[oden] Re-work the way that scaling works
This is part of making the text scale properly, you'll see.
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21cd767140
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5 changed files with 100 additions and 137 deletions
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@ -1,3 +1,4 @@
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// @include 'util.wgsl'
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// ----------------------------------------------------------------------------
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// Vertex shader
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// ----------------------------------------------------------------------------
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@ -59,44 +60,3 @@ struct VertexOutput {
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);
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//return vec4<f32>(1.0,1.0,1.0,1.0);
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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(0) @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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