[oden] Re-work the way that scaling works
This is part of making the text scale properly, you'll see.
This commit is contained in:
parent
21cd767140
commit
994be3e493
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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// ----------------------------------------------------------------------------
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// Vertex shader
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// Vertex shader
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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@ -68,43 +69,3 @@ struct VertexOutput {
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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}
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}
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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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44
src/lib.rs
44
src/lib.rs
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@ -202,12 +202,14 @@ impl GlyphInstance {
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct ScreenUniforms {
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struct ScreenUniforms {
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resolution: [f32; 2],
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resolution: [f32; 2],
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scale: [f32; 2],
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}
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}
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impl ScreenUniforms {
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impl ScreenUniforms {
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fn new(width: u32, height: u32) -> ScreenUniforms {
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fn new(width: u32, height: u32, scale_x: f32, scale_y: f32) -> ScreenUniforms {
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ScreenUniforms {
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ScreenUniforms {
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resolution: [width as f32, height as f32],
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resolution: [width as f32, height as f32],
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scale: [scale_x, scale_y],
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}
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}
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}
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}
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}
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}
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@ -483,7 +485,7 @@ impl State {
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label: Some("sprite_bind_group_layout"),
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label: Some("sprite_bind_group_layout"),
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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 = ScreenUniforms::new(size.width, size.height, 10.0, 10.0);
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let screen_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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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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label: Some("Screen Uniform Buffer"),
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contents: bytemuck::cast_slice(&[screen_uniform]),
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contents: bytemuck::cast_slice(&[screen_uniform]),
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@ -517,10 +519,8 @@ impl State {
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// ====================================================================
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// ====================================================================
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// Sprites
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// Sprites
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// ====================================================================
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// ====================================================================
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let sprite_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let sprite_shader =
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label: Some("Sprite Shader"),
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Self::load_shader(&device, "Sprite Shader", include_str!("sprite_shader.wgsl"));
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source: wgpu::ShaderSource::Wgsl(include_str!("sprite_shader.wgsl").into()),
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});
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let sprite_pipeline_layout =
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let sprite_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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@ -571,10 +571,8 @@ impl State {
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// ====================================================================
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// ====================================================================
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// Circles
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// Circles
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// ====================================================================
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// ====================================================================
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let circle_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let circle_shader =
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label: Some("Circle Shader"),
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Self::load_shader(&device, "Circle Shader", include_str!("circle_shader.wgsl"));
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source: wgpu::ShaderSource::Wgsl(include_str!("circle_shader.wgsl").into()),
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});
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let circle_pipeline_layout =
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let circle_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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@ -647,10 +645,8 @@ impl State {
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label: Some("text_bind_group_layout"),
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label: Some("text_bind_group_layout"),
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});
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});
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let text_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let text_shader =
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label: Some("Text Shader"),
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Self::load_shader(&device, "Text Shader", include_str!("text_shader.wgsl"));
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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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let text_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Text Pipeline Layout"),
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label: Some("Text Pipeline Layout"),
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@ -769,6 +765,15 @@ impl State {
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}
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}
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}
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}
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fn load_shader(device: &wgpu::Device, label: &str, text: &str) -> wgpu::ShaderModule {
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let common = include_str!("util.wgsl");
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(label),
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source: wgpu::ShaderSource::Wgsl([common, text].join("\n").into()),
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})
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}
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pub fn window(&self) -> &Window {
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pub fn window(&self) -> &Window {
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&self.window
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&self.window
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}
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}
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@ -783,7 +788,16 @@ impl State {
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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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let w = self.size.width as f32;
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let h = self.size.height as f32;
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self.screen_uniform.resolution = [w, h];
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// How do I compute the zoom for an effective resolution?
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let z_x = w / 320.0;
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let z_y = h / 240.0;
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let z = z_y.min(z_x);
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self.screen_uniform.scale = [z, z];
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self.queue.write_buffer(
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self.queue.write_buffer(
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&self.screen_uniform_buffer,
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&self.screen_uniform_buffer,
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0,
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0,
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@ -1,3 +1,4 @@
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// @include 'util.wgsl'
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// Vertex shader
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// Vertex shader
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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@ -41,44 +42,3 @@ struct VertexOutput {
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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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return textureLoad(t_diffuse, tc, 0);
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return textureLoad(t_diffuse, tc, 0);
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}
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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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@ -1,3 +1,4 @@
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// @include 'util.wgsl'
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// Vertex shader
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// Vertex shader
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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@ -59,44 +60,3 @@ struct VertexOutput {
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);
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);
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//return vec4<f32>(1.0,1.0,1.0,1.0);
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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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// ----------------------------------------------------------------------------
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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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68
src/util.wgsl
Normal file
68
src/util.wgsl
Normal file
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@ -0,0 +1,68 @@
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// This file contains utility functions to be used by the other shaders.
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// Sorry that WGSL has no direct linking/reference/include function,
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// you just kinda have to know it.
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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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zoom : 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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fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
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// The incoming positions are all in pixel space on the screen, we need to
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// convert them into clip space, from (-1,-1) to (1,1). (-1,-1) is in the
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// bottom-left corner.
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//
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// Put result in the range [0-2], where (2,2) is the bottom-right corner
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// of the screen.
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var result = (in_pos * screen.zoom * 2.0) / screen.resolution;
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// Put result in the range [-1,1] where [1,1] is the bottom-right corner
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// of the screen.
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result -= 1.0;
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// Put result in the range [-1,1] where [1,1] is the top-right corner of
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// the screen.
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result.y = -result.y;
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return result;
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}
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/**
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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fn old_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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*/
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