convert gpu map format from buffer to texture2d
This commit is contained in:
parent
fa9190b0e5
commit
8bc6f68b3b
278
src/main.cpp
278
src/main.cpp
@ -261,10 +261,12 @@ struct Map {
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Uint32 version;
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i32vec2 size;
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Uint32 *tiles;
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Uint16 *tiles;
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char name[64];
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WGPUBuffer gpu_buffer;
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WGPUTexture texture;
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WGPUBindGroup bind_group;
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};
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static Map current_map;
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@ -410,6 +412,98 @@ static WGPUBuffer create_buffer(WGPUBufferUsage usage, Uint32 num_bytes, void *d
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return buffer;
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}
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static Uint32 wgpuTextureFormatGetSize(WGPUTextureFormat format) {
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switch (format) {
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default: assert(false); return 1;
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case WGPUTextureFormat_R8Unorm: return 1;
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case WGPUTextureFormat_R16Uint: return 2;
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case WGPUTextureFormat_RGBA8UnormSrgb: return 4;
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}
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}
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static WGPUTexture create_shader_texture(const char *name, void *data, uint32_t width, uint32_t height, WGPUTextureFormat format) {
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WGPUTextureDescriptor descriptor = {
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.label = { .data = name, .length = WGPU_STRLEN },
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.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst,
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.dimension = WGPUTextureDimension_2D,
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.size = { .width = width, .height = height, .depthOrArrayLayers = 1 },
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.format = format,
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.mipLevelCount = 1,
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.sampleCount = 1,
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.viewFormatCount = 0,
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.viewFormats = NULL,
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};
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WGPUTexture texture = wgpuDeviceCreateTexture(device, &descriptor);
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if (!texture) {
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log_error("Failed to create texture.");
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return NULL;
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}
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if (data) {
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Uint32 texel_size = wgpuTextureFormatGetSize(format);
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WGPUTexelCopyTextureInfo destination = {
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.texture = texture,
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.mipLevel = 0,
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.origin = { .x = 0, .y = 0, .z = 0 },
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.aspect = WGPUTextureAspect_All,
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};
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WGPUTexelCopyBufferLayout data_layout = {
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.offset = 0,
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.bytesPerRow = width * texel_size,
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.rowsPerImage = height,
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};
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WGPUExtent3D extent = {
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.width = width,
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.height = height,
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.depthOrArrayLayers = 1,
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};
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wgpuQueueWriteTexture(queue, &destination, data, width * height * texel_size, &data_layout, &extent);
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}
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return texture;
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}
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static WGPUTexture create_shader_texture(const char *path) {
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char path_to_load[256] = ASSETS_PATH;
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SDL_strlcat(path_to_load, path, SDL_arraysize(path_to_load));
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int width = 0, height = 0, channels = 0;
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stbi_uc *data = stbi_load(path_to_load, &width, &height, &channels, 0);
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if (!data) {
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log_error("Failed to load texture (\"%s\").", path_to_load);
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return NULL;
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}
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WGPUTexture result = create_shader_texture(path, (char *)data, width, height, channels == 4 ? WGPUTextureFormat_RGBA8UnormSrgb : WGPUTextureFormat_R8Unorm);
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if (!result) {
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log_error("Failed to load texture (\"%s\").", path_to_load);
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stbi_image_free(data);
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return NULL;
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}
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stbi_image_free(data);
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return result;
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}
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static void update_texture(WGPUTexture texture, u32vec2 origin, u32vec2 size, void *data, WGPUTexelCopyBufferLayout data_layout) {
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WGPUTexelCopyTextureInfo info = {
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.texture = texture,
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.mipLevel = 0,
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.origin = { origin.x, origin.y, 0 },
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.aspect = WGPUTextureAspect_All,
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};
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WGPUExtent3D extent = { size.x, size.y, 1 };
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wgpuQueueWriteTexture(queue, &info, data, data_layout.bytesPerRow * data_layout.rowsPerImage, &data_layout, &extent);
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}
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#define MAP_FILE_VERSION (2u)
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static bool save_map(Map map) {
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@ -488,7 +582,7 @@ static bool load_map(const char *name, Map *result) {
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return false;
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}
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result->tiles = (Uint32*)malloc(result->size.x * result->size.y * sizeof(Uint32));
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result->tiles = (Uint16*)malloc(result->size.x * result->size.y * sizeof(Uint16));
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for (int i = 0; i < result->size.x * result->size.y; i++) {
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if (result->version == 2) {
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@ -511,18 +605,28 @@ static bool load_map(const char *name, Map *result) {
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assert(false && "Tried to load an unsupported map version.");
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log_error("Tried to load an unsupported map version. Aborting.");
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free(result->tiles);
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return 1;
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return false;
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}
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}
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char buffer_name[256] = "Map ";
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SDL_strlcat(buffer_name, result->name, SDL_arraysize(buffer_name));
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result->gpu_buffer = create_buffer(WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst, result->size.x * result->size.y * sizeof(Uint32), result->tiles, buffer_name);
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if (!result->gpu_buffer) {
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log_error("Failed to create buffer. Exiting.");
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return 1;
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}
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result->texture = create_shader_texture("map_texture", result->tiles, result->size.x, result->size.y, WGPUTextureFormat_R16Uint);
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WGPUTextureView texture_view = wgpuTextureCreateView(result->texture, NULL);
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WGPUBindGroupEntry map_bind_group_entries[] = {
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{ .binding = 0, .textureView = texture_view },
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};
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WGPUBindGroupDescriptor map_bind_group_descriptor = {
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.label = { .data = "map_bind_group", .length = WGPU_STRLEN },
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.layout = wgpuRenderPipelineGetBindGroupLayout(world_render_pipeline, 2),
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.entryCount = SDL_arraysize(map_bind_group_entries),
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.entries = map_bind_group_entries,
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};
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result->bind_group = wgpuDeviceCreateBindGroup(device, &map_bind_group_descriptor);
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wgpuTextureViewRelease(texture_view);
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SDL_Log("Loaded map file.");
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return true;
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@ -532,14 +636,17 @@ static void unload_map(Map *map) {
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map->size = i32vec2(0, 0);
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free(map->tiles);
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SDL_free(map->name);
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wgpuBufferRelease(map->gpu_buffer);
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wgpuTextureRelease(map->texture);
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wgpuBindGroupRelease(map->bind_group);
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}
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static void change_map_size(Map *map, char direction, int amount) {
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WGPUBuffer old_gpu_buffer = map->gpu_buffer;
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Uint32 *old_map = map->tiles;
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Sint32 old_map_width = map->size.x;
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Sint32 old_map_height = map->size.y;
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wgpuBindGroupRelease(map->bind_group);
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wgpuTextureRelease(map->texture);
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Uint16*old_map = map->tiles;
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Sint32 old_map_width = map->size.x;
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Sint32 old_map_height = map->size.y;
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Sint32 new_x_offset = 0;
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Sint32 new_y_offset = 0;
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@ -585,13 +692,14 @@ static void change_map_size(Map *map, char direction, int amount) {
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to_fill_y_offset = old_map_height;
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}
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map->tiles = (Uint32 *)malloc(map->size.x * map->size.y * sizeof(Uint32));
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map->tiles = (Uint16 *)malloc(map->size.x * map->size.y * sizeof(Uint16));
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for (int y = 0; y < min(old_map_height, map->size.y); y++) {
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for (int x = 0; x < min(old_map_width, map->size.x); x++) {
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map->tiles[(y + new_y_offset) * map->size.x + (x + new_x_offset)] = old_map[(y + old_y_offset) * old_map_width + (x + old_x_offset)];
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}
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}
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free(old_map);
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for (int y = 0; y < to_fill_height; y++) {
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for (int x = 0; x < to_fill_width; x++) {
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@ -601,81 +709,21 @@ static void change_map_size(Map *map, char direction, int amount) {
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player.position = clamp(player.position, i32vec2(0, 0), map->size - 2);
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map->gpu_buffer = create_buffer(WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst, map->size.x * map->size.y * sizeof(Uint32), map->tiles, "world_buffer");
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if (!map->gpu_buffer) {
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log_error("Failed to create buffer. Exiting.");
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exit(1);
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}
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create_shader_texture("map_texture", map->tiles, map->size.x, map->size.y, WGPUTextureFormat_R16Uint);
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WGPUTextureView texture_view = wgpuTextureCreateView(map->texture, NULL);
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free(old_map);
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wgpuBufferRelease(old_gpu_buffer);
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}
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static WGPUTexture create_shader_texture(const char *name, const char *data, uint32_t width, uint32_t height, int channels) {
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WGPUTextureDescriptor descriptor = {
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.label = { .data = name, .length = WGPU_STRLEN },
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.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst,
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.dimension = WGPUTextureDimension_2D,
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.size = { .width = width, .height = height, .depthOrArrayLayers = 1 },
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.format = channels == 4 ? WGPUTextureFormat_RGBA8UnormSrgb : WGPUTextureFormat_R8Unorm,
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.mipLevelCount = 1,
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.sampleCount = 1,
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.viewFormatCount = 0,
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.viewFormats = NULL,
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WGPUBindGroupEntry map_bind_group_entries[] = {
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{ .binding = 0, .textureView = texture_view },
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};
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WGPUTexture texture = wgpuDeviceCreateTexture(device, &descriptor);
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if (!texture) {
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log_error("Failed to create texture.");
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return NULL;
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}
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if (data) {
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WGPUTexelCopyTextureInfo destination = {
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.texture = texture,
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.mipLevel = 0,
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.origin = { .x = 0, .y = 0, .z = 0 },
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.aspect = WGPUTextureAspect_All,
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};
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WGPUTexelCopyBufferLayout data_layout = {
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.offset = 0,
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.bytesPerRow = width * channels,
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.rowsPerImage = height,
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};
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WGPUExtent3D extent = {
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.width = width,
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.height = height,
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.depthOrArrayLayers = 1,
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};
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wgpuQueueWriteTexture(queue, &destination, data, width * height * channels, &data_layout, &extent);
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}
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return texture;
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}
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static WGPUTexture create_shader_texture(const char *path) {
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char path_to_load[256] = ASSETS_PATH;
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SDL_strlcat(path_to_load, path, SDL_arraysize(path_to_load));
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int width = 0, height = 0, channels = 0;
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stbi_uc *data = stbi_load(path_to_load, &width, &height, &channels, 0);
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if (!data) {
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log_error("Failed to load texture (\"%s\").", path_to_load);
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return NULL;
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}
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WGPUTexture result = create_shader_texture(path, (char *)data, width, height, channels);
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if (!result) {
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log_error("Failed to load texture (\"%s\").", path_to_load);
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stbi_image_free(data);
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return NULL;
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}
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stbi_image_free(data);
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return result;
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WGPUBindGroupDescriptor map_bind_group_descriptor = {
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.label = { .data = "map_bind_group", .length = WGPU_STRLEN },
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.layout = wgpuRenderPipelineGetBindGroupLayout(world_render_pipeline, 2),
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.entryCount = SDL_arraysize(map_bind_group_entries),
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.entries = map_bind_group_entries,
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};
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map->bind_group = wgpuDeviceCreateBindGroup(device, &map_bind_group_descriptor);
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wgpuTextureViewRelease(texture_view);
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}
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static void blit(char *dst, Sint32 dst_pitch, Sint32 dst_x, Sint32 dst_y, char *src, Sint32 src_pitch, Sint32 width, Sint32 height, int components = 4) {
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@ -1012,9 +1060,31 @@ static bool recreate_graphics_pipelines() {
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WGPUBindGroupLayout world_bind_group_layout = wgpuDeviceCreateBindGroupLayout(device, &world_bind_group_layout_descriptor);
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WGPUBindGroupLayoutEntry map_bind_group_layout_entries[] = {
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{
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.binding = 0,
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.visibility = WGPUShaderStage_Vertex,
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.texture = {
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.sampleType = WGPUTextureSampleType_Uint,
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.viewDimension = WGPUTextureViewDimension_2D,
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.multisampled = false,
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},
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},
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};
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WGPUBindGroupLayoutDescriptor map_bind_group_layout_descriptor = {
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.label = { .data = "map_bind_group_layout", .length = WGPU_STRLEN },
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.entryCount = SDL_arraysize(map_bind_group_layout_entries),
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.entries = map_bind_group_layout_entries,
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};
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WGPUBindGroupLayout map_bind_group_layout = wgpuDeviceCreateBindGroupLayout(device, &map_bind_group_layout_descriptor);
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WGPUBindGroupLayout world_bind_group_layouts[] = {
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frame_data_bind_group_layout,
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world_bind_group_layout,
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map_bind_group_layout,
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};
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WGPUPipelineLayoutDescriptor world_pipeline_layout_descriptor = {
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@ -1037,22 +1107,7 @@ static bool recreate_graphics_pipelines() {
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WGPUShaderModule world_shader = wgpuDeviceCreateShaderModule(device, &world_shader_descriptor);
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WGPUVertexAttribute instance_buffer_attributes[] = {
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{
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.format = WGPUVertexFormat_Uint32,
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.offset = 0,
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.shaderLocation = 0,
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},
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};
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WGPUVertexBufferLayout vertex_buffer_layouts[] = {
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{
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.stepMode = WGPUVertexStepMode_Instance,
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.arrayStride = sizeof(Uint32),
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.attributeCount = SDL_arraysize(instance_buffer_attributes),
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.attributes = instance_buffer_attributes,
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},
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};
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WGPUVertexBufferLayout vertex_buffer_layouts[] = {};
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WGPUFragmentState world_fragment_state = {
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.module = world_shader,
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@ -1357,7 +1412,7 @@ static void change_map_tile(Sint32 pos_x, Sint32 pos_y, TileKind kind) {
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if (0 <= pos_x + 0 && pos_x + 0 < current_map.size.x && 0 <= pos_y + 0 && pos_y + 0 < current_map.size.y)
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current_map.tiles[(pos_y + 0) * current_map.size.x + pos_x + 0] = find_matching_tile(corner_infos[3]);
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update_buffer(current_map.gpu_buffer, 0, current_map.size.x * current_map.size.y * sizeof(Uint16), current_map.tiles);
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update_texture(current_map.texture, { 0, 0 }, current_map.size, current_map.tiles, { 0, (Uint32)(current_map.size.x * sizeof(Uint16)), (Uint32)current_map.size.y });
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}
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static void SameLineOrWrap(const ImVec2& size) {
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@ -1792,8 +1847,7 @@ static void process_event_editor(SDL_Event event) {
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current_map.tiles[x + current_map.size.x * y] = selected_tile;
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}
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}
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update_buffer(current_map.gpu_buffer, 0, current_map.size.x * current_map.size.y * sizeof(Uint32), current_map.tiles);
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update_texture(current_map.texture, { 0, 0 }, current_map.size, current_map.tiles, { 0, (Uint32)(current_map.size.x * sizeof(Uint16)), (Uint32)current_map.size.y });
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}
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dragging_tile_change = false;
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@ -2089,15 +2143,15 @@ static void render_editor(WGPURenderPassColorAttachment framebuffer) {
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WGPURenderPassEncoder render_pass_encoder = wgpuCommandEncoderBeginRenderPass(command_encoder, &render_pass_descriptor);
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wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 0, per_frame_bind_group, 0, NULL);
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{ // Draw Map
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{
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ZoneScopedN("Draw Map");
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wgpuRenderPassEncoderSetPipeline(render_pass_encoder, world_render_pipeline);
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wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
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wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 1, world_bind_group, 0, NULL);
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wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 2, current_map.bind_group, 0, NULL);
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wgpuRenderPassEncoderDraw(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0);
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}
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if (show_grid) { // Draw Grid
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if (show_grid) {
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ZoneScopedN("Draw Grid");
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Uint32 num_grid_cells = current_map.size.y * current_map.size.x;
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@ -2256,15 +2310,15 @@ static void render_game(WGPURenderPassColorAttachment framebuffer) {
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WGPURenderPassEncoder render_pass_encoder = wgpuCommandEncoderBeginRenderPass(command_encoder, &render_pass_descriptor);
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wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 0, per_frame_bind_group, 0, NULL);
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{ // Draw Map
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{
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ZoneScopedN("Draw Map");
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wgpuRenderPassEncoderSetPipeline(render_pass_encoder, world_render_pipeline);
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wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
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wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 1, world_bind_group, 0, NULL);
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wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 2, current_map.bind_group, 0, NULL);
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wgpuRenderPassEncoderDraw(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0);
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}
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{ // Draw Player
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{
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ZoneScopedN("Draw Player");
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wgpuRenderPassEncoderSetPipeline(render_pass_encoder, basic_render_pipeline);
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wgpuRenderPassEncoderSetIndexBuffer(render_pass_encoder, index_buffer, WGPUIndexFormat_Uint16, 0, WGPU_WHOLE_SIZE);
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@ -1,11 +1,6 @@
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struct VertexShaderInput {
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// Per Vertex
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@builtin(vertex_index) vertex_index: u32,
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||||
|
||||
// Per Instance
|
||||
@builtin(vertex_index) vertex_index: u32,
|
||||
@builtin(instance_index) instance_index: u32,
|
||||
|
||||
@location(0) tile: u32,
|
||||
};
|
||||
|
||||
struct VertexShaderOutput {
|
||||
@ -30,22 +25,24 @@ struct Per_Frame_Data {
|
||||
@group(0) @binding(0) var<uniform> view_projection_matrix: mat4x4<f32>;
|
||||
@group(0) @binding(1) var<uniform> per_frame: Per_Frame_Data;
|
||||
|
||||
@group(2) @binding(0) var map_texture: texture_2d<u32>;
|
||||
|
||||
@vertex fn main_vertex(input: VertexShaderInput) -> VertexShaderOutput {
|
||||
var output: VertexShaderOutput;
|
||||
|
||||
let tile_pos = vec2<f32>(f32(input.instance_index % per_frame.map_width), f32(input.instance_index / per_frame.map_width)) - vec2<f32>(0.5, 0.5);
|
||||
let tile_pos = vec2<u32>(input.instance_index % per_frame.map_width, input.instance_index / per_frame.map_width);
|
||||
output.tile = textureLoad(map_texture, tile_pos, 0).r;
|
||||
|
||||
switch (input.vertex_index) {
|
||||
case 0: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
|
||||
case 1: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 1); }
|
||||
case 2: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
|
||||
case 3: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
|
||||
case 4: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
|
||||
case 5: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 0); }
|
||||
case 0: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
|
||||
case 1: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>(-0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 1); }
|
||||
case 2: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
|
||||
case 3: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
|
||||
case 4: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
|
||||
case 5: { output.pos = vec4<f32>(vec2<f32>(tile_pos) - vec2<f32>(0.5, 0.5) + vec2<f32>( 0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 0); }
|
||||
default: {}
|
||||
}
|
||||
|
||||
output.tile = input.tile;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user