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2 commits
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17fdee51e6
| Author | SHA1 | Date | |
|---|---|---|---|
| 17fdee51e6 | |||
| 5be0ffa08f |
8 changed files with 328 additions and 74 deletions
|
|
@ -1,6 +1,6 @@
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use crate::{
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callback::new_fn, conversion::RustFunction, module::Module, Atom, ClassID, Error, Result,
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Runtime, Value, ValueRef, ValueResult,
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callback::new_fn, conversion::RustFunction, module::Module, Atom, ClassID, Error, Promise,
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Result, Runtime, Value, ValueRef, ValueResult,
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};
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use bitflags::bitflags;
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use oden_js_sys as sys;
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@ -34,6 +34,7 @@ pub struct ContextRef {
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pub(crate) ctx: *mut sys::JSContext,
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}
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// TODO: Should all these require mutability to enforce single-threadedness?
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impl ContextRef {
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pub(crate) fn from_raw(ctx: *mut sys::JSContext) -> Self {
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ContextRef { ctx }
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@ -277,6 +278,64 @@ impl ContextRef {
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Value::from_raw(v, self)
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}
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/// Construct a new promise.
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pub fn new_promise(&self) -> Result<Promise> {
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unsafe {
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let mut resolving_funcs: [sys::JSValue; 2] =
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[sys::JS_MakeUndefined(), sys::JS_MakeUndefined()];
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let val =
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sys::JS_NewPromiseCapability(self.ctx, &mut resolving_funcs as *mut sys::JSValue);
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if sys::JS_ValueGetTag(val) == sys::JS_TAG_EXCEPTION {
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Err(self.exception_error())
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} else {
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Ok(Promise::new(
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Value::from_raw(val, self),
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Value::from_raw(resolving_funcs[0], self),
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Value::from_raw(resolving_funcs[1], self),
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))
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}
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}
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}
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/// Construct a new exception object, suitable for throwing.
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pub fn new_error(&self, message: &str) -> Value {
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let e = match self.new_string(message) {
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Ok(e) => e,
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Err(_) => match self.new_string("INTERNAL ERROR: Embedded NUL in message") {
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Ok(e) => e,
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// Faulting this hard is inexcusable.
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Err(_) => return self.exception(),
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},
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};
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unsafe {
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let err = Value::from_raw(sys::JS_NewError(self.ctx), self);
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// NOTE: Throughout this function we work at the lower-level
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// error handling stuff because the errors are easier to
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// manage. (We know how it can fail!)
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if sys::JS_ValueGetTag(err.val) == sys::JS_TAG_EXCEPTION {
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// GIVE UP; This is out of memory anyway things probably
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// went wrong because of that. We'll return *that*
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// exception.
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return self.exception();
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}
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sys::JS_DupValue(self.ctx, e.val); // SetProperty takes ownership.
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let prop = CString::new("message").unwrap();
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if sys::JS_SetPropertyStr(self.ctx, err.val, prop.as_ptr(), e.val) == -1 {
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// As before, we're just going to take the exception from
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// the context, and drop the one we were trying to create
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// on the floor.
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return self.exception();
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}
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// We put the message in, we can return the value.
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err
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}
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}
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/// Fetch the global object for the context.
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pub fn global_object(&self) -> ValueResult {
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self.check_exception(unsafe { sys::JS_GetGlobalObject(self.ctx) })
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@ -315,6 +374,23 @@ impl ContextRef {
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Error::Exception(exc, desc, stack)
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}
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/// Process all pending async jobs. This includes all promise resolutions.
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pub fn process_all_jobs(&self) -> Result<()> {
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// TODO: SAFETY
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// This is unsafe because multiple contexts can be sharing the same runtime and cause
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// a race condition on the underlying runtime.
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loop {
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let mut ctx1: *mut sys::JSContext = std::ptr::null_mut();
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let err = unsafe { sys::JS_ExecutePendingJob(sys::JS_GetRuntime(self.ctx), &mut ctx1) };
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if err == 0 {
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break;
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} else if err < 0 {
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return Err(ContextRef::from_raw(ctx1).exception_error());
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}
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}
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Ok(())
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}
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}
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#[derive(Debug)]
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@ -8,6 +8,7 @@ mod class;
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mod context;
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mod conversion;
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pub mod module;
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mod promise;
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mod runtime;
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mod value;
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@ -15,6 +16,7 @@ pub use atom::{Atom, AtomRef};
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pub use class::{Class, ClassID};
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pub use context::{Context, ContextRef, EvalFlags};
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pub use conversion::*;
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pub use promise::Promise;
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pub use runtime::Runtime;
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pub use value::{Value, ValueRef, ValueType};
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@ -49,6 +51,20 @@ pub enum Error {
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ParseError(String, String),
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}
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impl Error {
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// Convert the error into an exception-type object which can be
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// thrown. This is *different* from try_into_value which just propagates
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// the error.
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pub fn to_js_error(&self, context: &ContextRef) -> Value {
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if let Error::Exception(e, _, _) = self {
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e.clone()
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} else {
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let message = self.to_string();
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context.new_error(&message)
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}
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}
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}
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impl From<NulError> for Error {
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fn from(_: NulError) -> Self {
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Error::UnexpectedNul
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@ -75,35 +91,9 @@ pub(crate) fn throw_error(context: &ContextRef, error: Error) -> sys::JSValue {
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}
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pub(crate) fn throw_string(context: &ContextRef, message: String) -> sys::JSValue {
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let ctx = context.ctx;
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match context.new_string(&message) {
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Ok(e) => unsafe {
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// Because context.new_string yields an owned Value, and will
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// clean it up on the way out, we need to explicitly DupValue a
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// reference for the `Throw` to own.
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let err = sys::JS_NewError(ctx);
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if sys::JS_ValueGetTag(err) == sys::JS_TAG_EXCEPTION {
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// GIVE UP; this is out of memory anyway things probably went
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// wrong because of that.
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return err;
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}
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sys::JS_DupValue(ctx, e.val); // SetProperty takes ownership.
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let prop = CString::new("message").unwrap();
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if sys::JS_SetPropertyStr(ctx, err, prop.as_ptr(), e.val) == -1 {
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// Also an out of memory but we need to free the error object
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// on our way out.
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sys::JS_FreeValue(ctx, err);
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return sys::JS_MakeException(); // JS_EXCEPTION
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}
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sys::JS_Throw(ctx, err)
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},
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Err(_) => unsafe {
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sys::JS_Throw(
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ctx,
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sys::JS_NewString(ctx, "Errors within errors: embedded nulls in the description of the error that occurred".as_bytes().as_ptr() as *const i8),
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)
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},
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let err = context.new_error(&message);
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unsafe {
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sys::JS_DupValue(context.ctx, err.val);
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sys::JS_Throw(context.ctx, err.val)
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}
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}
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34
oden-js/src/promise.rs
Normal file
34
oden-js/src/promise.rs
Normal file
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@ -0,0 +1,34 @@
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use crate::{ContextRef, Value, ValueRef};
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#[derive(Debug, Clone)]
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pub struct Promise {
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pub object: Value,
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pub resolve_fn: Value,
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pub reject_fn: Value,
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}
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impl Promise {
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pub(crate) fn new(object: Value, resolve_fn: Value, reject_fn: Value) -> Self {
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Promise {
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object,
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resolve_fn,
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reject_fn,
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}
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}
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pub fn dup(&self, ctx: &ContextRef) -> Self {
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Promise {
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object: self.object.dup(ctx),
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resolve_fn: self.resolve_fn.dup(ctx),
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reject_fn: self.reject_fn.dup(ctx),
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}
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}
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pub fn resolve(self, context: &ContextRef, value: &ValueRef) {
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let _ = self.resolve_fn.call(context, &[value]);
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}
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pub fn reject(self, context: &ContextRef, value: &ValueRef) {
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let _ = self.reject_fn.call(context, &[value]);
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}
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}
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@ -310,14 +310,16 @@ impl ValueRef {
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Ok(result)
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}
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pub fn call(&self, ctx: &ContextRef) -> Result<Value> {
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pub fn call(&self, ctx: &ContextRef, args: &[&ValueRef]) -> Result<Value> {
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// TODO: There *must* be a way to avoid this allocation.
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let mut args: Vec<sys::JSValue> = args.iter().map(|v| v.val).collect();
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unsafe {
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ctx.check_exception(sys::JS_Call(
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ctx.ctx,
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self.val,
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sys::JS_MakeUndefined(),
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0,
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std::ptr::null_mut(),
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args.len() as i32,
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args.as_mut_ptr(),
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))
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}
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}
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@ -345,9 +347,16 @@ impl Value {
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/// the runtime of the specified context, if not the context itself. This
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/// function makes no attempt to validate this.
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pub(crate) fn from_raw(val: sys::JSValue, ctx: &ContextRef) -> Self {
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Value::from_raw_rt(
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val,
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Runtime::from_raw(unsafe { sys::JS_GetRuntime(ctx.ctx) }),
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)
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}
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pub(crate) fn from_raw_rt(val: sys::JSValue, rt: Runtime) -> Self {
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Value {
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value: ValueRef::from_raw(val),
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rt: Runtime::from_raw(unsafe { sys::JS_GetRuntime(ctx.ctx) }),
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rt,
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}
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}
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@ -394,6 +403,15 @@ impl fmt::Debug for Value {
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}
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}
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impl Clone for Value {
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fn clone(&self) -> Self {
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unsafe {
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sys::JS_DupValueRT(self.rt.rt, self.val);
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}
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Value::from_raw_rt(self.val, self.rt.clone())
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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|
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42
src/lib.rs
42
src/lib.rs
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@ -178,22 +178,6 @@ impl State {
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label: Some("sprite_bind_group_layout"),
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});
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// TODO: DELETE THIS
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// let sprite_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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// layout: &sprite_bind_group_layout,
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// entries: &[
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// wgpu::BindGroupEntry {
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// binding: 0,
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// resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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// },
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// wgpu::BindGroupEntry {
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// binding: 1,
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// resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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// },
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// ],
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// label: Some("diffuse_bind_group"),
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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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@ -205,7 +189,7 @@ impl State {
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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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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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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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@ -225,28 +209,28 @@ impl State {
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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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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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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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});
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let render_pipeline_layout =
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let sprite_pipeline_layout =
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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("Sprite Pipeline Layout"),
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bind_group_layouts: &[&sprite_bind_group_layout, &screen_uniform_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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let sprite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Sprite Pipeline"),
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layout: Some(&sprite_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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module: &sprite_shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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module: &sprite_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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@ -292,7 +276,7 @@ impl State {
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queue,
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config,
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size,
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render_pipeline,
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render_pipeline: sprite_pipeline,
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vertex_buffer,
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max_vertices,
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sprite_bind_group_layout,
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|
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@ -529,7 +513,7 @@ pub async fn run() {
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let mut state = State::new(window).await;
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let context = script::ScriptContext::new();
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let mut context = script::ScriptContext::new();
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context.init();
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event_loop.run(move |event, _, control_flow| {
|
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|
|
|
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|
|
@ -1,9 +1,11 @@
|
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use oden_js::{
|
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module::loader::{ModuleLoader, ModuleSource},
|
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Context, ContextRef, Result, Runtime, Value,
|
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Context, ContextRef, Promise, Result, Runtime, Value, ValueResult,
|
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};
|
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use std::collections::HashMap;
|
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use std::ffi::OsStr;
|
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use std::path::Path;
|
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use std::sync::atomic::{AtomicU64, Ordering};
|
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use std::sync::mpsc::{channel, Receiver};
|
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|
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pub mod graphics;
|
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|
|
@ -37,6 +39,21 @@ impl ModuleLoader for Loader {
|
|||
}
|
||||
}
|
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|
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#[derive(Eq, PartialEq, Hash, Debug, Clone, Copy)]
|
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pub struct PromiseHandle(u64);
|
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|
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impl PromiseHandle {
|
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pub fn new() -> Self {
|
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static NEXT_ID: AtomicU64 = AtomicU64::new(0);
|
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PromiseHandle(NEXT_ID.fetch_add(1, Ordering::SeqCst))
|
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}
|
||||
}
|
||||
|
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pub enum ScriptEvent {
|
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AddPromise(PromiseHandle, Promise),
|
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CompletePromise(PromiseHandle, Box<dyn FnOnce(&ContextRef) -> ValueResult>),
|
||||
}
|
||||
|
||||
pub struct ScriptContext {
|
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context: Context,
|
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init: Value,
|
||||
|
|
@ -46,6 +63,9 @@ pub struct ScriptContext {
|
|||
gfx: graphics::GraphicsAPI,
|
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_assets: assets::AssetsAPI,
|
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gfx_receive: Receiver<graphics::GraphicsCommand>,
|
||||
|
||||
script_receive: Receiver<ScriptEvent>,
|
||||
promises: HashMap<PromiseHandle, Promise>,
|
||||
}
|
||||
|
||||
impl ScriptContext {
|
||||
|
|
@ -58,6 +78,7 @@ impl ScriptContext {
|
|||
context.add_intrinsic_operators();
|
||||
|
||||
let (gfx_send, gfx_receive) = channel();
|
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let (script_send, script_receive) = channel();
|
||||
|
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let gfx = graphics::GraphicsAPI::define(&context, gfx_send.clone())
|
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.expect("Graphics module should load without error");
|
||||
|
|
@ -89,6 +110,9 @@ impl ScriptContext {
|
|||
gfx_receive,
|
||||
|
||||
_assets: assets,
|
||||
|
||||
script_receive,
|
||||
promises: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -96,18 +120,52 @@ impl ScriptContext {
|
|||
// We would want a bi-directional gate for frames to not let the
|
||||
// game thread go to fast probably? And to discard whole frames &c.
|
||||
|
||||
pub fn init(&self) {
|
||||
self.init.call(&self.context).expect("Exception in init");
|
||||
pub fn init(&mut self) {
|
||||
self.init
|
||||
.call(&self.context, &[])
|
||||
.expect("Exception in init");
|
||||
}
|
||||
|
||||
pub fn update(&self) {
|
||||
pub fn update(&mut self) {
|
||||
// Handle any promises that have completed before calling update.
|
||||
while let Ok(event) = self.script_receive.try_recv() {
|
||||
match event {
|
||||
// TODO: Capture debugging information.
|
||||
ScriptEvent::AddPromise(handle, promise) => {
|
||||
self.promises.insert(handle, promise);
|
||||
}
|
||||
ScriptEvent::CompletePromise(handle, value_producer) => {
|
||||
if let Some(promise) = self.promises.remove(&handle) {
|
||||
let result = value_producer(&self.context);
|
||||
match result {
|
||||
Ok(v) => {
|
||||
promise.resolve(&self.context, &v);
|
||||
}
|
||||
Err(e) => {
|
||||
let error = e.to_js_error(&self.context);
|
||||
promise.reject(&self.context, &error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tell the runtime to process all pending "jobs".
|
||||
self.context
|
||||
.process_all_jobs()
|
||||
.expect("Error processing async jobs");
|
||||
|
||||
// Now run the update function.
|
||||
self.update
|
||||
.call(&self.context)
|
||||
.call(&self.context, &[])
|
||||
.expect("Exception in update");
|
||||
}
|
||||
|
||||
pub fn render(&self) -> Vec<graphics::GraphicsCommand> {
|
||||
self.draw.call(&self.context).expect("Exception in draw");
|
||||
pub fn render(&mut self) -> Vec<graphics::GraphicsCommand> {
|
||||
self.draw
|
||||
.call(&self.context, &[])
|
||||
.expect("Exception in draw");
|
||||
self.gfx.end_frame();
|
||||
|
||||
let mut commands = Vec::new();
|
||||
|
|
|
|||
|
|
@ -48,13 +48,30 @@ const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
|
|||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
// Fragment shader....
|
||||
|
||||
@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
|
||||
@group(0) @binding(1) var s_diffuse : sampler;
|
||||
|
||||
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
|
||||
// The "screen" is centered in the window, so anything outside of the
|
||||
// screen borders should be black. But *where are they*?
|
||||
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
|
||||
let screen_ar = screen.resolution.x / screen.resolution.y;
|
||||
var black_mod = 1.0;
|
||||
if (screen_ar > RES_AR) {
|
||||
// Wider than tall, bars are on the left and right.
|
||||
let active_width = screen.resolution.y * RES_AR;
|
||||
let half_delta = (screen.resolution.x - active_width) / 2.0;
|
||||
if (in.clip_position.x < half_delta ||
|
||||
in.clip_position.x > half_delta + active_width) {
|
||||
black_mod = 0.0;
|
||||
}
|
||||
} else {
|
||||
// Taller than wide, bars are on top and bottom.
|
||||
}
|
||||
|
||||
let dims = vec2f(textureDimensions(t_diffuse));
|
||||
|
||||
return textureSample(t_diffuse, s_diffuse, in.tex_coords / dims);
|
||||
return black_mod * textureSample(t_diffuse, s_diffuse, in.tex_coords / dims);
|
||||
}
|
||||
|
|
|
|||
77
src/sprite_shader.wgsl
Normal file
77
src/sprite_shader.wgsl
Normal file
|
|
@ -0,0 +1,77 @@
|
|||
// Vertex shader
|
||||
|
||||
struct ScreenUniform {
|
||||
resolution : vec2f,
|
||||
};
|
||||
@group(1) @binding(0) // 1.
|
||||
var<uniform> screen : ScreenUniform;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position : vec3<f32>, @location(1) tex_coords : vec2<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position : vec4<f32>,
|
||||
@location(0) tex_coords : vec2<f32>,
|
||||
};
|
||||
|
||||
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
|
||||
|
||||
@vertex fn vs_main(model : VertexInput)->VertexOutput {
|
||||
var out : VertexOutput;
|
||||
out.tex_coords = model.tex_coords;
|
||||
|
||||
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
|
||||
|
||||
// the actual resolution of the screen.
|
||||
let screen_ar = screen.resolution.x / screen.resolution.y;
|
||||
|
||||
// Compute the difference in resolution ... correctly?
|
||||
//
|
||||
// nudge is the amount to add to the logical resolution so that the pixels
|
||||
// stay the same size but we respect the aspect ratio of the screen. (So
|
||||
// there's more of them in either the x or y direction.)
|
||||
var nudge = vec2f(0.0);
|
||||
if (screen_ar > RES_AR) {
|
||||
nudge.x = (RES.y * screen_ar) - RES.x;
|
||||
} else {
|
||||
nudge.y = (RES.x / screen_ar) - RES.y;
|
||||
}
|
||||
var new_logical_resolution = RES + nudge;
|
||||
|
||||
// Now we can convert the incoming position to clip space, in the new screen.
|
||||
let in_pos = vec2f(model.position.x, model.position.y);
|
||||
let centered = in_pos + (nudge / 2.0);
|
||||
let position = (2.0 * centered / new_logical_resolution) - 1.0;
|
||||
|
||||
out.clip_position = vec4f(position, model.position.z, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader....
|
||||
|
||||
@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
|
||||
@group(0) @binding(1) var s_diffuse : sampler;
|
||||
|
||||
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
|
||||
// The "screen" is centered in the window, so anything outside of the
|
||||
// screen borders should be black. But *where are they*?
|
||||
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
|
||||
let screen_ar = screen.resolution.x / screen.resolution.y;
|
||||
var black_mod = 1.0;
|
||||
if (screen_ar > RES_AR) {
|
||||
// Wider than tall, bars are on the left and right.
|
||||
let active_width = screen.resolution.y * RES_AR;
|
||||
let half_delta = (screen.resolution.x - active_width) / 2.0;
|
||||
if (in.clip_position.x < half_delta ||
|
||||
in.clip_position.x > half_delta + active_width) {
|
||||
black_mod = 0.0;
|
||||
}
|
||||
} else {
|
||||
// Taller than wide, bars are on top and bottom.
|
||||
}
|
||||
|
||||
let dims = vec2f(textureDimensions(t_diffuse));
|
||||
|
||||
return black_mod * textureSample(t_diffuse, s_diffuse, in.tex_coords / dims);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue