159 lines
3.9 KiB
Plaintext
159 lines
3.9 KiB
Plaintext
// INCLUDE: global uniform header
|
|
|
|
struct InstanceInput {
|
|
@location(2) anchor: u32,
|
|
@location(3) position: vec2<f32>,
|
|
@location(4) angle: f32,
|
|
@location(5) size: f32,
|
|
@location(6) color_transform: vec4<f32>,
|
|
@location(7) texture_index: vec2<u32>,
|
|
@location(8) texture_fade: f32,
|
|
@location(9) mask_index: vec2<u32>,
|
|
};
|
|
|
|
struct VertexInput {
|
|
@location(0) position: vec3<f32>,
|
|
@location(1) texture_coords: vec2<f32>,
|
|
}
|
|
|
|
struct VertexOutput {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) texture_coords: vec2<f32>,
|
|
@location(1) texture_index: u32,
|
|
@location(2) mask_coords: vec2<f32>,
|
|
@location(3) mask_index: vec2<u32>,
|
|
@location(4) color_transform: vec4<f32>,
|
|
}
|
|
|
|
@group(0) @binding(0)
|
|
var texture_array: binding_array<texture_2d<f32>>;
|
|
@group(0) @binding(1)
|
|
var sampler_array: binding_array<sampler>;
|
|
|
|
|
|
// INCLUDE: anchor.wgsl
|
|
|
|
|
|
fn transform_vertex(
|
|
instance: InstanceInput,
|
|
vertex_position: vec3<f32>,
|
|
texture_index: u32,
|
|
) -> vec4<f32> {
|
|
|
|
let window_dim = global_data.window_size / global_data.window_scale.x;
|
|
let scale = instance.size / window_dim.y;
|
|
let aspect = (
|
|
global_atlas[instance.texture_index.x].width /
|
|
global_atlas[instance.texture_index.x].height
|
|
);
|
|
|
|
// Apply scale and sprite aspect
|
|
// Note that our mesh starts centered at (0, 0). This is important!
|
|
var pos: vec2<f32> = vec2(
|
|
vertex_position.x * scale * aspect,
|
|
vertex_position.y * scale
|
|
);
|
|
|
|
// Apply rotation (and adjust sprite angle, since sprites point north)
|
|
pos = mat2x2(
|
|
vec2(cos(instance.angle - 1.5708), sin(instance.angle - 1.5708)),
|
|
vec2(-sin(instance.angle - 1.5708), cos(instance.angle - 1.5708))
|
|
) * pos;
|
|
|
|
// Correct for screen aspect, preserving height
|
|
pos = vec2(
|
|
pos.x / global_data.window_aspect.x,
|
|
pos.y
|
|
);
|
|
|
|
pos = pos + anchor(
|
|
instance.anchor,
|
|
instance.position,
|
|
vec2(instance.size * aspect, instance.size)
|
|
);
|
|
|
|
return vec4<f32>(pos, 0.0, 1.0);
|
|
}
|
|
|
|
@vertex
|
|
fn vertex_main(
|
|
vertex: VertexInput,
|
|
instance: InstanceInput,
|
|
) -> VertexOutput {
|
|
|
|
// TODO: this will break if we try to use texture 0.
|
|
// implement animations for ui sprites & fix that here.
|
|
|
|
let pos = transform_vertex(
|
|
instance,
|
|
vertex.position,
|
|
instance.texture_index.x,
|
|
);
|
|
|
|
var out: VertexOutput;
|
|
out.position = pos;
|
|
out.color_transform = instance.color_transform;
|
|
|
|
|
|
// TODO: function to get texture from sprite
|
|
// Pick texture frame
|
|
let t = global_atlas[instance.texture_index.x];
|
|
out.texture_index = u32(t.atlas_texture);
|
|
out.texture_coords = vec2(t.xpos, t.ypos);
|
|
if vertex.texture_coords.x == 1.0 {
|
|
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
|
}
|
|
if vertex.texture_coords.y == 1.0 {
|
|
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
|
|
}
|
|
|
|
// Pick mask image if mask is enabled
|
|
// x coordinate of mask index is either 0 or 1, telling us whether or not to use a mask.
|
|
// y coordinate is mask sprite index
|
|
if instance.mask_index.x == 1u {
|
|
let m = global_atlas[instance.mask_index.y];
|
|
out.mask_index = vec2(1u, u32(m.atlas_texture));
|
|
out.mask_coords = vec2(m.xpos, m.ypos);
|
|
if vertex.texture_coords.x == 1.0 {
|
|
out.mask_coords = vec2(out.mask_coords.x + m.width, out.mask_coords.y);
|
|
}
|
|
if vertex.texture_coords.y == 1.0 {
|
|
out.mask_coords = vec2(out.mask_coords.x, out.mask_coords.y + m.height);
|
|
}
|
|
} else {
|
|
out.mask_coords = vec2(0.0, 0.0);
|
|
out.mask_index = vec2(0u, 0u);
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
|
|
@fragment
|
|
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|
|
|
var mask: f32 = 1.0;
|
|
if in.mask_index.x == 1u {
|
|
mask = textureSampleLevel(
|
|
texture_array[in.mask_index.y],
|
|
sampler_array[0],
|
|
in.mask_coords,
|
|
0.0
|
|
).a;
|
|
}
|
|
|
|
var color: vec4<f32> = textureSampleLevel(
|
|
texture_array[in.texture_index],
|
|
sampler_array[0],
|
|
in.texture_coords,
|
|
0.0
|
|
).rgba * in.color_transform;
|
|
|
|
// Apply mask and discard fully transparent pixels
|
|
color = vec4(color.rgb, color.a *mask);
|
|
if color.a == 0.0 {
|
|
discard;
|
|
}
|
|
|
|
return color;
|
|
} |