Moved positioning logic to shaders
parent
b28cb03a52
commit
a65372f866
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@ -1,43 +1,41 @@
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// Pick frame of animation from an instance.
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//
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// This function assumes that the uniform header has been loaded,
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// and that `InstanceInput` contains a field `texture_index`
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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[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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// Pick a frame of a sprite animation from an instance.
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fn animate(sprite_index: u32, age: f32, offset: f32) -> f32 {
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let len = global_sprites[sprite_index].frame_count;
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let rep = global_sprites[sprite_index].repeatmode;
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let fps = global_sprites[sprite_index].fps;
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var frame: f32 = 0.0;
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// Once
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if rep == u32(1) {
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frame = u32(min(
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age / fps,
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frame = min(
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age / fps + offset,
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f32(len) - 1.0
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));
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);
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// Reverse
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} else if rep == u32(2) {
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let x = age / fps;
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let x = age / fps + offset;
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let m = f32(len) * 2.0 - 1.0;
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// x fmod m
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frame = u32(x - floor(x / m) * m);
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frame = x - floor(x / m) * m;
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if frame >= len {
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frame = len + len - frame - u32(1);
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if frame >= f32(len) {
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frame = (
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f32(len) + f32(len) - 1.0
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// Split integer and fractional part so tweening works properly
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- floor(frame)
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+ fract(frame)
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);
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}
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// Repeat (default)
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} else {
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let x = age / fps;
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let x = age / fps + offset;
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let m = f32(len);
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// x fmod m
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frame = u32(x - floor(x / m) * m);
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frame = x - floor(x / m) * m;
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}
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return frame + sprites[idx].first_frame;
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return frame + f32(global_sprites[sprite_index].first_frame);
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}
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@ -1,7 +1,7 @@
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) texture_index: u32,
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@location(2) sprite_index: u32,
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@location(3) object_index: u32,
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};
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@ -12,8 +12,11 @@ struct VertexInput {
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) texture_index: u32,
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@location(0) tween: f32,
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@location(1) texture_index_a: u32,
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@location(2) texture_coords_a: vec2<f32>,
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@location(3) texture_index_b: u32,
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@location(4) texture_coords_b: vec2<f32>,
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};
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@ -25,15 +28,15 @@ 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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fn transform_vertex(obj: ObjectData, vertex_position: vec2<f32>, sprite_index: u32) -> 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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let scale = obj.size / (global_data.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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vertex_position.x * scale * global_sprites[sprite_index].aspect,
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vertex_position.y * scale
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);
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// Apply rotation
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@ -42,25 +45,59 @@ fn transform_vertex(obj: ObjectLocation, vertex: VertexInput, instance: Instance
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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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// (It's thus done later if this is a child)
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if obj.is_child == u32(0) {
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pos = vec2(
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pos.x / global_data.window_aspect.x,
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pos.y
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);
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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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// 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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if obj.is_child == u32(0) {
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let trans = (vec2(obj.xpos, obj.ypos) - global_data.camera_position) / obj.zpos;
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pos = pos + vec2(
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trans.x / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
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trans.y / (global_data.camera_zoom.x / 2.0)
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);
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}
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if obj.is_child == u32(1) {
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// Apply translation relative to parent
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// Note that obj.zpos is ignored
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pos = pos + vec2(
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obj.xpos / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
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obj.ypos / (global_data.camera_zoom.x / 2.0)
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);
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let parent = objects[obj.parent];
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// Apply parent's rotation
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pos = mat2x2(
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vec2(cos(parent.angle), sin(parent.angle)),
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vec2(-sin(parent.angle), cos(parent.angle))
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) * pos;
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// Correct for screen aspect, preserving height
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pos = vec2(
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pos.x / global_data.window_aspect.x,
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pos.y
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);
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// Apply parent's translation
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let ptrans = (vec2(parent.xpos, parent.ypos) - global_data.camera_position) / parent.zpos;
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pos = pos + vec2(
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ptrans.x / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
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ptrans.y / (global_data.camera_zoom.x / 2.0)
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);
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}
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return vec4<f32>(pos, 0.0, 1.0);;
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}
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@ -71,16 +108,36 @@ fn vertex_main(
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instance: InstanceInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.position = transform_vertex(objects[instance.object_index], vertex, instance);
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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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out.position = transform_vertex(objects[instance.object_index], vertex.position.xy, instance.sprite_index);
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// Compute texture coordinates
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let age = global_data.current_time.x;
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let frame = animate(instance.sprite_index, age, 0.0);
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out.tween = fract(frame);
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let t = global_atlas[u32(floor(frame))];
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out.texture_index_a = u32(t.atlas_texture);
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out.texture_coords_a = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
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}
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let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
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out.texture_index_b = u32(b.atlas_texture);
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out.texture_coords_b = vec2(b.xpos, b.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
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}
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return out;
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@ -89,10 +146,19 @@ fn vertex_main(
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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texture_array[in.texture_index],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba;
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return mix(
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textureSampleLevel(
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texture_array[in.texture_index_a],
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sampler_array[0],
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in.texture_coords_a,
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0.0
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).rgba,
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textureSampleLevel(
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texture_array[in.texture_index_b],
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sampler_array[0],
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in.texture_coords_b,
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0.0
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).rgba,
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in.tween
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);
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}
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@ -3,12 +3,12 @@
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struct InstanceInput {
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@location(2) position: vec2<f32>,
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@location(3) velocity: vec2<f32>,
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@location(4) rotation_0: vec2<f32>,
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@location(5) rotation_1: vec2<f32>,
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@location(4) angle: f32,
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@location(5) angvel: f32,
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@location(6) size: f32,
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@location(7) created: f32,
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@location(8) expires: f32,
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@location(9) texture_index: u32,
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@location(9) sprite_index: u32,
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};
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struct VertexInput {
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@ -18,8 +18,11 @@ struct VertexInput {
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) texture_index: u32,
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@location(0) tween: f32,
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@location(1) texture_index_a: u32,
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@location(2) texture_coords_a: vec2<f32>,
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@location(3) texture_index_b: u32,
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@location(4) texture_coords_b: vec2<f32>,
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}
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@ -38,24 +41,31 @@ fn vertex_main(
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) -> VertexOutput {
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var out: VertexOutput;
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out.texture_coords = vertex.texture_coords;
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// Skip expired particles
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if instance.expires < global.current_time.x {
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out.texture_index = u32(0);
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// Draw off screen
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if instance.expires < global_data.current_time.x {
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out.tween = 0.0;
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out.texture_index_a = u32(0);
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out.texture_index_b = u32(0);
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out.texture_coords_a = vec2(0.0, 0.0);
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out.texture_coords_b = vec2(0.0, 0.0);
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out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
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return out;
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}
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let age = global.current_time.x - instance.created;
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let age = global_data.current_time.x - instance.created;
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// Apply transformations
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let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
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var scale: f32 = instance.size / global.camera_zoom.x;
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let angle = instance.angle + age * instance.angvel;
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let rotation = mat2x2(
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vec2(cos(angle), sin(angle)),
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vec2(-sin(angle), cos(angle))
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);
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var scale: f32 = instance.size / global_data.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[instance.texture_index].aspect * scale / global.window_aspect.x,
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global_sprites[instance.sprite_index].aspect * scale / global_data.window_aspect.x,
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scale
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);
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@ -64,38 +74,62 @@ fn vertex_main(
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var ipos: vec2<f32> = (
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vec2(instance.position.x, instance.position.y)
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+ (instance.velocity * age)
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- global.camera_position
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- global_data.camera_position
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);
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pos = pos + vec2<f32>(
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ipos.x / (global.camera_zoom.x/2.0) / global.window_aspect.x,
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ipos.y / (global.camera_zoom.x/2.0)
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ipos.x / (global_data.camera_zoom.x/2.0) / global_data.window_aspect.x,
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ipos.y / (global_data.camera_zoom.x/2.0)
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);
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out.position = vec4<f32>(pos, 0.0, 1.0);
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// Compute texture coordinates
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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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let frame = animate(instance.sprite_index, age, 0.0);
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out.tween = fract(frame);
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let t = global_atlas[u32(floor(frame))];
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out.texture_index_a = u32(t.atlas_texture);
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out.texture_coords_a = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
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}
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let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
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out.texture_index_b = u32(b.atlas_texture);
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out.texture_coords_b = vec2(b.xpos, b.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
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}
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return out;
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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texture_array[in.texture_index],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba;
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return mix(
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textureSampleLevel(
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texture_array[in.texture_index_a],
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sampler_array[0],
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in.texture_coords_a,
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0.0
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).rgba,
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textureSampleLevel(
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texture_array[in.texture_index_b],
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sampler_array[0],
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in.texture_coords_b,
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0.0
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).rgba,
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in.tween
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);
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}
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@ -41,18 +41,18 @@ fn vertex_main(
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// Center of the tile the camera is currently in, in game coordinates.
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// x div y = x - (x mod y)
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let tile_center = (
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global.camera_position.xy
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global_data.camera_position.xy
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- (
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fmod(
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global.camera_position.xy + global.starfield_tile_size.x / 2.0,
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global.starfield_tile_size.x
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) - global.starfield_tile_size.x / 2.0
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global_data.camera_position.xy + global_data.starfield_tile_size.x / 2.0,
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global_data.starfield_tile_size.x
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) - global_data.starfield_tile_size.x / 2.0
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)
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);
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let zoom_min_times = (
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global.camera_zoom.x / global.camera_zoom_limits.x
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global_data.camera_zoom.x / global_data.camera_zoom_limits.x
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);
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// Hide n% of the smallest stars
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@ -64,8 +64,8 @@ fn vertex_main(
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if (
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instance.size < (
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hide_fraction * (global.starfield_size_limits.y - global.starfield_size_limits.x)
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+ (global.starfield_size_limits.x)
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hide_fraction * (global_data.starfield_size_limits.y - global_data.starfield_size_limits.x)
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+ (global_data.starfield_size_limits.x)
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)
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) {
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out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
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@ -76,41 +76,41 @@ fn vertex_main(
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// Apply sprite aspect ratio & scale factor
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// also applies screen aspect ratio
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// Note that we do NOT scale for distance here---this is intentional.
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var scale: f32 = instance.size / global.camera_zoom.x;
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var scale: f32 = instance.size / global_data.camera_zoom.x;
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// Minimum scale to prevent flicker at large zoom levels
|
||||
var real_size = scale * global.window_size.xy;
|
||||
var real_size = scale * global_data.window_size.xy;
|
||||
if (real_size.x < 2.0 || real_size.y < 2.0) {
|
||||
// Otherwise, clamp to a minimum scale
|
||||
scale = 2.0 / max(global.window_size.x, global.window_size.y);
|
||||
scale = 2.0 / max(global_data.window_size.x, global_data.window_size.y);
|
||||
}
|
||||
|
||||
|
||||
// Divide by two, because viewport height is 2 in screen units
|
||||
// (coordinates go from -1 to 1)
|
||||
var pos: vec2<f32> = vec2<f32>(
|
||||
vertex.position.x * (scale/2.0) / global.window_aspect.x,
|
||||
vertex.position.x * (scale/2.0) / global_data.window_aspect.x,
|
||||
vertex.position.y * (scale/2.0)
|
||||
);
|
||||
|
||||
// World position relative to camera
|
||||
// (Note that instance position is in a different
|
||||
// coordinate system than usual)
|
||||
let camera_pos = (instance.position.xy + tile_center) - global.camera_position.xy;
|
||||
let camera_pos = (instance.position.xy + tile_center) - global_data.camera_position.xy;
|
||||
|
||||
// Translate
|
||||
pos = pos + (
|
||||
// Don't forget to correct distance for screen aspect ratio too!
|
||||
(camera_pos / (global.camera_zoom.x * instance.position.z))
|
||||
/ vec2<f32>(global.window_aspect.x, 1.0)
|
||||
(camera_pos / (global_data.camera_zoom.x * instance.position.z))
|
||||
/ vec2<f32>(global_data.window_aspect.x, 1.0)
|
||||
);
|
||||
|
||||
out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
|
||||
|
||||
|
||||
// Starfield sprites may not be animated
|
||||
let i = sprites[global.starfield_sprite.x].first_frame;
|
||||
let t = atlas[i];
|
||||
let i = global_sprites[global_data.starfield_sprite.x].first_frame;
|
||||
let t = global_atlas[i];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
|
|
|
@ -6,7 +6,7 @@ struct InstanceInput {
|
|||
@location(4) transform_matrix_2: vec4<f32>,
|
||||
@location(5) transform_matrix_3: vec4<f32>,
|
||||
@location(6) color_transform: vec4<f32>,
|
||||
@location(7) texture_index: u32,
|
||||
@location(7) sprite_index: u32,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -48,7 +48,7 @@ fn vertex_main(
|
|||
out.color_transform = instance.color_transform;
|
||||
|
||||
// Pick texture frame
|
||||
let t = atlas[animate(instance, global.current_time.x)];
|
||||
let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
|
|
|
@ -5,7 +5,7 @@ use wgpu;
|
|||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
|
||||
pub struct ImageLocation {
|
||||
pub struct AtlasImageLocation {
|
||||
// Image box, in texture coordinates
|
||||
pub xpos: f32,
|
||||
pub ypos: f32,
|
||||
|
@ -20,14 +20,14 @@ pub struct ImageLocation {
|
|||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct AtlasArray {
|
||||
pub data: [ImageLocation; IMAGE_LIMIT as usize],
|
||||
pub data: [AtlasImageLocation; IMAGE_LIMIT as usize],
|
||||
}
|
||||
|
||||
unsafe impl Pod for AtlasArray {}
|
||||
unsafe impl Zeroable for AtlasArray {
|
||||
fn zeroed() -> Self {
|
||||
Self {
|
||||
data: [ImageLocation::zeroed(); IMAGE_LIMIT as usize],
|
||||
data: [AtlasImageLocation::zeroed(); IMAGE_LIMIT as usize],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@ use wgpu;
|
|||
// all smaller values must be padded.
|
||||
// also, [f32; 3] are aligned as [f32; 4]
|
||||
// (since alignments must be powers of two)
|
||||
pub struct DataContent {
|
||||
pub struct GlobalDataContent {
|
||||
/// Camera position, in game units
|
||||
pub camera_position: [f32; 2],
|
||||
|
||||
|
@ -43,6 +43,6 @@ pub struct DataContent {
|
|||
pub current_time: [f32; 2],
|
||||
}
|
||||
|
||||
impl DataContent {
|
||||
impl GlobalDataContent {
|
||||
pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use galactica_constants::{IMAGE_LIMIT, OBJECT_SPRITE_INSTANCE_LIMIT, SPRITE_LIMIT};
|
||||
use wgpu;
|
||||
|
||||
use super::{object::ObjectLocationArray, AtlasArray, DataContent, SpriteDataArray};
|
||||
use super::{object::ObjectLocationArray, AtlasArray, GlobalDataContent, SpriteDataArray};
|
||||
|
||||
pub struct GlobalUniform {
|
||||
pub data_buffer: wgpu::Buffer,
|
||||
|
@ -10,7 +10,7 @@ pub struct GlobalUniform {
|
|||
pub object_buffer: wgpu::Buffer,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub bind_group_layout: wgpu::BindGroupLayout,
|
||||
pub content: DataContent,
|
||||
pub content: GlobalDataContent,
|
||||
}
|
||||
|
||||
impl GlobalUniform {
|
||||
|
@ -21,8 +21,8 @@ impl GlobalUniform {
|
|||
out.push_str(&format!("@group({group}) @binding(0)\n"));
|
||||
out.push_str(
|
||||
r#"
|
||||
var<uniform> global: GlobalUniform;
|
||||
struct GlobalUniform {
|
||||
var<uniform> global_data: GlobalData;
|
||||
struct GlobalData {
|
||||
camera_position: vec2<f32>,
|
||||
camera_zoom: vec2<f32>,
|
||||
camera_zoom_limits: vec2<f32>,
|
||||
|
@ -41,13 +41,13 @@ impl GlobalUniform {
|
|||
out.push_str(&format!(
|
||||
r#"
|
||||
@group({group}) @binding(1)
|
||||
var<uniform> atlas: array<ImageLocation, {IMAGE_LIMIT}>;
|
||||
var<uniform> global_atlas: array<AtlasImageLocation, {IMAGE_LIMIT}>;
|
||||
"#
|
||||
));
|
||||
out.push_str("\n");
|
||||
out.push_str(
|
||||
r#"
|
||||
struct ImageLocation {
|
||||
struct AtlasImageLocation {
|
||||
xpos: f32,
|
||||
ypos: f32,
|
||||
width: f32,
|
||||
|
@ -73,7 +73,7 @@ impl GlobalUniform {
|
|||
out.push_str(&format!(
|
||||
r#"
|
||||
@group({group}) @binding(2)
|
||||
var<uniform> sprites: array<SpriteData, {SPRITE_LIMIT}>;
|
||||
var<uniform> global_sprites: array<SpriteData, {SPRITE_LIMIT}>;
|
||||
"#
|
||||
));
|
||||
out.push_str("\n");
|
||||
|
@ -98,22 +98,22 @@ impl GlobalUniform {
|
|||
out.push_str(&format!(
|
||||
r#"
|
||||
@group({group}) @binding(3)
|
||||
var<uniform> objects: array<ObjectLocation, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
|
||||
var<uniform> objects: array<ObjectData, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
|
||||
"#
|
||||
));
|
||||
out.push_str("\n");
|
||||
out.push_str(
|
||||
r#"
|
||||
struct ObjectLocation {
|
||||
struct ObjectData {
|
||||
xpos: f32,
|
||||
ypos: f32,
|
||||
zpos: f32,
|
||||
angle: f32,
|
||||
size: f32,
|
||||
parent: u32,
|
||||
is_child: u32,
|
||||
|
||||
padding_a: f32,
|
||||
padding_b: f32,
|
||||
padding_c: f32,
|
||||
};
|
||||
"#,
|
||||
);
|
||||
|
@ -125,7 +125,7 @@ impl GlobalUniform {
|
|||
pub fn new(device: &wgpu::Device) -> Self {
|
||||
let data_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("global uniform data buffer"),
|
||||
size: DataContent::SIZE,
|
||||
size: GlobalDataContent::SIZE,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
@ -227,7 +227,7 @@ impl GlobalUniform {
|
|||
object_buffer,
|
||||
bind_group,
|
||||
bind_group_layout,
|
||||
content: DataContent::default(),
|
||||
content: GlobalDataContent::default(),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,8 +4,8 @@ mod globaluniform;
|
|||
mod object;
|
||||
mod sprite;
|
||||
|
||||
pub use atlas::{AtlasArray, ImageLocation};
|
||||
pub use data::DataContent;
|
||||
pub use atlas::{AtlasArray, AtlasImageLocation};
|
||||
pub use data::GlobalDataContent;
|
||||
pub use globaluniform::GlobalUniform;
|
||||
pub use object::ObjectLocation;
|
||||
pub use object::ObjectData;
|
||||
pub use sprite::{SpriteData, SpriteDataArray};
|
||||
|
|
|
@ -5,30 +5,36 @@ use wgpu;
|
|||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
|
||||
pub struct ObjectLocation {
|
||||
pub struct ObjectData {
|
||||
pub xpos: f32,
|
||||
pub ypos: f32,
|
||||
pub zpos: f32,
|
||||
pub angle: f32,
|
||||
pub size: f32,
|
||||
|
||||
pub _padding: [f32; 3],
|
||||
/// Index of parent object
|
||||
pub parent: u32,
|
||||
|
||||
/// 1 if has parent, 0 if not
|
||||
pub is_child: u32,
|
||||
|
||||
pub _padding: [f32; 1],
|
||||
}
|
||||
|
||||
impl ObjectLocation {
|
||||
impl ObjectData {
|
||||
pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
|
||||
}
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct ObjectLocationArray {
|
||||
pub data: [ObjectLocation; OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
pub data: [ObjectData; OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
}
|
||||
|
||||
unsafe impl Pod for ObjectLocationArray {}
|
||||
unsafe impl Zeroable for ObjectLocationArray {
|
||||
fn zeroed() -> Self {
|
||||
Self {
|
||||
data: [ObjectLocation::zeroed(); OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
data: [ObjectData::zeroed(); OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use cgmath::{EuclideanSpace, Matrix2, Matrix4, Point2, Rad, Vector3};
|
||||
use cgmath::{EuclideanSpace, Matrix4, Point2, Rad, Vector3};
|
||||
use galactica_constants;
|
||||
use rand::seq::SliceRandom;
|
||||
use std::{iter, rc::Rc};
|
||||
|
@ -9,9 +9,8 @@ use winit::{self, dpi::LogicalSize, window::Window};
|
|||
|
||||
use crate::{
|
||||
content,
|
||||
globaluniform::{DataContent, GlobalUniform, ObjectLocation},
|
||||
globaluniform::{GlobalDataContent, GlobalUniform, ObjectData},
|
||||
pipeline::PipelineBuilder,
|
||||
sprite::ObjectSubSprite,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
vertexbuffer::{
|
||||
|
@ -302,7 +301,6 @@ impl GPUState {
|
|||
}
|
||||
|
||||
/// Create a ObjectInstance for an object and add it to `instances`.
|
||||
/// Also handles child sprites.
|
||||
fn push_object_sprite(
|
||||
&self,
|
||||
state: &RenderState,
|
||||
|
@ -328,8 +326,7 @@ impl GPUState {
|
|||
// We take the maximum to account for rotated sprites.
|
||||
let m = (s.size / s.pos.z) * s.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw (or compute matrices for)
|
||||
// sprites that are off the screen
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < clip_ne.x - m
|
||||
|| pos.y > clip_ne.y + m
|
||||
|| pos.x > clip_sw.x + m
|
||||
|
@ -338,16 +335,19 @@ impl GPUState {
|
|||
return;
|
||||
}
|
||||
|
||||
let idx = instances.len();
|
||||
// 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 {
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: s.pos.x,
|
||||
ypos: s.pos.y,
|
||||
zpos: s.pos.z,
|
||||
angle: Rad::from(s.angle).0,
|
||||
size: s.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
@ -355,62 +355,36 @@ impl GPUState {
|
|||
// Push this object's instance
|
||||
instances.push(ObjectInstance {
|
||||
sprite_index: s.sprite.get_index(),
|
||||
object_index: instances.len() as u32,
|
||||
object_index: idx as u32,
|
||||
});
|
||||
}
|
||||
/*
|
||||
|
||||
// Add children
|
||||
if let Some(children) = &s.children {
|
||||
for c in children {
|
||||
self.push_object_subsprite(&state, instances, c, pos, s.angle);
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * instances.len() as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: c.pos.x,
|
||||
ypos: c.pos.y,
|
||||
zpos: c.pos.z,
|
||||
angle: Rad::from(c.angle).0,
|
||||
size: c.size,
|
||||
parent: idx as u32,
|
||||
is_child: 1,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
instances.push(ObjectInstance {
|
||||
sprite_index: c.sprite.get_index(),
|
||||
object_index: instances.len() as u32,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Add an object sprite's subsprite to `instances`.
|
||||
/// Only called by `self.push_object_sprite`.
|
||||
fn push_object_subsprite(
|
||||
&self,
|
||||
state: &RenderState,
|
||||
instances: &mut Vec<ObjectInstance>,
|
||||
s: &ObjectSubSprite,
|
||||
parent_pos: Point2<f32>,
|
||||
parent_angle: Deg<f32>,
|
||||
) {
|
||||
let scale = s.size / (s.pos.z * state.camera_zoom);
|
||||
let sprite_aspect_and_scale =
|
||||
Matrix4::from_nonuniform_scale(s.sprite.aspect * scale, scale, 1.0);
|
||||
let rotate = Matrix4::from_angle_z(s.angle);
|
||||
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
||||
|
||||
let ptranslate = Matrix4::from_translation(Vector3 {
|
||||
x: parent_pos.x / (state.camera_zoom / 2.0) / self.window_aspect,
|
||||
y: parent_pos.y / (state.camera_zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
let protate = Matrix4::from_angle_z(parent_angle);
|
||||
|
||||
let translate = Matrix4::from_translation(Vector3 {
|
||||
x: s.pos.x / (state.camera_zoom / 2.0) / self.window_aspect,
|
||||
y: s.pos.y / (state.camera_zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
|
||||
// Order matters!
|
||||
// The rightmost matrix is applied first.
|
||||
let t = OPENGL_TO_WGPU_MATRIX
|
||||
* ptranslate * screen_aspect
|
||||
* protate * translate
|
||||
* rotate * sprite_aspect_and_scale;
|
||||
|
||||
instances.push(ObjectInstance {
|
||||
transform: t.into(),
|
||||
sprite_index: s.sprite.get_index(),
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
/// Create a ObjectInstance for a ui sprite and add it to `instances`
|
||||
/// Create a UiInstance for a ui sprite and add it to `instances`
|
||||
fn push_ui_sprite(&self, instances: &mut Vec<UiInstance>, s: &UiSprite) {
|
||||
let logical_size: LogicalSize<f32> =
|
||||
self.window_size.to_logical(self.window.scale_factor());
|
||||
|
@ -578,7 +552,7 @@ impl GPUState {
|
|||
self.queue.write_buffer(
|
||||
&self.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[DataContent {
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position: state.camera_pos.into(),
|
||||
camera_zoom: [state.camera_zoom, 0.0],
|
||||
camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
|
||||
|
@ -606,7 +580,8 @@ impl GPUState {
|
|||
bytemuck::cast_slice(&[ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
rotation: Matrix2::from_angle(i.angle).into(),
|
||||
angle: i.angle.0,
|
||||
angvel: i.angvel.0,
|
||||
size: i.size,
|
||||
sprite_index: i.sprite.get_index(),
|
||||
created: state.current_time,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use crate::content;
|
||||
use cgmath::{Deg, Point2, Point3, Vector2};
|
||||
use cgmath::{Deg, Point2, Point3, Rad, Vector2};
|
||||
|
||||
/// Instructions to create a new particle
|
||||
pub struct ParticleBuilder {
|
||||
|
@ -12,8 +12,11 @@ pub struct ParticleBuilder {
|
|||
/// This particle's velocity, in world coordinates
|
||||
pub velocity: Vector2<f32>,
|
||||
|
||||
/// This particle's angle, in world coordinates
|
||||
pub angle: Deg<f32>,
|
||||
/// This particle's angle
|
||||
pub angle: Rad<f32>,
|
||||
|
||||
/// This particle's angular velocity (rad/sec)
|
||||
pub angvel: Rad<f32>,
|
||||
|
||||
/// This particle's lifetime, in seconds
|
||||
pub lifetime: f32,
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use crate::{
|
||||
content,
|
||||
globaluniform::{AtlasArray, ImageLocation, SpriteData, SpriteDataArray},
|
||||
globaluniform::{AtlasArray, AtlasImageLocation, SpriteData, SpriteDataArray},
|
||||
};
|
||||
use anyhow::Result;
|
||||
use bytemuck::Zeroable;
|
||||
|
@ -129,7 +129,7 @@ impl TextureArray {
|
|||
// Insert texture location data
|
||||
for path in &t.frames {
|
||||
let image = ct.get_image(&path);
|
||||
image_locations.data[image_counter as usize] = ImageLocation {
|
||||
image_locations.data[image_counter as usize] = AtlasImageLocation {
|
||||
xpos: image.x,
|
||||
ypos: image.y,
|
||||
width: image.w,
|
||||
|
|
|
@ -186,11 +186,14 @@ pub struct ParticleInstance {
|
|||
/// World position of this particle
|
||||
pub position: [f32; 2],
|
||||
|
||||
/// Velocity of this sprite, in world coordinates
|
||||
/// Velocity of this particle, in world coordinates
|
||||
pub velocity: [f32; 2],
|
||||
|
||||
/// Rotation matrix for this sprite, in world coordinates
|
||||
pub rotation: [[f32; 2]; 2],
|
||||
/// Angle of this particle, in radians
|
||||
pub angle: f32,
|
||||
|
||||
/// Angular velocity of this particle, rad/sec
|
||||
pub angvel: f32,
|
||||
|
||||
/// The height of this particle, in world units
|
||||
pub size: f32,
|
||||
|
@ -225,38 +228,39 @@ impl BufferObject for ParticleInstance {
|
|||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Rotation
|
||||
// Angle
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Angvel
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Size
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Created
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 7]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Expires
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
shader_location: 9,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
|
|
Loading…
Reference in New Issue