mirror of
https://github.com/exoticorn/microw8.git
synced 2026-01-20 11:16:42 +01:00
only draw area covered by framebuffer
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@@ -14,10 +14,11 @@ 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 x = (1.0 - f32(in_vertex_index)) * 3.0;
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let y = f32(in_vertex_index & 1u) * 3.0 - 1.0;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.tex_coords = vec2<f32>(x, y) * uniforms.texture_scale.xy + vec2<f32>(160.0, 120.0);
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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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@@ -39,10 +40,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let o = vec2<f32>(0.5) - (in.tex_coords - pixel);
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let pixel = vec2<i32>(pixel);
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if(pixel.x < -1 || pixel.y < -1 || pixel.x > 320 || pixel.y > 240) {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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}
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let offset_x = o.xxxx + vec4<f32>(-0.125, 0.375, 0.125, -0.375) * uniforms.texture_scale.z;
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let offset_y = o.yyyy + vec4<f32>(-0.375, -0.125, 0.375, 0.125) * uniforms.texture_scale.z;
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@@ -404,7 +404,12 @@ impl Window {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: true,
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},
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})],
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@@ -413,7 +418,7 @@ impl Window {
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render_pass.set_pipeline(&render_pipeline);
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render_pass.set_bind_group(0, &crt_bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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render_pass.draw(0..6, 0..1);
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}
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queue.submit(std::iter::once(encoder.finish()));
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@@ -1,4 +1,4 @@
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use std::time::{Duration, Instant};
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use std::time::Instant;
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fn main() {
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env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init();
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@@ -15,13 +15,22 @@ fn main() {
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palette[i as usize] = r + (g << 8) + (b << 16);
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}
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let mut prev_frame = Instant::now();
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let mut fps_start = Instant::now();
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let mut fps_counter = 0;
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uw8_window::run(move |gpu_framebuffer, _gamepads, _reset| {
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uw8_window::run(true, move |gpu_framebuffer, _gamepads, _reset| {
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for _ in 0..1 {
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draw_frame(&mut framebuffer, start_time.elapsed().as_secs_f32());
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}
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gpu_framebuffer.update(&framebuffer, bytemuck::cast_slice(&palette));
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prev_frame += Duration::from_secs_f32(1.0 / 60.0);
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prev_frame
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fps_counter += 1;
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let elapsed = fps_start.elapsed().as_secs_f32();
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if elapsed >= 1.0 {
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println!("{:.1} fps", fps_counter as f32 / elapsed);
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fps_start = Instant::now();
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fps_counter = 0;
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}
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Instant::now()
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});
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}
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