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https://github.com/TomHarte/CLK.git
synced 2024-11-23 03:32:32 +00:00
Does just enough to get the correct (aspect ratio aside) output of scan outlines.
So, up next, can I start streaming these things?
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@ -42,10 +42,10 @@ constexpr size_t NumBufferedScans = 2048;
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// Install the standard quad.
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constexpr float vertices[] = {
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-0.9f, -0.9f,
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-0.9f, 0.9f,
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0.9f, -0.9f,
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0.9f, 0.9f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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};
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_quadBuffer = [view.device newBufferWithBytes:vertices length:sizeof(vertices) options:MTLResourceCPUCacheModeDefaultCache];
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@ -53,7 +53,7 @@ constexpr size_t NumBufferedScans = 2048;
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_uniformsBuffer = [view.device newBufferWithLength:16 options:MTLResourceCPUCacheModeWriteCombined];
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const Uniforms testUniforms = {
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.scale = {1024, 1024},
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.lineWidth = 0.1f
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.lineWidth = 1.0f / 312.0f
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};
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[self setUniforms:testUniforms];
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@ -99,7 +99,7 @@ constexpr size_t NumBufferedScans = 2048;
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scans[1].scan.end_points[0].x = 0;
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scans[1].scan.end_points[0].y = 768;
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scans[1].scan.end_points[1].x = 512;
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scans[1].scan.end_points[1].y = 128;
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scans[1].scan.end_points[1].y = 512;
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memcpy(_scansBuffer.contents, scans, sizeof(scans));
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}
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@ -53,8 +53,27 @@ vertex ColouredVertex scanVertexMain( QuadInputVertex vert [[stage_in]],
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constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *scans [[buffer(2)]],
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ushort instance [[instance_id]]) {
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// Unpack start and end vertices.
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const float2 start = float2(
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float(scans[instance].startPosition & 0xffff) / float(uniforms.scale.x),
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float(scans[instance].startPosition >> 16) / float(uniforms.scale.y)
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);
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const float2 end = float2(
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float(scans[instance].endPosition & 0xffff) / float(uniforms.scale.x),
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float(scans[instance].endPosition >> 16) / float(uniforms.scale.y)
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);
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// Calculate the tangent and normal.
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const float2 tangent = end - start;
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const float2 normal = float2(-tangent.y, tangent.x) / length(tangent);
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// Hence determine this quad's real shape.
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ColouredVertex output;
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output.position = float4(vert.position * uniforms.lineWidth, 0.0, 1.0);
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output.position = float4(
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(start + vert.position.x * tangent + vert.position.y * normal * uniforms.lineWidth) * float2(2.0, -2.0) + float2(-1.0, 1.0),
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0.0,
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1.0
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);
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return output;
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}
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