fix cursor unlock on windows

This commit is contained in:
2024-09-17 22:47:39 -04:00
parent b68707b92c
commit c16e67c4c5
3 changed files with 18 additions and 14 deletions

View File

@@ -47,9 +47,9 @@ impl Client<'_> {
} }
if self.keep_cursor { if self.keep_cursor {
let size = window.inner_size(); let size = window.inner_size();
window // window
.set_cursor_position(PhysicalPosition::new(size.width / 2, size.height / 2)) // .set_cursor_position(PhysicalPosition::new(size.width / 2, size.height / 2))
.expect("cursor move"); // .expect("cursor move");
} }
// camera orientation // camera orientation

View File

@@ -152,7 +152,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let t_corner = vox_pos * inc_t + min_adj; let t_corner = vox_pos * inc_t + min_adj;
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)]; let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
if node >= LEAF_BIT { if node >= LEAF_BIT {
if node != skip { if node != skip && node != LEAF_BIT {
skip = node; skip = node;
let normal = normals[axis]; let normal = normals[axis];
let sun_dir = global_lights[0].dir; let sun_dir = global_lights[0].dir;
@@ -310,7 +310,7 @@ fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let t_corner = vox_pos * inc_t + min_adj; let t_corner = vox_pos * inc_t + min_adj;
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)]; let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
if node >= LEAF_BIT { if node >= LEAF_BIT {
if node != skip { if node != skip && node != LEAF_BIT {
skip = node; skip = node;
if data == 3 { if data == 3 {
let dist = (t - old_t) / t_mult; let dist = (t - old_t) / t_mult;

View File

@@ -54,12 +54,14 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
)) - 1.0); )) - 1.0);
while res.data != 0 { while res.data != 0 {
let data = res.data & LEAF_MASK; let data = res.data & LEAF_MASK;
if data != 0 {
let vcolor = get_color(data); let vcolor = get_color(data);
let diffuse = max(dot(global_lights[0].dir, normals[res.ray.axis]) + 0.1, 0.0); let diffuse = max(dot(global_lights[0].dir, normals[res.ray.axis]) + 0.1, 0.0);
let light = max(diffuse, ambient); let light = max(diffuse, ambient);
let new_color = min(vcolor.xyz * light, vec3<f32>(1.0)); let new_color = min(vcolor.xyz * light, vec3<f32>(1.0));
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a); color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
if color.a > FULL_ALPHA { break; } if color.a > FULL_ALPHA { break; }
}
let old_t = res.ray.t; let old_t = res.ray.t;
res = ray_next(res.ray, res.data); res = ray_next(res.ray, res.data);
if data == 3 { if data == 3 {
@@ -76,9 +78,11 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
var light = 1.0; var light = 1.0;
while res.data != 0 { while res.data != 0 {
let data = res.data & LEAF_MASK; let data = res.data & LEAF_MASK;
if data != 0 {
let vcolor = get_color(data); let vcolor = get_color(data);
if data != 3 { light -= vcolor.a * light; } if data != 3 { light -= vcolor.a * light; }
if light <= 0 { break; } if light <= 0 { break; }
}
let old_t = res.ray.t; let old_t = res.ray.t;
res = ray_next(res.ray, res.data); res = ray_next(res.ray, res.data);
if data == 3 { if data == 3 {