examples/gkurve: use orthographic projection + pixel units
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 13 additions and 6 deletions
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@ -16,9 +16,9 @@ pub const Vertex = struct {
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};
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};
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// Simple triangle
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// Simple triangle
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pub const vertices = [_]Vertex{
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pub const vertices = [_]Vertex{
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.{ .pos = .{ 0, 0.5, 0, 1 }, .uv = .{ 0.5, 1 }, .bary = .{ 0, 0, 1 } },
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.{ .pos = .{ 0, 250, 0, 1 }, .uv = .{ 0.5, 1 }, .bary = .{ 0, 0, 1 } },
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.{ .pos = .{ -0.5, -0.5, 0, 1 }, .uv = .{ 0, 0 }, .bary = .{ 1, 0, 0 } },
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.{ .pos = .{ -250, -250, 0, 1 }, .uv = .{ 0, 0 }, .bary = .{ 1, 0, 0 } },
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.{ .pos = .{ 0.5, -0.5, 0, 1 }, .uv = .{ 1, 0 }, .bary = .{ 0, 1, 0 } },
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.{ .pos = .{ 250, -250, 0, 1 }, .uv = .{ 1, 0 }, .bary = .{ 0, 1, 0 } },
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};
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};
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// TODO: Need to ask Ayush about this, ideally we have a square window in this example because it
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// TODO: Need to ask Ayush about this, ideally we have a square window in this example because it
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@ -214,12 +214,19 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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};
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};
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{
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{
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const proj = zm.orthographicRh(
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@intToFloat(f32, engine.gpu_driver.current_desc.width),
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@intToFloat(f32, engine.gpu_driver.current_desc.height),
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-100,
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100,
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);
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// TODO:
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// TODO:
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// Use better positioning system
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// Use better positioning system
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const ubos = [_]VertexUniform{
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const ubos = [_]VertexUniform{
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.{ .mat = zm.translation(0.5, 0.5, 0) },
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.{ .mat = zm.mul(zm.translation(250, 250, 0), proj) },
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.{ .mat = zm.translation(-0.5, 0, 0) },
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.{ .mat = zm.mul(zm.translation(-250, 0, 0), proj) },
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.{ .mat = zm.translation(0.5, -0.5, 0) },
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.{ .mat = zm.mul(zm.translation(250, -250, 0), proj) },
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};
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};
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, VertexUniform, &ubos);
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, VertexUniform, &ubos);
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}
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}
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