fix draw target uv scaling
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7a40b0bff2
commit
ed5e95d6d4
@ -79,8 +79,8 @@ M_Token *M_PushToken(Arena *arena, M_TokenFile *file, String s, M_TokenKind kind
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M_TokenFileList M_TokensFromSrcDirs(Arena *arena, StringList src_dirs)
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M_TokenFileList M_TokensFromSrcDirs(Arena *arena, StringList src_dirs)
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{
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{
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TempArena scratch = BeginScratch(arena);
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M_TokenFileList result = ZI;
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M_TokenFileList result = ZI;
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TempArena scratch = BeginScratch(arena);
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result.first = &M_NilTokenFile;
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result.first = &M_NilTokenFile;
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result.last = &M_NilTokenFile;
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result.last = &M_NilTokenFile;
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@ -195,7 +195,7 @@ M_TokenFileList M_TokensFromSrcDirs(Arena *arena, StringList src_dirs)
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}
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}
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}
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}
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EndScratch(scratch);
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return result;
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return result;
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}
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}
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@ -595,7 +595,7 @@ void V_TickForever(WaveLaneCtx *lane)
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G_ResourceHandle draw_target = G_PushTexture2D(
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G_ResourceHandle draw_target = G_PushTexture2D(
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frame->gpu_arena,
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frame->gpu_arena,
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G_Format_R16G16B16A16_Float,
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G_Format_R16G16B16A16_Float,
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window_frame.monitor_size,
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draw_size,
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G_Layout_DirectQueue_ShaderReadWrite,
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G_Layout_DirectQueue_ShaderReadWrite,
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.flags = G_ResourceFlag_AllowShaderReadWrite | G_ResourceFlag_AllowRenderTarget
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.flags = G_ResourceFlag_AllowShaderReadWrite | G_ResourceFlag_AllowRenderTarget
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);
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);
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@ -663,7 +663,7 @@ void V_TickForever(WaveLaneCtx *lane)
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Rng2 uv = ZI;
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Rng2 uv = ZI;
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uv.p0 = Vec2FromVec(viewport.p0);
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uv.p0 = Vec2FromVec(viewport.p0);
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uv.p1 = Vec2FromVec(viewport.p1);
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uv.p1 = Vec2FromVec(viewport.p1);
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uv = DivRng2Vec2(uv, Vec2FromVec(window_frame.monitor_size));
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uv = DivRng2Vec2(uv, Vec2FromVec(draw_size));
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UI_SetRawTexture(vis_box, draw_target_ro, uv);
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UI_SetRawTexture(vis_box, draw_target_ro, uv);
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}
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}
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}
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}
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@ -10,7 +10,7 @@ ComputeShader2D(V_BackdropCS, 8, 8)
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Vec2I32 target_size = params.target_size;
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Vec2I32 target_size = params.target_size;
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if (target_pos.x < target_size.x && target_pos.y < target_size.y)
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if (target_pos.x < target_size.x && target_pos.y < target_size.y)
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{
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{
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Vec4 result = Vec4(0.05, 0.05, 0.05, 1);
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Vec4 result = 0;
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/* Checkered square color */
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/* Checkered square color */
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{
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{
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@ -42,15 +42,15 @@ ComputeShader2D(V_BackdropCS, 8, 8)
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/* Axis color */
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/* Axis color */
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{
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{
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f32 thickness = 2;
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f32 half_thickness = 1;
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Vec2 zero_screen = mul(params.world_to_draw_xf, Vec3(0, 0, 1));
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Vec2 zero_screen = mul(params.world_to_draw_xf, Vec3(0, 0, 1));
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f32 x_dist = abs(target_pos.x - zero_screen.x);
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f32 x_dist = abs(target_pos.x - zero_screen.x);
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f32 y_dist = abs(target_pos.y - zero_screen.y);
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f32 y_dist = abs(target_pos.y - zero_screen.y);
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if (y_dist <= (thickness * 0.5))
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if (y_dist <= half_thickness)
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{
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{
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result = Color_Red;
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result = Color_Red;
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}
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}
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else if (x_dist <= (thickness * 0.5))
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else if (x_dist <= half_thickness)
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{
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{
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result = Color_Green;
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result = Color_Green;
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}
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}
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