150 lines
4.9 KiB
Zig
150 lines
4.9 KiB
Zig
const std = @import("std");
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const mach = @import("mach");
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const App = @import("main.zig").App;
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const gpu = mach.gpu;
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const math = mach.math;
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const AtlasUV = mach.gfx.Atlas.Region.UV;
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const Mat4x4 = math.Mat4x4;
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const vec3 = math.vec3;
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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: 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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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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pub const VERTEX_BUFFER_LAYOUT = gpu.VertexBufferLayout{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attribute_count = VERTEX_ATTRIBUTES.len,
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.attributes = &VERTEX_ATTRIBUTES,
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};
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pub const VertexUniform = Mat4x4;
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const GkurveType = enum(u32) {
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quadratic_convex = 0,
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semicircle_convex = 1,
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quadratic_concave = 2,
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semicircle_concave = 3,
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triangle = 4,
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};
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pub const FragUniform = struct {
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type: GkurveType = .triangle,
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// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
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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: Vec2, scale: f32, uniform: FragUniform, uv: AtlasUV, height_scale: f32) !void {
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const triangle_height = scale * @sqrt(0.75) * height_scale;
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try app.vertices.appendSlice(&[3]Vertex{
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.{
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.pos = .{ position[0] + scale / 2, position[1] + triangle_height, 0, 1 },
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.uv = .{ uv.x + uv.width * 0.5, uv.y + uv.height },
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},
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.{
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.pos = .{ position[0], position[1], 0, 1 },
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.uv = .{ uv.x, uv.y },
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},
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.{
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.pos = .{ position[0] + scale, position[1], 0, 1 },
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.uv = .{ uv.x + uv.width, uv.y },
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},
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});
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try app.fragment_uniform_list.append(uniform);
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app.update_vertex_buffer = true;
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app.update_frag_uniform_buffer = true;
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}
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pub fn quad(app: *App, position: Vec2, scale: Vec2, uniform: FragUniform, uv: AtlasUV) !void {
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const bottom_left_uv = Vec2{ uv.x, uv.y };
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const bottom_right_uv = Vec2{ uv.x + uv.width, uv.y };
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const top_left_uv = Vec2{ uv.x, uv.y + uv.height };
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const top_right_uv = Vec2{ uv.x + uv.width, uv.y + uv.height };
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try app.vertices.appendSlice(&[6]Vertex{
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = top_left_uv },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = bottom_left_uv },
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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 = top_right_uv },
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = top_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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app.update_vertex_buffer = true;
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app.update_frag_uniform_buffer = true;
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}
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pub fn circle(app: *App, position: Vec2, radius: f32, blend_color: @Vector(4, f32), uv: AtlasUV) !void {
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const low_mid = Vertex{
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.pos = .{ position[0], position[1] - (radius * 2.0), 0, 1 },
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.uv = .{ uv.x + uv.width * 0.5, uv.y },
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};
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const high_mid = Vertex{
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.pos = .{ position[0], position[1] + (radius * 2.0), 0, 1 },
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.uv = .{ uv.x + uv.width * 0.5, uv.y + uv.height },
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};
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const mid_left = Vertex{
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.pos = .{ position[0] - radius, position[1], 0, 1 },
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.uv = .{ uv.x, uv.y + uv.height * 0.5 },
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};
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const mid_right = Vertex{
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.pos = .{ position[0] + radius, position[1], 0, 1 },
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.uv = .{ uv.x + uv.width, uv.y + uv.height * 0.5 },
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};
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try app.vertices.appendSlice(&[_]Vertex{
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high_mid,
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mid_left,
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mid_right,
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low_mid,
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mid_left,
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mid_right,
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});
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try app.fragment_uniform_list.appendSlice(&[_]FragUniform{
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.{
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.type = .semicircle_convex,
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.blend_color = blend_color,
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},
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.{
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.type = .semicircle_convex,
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.blend_color = blend_color,
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},
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});
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app.update_vertex_buffer = true;
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app.update_frag_uniform_buffer = true;
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}
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pub fn getVertexUniformBufferObject() !VertexUniform {
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// Note: We use window width/height here, not framebuffer width/height.
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// On e.g. macOS, window size may be 640x480 while framebuffer size may be
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// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
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// coordinate system.
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const window_size = mach.core.size();
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const proj = Mat4x4.projection2D(.{
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.left = 0,
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.right = @floatFromInt(window_size.width),
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.bottom = 0,
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.top = @floatFromInt(window_size.height),
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.near = -0.1,
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.far = 100,
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});
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const mvp = proj.mul(&Mat4x4.translate(vec3(-1, -1, 0)));
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return mvp;
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}
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