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Obeys modals' zoom.

Subject to an attempt at factoring aspect ratio differences.
This commit is contained in:
Thomas Harte 2020-08-16 21:11:43 -04:00
parent 745797b596
commit 27e8a3a1b5
2 changed files with 24 additions and 2 deletions

View File

@ -20,6 +20,8 @@ struct Uniforms {
float aspectRatioMultiplier;
simd::float3x3 toRGB;
simd::float3x3 fromRGB;
float zoom;
simd::float2 offset;
};
constexpr size_t NumBufferedScans = 2048;
@ -186,7 +188,20 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
}
- (void)setAspectRatio {
uniforms()->aspectRatioMultiplier = float(_scanTarget.modals().aspect_ratio / (_view.bounds.size.width / _view.bounds.size.height));
const auto modals = _scanTarget.modals();
const auto viewAspectRatio = (_view.bounds.size.width / _view.bounds.size.height);
// Set the aspect ratio multiplier.
uniforms()->aspectRatioMultiplier = float(modals.aspect_ratio / viewAspectRatio);
// Also work out the proper zoom. Somehow?
const double fitWidthZoom = (viewAspectRatio / modals.aspect_ratio) / modals.visible_area.size.width;
const double fitHeightZoom = 1.0 / modals.visible_area.size.height;
// The differing signs for offset below reflect the inverted coordinate system in Metal.
uniforms()->zoom = float(std::min(fitWidthZoom, fitHeightZoom));
uniforms()->offset.x = -modals.visible_area.origin.x;
uniforms()->offset.y = -modals.visible_area.origin.y;
}
- (void)setModals:(const Outputs::Display::ScanTarget::Modals &)modals {

View File

@ -26,6 +26,10 @@ struct Uniforms {
// Provides conversions to and from RGB for the active colour space.
float3x3 toRGB;
float3x3 fromRGB;
// Provides zoom and offset to scale the source data.
float zoom;
float2 offset;
};
// MARK: - Structs used for receiving data from the emulation.
@ -97,8 +101,11 @@ vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)
) / 32.0;
// Hence determine this quad's real shape, using vertexID to pick a corner.
float2 position2d = start + (float(vertexID&2) * 0.5) * tangent + (float(vertexID&1) - 0.5) * normal * uniforms.lineWidth;
position2d = (position2d + uniforms.offset) * uniforms.zoom * float2(uniforms.aspectRatioMultiplier, 1.0);
position2d = position2d * float2(2.0, -2.0) + float2(-1.0, 1.0);
output.position = float4(
((start + (float(vertexID&2) * 0.5) * tangent + (float(vertexID&1) - 0.5) * normal * uniforms.lineWidth) * float2(2.0, -2.0) + float2(-1.0, 1.0)) * float2(uniforms.aspectRatioMultiplier, 1.0),
position2d,
0.0,
1.0
);