest_dims: vec2<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position : vec4<f32>,
|
||||
@location(0) tex_coords : vec2<f32>,
|
||||
};
|
||||
|
||||
@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
|
||||
var out : VertexOutput;
|
||||
out.tex_coords = instance.src_top_left + (vertex.tex_coords * instance.src_dims);
|
||||
|
||||
let in_pos = instance.dest_top_left + (vec2f(vertex.position.x, vertex.position.y) * instance.dest_dims);
|
||||
|
||||
let position = adjust_for_resolution(in_pos);
|
||||
out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Fragment shader
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
@group(1) @binding(0) var t_diffuse : texture_multisampled_2d<f32>;
|
||||
@group(1) @binding(1) var s_diffuse : sampler;
|
||||
|
||||
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
|
||||
// TODO: Should we be sampling here for the shader?
|
||||
let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
|
||||
return textureLoad(t_diffuse, tc, 0);
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Resolution Handling
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
struct ScreenUniform {
|
||||
resolution : vec2f,
|
||||
};
|
||||
@group(0) @binding(0) // 1.
|
||||
var<uniform> screen : ScreenUniform;
|
||||
|
||||
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
|
||||
|
||||
fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
|
||||
// Adjust in_pos for the "resolution" of the screen.
|
||||
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 centered = in_pos + (nudge / 2.0);
|
||||
var position = (2.0 * centered / new_logical_resolution) - 1.0;
|
||||
position.y = -position.y;
|
||||
|
||||
return position;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue