Now the game controls its own resolution. We might want to further copy Love2D and generate resize events, I don't know.
67 lines
No EOL
2.2 KiB
WebGPU Shading Language
67 lines
No EOL
2.2 KiB
WebGPU Shading Language
// 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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};
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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 * 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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*/ |