mirror of
https://github.com/exoticorn/microw8.git
synced 2026-01-20 11:16:42 +01:00
implement square filter
This commit is contained in:
@@ -17,8 +17,10 @@ use winit::platform::unix::EventLoopExtUnix;
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use winit::platform::windows::EventLoopExtWindows;
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use winit::platform::windows::EventLoopExtWindows;
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mod crt;
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mod crt;
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mod square;
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use crt::CrtFilter;
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use crt::CrtFilter;
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use square::SquareFilter;
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pub struct Window {
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pub struct Window {
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event_loop: EventLoop<()>,
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event_loop: EventLoop<()>,
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@@ -95,7 +97,7 @@ impl Window {
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present_mode: wgpu::PresentMode::AutoNoVsync,
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present_mode: wgpu::PresentMode::AutoNoVsync,
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};
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};
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let filter: Box<dyn Filter> = Box::new(CrtFilter::new(
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let mut filter: Box<dyn Filter> = Box::new(CrtFilter::new(
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&device,
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&device,
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&palette_screen_mode.screen_view,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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window.inner_size(),
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@@ -144,6 +146,22 @@ impl Window {
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});
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});
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}
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}
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Some(VirtualKeyCode::R) => reset = true,
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Some(VirtualKeyCode::R) => reset = true,
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Some(VirtualKeyCode::Key1) => {
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filter = Box::new(SquareFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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))
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}
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Some(VirtualKeyCode::Key2) => {
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filter = Box::new(CrtFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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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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157
uw8-window/src/gpu/square.rs
Normal file
157
uw8-window/src/gpu/square.rs
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@@ -0,0 +1,157 @@
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use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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use super::Filter;
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pub struct SquareFilter {
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uniform_buffer: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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pipeline: wgpu::RenderPipeline,
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}
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impl SquareFilter {
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pub fn new(
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device: &wgpu::Device,
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screen: &wgpu::TextureView,
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resolution: PhysicalSize<u32>,
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surface_format: wgpu::TextureFormat,
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) -> SquareFilter {
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let uniforms = Uniforms {
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texture_scale: texture_scale_from_resolution(resolution),
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};
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&[uniforms]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let bind_group_layout = 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: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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::Filtering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::VERTEX_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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min_binding_size: None,
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},
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count: None,
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},
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],
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label: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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mag_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &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(&screen),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: uniform_buffer.as_entire_binding(),
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},
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],
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label: None,
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(include_str!("square.wgsl").into()),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&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: None,
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: surface_format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: Default::default(),
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depth_stencil: None,
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multisample: Default::default(),
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multiview: None,
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});
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SquareFilter {
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uniform_buffer,
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bind_group,
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pipeline: render_pipeline,
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}
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}
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}
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impl Filter for SquareFilter {
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fn resize(&self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>) {
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let uniforms = Uniforms {
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texture_scale: texture_scale_from_resolution(new_size),
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};
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
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}
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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}
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}
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fn texture_scale_from_resolution(res: PhysicalSize<u32>) -> [f32; 4] {
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let scale = ((res.width as f32) / 160.0).min((res.height as f32) / 120.0);
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[
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scale / res.width as f32,
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scale / res.height as f32,
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2.0 / scale,
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0.0,
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]
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Uniforms {
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texture_scale: [f32; 4],
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}
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44
uw8-window/src/gpu/square.wgsl
Normal file
44
uw8-window/src/gpu/square.wgsl
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@@ -0,0 +1,44 @@
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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struct Uniforms {
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texture_scale: vec4<f32>,
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}
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@group(0) @binding(2) var<uniform> uniforms: Uniforms;
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let i = in_vertex_index / 3u + in_vertex_index % 3u;
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let x = -1.0 + f32(i % 2u) * 322.0;
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let y = -1.0 + f32(i / 2u) * 242.0;
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out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) * uniforms.texture_scale.xy, 0.0, 1.0);
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out.tex_coords = vec2<f32>(x, y);
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return out;
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}
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@group(0) @binding(0) var screen_texture: texture_2d<f32>;
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@group(0) @binding(1) var linear_sampler: sampler;
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fn aa_tex_coord(c: f32) -> f32 {
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let low = c - uniforms.texture_scale.z * 0.5;
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let high = c + uniforms.texture_scale.z * 0.5;
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let base = floor(low);
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let center = base + 0.5;
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let next = base + 1.0;
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if high > next {
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return center + (high - next) / (high - base);
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} else {
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return center;
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}
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(screen_texture, linear_sampler, vec2<f32>(aa_tex_coord(in.tex_coords.x), aa_tex_coord(in.tex_coords.y)) / vec2<f32>(320.0, 240.0));
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}
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