examples/gkurve: added texture atlas
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4 changed files with 464 additions and 102 deletions
327
examples/gkurve/atlas.zig
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327
examples/gkurve/atlas.zig
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//! This implementation comes from https://gist.github.com/mitchellh/0c023dbd381c42e145b5da8d58b1487f
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//!
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//! Implements a texture atlas (https://en.wikipedia.org/wiki/Texture_atlas).
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//!
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//! The implementation is based on "A Thousand Ways to Pack the Bin - A
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//! Practical Approach to Two-Dimensional Rectangle Bin Packing" by Jukka
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//! Jylänki. This specific implementation is based heavily on
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//! Nicolas P. Rougier's freetype-gl project as well as Jukka's C++
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//! implementation: https://github.com/juj/RectangleBinPack
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//!
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//! Limitations that are easy to fix, but I didn't need them:
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//!
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//! * Written data must be packed, no support for custom strides.
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//! * Texture is always a square, no ability to set width != height. Note
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//! that regions written INTO the atlas do not have to be square, only
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//! the full atlas texture itself.
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//!
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const std = @import("std");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const testing = std.testing;
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const Node = struct {
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x: u32,
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y: u32,
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width: u32,
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};
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const Error = error{
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/// Atlas cannot fit the desired region. You must enlarge the atlas.
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AtlasFull,
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};
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/// A region within the texture atlas. These can be acquired using the
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/// "reserve" function. A region reservation is required to write data.
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pub const Region = struct {
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x: u32,
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y: u32,
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width: u32,
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height: u32,
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pub fn getUVData(region: Region, atlas_float_size: f32) UVData {
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return .{
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.bottom_left = .{ @intToFloat(f32, region.x) / atlas_float_size, (atlas_float_size - @intToFloat(f32, region.y + region.height)) / atlas_float_size },
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.width_and_height = .{ @intToFloat(f32, region.width) / atlas_float_size, @intToFloat(f32, region.height) / atlas_float_size },
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};
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}
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};
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pub const UVData = struct {
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bottom_left: @Vector(2, f32),
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width_and_height: @Vector(2, f32),
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};
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pub fn Atlas(comptime T: type) type {
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return struct {
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/// Data is the raw texture data.
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data: []T,
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/// Width and height of the atlas texture. The current implementation is
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/// always square so this is both the width and the height.
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size: u32 = 0,
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/// The nodes (rectangles) of available space.
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nodes: std.ArrayListUnmanaged(Node) = .{},
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const Self = @This();
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pub fn init(alloc: Allocator, size: u32) !Self {
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var result = Self{
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.data = try alloc.alloc(T, size * size),
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.size = size,
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.nodes = .{},
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};
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// TODO: figure out optimal prealloc based on real world usage
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try result.nodes.ensureUnusedCapacity(alloc, 64);
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// This sets up our initial state
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result.clear();
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return result;
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}
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pub fn deinit(self: *Self, alloc: Allocator) void {
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self.nodes.deinit(alloc);
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alloc.free(self.data);
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self.* = undefined;
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}
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/// Reserve a region within the atlas with the given width and height.
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///
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/// May allocate to add a new rectangle into the internal list of rectangles.
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/// This will not automatically enlarge the texture if it is full.
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pub fn reserve(self: *Self, alloc: Allocator, width: u32, height: u32) !Region {
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// x, y are populated within :best_idx below
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var region: Region = .{ .x = 0, .y = 0, .width = width, .height = height };
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// Find the location in our nodes list to insert the new node for this region.
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var best_idx: usize = best_idx: {
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var best_height: u32 = std.math.maxInt(u32);
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var best_width: u32 = best_height;
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var chosen: ?usize = null;
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var i: usize = 0;
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while (i < self.nodes.items.len) : (i += 1) {
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// Check if our region fits within this node.
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const y = self.fit(i, width, height) orelse continue;
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const node = self.nodes.items[i];
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if ((y + height) < best_height or
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((y + height) == best_height and
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(node.width > 0 and node.width < best_width)))
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{
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chosen = i;
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best_width = node.width;
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best_height = y + height;
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region.x = node.x;
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region.y = y;
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}
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}
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// If we never found a chosen index, the atlas cannot fit our region.
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break :best_idx chosen orelse return Error.AtlasFull;
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};
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// Insert our new node for this rectangle at the exact best index
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try self.nodes.insert(alloc, best_idx, .{
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.x = region.x,
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.y = region.y + height,
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.width = width,
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});
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// Optimize our rectangles
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var i: usize = best_idx + 1;
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while (i < self.nodes.items.len) : (i += 1) {
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const node = &self.nodes.items[i];
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const prev = self.nodes.items[i - 1];
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if (node.x < (prev.x + prev.width)) {
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const shrink = prev.x + prev.width - node.x;
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node.x += shrink;
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node.width -|= shrink;
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if (node.width <= 0) {
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_ = self.nodes.orderedRemove(i);
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i -= 1;
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continue;
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}
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}
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break;
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}
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self.merge();
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return region;
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}
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/// Attempts to fit a rectangle of width x height into the node at idx.
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/// The return value is the y within the texture where the rectangle can be
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/// placed. The x is the same as the node.
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fn fit(self: Self, idx: usize, width: u32, height: u32) ?u32 {
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// If the added width exceeds our texture size, it doesn't fit.
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const node = self.nodes.items[idx];
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if ((node.x + width) > (self.size - 1)) return null;
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// Go node by node looking for space that can fit our width.
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var y = node.y;
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var i = idx;
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var width_left = width;
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while (width_left > 0) : (i += 1) {
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const n = self.nodes.items[i];
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if (n.y > y) y = n.y;
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// If the added height exceeds our texture size, it doesn't fit.
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if ((y + height) > (self.size - 1)) return null;
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width_left -|= n.width;
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}
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return y;
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}
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/// Merge adjacent nodes with the same y value.
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fn merge(self: *Self) void {
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var i: usize = 0;
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while (i < self.nodes.items.len - 1) {
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const node = &self.nodes.items[i];
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const next = self.nodes.items[i + 1];
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if (node.y == next.y) {
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node.width += next.width;
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_ = self.nodes.orderedRemove(i + 1);
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continue;
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}
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i += 1;
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}
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}
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/// Set the data associated with a reserved region. The data is expected
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/// to fit exactly within the region.
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pub fn set(self: *Self, reg: Region, data: []const T) void {
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assert(reg.x < (self.size - 1));
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assert((reg.x + reg.width) <= (self.size - 1));
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assert(reg.y < (self.size - 1));
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assert((reg.y + reg.height) <= (self.size - 1));
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var i: u32 = 0;
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while (i < reg.height) : (i += 1) {
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const tex_offset = ((reg.y + i) * self.size) + reg.x;
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const data_offset = i * reg.width;
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std.mem.copy(
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T,
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self.data[tex_offset..],
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data[data_offset .. data_offset + reg.width],
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);
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}
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}
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// Grow the texture to the new size, preserving all previously written data.
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pub fn grow(self: *Self, alloc: Allocator, size_new: u32) Allocator.Error!void {
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assert(size_new >= self.size);
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if (size_new == self.size) return;
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// Preserve our old values so we can copy the old data
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const data_old = self.data;
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const size_old = self.size;
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self.data = try alloc.alloc(T, size_new * size_new);
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defer alloc.free(data_old); // Only defer after new data succeeded
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self.size = size_new; // Only set size after new alloc succeeded
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std.mem.set(T, self.data, std.mem.zeroes(T));
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self.set(.{
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.x = 0, // don't bother skipping border so we can avoid strides
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.y = 1, // skip the first border row
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.width = size_old,
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.height = size_old - 2, // skip the last border row
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}, data_old[size_old..]);
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// Add our new rectangle for our added righthand space
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try self.nodes.append(alloc, .{
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.x = size_old - 1,
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.y = 1,
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.width = size_new - size_old,
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});
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}
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// Empty the atlas. This doesn't reclaim any previously allocated memory.
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pub fn clear(self: *Self) void {
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std.mem.set(T, self.data, std.mem.zeroes(T));
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self.nodes.clearRetainingCapacity();
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// Add our initial rectangle. This is the size of the full texture
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// and is the initial rectangle we fit our regions in. We keep a 1px border
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// to avoid artifacting when sampling the texture.
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self.nodes.appendAssumeCapacity(.{ .x = 1, .y = 1, .width = self.size - 2 });
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}
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};
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}
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test "exact fit" {
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const alloc = testing.allocator;
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var atlas = try Atlas(u32).init(alloc, 34); // +2 for 1px border
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defer atlas.deinit(alloc);
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_ = try atlas.reserve(alloc, 32, 32);
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
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}
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test "doesnt fit" {
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const alloc = testing.allocator;
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var atlas = try Atlas(f32).init(alloc, 32);
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defer atlas.deinit(alloc);
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// doesn't fit due to border
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 32, 32));
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}
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test "fit multiple" {
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const alloc = testing.allocator;
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var atlas = try Atlas(u16).init(alloc, 32);
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defer atlas.deinit(alloc);
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_ = try atlas.reserve(alloc, 15, 30);
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_ = try atlas.reserve(alloc, 15, 30);
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
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}
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test "writing data" {
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const alloc = testing.allocator;
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var atlas = try Atlas(u64).init(alloc, 32);
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defer atlas.deinit(alloc);
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const reg = try atlas.reserve(alloc, 2, 2);
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atlas.set(reg, &[_]u64{ 1, 2, 3, 4 });
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// 33 because of the 1px border and so on
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try testing.expectEqual(@as(u64, 1), atlas.data[33]);
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try testing.expectEqual(@as(u64, 2), atlas.data[34]);
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try testing.expectEqual(@as(u64, 3), atlas.data[65]);
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try testing.expectEqual(@as(u64, 4), atlas.data[66]);
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}
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test "grow" {
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const alloc = testing.allocator;
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var atlas = try Atlas(u32).init(alloc, 4); // +2 for 1px border
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defer atlas.deinit(alloc);
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const reg = try atlas.reserve(alloc, 2, 2);
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
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// Write some data so we can verify that growing doesn't mess it up
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atlas.set(reg, &[_]u32{ 1, 2, 3, 4 });
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try testing.expectEqual(@as(u32, 1), atlas.data[5]);
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try testing.expectEqual(@as(u32, 2), atlas.data[6]);
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try testing.expectEqual(@as(u32, 3), atlas.data[9]);
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try testing.expectEqual(@as(u32, 4), atlas.data[10]);
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// Expand by exactly 1 should fit our new 1x1 block.
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try atlas.grow(alloc, atlas.size + 1);
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_ = try atlas.reserve(alloc, 1, 1);
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// Ensure our data is still set. Not the offsets change due to size.
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try testing.expectEqual(@as(u32, 1), atlas.data[atlas.size + 1]);
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try testing.expectEqual(@as(u32, 2), atlas.data[atlas.size + 2]);
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try testing.expectEqual(@as(u32, 3), atlas.data[atlas.size * 2 + 1]);
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try testing.expectEqual(@as(u32, 4), atlas.data[atlas.size * 2 + 2]);
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}
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const gpu = @import("gpu");
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const App = @import("main.zig").App;
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const zm = @import("zmath");
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const UVData = @import("atlas.zig").UVData;
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const Vec2 = @Vector(2, f32);
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pub const Vertex = struct {
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pos: @Vector(4, f32),
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uv: @Vector(2, f32),
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uv: Vec2,
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};
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const VERTEX_ATTRIBUTES = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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@ -30,19 +33,18 @@ const GkurveType = enum(u32) {
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pub const FragUniform = struct {
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type: GkurveType = .filled,
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texture_index: i32 = 0,
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// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
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padding: @Vector(2, f32) = undefined,
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padding: @Vector(3, f32) = undefined,
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blend_color: @Vector(4, f32) = @Vector(4, f32){ 1, 1, 1, 1 },
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};
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pub fn equilateralTriangle(app: *App, position: @Vector(2, f32), scale: f32, uniform: FragUniform) !void {
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pub fn equilateralTriangle(app: *App, position: Vec2, scale: f32, uniform: FragUniform, uv_data: UVData) !void {
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const triangle_height = scale * @sqrt(0.75);
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try app.vertices.appendSlice(&[3]Vertex{
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.{ .pos = .{ position[0] + scale / 2, position[1] + triangle_height, 0, 1 }, .uv = .{ 0.5, 1 } },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ position[0] + scale, position[1], 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ position[0] + scale / 2, position[1] + triangle_height, 0, 1 }, .uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0.5, 1 } },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = uv_data.bottom_left },
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.{ .pos = .{ position[0] + scale, position[1], 0, 1 }, .uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 1, 0 } },
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});
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try app.fragment_uniform_list.append(uniform);
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@ -51,15 +53,19 @@ pub fn equilateralTriangle(app: *App, position: @Vector(2, f32), scale: f32, uni
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app.update_frag_uniform_buffer = true;
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}
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pub fn quad(app: *App, position: @Vector(2, f32), scale: @Vector(2, f32), uniform: FragUniform) !void {
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try app.vertices.appendSlice(&[6]Vertex{
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = .{ 1, 0 } },
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pub fn quad(app: *App, position: Vec2, scale: Vec2, uniform: FragUniform, uv_data: UVData) !void {
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const bottom_right_uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 1, 0 };
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const up_left_uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0, 1 };
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const up_right_uv = uv_data.bottom_left + uv_data.width_and_height;
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ position[0] + scale[0], position[1] + scale[1], 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = .{ 1, 0 } },
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try app.vertices.appendSlice(&[6]Vertex{
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = up_left_uv },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = uv_data.bottom_left },
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.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = bottom_right_uv },
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.{ .pos = .{ position[0] + scale[0], position[1] + scale[1], 0, 1 }, .uv = up_right_uv },
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = up_left_uv },
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.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = bottom_right_uv },
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});
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try app.fragment_uniform_list.appendSlice(&.{ uniform, uniform });
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@ -68,46 +74,68 @@ pub fn quad(app: *App, position: @Vector(2, f32), scale: @Vector(2, f32), unifor
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app.update_frag_uniform_buffer = true;
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}
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pub fn circle(app: *App, position: @Vector(2, f32), radius: f32, blend_color: @Vector(4, f32)) !void {
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const Vec4 = @Vector(4, f32);
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const low_mid = Vec4{ position[0], position[1] - radius, 0, 1 };
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const high_mid = Vec4{ position[0], position[1] + radius, 0, 1 };
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pub fn circle(app: *App, position: Vec2, radius: f32, blend_color: @Vector(4, f32), uv_data: UVData) !void {
|
||||
const low_mid = Vertex{
|
||||
.pos = .{ position[0], position[1] - radius, 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0.5, 0 },
|
||||
};
|
||||
const high_mid = Vertex{
|
||||
.pos = .{ position[0], position[1] + radius, 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0.5, 1 },
|
||||
};
|
||||
|
||||
const mid_left = Vec4{ position[0] - radius, position[1], 0, 1 };
|
||||
const mid_right = Vec4{ position[0] + radius, position[1], 0, 1 };
|
||||
const mid_left = Vertex{
|
||||
.pos = .{ position[0] - radius, position[1], 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0, 0.5 },
|
||||
};
|
||||
const mid_right = Vertex{
|
||||
.pos = .{ position[0] + radius, position[1], 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 1, 0.5 },
|
||||
};
|
||||
|
||||
const p = 0.95 * radius;
|
||||
|
||||
const high_right = Vec4{ position[0] + p, position[1] + p, 0, 1 };
|
||||
const high_left = Vec4{ position[0] - p, position[1] + p, 0, 1 };
|
||||
const low_right = Vec4{ position[0] + p, position[1] - p, 0, 1 };
|
||||
const low_left = Vec4{ position[0] - p, position[1] - p, 0, 1 };
|
||||
const high_right = Vertex{
|
||||
.pos = .{ position[0] + p, position[1] + p, 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 1, 0.75 },
|
||||
};
|
||||
const high_left = Vertex{
|
||||
.pos = .{ position[0] - p, position[1] + p, 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0, 0.75 },
|
||||
};
|
||||
const low_right = Vertex{
|
||||
.pos = .{ position[0] + p, position[1] - p, 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 1, 0.25 },
|
||||
};
|
||||
const low_left = Vertex{
|
||||
.pos = .{ position[0] - p, position[1] - p, 0, 1 },
|
||||
.uv = uv_data.bottom_left + uv_data.width_and_height * Vec2{ 0, 0.25 },
|
||||
};
|
||||
|
||||
// TODO: Fix UVs
|
||||
try app.vertices.appendSlice(&[_]Vertex{
|
||||
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
|
||||
low_mid,
|
||||
mid_right,
|
||||
high_mid,
|
||||
|
||||
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
|
||||
high_mid,
|
||||
mid_left,
|
||||
low_mid,
|
||||
|
||||
.{ .pos = low_right, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
|
||||
low_right,
|
||||
mid_right,
|
||||
low_mid,
|
||||
|
||||
.{ .pos = high_right, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
|
||||
high_right,
|
||||
high_mid,
|
||||
mid_right,
|
||||
|
||||
.{ .pos = high_left, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
|
||||
high_left,
|
||||
mid_left,
|
||||
high_mid,
|
||||
|
||||
.{ .pos = low_left, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
|
||||
.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
|
||||
low_left,
|
||||
low_mid,
|
||||
mid_left,
|
||||
});
|
||||
|
||||
try app.fragment_uniform_list.appendSlice(&[_]FragUniform{
|
||||
|
|
|
|||
|
|
@ -1,12 +1,11 @@
|
|||
struct FragUniform {
|
||||
type_: u32,
|
||||
texture_index: i32,
|
||||
padding: vec2<f32>,
|
||||
padding: vec3<f32>,
|
||||
blend_color: vec4<f32>,
|
||||
}
|
||||
@binding(1) @group(0) var<storage> ubos: array<FragUniform>;
|
||||
@binding(2) @group(0) var mySampler: sampler;
|
||||
@binding(3) @group(0) var myTexture: texture_2d_array<f32>;
|
||||
@binding(3) @group(0) var myTexture: texture_2d<f32>;
|
||||
|
||||
@stage(fragment) fn main(
|
||||
@location(0) uv: vec2<f32>,
|
||||
|
|
@ -28,7 +27,7 @@ struct FragUniform {
|
|||
// (These two could be cut with vec2(0.0,1.0) + uv * vec2(1.0,-1.0))
|
||||
var correct_uv = uv;
|
||||
correct_uv.y = 1.0 - correct_uv.y;
|
||||
let color = textureSample(myTexture, mySampler, correct_uv, ubos[triangle_index].texture_index) * ubos[triangle_index].blend_color;
|
||||
let color = textureSample(myTexture, mySampler, correct_uv) * ubos[triangle_index].blend_color;
|
||||
|
||||
// Gradients
|
||||
let px = dpdx(bary.xy);
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ const zm = @import("zmath");
|
|||
const zigimg = @import("zigimg");
|
||||
const glfw = @import("glfw");
|
||||
const draw = @import("draw.zig");
|
||||
const Atlas = @import("atlas.zig").Atlas;
|
||||
|
||||
pub const options = mach.Options{ .width = 640, .height = 480 };
|
||||
|
||||
|
|
@ -29,6 +30,59 @@ bind_group: gpu.BindGroup,
|
|||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||
|
||||
const queue = engine.gpu_driver.device.getQueue();
|
||||
|
||||
const AtlasRGB8 = Atlas(zigimg.color.Rgba32);
|
||||
// TODO: Refactor texture atlas size number
|
||||
var texture_atlas_data: AtlasRGB8 = try AtlasRGB8.init(engine.allocator, 640);
|
||||
defer texture_atlas_data.deinit(engine.allocator);
|
||||
const atlas_size = gpu.Extent3D{ .width = texture_atlas_data.size, .height = texture_atlas_data.size };
|
||||
const atlas_float_size = @intToFloat(f32, texture_atlas_data.size);
|
||||
|
||||
const texture = engine.gpu_driver.device.createTexture(&.{
|
||||
.size = atlas_size,
|
||||
.format = .rgba8_unorm,
|
||||
.usage = .{
|
||||
.texture_binding = true,
|
||||
.copy_dst = true,
|
||||
.render_attachment = true,
|
||||
},
|
||||
});
|
||||
const data_layout = gpu.Texture.DataLayout{
|
||||
.bytes_per_row = @intCast(u32, atlas_size.width * 4),
|
||||
.rows_per_image = @intCast(u32, atlas_size.height),
|
||||
};
|
||||
|
||||
const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
|
||||
defer img.deinit();
|
||||
|
||||
const atlas_img_region = try texture_atlas_data.reserve(engine.allocator, @truncate(u32, img.width), @truncate(u32, img.height));
|
||||
const img_uv_data = atlas_img_region.getUVData(atlas_float_size);
|
||||
|
||||
switch (img.pixels.?) {
|
||||
.Rgba32 => |pixels| texture_atlas_data.set(atlas_img_region, pixels),
|
||||
.Rgb24 => |pixels| {
|
||||
const data = try rgb24ToRgba32(engine.allocator, pixels);
|
||||
defer data.deinit(engine.allocator);
|
||||
texture_atlas_data.set(atlas_img_region, data.Rgba32);
|
||||
},
|
||||
else => @panic("unsupported image color format"),
|
||||
}
|
||||
|
||||
const white_tex_scale = 80;
|
||||
const atlas_white_region = try texture_atlas_data.reserve(engine.allocator, white_tex_scale, white_tex_scale);
|
||||
const white_texture_uv_data = atlas_white_region.getUVData(atlas_float_size);
|
||||
var white_tex_data = try engine.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale);
|
||||
std.mem.set(zigimg.color.Rgba32, white_tex_data, zigimg.color.Rgba32.initRGB(0xff, 0xff, 0xff));
|
||||
texture_atlas_data.set(atlas_white_region, white_tex_data);
|
||||
|
||||
queue.writeTexture(
|
||||
&.{ .texture = texture },
|
||||
texture_atlas_data.data,
|
||||
&data_layout,
|
||||
&.{ .width = texture_atlas_data.size, .height = texture_atlas_data.size },
|
||||
);
|
||||
|
||||
app.vertices = try std.ArrayList(draw.Vertex).initCapacity(engine.allocator, 9);
|
||||
app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(engine.allocator, 3);
|
||||
|
||||
|
|
@ -36,11 +90,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
|||
const window_width = @intToFloat(f32, wsize.width);
|
||||
const window_height = @intToFloat(f32, wsize.height);
|
||||
// const triangle_scale = 250;
|
||||
// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 }, triangle_scale, .{ .texture_index = 1 });
|
||||
// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 - triangle_scale }, triangle_scale, .{ .type = .concave, .texture_index = 1 });
|
||||
// try draw.equilateralTriangle(app, .{ window_width / 2 - triangle_scale, window_height / 2 - triangle_scale / 2 }, triangle_scale, .{ .type = .convex });
|
||||
// try draw.quad(app, .{ 0, 0 }, .{ 200, 200 }, .{ .texture_index = 1 });
|
||||
try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 });
|
||||
_ = img_uv_data;
|
||||
// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 }, triangle_scale, .{}, img_uv_data);
|
||||
// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 - triangle_scale }, triangle_scale, .{ .type = .concave }, img_uv_data);
|
||||
// try draw.equilateralTriangle(app, .{ window_width / 2 - triangle_scale, window_height / 2 - triangle_scale / 2 }, triangle_scale, .{ .type = .convex }, white_texture_uv_data);
|
||||
// try draw.quad(app, .{ 0, 0 }, .{ 200, 200 }, .{}, img_uv_data);
|
||||
try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
|
||||
|
||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
||||
.label = "my vertex shader",
|
||||
|
|
@ -67,7 +122,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
|||
const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
|
||||
const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
|
||||
const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d_array, false);
|
||||
const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
|
||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
||||
&gpu.BindGroupLayout.Descriptor{
|
||||
.entries = &.{ vbgle, fbgle, sbgle, tbgle },
|
||||
|
|
@ -123,53 +178,6 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
|||
.min_filter = .linear,
|
||||
});
|
||||
|
||||
const queue = engine.gpu_driver.device.getQueue();
|
||||
const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
|
||||
defer img.deinit();
|
||||
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height), .depth_or_array_layers = 2 };
|
||||
const quad_texture = engine.gpu_driver.device.createTexture(&.{
|
||||
.size = img_size,
|
||||
.format = .rgba8_unorm,
|
||||
.usage = .{
|
||||
.texture_binding = true,
|
||||
.copy_dst = true,
|
||||
.render_attachment = true,
|
||||
},
|
||||
});
|
||||
const data_layout = gpu.Texture.DataLayout{
|
||||
.bytes_per_row = @intCast(u32, img.width * 4),
|
||||
.rows_per_image = @intCast(u32, img.height),
|
||||
};
|
||||
switch (img.pixels.?) {
|
||||
.Rgba32 => |pixels| queue.writeTexture(
|
||||
&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 1 } },
|
||||
pixels,
|
||||
&data_layout,
|
||||
&.{ .width = img_size.width, .height = img_size.height },
|
||||
),
|
||||
.Rgb24 => |pixels| {
|
||||
const data = try rgb24ToRgba32(engine.allocator, pixels);
|
||||
defer data.deinit(engine.allocator);
|
||||
queue.writeTexture(
|
||||
&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 1 } },
|
||||
data.Rgba32,
|
||||
&data_layout,
|
||||
&.{ .width = img_size.width, .height = img_size.height },
|
||||
);
|
||||
},
|
||||
else => @panic("unsupported image color format"),
|
||||
}
|
||||
|
||||
const white_texture_data = try engine.allocator.alloc(zigimg.color.Rgba32, img.width * img.height);
|
||||
defer engine.allocator.free(white_texture_data);
|
||||
std.mem.set(zigimg.color.Rgba32, white_texture_data, zigimg.color.Rgba32.initRGBA(0xff, 0xff, 0xff, 0xff));
|
||||
queue.writeTexture(
|
||||
&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 0 } },
|
||||
white_texture_data,
|
||||
&data_layout,
|
||||
&.{ .width = img_size.width, .height = img_size.height },
|
||||
);
|
||||
|
||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
||||
&gpu.BindGroup.Descriptor{
|
||||
.layout = bgl,
|
||||
|
|
@ -177,7 +185,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
|||
gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(draw.VertexUniform)),
|
||||
gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(draw.FragUniform) * app.vertices.items.len / 3),
|
||||
gpu.BindGroup.Entry.sampler(2, sampler),
|
||||
gpu.BindGroup.Entry.textureView(3, quad_texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d_array })),
|
||||
gpu.BindGroup.Entry.textureView(3, texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d })),
|
||||
},
|
||||
},
|
||||
);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue