Anpassung Window Größe und Spielfeld

-> gleiche Ratio (16:9);
Neue math_graphics.h Funktionen (Aufräumen);

git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@20 24008968-59e6-ed4c-a10b-0b2c954b24ab
This commit is contained in:
mikeb
2021-07-26 16:28:42 +00:00
parent b603d997cf
commit efc6477180
6 changed files with 118 additions and 15 deletions
+14 -6
View File
@@ -8,6 +8,11 @@ struct VertexShaderInput {
float4 pos_size : INSTANCE_POSITION_SIZE;
uint tile_type : TILE_TYPE;
float4 uv0uv1 : UV_INSTANCE;
};
cbuffer constants {
float aspect_ratio;
};
struct VertexShaderOutput {
@@ -20,9 +25,6 @@ struct VertexShaderOutput {
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
float2 rect_pos = input.pos_size.xy;
float2 rect_size = input.pos_size.zw;
float3x3 coord_sys = {
2, 0, -1,
0, -2, 1,
@@ -38,13 +40,19 @@ VertexShaderOutput main(VertexShaderInput input) {
};
float3x3 size = {
rect_size.x, 0, 0,
0, rect_size.y, 0,
input.pos_size.z, 0, 0,
0, input.pos_size.w, 0,
0, 0, 1
};
output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
//output.pos.xy = mul(pos, input.pos.xyz).xy;
float correction_factor = aspect_ratio / (16.0 / 9.0);
if(correction_factor < 1)
output.pos.y *= correction_factor;
else
output.pos.x /= correction_factor;
output.pos.zw = float2(0, 1);
output.uv0uv1.zw = float2(0, 0);
+13 -6
View File
@@ -16,13 +16,14 @@ struct VertexShaderOutput {
uint tile_type : TILE_TYPE;
};
cbuffer constants {
float aspect_ratio;
};
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
float2 rect_pos = input.pos_size.xy;
float2 rect_size = input.pos_size.zw;
float3x3 coord_sys = {
2, 0, -1,
0, -2, 1,
@@ -38,13 +39,19 @@ VertexShaderOutput main(VertexShaderInput input) {
};
float3x3 size = {
rect_size.x, 0, 0,
0, rect_size.y, 0,
input.pos_size.z, 0, 0,
0, input.pos_size.w, 0,
0, 0, 1
};
output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
//output.pos.xy = mul(pos, input.pos.xyz).xy;
float correction_factor = aspect_ratio / (16.0 / 9.0);
if (correction_factor < 1)
output.pos.y *= correction_factor;
else
output.pos.x /= correction_factor;
output.pos.zw = float2(0, 1);
output.uv0uv1.zw = float2(0, 0);