101 lines
2.3 KiB
Plaintext
101 lines
2.3 KiB
Plaintext
// 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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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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};
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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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};
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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fn fmod(x: f32, m: f32) -> f32 {
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return x - floor(x / m) * m;
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}
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// Returns texture index
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// TODO: random age
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// TODO: preprocessor include function
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// TODO: packed location config, better error
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// TODO: bounce animations
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// TODO: animation randomness?
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fn animate(instance: InstanceInput) -> u32 {
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// Age doesn't make sense here, so arbitrarily pick zero.
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let age = global.current_time.x;
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let len = sprites.data[instance.texture_index].frame_count;
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let rep = sprites.data[instance.texture_index].repeatmode;
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let fps = sprites.data[instance.texture_index].fps;
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var frame: u32 = u32(0);
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if rep == u32(1) {
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// Repeat
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frame = u32(fmod(
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(age / fps),
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f32(len)
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));
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} else {
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// Once
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frame = u32(min(
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(age / fps),
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f32(len) - 1.0
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));
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}
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return frame + sprites.data[instance.texture_index].first_frame;
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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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let t = atlas.data[animate(instance)];
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out.texture_index = u32(0);
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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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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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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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}
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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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} |