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Add a second renderer for scaling to non-integer sizes #262

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1 change: 1 addition & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@ The Minimum Supported Rust Version for `pixels` will always be made available in

- [Conway's Game of Life](./examples/conway)
- [Custom Shader](./examples/custom-shader)
- [Fill arbitrary window sizes while maintaining the highest possible quality](./examples/fill-window)
- [Dear ImGui example with `winit`](./examples/imgui-winit)
- [Egui example with `winit`](./examples/minimal-egui)
- [Minimal example for WebGL2](./examples/minimal-web)
Expand Down
19 changes: 19 additions & 0 deletions examples/fill-window/Cargo.toml
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[package]
name = "fill-window"
version = "0.1.0"
authors = ["Jay Oster <[email protected]>"]
edition = "2021"
publish = false

[features]
optimize = ["log/release_max_level_warn"]
default = ["optimize"]

[dependencies]
bytemuck = "1.7"
env_logger = "0.9"
log = "0.4"
pixels = { path = "../.." }
ultraviolet = "0.8"
winit = "0.26"
winit_input_helper = "0.11"
20 changes: 20 additions & 0 deletions examples/fill-window/README.md
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# Window-filling Example

![Custom Shader Example](../../img/fill-window.png)

## Running

```bash
cargo run --release --package fill-window
```

## About

This example is based on `minimal-winit` and `custom-shader`. It adds a custom renderer that completely fills the screen while maintaining high quality.

Filling the screen necessarily creates artifacts (aliasing) due to a mismatch between the number of pixels in the pixel buffer and the number of pixels on the screen. The custom renderer provided here counters this aliasing issue with a two-pass approach:

1. First the pixel buffer is scaled with the default scaling renderer, which keeps sharp pixel edges by only scaling to integer ratios with nearest neighbor texture filtering.
2. Then the custom renderer scales that result to the smallest non-integer multiple that will fill the screen without clipping, using bilinear texture filtering.

This approach maintains the aspect ratio in the second pass by adding black "letterbox" or "pillarbox" borders as necessary. The two-pass method completely avoids pixel shimmering with single-pass nearest neighbor filtering, and also avoids blurring with single-pass bilinear filtering. The result has decent quality even when scaled up 100x.
31 changes: 31 additions & 0 deletions examples/fill-window/shaders/fill.wgsl
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// Vertex shader bindings

struct VertexOutput {
[[location(0)]] tex_coord: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};

struct Locals {
transform: mat4x4<f32>;
};
[[group(0), binding(2)]] var<uniform> r_locals: Locals;

[[stage(vertex)]]
fn vs_main(
[[location(0)]] position: vec2<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = fma(position, vec2<f32>(0.5, -0.5), vec2<f32>(0.5, 0.5));
out.position = r_locals.transform * vec4<f32>(position, 0.0, 1.0);
return out;
}

// Fragment shader bindings

[[group(0), binding(0)]] var r_tex_color: texture_2d<f32>;
[[group(0), binding(1)]] var r_tex_sampler: sampler;

[[stage(fragment)]]
fn fs_main([[location(0)]] tex_coord: vec2<f32>) -> [[location(0)]] vec4<f32> {
return textureSample(r_tex_color, r_tex_sampler, tex_coord);
}
143 changes: 143 additions & 0 deletions examples/fill-window/src/main.rs
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#![deny(clippy::all)]
#![forbid(unsafe_code)]

use crate::renderers::FillRenderer;
use log::error;
use pixels::{Error, Pixels, SurfaceTexture};
use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
use winit_input_helper::WinitInputHelper;

mod renderers;

const WIDTH: u32 = 320;
const HEIGHT: u32 = 240;
const SCREEN_WIDTH: u32 = 1920;
const SCREEN_HEIGHT: u32 = 1080;
const BOX_SIZE: i16 = 64;

/// Representation of the application state. In this example, a box will bounce around the screen.
struct World {
box_x: i16,
box_y: i16,
velocity_x: i16,
velocity_y: i16,
}

fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = {
let size = LogicalSize::new(SCREEN_WIDTH as f64, SCREEN_HEIGHT as f64);
WindowBuilder::new()
.with_title("Fill Window")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};

let mut pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(WIDTH, HEIGHT, surface_texture)?
};
let mut world = World::new();
let mut fill_renderer = FillRenderer::new(&pixels, WIDTH, HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT);

event_loop.run(move |event, _, control_flow| {
// Draw the current frame
if let Event::RedrawRequested(_) = event {
world.draw(pixels.get_frame());

let render_result = pixels.render_with(|encoder, render_target, context| {
let fill_texture = fill_renderer.get_texture_view();
context.scaling_renderer.render(encoder, fill_texture);

fill_renderer.render(encoder, render_target);

Ok(())
});

if render_result
.map_err(|e| error!("pixels.render_with() failed: {}", e))
.is_err()
{
*control_flow = ControlFlow::Exit;
return;
}
}

// Handle input events
if input.update(&event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}

// Resize the window
if let Some(size) = input.window_resized() {
pixels.resize_surface(size.width, size.height);

let clip_rect = pixels.context().scaling_renderer.clip_rect();
fill_renderer.resize(&pixels, clip_rect.2, clip_rect.3, size.width, size.height);
}

// Update internal state and request a redraw
world.update();
window.request_redraw();
}
});
}

impl World {
/// Create a new `World` instance that can draw a moving box.
fn new() -> Self {
Self {
box_x: 24,
box_y: 16,
velocity_x: 1,
velocity_y: 1,
}
}

/// Update the `World` internal state; bounce the box around the screen.
fn update(&mut self) {
if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
self.velocity_x *= -1;
}
if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
self.velocity_y *= -1;
}

self.box_x += self.velocity_x;
self.box_y += self.velocity_y;
}

/// Draw the `World` state to the frame buffer.
///
/// Assumes the default texture format: [`pixels::wgpu::TextureFormat::Rgba8UnormSrgb`]
fn draw(&self, frame: &mut [u8]) {
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
let x = (i % WIDTH as usize) as i16;
let y = (i / WIDTH as usize) as i16;

let inside_the_box = x >= self.box_x
&& x < self.box_x + BOX_SIZE
&& y >= self.box_y
&& y < self.box_y + BOX_SIZE;

let rgba = if inside_the_box {
[0x5e, 0x48, 0xe8, 0xff]
} else {
[0x48, 0xb2, 0xe8, 0xff]
};

pixel.copy_from_slice(&rgba);
}
}
}
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