examples/gkurve: calculate barycentric vertex coordinates in shader
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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2 changed files with 10 additions and 8 deletions
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@ -12,13 +12,12 @@ const glfw = @import("glfw");
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pub const Vertex = struct {
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pub const Vertex = struct {
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pos: @Vector(4, f32),
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pos: @Vector(4, f32),
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uv: @Vector(2, f32),
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uv: @Vector(2, f32),
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bary: @Vector(3, f32) = .{ 0, 0, 0 },
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};
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};
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// Simple triangle
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// Simple triangle
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pub const vertices = [_]Vertex{
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pub const vertices = [_]Vertex{
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.{ .pos = .{ 0, 250, 0, 1 }, .uv = .{ 0.5, 1 }, .bary = .{ 0, 0, 1 } },
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.{ .pos = .{ 0, 250, 0, 1 }, .uv = .{ 0.5, 1 } },
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.{ .pos = .{ -250, -250, 0, 1 }, .uv = .{ 0, 0 }, .bary = .{ 1, 0, 0 } },
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.{ .pos = .{ -250, -250, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 250, -250, 0, 1 }, .uv = .{ 1, 0 }, .bary = .{ 0, 1, 0 } },
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.{ .pos = .{ 250, -250, 0, 1 }, .uv = .{ 1, 0 } },
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};
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};
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// TODO: Need to ask Ayush about this, ideally we have a square window in this example because it
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// TODO: Need to ask Ayush about this, ideally we have a square window in this example because it
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@ -73,7 +72,6 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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const vertex_attributes = [_]gpu.VertexAttribute{
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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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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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.{ .format = .float32x3, .offset = @offsetOf(Vertex, "bary"), .shader_location = 2 },
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};
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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.array_stride = @sizeOf(Vertex),
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.array_stride = @sizeOf(Vertex),
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@ -12,14 +12,18 @@ struct VertexOut {
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@stage(vertex) fn main(
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@stage(vertex) fn main(
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@builtin(instance_index) instanceIdx: u32,
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@builtin(instance_index) instanceIdx: u32,
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@builtin(vertex_index) vertex_index: u32,
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@location(0) position: vec4<f32>,
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@location(0) position: vec4<f32>,
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@location(1) uv: vec2<f32>,
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@location(1) uv: vec2<f32>,
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@location(2) bary: vec3<f32>,
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) -> VertexOut {
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) -> VertexOut {
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var output : VertexOut;
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var output : VertexOut;
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output.position_clip = ubos[instanceIdx].matrix * position;
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output.position_clip = ubos[instanceIdx].matrix * position;
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output.frag_uv = uv;
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output.frag_uv = uv;
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output.frag_bary = bary;
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output.frag_bary = vec3<f32>(
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f32(vertex_index % 3u == 1u),
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f32(vertex_index % 3u == 2u),
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f32(vertex_index % 3u == 0u),
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);
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output.instance_index = instanceIdx;
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output.instance_index = instanceIdx;
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return output;
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return output;
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}
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}
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