Added object state uniform, moved transform logic
parent
7565f09e3b
commit
0e692feb66
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@ -5,9 +5,9 @@
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fn animate(instance: InstanceInput, age: f32) -> u32 {
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let idx = instance.texture_index;
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let len = sprites.data[idx].frame_count;
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let rep = sprites.data[idx].repeatmode;
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let fps = sprites.data[idx].fps;
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let len = sprites[idx].frame_count;
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let rep = sprites[idx].repeatmode;
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let fps = sprites[idx].fps;
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var frame: u32 = u32(0);
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@ -39,5 +39,5 @@ fn animate(instance: InstanceInput, age: f32) -> u32 {
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}
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return frame + sprites.data[idx].first_frame;
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return frame + sprites[idx].first_frame;
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}
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@ -1,11 +1,8 @@
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) transform_matrix_0: vec4<f32>,
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@location(3) transform_matrix_1: vec4<f32>,
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@location(4) transform_matrix_2: vec4<f32>,
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@location(5) transform_matrix_3: vec4<f32>,
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@location(6) texture_index: u32,
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@location(2) texture_index: u32,
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@location(3) object_index: u32,
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};
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struct VertexInput {
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@ -28,23 +25,55 @@ var sampler_array: binding_array<sampler>;
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// INCLUDE: animate.wgsl
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fn transform_vertex(obj: ObjectLocation, vertex: VertexInput, instance: InstanceInput) -> vec4<f32> {
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// Object scale
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let scale = obj.size / (global.camera_zoom.x * obj.zpos);
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// Apply scale and sprite aspect
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// Note that our mesh starts centered at (0, 0). This is important!
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var pos: vec2<f32> = vec2(
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vertex.position.x * scale * sprites[instance.texture_index].aspect,
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vertex.position.y * scale
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);
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// Apply rotation
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pos = mat2x2(
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vec2(cos(obj.angle), sin(obj.angle)),
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vec2(-sin(obj.angle), cos(obj.angle))
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) * pos;
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// Correct for screen aspect, preserving height
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// This must be done AFTER rotation.
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pos = vec2(
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pos.x / global.window_aspect.x,
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pos.y
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);
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// Distance-adjusted world position
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let trans = (vec2(obj.xpos, obj.ypos) - global.camera_position) / obj.zpos;
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// Finally, translate
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//
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// Note that we divide camera zoom by two.
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// The height of the viewport is `zoom` in game units,
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// but it's 2 in screen units (since coordinates range from -1 to 1)
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pos = pos + vec2(
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trans.x / (global.camera_zoom.x / 2.0) / global.window_aspect.x,
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trans.y / (global.camera_zoom.x / 2.0)
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);
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return vec4<f32>(pos, 0.0, 1.0);;
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}
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@vertex
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fn vertex_main(
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let transform = mat4x4<f32>(
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instance.transform_matrix_0,
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instance.transform_matrix_1,
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instance.transform_matrix_2,
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instance.transform_matrix_3,
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);
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var out: VertexOutput;
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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out.position = transform_vertex(objects[instance.object_index], vertex, instance);
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let t = atlas.data[animate(instance, global.current_time.x)];
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let t = atlas[animate(instance, global.current_time.x)];
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out.texture_index = t.atlas_texture;
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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@ -55,7 +55,7 @@ fn vertex_main(
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var scale: f32 = instance.size / global.camera_zoom.x;
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var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
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pos = pos * vec2<f32>(
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sprites.data[instance.texture_index].aspect * scale / global.window_aspect.x,
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sprites[instance.texture_index].aspect * scale / global.window_aspect.x,
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scale
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);
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@ -76,7 +76,7 @@ fn vertex_main(
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// Compute texture coordinates
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let t = atlas.data[animate(instance, age)];
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let t = atlas[animate(instance, age)];
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out.texture_index = u32(t.atlas_texture);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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@ -109,8 +109,8 @@ fn vertex_main(
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// Starfield sprites may not be animated
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let i = sprites.data[global.starfield_sprite.x].first_frame;
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let t = atlas.data[i];
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let i = sprites[global.starfield_sprite.x].first_frame;
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let t = atlas[i];
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out.texture_index = u32(t.atlas_texture);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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@ -48,7 +48,7 @@ fn vertex_main(
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out.color_transform = instance.color_transform;
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// Pick texture frame
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let t = atlas.data[animate(instance, global.current_time.x)];
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let t = atlas[animate(instance, global.current_time.x)];
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out.texture_index = u32(t.atlas_texture);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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@ -19,12 +19,12 @@ pub struct ImageLocation {
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}
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#[derive(Debug, Copy, Clone)]
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pub struct ImageLocationArray {
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pub struct AtlasArray {
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pub data: [ImageLocation; IMAGE_LIMIT as usize],
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}
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unsafe impl Pod for ImageLocationArray {}
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unsafe impl Zeroable for ImageLocationArray {
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unsafe impl Pod for AtlasArray {}
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unsafe impl Zeroable for AtlasArray {
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fn zeroed() -> Self {
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Self {
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data: [ImageLocation::zeroed(); IMAGE_LIMIT as usize],
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@ -32,18 +32,12 @@ unsafe impl Zeroable for ImageLocationArray {
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}
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}
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impl Default for ImageLocationArray {
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impl Default for AtlasArray {
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fn default() -> Self {
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Self::zeroed()
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, Pod, Zeroable)]
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pub struct AtlasContent {
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pub data: ImageLocationArray,
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}
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impl AtlasContent {
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impl AtlasArray {
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pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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@ -1,12 +1,13 @@
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use galactica_constants::{IMAGE_LIMIT, SPRITE_LIMIT};
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use galactica_constants::{IMAGE_LIMIT, OBJECT_SPRITE_INSTANCE_LIMIT, SPRITE_LIMIT};
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use wgpu;
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use super::{AtlasContent, DataContent, SpriteContent};
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use super::{object::ObjectLocationArray, AtlasArray, DataContent, SpriteDataArray};
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pub struct GlobalUniform {
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pub data_buffer: wgpu::Buffer,
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pub atlas_buffer: wgpu::Buffer,
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pub sprite_buffer: wgpu::Buffer,
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pub object_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub content: DataContent,
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@ -16,6 +17,7 @@ impl GlobalUniform {
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pub fn shader_header(&self, group: u32) -> String {
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let mut out = String::new();
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// Global game data
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out.push_str(&format!("@group({group}) @binding(0)\n"));
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out.push_str(
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r#"
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@ -35,10 +37,16 @@ impl GlobalUniform {
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);
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out.push_str("\n");
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out.push_str(&format!("@group({group}) @binding(1)\n"));
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// Atlas image locations
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out.push_str(&format!(
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r#"
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@group({group}) @binding(1)
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var<uniform> atlas: array<ImageLocation, {IMAGE_LIMIT}>;
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"#
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));
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out.push_str("\n");
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out.push_str(
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r#"
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var<uniform> atlas: AtlasUniform;
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struct ImageLocation {
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xpos: f32,
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ypos: f32,
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@ -53,14 +61,6 @@ impl GlobalUniform {
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};
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"#,
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);
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out.push_str(&format!(
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r#"
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struct AtlasUniform {{
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data: array<ImageLocation, {}>,
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}};
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"#,
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IMAGE_LIMIT,
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));
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out.push_str("\n");
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// TODO: document
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@ -69,10 +69,16 @@ impl GlobalUniform {
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// `Buffer is bound with size 3456 where the shader expects 5184 in group[1] compact index 2`
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// More notes are in datacontent
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out.push_str(&format!("@group({group}) @binding(2)\n"));
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// Sprite data
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out.push_str(&format!(
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r#"
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@group({group}) @binding(2)
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var<uniform> sprites: array<SpriteData, {SPRITE_LIMIT}>;
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"#
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));
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out.push_str("\n");
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out.push_str(
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r#"
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var<uniform> sprites: SpriteUniform;
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struct SpriteData {
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frame_count: u32,
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repeatmode: u32,
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@ -86,15 +92,32 @@ impl GlobalUniform {
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};
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"#,
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);
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out.push_str("\n");
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// Object location data
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out.push_str(&format!(
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r#"
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struct SpriteUniform {{
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data: array<SpriteData, {}>,
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}};
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"#,
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SPRITE_LIMIT,
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@group({group}) @binding(3)
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var<uniform> objects: array<ObjectLocation, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
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"#
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));
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out.push_str("\n");
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out.push_str(
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r#"
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struct ObjectLocation {
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xpos: f32,
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ypos: f32,
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zpos: f32,
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angle: f32,
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size: f32,
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padding_a: f32,
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padding_b: f32,
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padding_c: f32,
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};
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"#,
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);
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out.push_str("\n");
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return out;
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}
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@ -109,14 +132,21 @@ impl GlobalUniform {
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let atlas_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform atlas buffer"),
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size: AtlasContent::SIZE,
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size: AtlasArray::SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let sprite_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform sprite buffer"),
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size: SpriteContent::SIZE,
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size: SpriteDataArray::SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let object_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform object buffer"),
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size: ObjectLocationArray::SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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@ -153,6 +183,16 @@ impl GlobalUniform {
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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label: Some("global uniform bind group layout"),
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});
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@ -172,6 +212,10 @@ impl GlobalUniform {
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binding: 2,
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resource: sprite_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: object_buffer.as_entire_binding(),
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},
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],
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label: Some("global uniform bind group"),
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});
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@ -180,6 +224,7 @@ impl GlobalUniform {
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data_buffer,
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atlas_buffer,
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sprite_buffer,
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object_buffer,
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bind_group,
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bind_group_layout,
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content: DataContent::default(),
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@ -1,9 +1,11 @@
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mod atlascontent;
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mod datacontent;
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mod atlas;
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mod data;
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mod globaluniform;
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mod spritecontent;
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mod object;
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mod sprite;
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pub use atlascontent::{AtlasContent, ImageLocation, ImageLocationArray};
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pub use datacontent::DataContent;
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pub use atlas::{AtlasArray, ImageLocation};
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pub use data::DataContent;
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pub use globaluniform::GlobalUniform;
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pub use spritecontent::{SpriteContent, SpriteData, SpriteDataArray};
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pub use object::ObjectLocation;
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pub use sprite::{SpriteData, SpriteDataArray};
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@ -0,0 +1,44 @@
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use bytemuck::{Pod, Zeroable};
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use galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT;
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use std::mem;
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use wgpu;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
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pub struct ObjectLocation {
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pub xpos: f32,
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pub ypos: f32,
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pub zpos: f32,
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pub angle: f32,
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pub size: f32,
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pub _padding: [f32; 3],
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}
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impl ObjectLocation {
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pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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#[derive(Debug, Copy, Clone)]
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pub struct ObjectLocationArray {
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pub data: [ObjectLocation; OBJECT_SPRITE_INSTANCE_LIMIT as usize],
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}
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unsafe impl Pod for ObjectLocationArray {}
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unsafe impl Zeroable for ObjectLocationArray {
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fn zeroed() -> Self {
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Self {
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data: [ObjectLocation::zeroed(); OBJECT_SPRITE_INSTANCE_LIMIT as usize],
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}
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}
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}
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impl Default for ObjectLocationArray {
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fn default() -> Self {
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Self::zeroed()
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}
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}
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impl ObjectLocationArray {
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pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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@ -38,12 +38,6 @@ impl Default for SpriteDataArray {
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, Pod, Zeroable)]
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pub struct SpriteContent {
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pub data: SpriteDataArray,
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}
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impl SpriteContent {
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impl SpriteDataArray {
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pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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@ -1,6 +1,6 @@
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use anyhow::Result;
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use bytemuck;
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use cgmath::{Deg, EuclideanSpace, Matrix2, Matrix4, Point2, Vector3};
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use cgmath::{EuclideanSpace, Matrix2, Matrix4, Point2, Rad, Vector3};
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use galactica_constants;
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use rand::seq::SliceRandom;
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use std::{iter, rc::Rc};
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@ -9,7 +9,7 @@ use winit::{self, dpi::LogicalSize, window::Window};
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use crate::{
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content,
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globaluniform::{AtlasContent, DataContent, GlobalUniform, SpriteContent},
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globaluniform::{DataContent, GlobalUniform, ObjectLocation},
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pipeline::PipelineBuilder,
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sprite::ObjectSubSprite,
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starfield::Starfield,
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@ -322,12 +322,11 @@ impl GPUState {
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};
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// Game dimensions of this sprite post-scale.
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// Don't divide by 2, we use this later.
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let height = s.size / s.pos.z;
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// Width or height, whichever is larger.
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// Accounts for sprite rotation.
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let m = height * s.sprite.aspect.max(1.0);
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// Post-scale width or height, whichever is larger.
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// This is in game units.
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//
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// We take the maximum to account for rotated sprites.
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let m = (s.size / s.pos.z) * s.sprite.aspect.max(1.0);
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// Don't draw (or compute matrices for)
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// sprites that are off the screen
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@ -339,51 +338,27 @@ impl GPUState {
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return;
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}
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// TODO: clean up
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let scale = height / state.camera_zoom;
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// Note that our mesh starts centered at (0, 0).
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// This is essential---we do not want scale and rotation
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// changing our sprite's position!
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// Apply sprite aspect ratio, preserving height.
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// This must be done *before* rotation.
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//
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// We apply the provided scale here as well as a minor optimization
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let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(s.sprite.aspect * scale, scale, 1.0);
|
||||
|
||||
// Apply rotation
|
||||
let rotate = Matrix4::from_angle_z(s.angle);
|
||||
|
||||
// Apply screen aspect ratio, again preserving height.
|
||||
// This must be done AFTER rotation... think about it!
|
||||
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
||||
|
||||
// After finishing all ops, translate.
|
||||
// This must be done last, all other operations
|
||||
// require us to be at (0, 0).
|
||||
//
|
||||
// Note that we divide camera zoom by two.
|
||||
// THIS IS IMPORTANT!
|
||||
// The height of the viewport is `zoom` in game units,
|
||||
// but it's 2 in screen units! (since coordinates range from -1 to 1)
|
||||
let translate = Matrix4::from_translation(Vector3 {
|
||||
x: pos.x / (state.camera_zoom / 2.0) / self.window_aspect,
|
||||
y: pos.y / (state.camera_zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
|
||||
// Order matters!
|
||||
// The rightmost matrix is applied first.
|
||||
let t =
|
||||
OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * sprite_aspect_and_scale;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectLocation::SIZE * instances.len() as u64,
|
||||
bytemuck::cast_slice(&[ObjectLocation {
|
||||
xpos: s.pos.x,
|
||||
ypos: s.pos.y,
|
||||
zpos: s.pos.z,
|
||||
angle: Rad::from(s.angle).0,
|
||||
size: s.size,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Push this object's instance
|
||||
instances.push(ObjectInstance {
|
||||
transform: t.into(),
|
||||
sprite_index: s.sprite.get_index(),
|
||||
object_index: instances.len() as u32,
|
||||
});
|
||||
|
||||
}
|
||||
/*
|
||||
// Add children
|
||||
if let Some(children) = &s.children {
|
||||
for c in children {
|
||||
|
@ -433,6 +408,7 @@ impl GPUState {
|
|||
sprite_index: s.sprite.get_index(),
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
/// Create a ObjectInstance for a ui sprite and add it to `instances`
|
||||
fn push_ui_sprite(&self, instances: &mut Vec<UiInstance>, s: &UiSprite) {
|
||||
|
@ -551,16 +527,12 @@ impl GPUState {
|
|||
self.queue.write_buffer(
|
||||
&self.global_uniform.atlas_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[AtlasContent {
|
||||
data: self.texture_array.image_locations,
|
||||
}]),
|
||||
bytemuck::cast_slice(&[self.texture_array.image_locations]),
|
||||
);
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.sprite_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[SpriteContent {
|
||||
data: self.texture_array.sprite_data,
|
||||
}]),
|
||||
bytemuck::cast_slice(&[self.texture_array.sprite_data]),
|
||||
);
|
||||
|
||||
self.update_starfield_buffer();
|
||||
|
@ -601,6 +573,7 @@ impl GPUState {
|
|||
});
|
||||
|
||||
let s = state.content.get_starfield_handle();
|
||||
|
||||
// Update global values
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.data_buffer,
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use crate::{
|
||||
content,
|
||||
globaluniform::{ImageLocation, ImageLocationArray, SpriteData, SpriteDataArray},
|
||||
globaluniform::{AtlasArray, ImageLocation, SpriteData, SpriteDataArray},
|
||||
};
|
||||
use anyhow::Result;
|
||||
use bytemuck::Zeroable;
|
||||
|
@ -86,7 +86,7 @@ pub struct Texture {
|
|||
pub struct TextureArray {
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub bind_group_layout: BindGroupLayout,
|
||||
pub image_locations: ImageLocationArray,
|
||||
pub image_locations: AtlasArray,
|
||||
pub sprite_data: SpriteDataArray,
|
||||
}
|
||||
|
||||
|
@ -109,7 +109,7 @@ impl TextureArray {
|
|||
)?);
|
||||
}
|
||||
|
||||
let mut image_locations = ImageLocationArray::zeroed();
|
||||
let mut image_locations = AtlasArray::zeroed();
|
||||
let mut sprite_data = SpriteDataArray::zeroed();
|
||||
|
||||
println!("sending to gpu");
|
||||
|
|
|
@ -84,12 +84,11 @@ impl BufferObject for StarfieldInstance {
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct ObjectInstance {
|
||||
/// Extra transformations this sprite
|
||||
/// (rotation, etc)
|
||||
pub transform: [[f32; 4]; 4],
|
||||
|
||||
/// What texture to use for this sprite
|
||||
/// What texture to use for this instance
|
||||
pub sprite_index: u32,
|
||||
|
||||
/// Which object this instance is for
|
||||
pub object_index: u32,
|
||||
}
|
||||
|
||||
impl BufferObject for ObjectInstance {
|
||||
|
@ -101,31 +100,16 @@ impl BufferObject for ObjectInstance {
|
|||
// instance when the shader starts processing a new instance
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
// 4 arrays = 1 4x4 matrix
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
// Object
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 1]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
],
|
||||
|
|
Loading…
Reference in New Issue