Added animation to UI

master
Mark 2024-01-25 21:24:37 -08:00
parent 616e252ae3
commit 0e4dae6215
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
1 changed files with 99 additions and 31 deletions

View File

@ -18,11 +18,15 @@ struct VertexInput {
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) texture_coords: vec2<f32>,
@location(1) texture_index: u32,
@location(2) mask_coords: vec2<f32>,
@location(3) mask_index: vec2<u32>,
@location(4) color_transform: vec4<f32>,
@location(0) tween: f32,
@location(1) texture_index_a: u32,
@location(2) texture_coords_a: vec2<f32>,
@location(3) texture_index_b: u32,
@location(4) texture_coords_b: vec2<f32>,
@location(5) color: vec4<f32>,
@location(6) mask_coords: vec2<f32>,
@location(7) mask_index: vec2<u32>,
}
@group(0) @binding(0)
@ -80,31 +84,67 @@ fn vertex_main(
vertex: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
// TODO: this will break if we try to use texture 0.
// implement animations for ui sprites & fix that here.
let pos = transform_vertex(
// Pick texture size by the size of the visible texture
// (texture index 0 is special, it's the "hidden" texture)
if instance.texture_index.x == 0u && instance.texture_index.y == 0u {
out.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
} else if instance.texture_index.x == 0u {
out.position = transform_vertex(
instance,
vertex.position,
instance.texture_index.y,
);
} else if instance.texture_index.y == 0u {
out.position = transform_vertex(
instance,
vertex.position,
instance.texture_index.x,
);
} else {
out.position = transform_vertex(
instance,
vertex.position,
instance.texture_index.x,
);
}
var out: VertexOutput;
out.position = pos;
out.color_transform = instance.color_transform;
out.color = instance.color_transform;
out.tween = instance.texture_fade;
// TODO: function to get texture from sprite
// Pick texture frame
// Texture 0 is special, it's the empty texture
if instance.texture_index.x == 0u {
out.texture_index_a = 0u;
out.texture_coords_a = vec2(0.0, 0.0);
} else {
let t = global_atlas[instance.texture_index.x];
out.texture_index = u32(t.atlas_texture);
out.texture_coords = vec2(t.xpos, t.ypos);
out.texture_index_a = t.atlas_texture;
out.texture_coords_a = vec2(t.xpos, t.ypos);
if vertex.texture_coords.x == 1.0 {
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
}
if vertex.texture_coords.y == 1.0 {
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
}
}
if instance.texture_index.y == 0u {
out.texture_index_b = u32(0u);
out.texture_coords_b = vec2(0.0, 0.0);
} else {
let b = global_atlas[instance.texture_index.y];
out.texture_index_b = u32(b.atlas_texture);
out.texture_coords_b = vec2(b.xpos, b.ypos);
if vertex.texture_coords.x == 1.0 {
out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
}
if vertex.texture_coords.y == 1.0 {
out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
}
}
// Pick mask image if mask is enabled
@ -142,12 +182,40 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
).a;
}
var color: vec4<f32> = textureSampleLevel(
texture_array[in.texture_index],
var texture_a: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
if !(
(in.texture_index_a == 0u) &&
(in.texture_coords_a.x == 0.0) &&
(in.texture_coords_a.y == 0.0)
) {
texture_a = textureSampleLevel(
texture_array[in.texture_index_a],
sampler_array[0],
in.texture_coords,
in.texture_coords_a,
0.0
).rgba * in.color_transform;
).rgba;
}
var texture_b: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
if !(
(in.texture_index_b == 0u) &&
(in.texture_coords_b.x == 0.0) &&
(in.texture_coords_b.y == 0.0)
) {
texture_b = textureSampleLevel(
texture_array[in.texture_index_b],
sampler_array[0],
in.texture_coords_b,
0.0
).rgba;
}
var color: vec4<f32> = mix(
texture_a,
texture_b,
in.tween
) * in.color;
// Apply mask and discard fully transparent pixels
color = vec4(color.rgb, color.a *mask);