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5 Commits

Author SHA1 Message Date
Sven Balzer ecd6571785 rename Tree to placeable and dynamically load size
buildbot/windows Build done.
buildbot/linux Build done.
add stone variants as placeables
2026-08-06 19:45:47 +02:00
Sven Balzer ff82f59fdf add world list editor
buildbot/windows Build done.
buildbot/linux Build done.
change default tree ti tree_standard_tile_angle.png
2026-08-06 18:20:04 +02:00
Sven Balzer 963ccc4ec8 change rendering offsets for character, character shadow and trees
buildbot/windows Build done.
buildbot/linux Build done.
change default camera tilt
2026-08-05 21:50:13 +02:00
Sven Balzer 4c158f25f0 add trees into the game
buildbot/windows Build done.
buildbot/linux Build done.
2026-08-05 20:48:57 +02:00
Sven Balzer 6a984b40d9 remove vertex_buffer and index_buffer for characters and character shadows
refactor world shader vertex position calculation
2026-08-05 20:48:57 +02:00
20 changed files with 1159 additions and 291 deletions
+1
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@@ -108,6 +108,7 @@ endfunction()
add_shader(character)
add_shader(character_shadow)
add_shader(world)
add_shader(placeable)
add_shader(grid)
add_custom_target(shaders-spv DEPENDS ${SHADERS_SPV})
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+16
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@@ -0,0 +1,16 @@
#ifndef WORLDS_H
#define WORLDS_H
#ifdef __cplusplus
extern "C" {
#endif // __cplusplus
static const char *world_names[] = {
"map",
};
#ifdef __cplusplus
}
#endif // __cplusplus
#endif // WORLDS_H
+470 -94
View File
@@ -1,3 +1,4 @@
#include <algorithm>
#include <stdio.h>
#include <stdint.h>
#include <bit>
@@ -9,6 +10,7 @@
#include <tracy/Tracy.hpp>
#include <tracy/TracyC.h>
#include <webgpu/webgpu.h>
#include "smol-atlas.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
@@ -18,6 +20,8 @@
#include "stb_image.h"
#include "change_directory.h"
#include "../assets/maps/worlds.h"
#pragma clang diagnostic ignored "-Waddress-of-temporary"
using namespace glm;
@@ -29,8 +33,9 @@ using namespace glm;
#define NEAR_PLANE (0.01f)
#define TILE_SIZE (32)
#define TILE_ATLAS_SIZE (512)
#define TILE_SIZE (32)
#define TILE_ATLAS_SIZE (512)
#define PLACEABLE_ATLAS_SIZE (256)
static SDL_Window *window;
static R_Texture framebuffer;
@@ -39,15 +44,18 @@ static R_Texture player_texture;
static R_Texture character_shadow_texture;
static R_Texture tile_textures_atlas;
static R_Texture tile_textures_atlas_imgui;
static R_Texture placeable_textures_atlas;
static R_Texture placeable_textures_atlas_imgui;
static R_Buffer view_projection_matrix_buffer;
static R_Buffer per_frame_buffer;
static R_Buffer tint_color_buffer;
static R_Buffer vertex_buffer;
static R_Buffer index_buffer;
static R_Buffer player_instance_buffer;
static R_Buffer placeable_instance_buffer;
static R_Buffer tile_uvs_buffer;
static R_Buffer placeable_uvs_buffer;
static R_Buffer placeable_sizes_and_offsets_buffer;
static i32vec2 window_size = { 1280, 720 };
@@ -63,7 +71,7 @@ static float volume_sfx = 50.0f;
static bool Running = true;
static float camera_fovy_degrees = 31.0f;
static float camera_tilt = 25.5f;
static float camera_tilt = 10.0f;
static float camera_distance = 13.5f;
static mat4x4 view_matrix;
@@ -89,6 +97,8 @@ static float editor_camera_distance = 30.0f;
static bool show_demo_window;
static bool show_tile_picker;
static bool show_placeable_editor;
static bool show_world_editor;
static bool show_settings;
static float character_speed = 4.0f;
@@ -170,23 +180,6 @@ enum Settings_Category {
SETTINGS_AUDIO,
};
struct Vertex {
vec3 pos;
vec2 uv;
};
static Vertex vertices[] = {
{{ -0.5f, 0.5f, 0.0f }, { 0.0f, 0.0f }},
{{ -0.5f, -0.5f, 0.0f }, { 0.0f, 1.0f }},
{{ 0.5f, -0.5f, 0.0f }, { 1.0f, 1.0f }},
{{ 0.5f, 0.5f, 0.0f }, { 1.0f, 0.0f }},
};
static Uint16 indices[] = {
0, 1, 2,
0, 2, 3,
};
struct Instance {
vec2 pos;
uint32_t sprite_selection;
@@ -194,18 +187,27 @@ struct Instance {
static Instance player_instance = {{ 0.0f, 0.0f }};
struct Map {
Uint32 version;
struct Placeable {
u32vec2 pos;
Uint32 kind;
};
struct Map {
i32vec2 size;
Uint16 *tiles;
Uint32 num_placeables;
Placeable *placeables;
char name[64];
R_Texture texture;
R_Buffer placeables_buffer;
};
static Map current_map;
static Uint32 num_loaded_maps;
static Map *loaded_maps;
static Map *current_map;
struct alignas(16) PerFrame {
i32vec2 drag_start;
@@ -414,6 +416,23 @@ static TileInfo tile_infos[] = {
static vec4 tile_uvs[SDL_arraysize(tile_infos)];
struct PlaceableInfo {
Uint16 serialization_id;
const char *asset_path;
vec2 visual_offset;
};
static PlaceableInfo placeable_infos[] = {
{ 0, "decorations/tree_standard_tile_angle.png", vec2(0, 0.25) },
{ 1, "decorations/Stone.png", vec2(0, 0) },
{ 2, "decorations/stone_grass.png", vec2(0, 0) },
};
static vec4 placeable_uvs [SDL_arraysize(placeable_infos)];
static vec4 placeable_sizes_and_offsets[SDL_arraysize(placeable_infos)];
static Sint32 selected_placeable = -1;
static Sint32 selected_tile_kind = -1;
static Sint32 selected_tile = -1;
@@ -446,11 +465,38 @@ static R_Texture create_texture(const char *path) {
return result;
}
#define MAP_FILE_VERSION (2u)
static bool save_worlds_list() {
const char *path = ASSETS_PATH "maps/worlds.h";
static bool save_map(Map map) {
SDL_IOStream *file = SDL_IOFromFile(path, "wb");
if (!file) {
log_error("Failed to open world list file for writing.");
return false;
}
defer(SDL_CloseIO(file));
SDL_IOprintf(file, "#ifndef WORLDS_H\n#define WORLDS_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif // __cplusplus\n\nstatic const char *world_names[] = {\n");
for (int i = 0; i < num_loaded_maps; i++) {
SDL_IOprintf(file, " \"%.*s\",\n", (int)SDL_arraysize(loaded_maps[i].name), loaded_maps[i].name);
}
SDL_IOprintf(file, "};\n\n#ifdef __cplusplus\n}\n#endif // __cplusplus\n\n#endif // WORLDS_H\n");
if(!SDL_FlushIO(file)) {
log_error("Failed to flush data to world list file.");
return false;
};
return true;
}
#define MAP_FILE_VERSION (3u)
static bool save_map(Map *map) {
char path[256] = ASSETS_PATH "maps/";
SDL_strlcat(path, map.name, SDL_arraysize(path));
SDL_strlcat(path, map->name, SDL_arraysize(path));
SDL_strlcat(path, ".sv", SDL_arraysize(path));
SDL_IOStream *file = SDL_IOFromFile(path, "wb");
if (!file) {
@@ -464,18 +510,18 @@ static bool save_map(Map map) {
return false;
}
if (!SDL_WriteS32LE(file, map.size.x)) {
if (!SDL_WriteS32LE(file, map->size.x)) {
log_error("Failed to write width to map file.");
return false;
}
if (!SDL_WriteS32LE(file, map.size.y)) {
if (!SDL_WriteS32LE(file, map->size.y)) {
log_error("Failed to write height to map file.");
return false;
}
for (int i = 0; i < map.size.x * map.size.y; i++) {
Uint16 id = tile_infos[map.tiles[i]].serialization_id;
for (int i = 0; i < map->size.x * map->size.y; i++) {
Uint16 id = tile_infos[map->tiles[i]].serialization_id;
if (!SDL_WriteU16LE(file, id)) {
log_error("Failed to write tile to map file.");
@@ -483,6 +529,30 @@ static bool save_map(Map map) {
}
}
if (!SDL_WriteU32LE(file, map->num_placeables)) {
log_error("Failed to write num_placeable to map file.");
return false;
}
for (int i = 0; i < map->num_placeables; i++) {
Uint16 id = placeable_infos[map->placeables[i].kind].serialization_id;
if (!SDL_WriteU16LE(file, id)) {
log_error("Failed to write placeables kind to map file.");
return false;
}
if (!SDL_WriteU32LE(file, map->placeables[i].pos.x)) {
log_error("Failed to write placeables pos.x to map file.");
return false;
}
if (!SDL_WriteU32LE(file, map->placeables[i].pos.y)) {
log_error("Failed to write placeables pos.y to map file.");
return false;
}
}
if(!SDL_FlushIO(file)) {
log_error("Failed to flush data to map file.");
return false;
@@ -495,6 +565,7 @@ static bool save_map(Map map) {
static bool load_map(const char *name, Map *result) {
char path[256] = ASSETS_PATH "maps/";
SDL_strlcat(path, name, SDL_arraysize(path));
SDL_strlcat(path, ".sv", SDL_arraysize(path));
SDL_IOStream *file = SDL_IOFromFile(path, "rb");
if (!file) {
@@ -504,13 +575,19 @@ static bool load_map(const char *name, Map *result) {
defer(SDL_CloseIO(file));
SDL_memcpy(result->name, name, SDL_min(strlen(name), SDL_arraysize(result->name) - 1));
if (!SDL_ReadU32LE(file, &result->version)) {
Uint32 version = 0;
if (!SDL_ReadU32LE(file, &version)) {
log_error("Failed read version from map file.");
return false;
}
if (result->version > MAP_FILE_VERSION) {
log_error("Map file version (%u) is higher than the highest supported.", result->version);
if (!version) {
log_error("Map file version for map '%s' was 0 which is not valid.", name);
return false;
}
if (version > 3) {
log_error("Map file version (%u) is higher than the highest supported.", version);
return false;
}
@@ -524,10 +601,10 @@ static bool load_map(const char *name, Map *result) {
return false;
}
result->tiles = (Uint16*)malloc(result->size.x * result->size.y * sizeof(Uint16));
result->tiles = (Uint16 *)SDL_malloc(result->size.x * result->size.y * sizeof(Uint16));
for (int i = 0; i < result->size.x * result->size.y; i++) {
if (result->version == 2) {
if (version >= 2) {
Uint16 serialization_id = 0;
if (!SDL_ReadU16LE(file, &serialization_id)) {
free(result->tiles);
@@ -551,11 +628,58 @@ static bool load_map(const char *name, Map *result) {
}
}
if (version >= 3) {
if (!SDL_ReadU32LE(file, &result->num_placeables)) {
log_error("Failed to read num_placeables from map file.");
free(result->tiles);
return false;
}
result->placeables = (Placeable *)SDL_malloc(result->num_placeables * sizeof(Placeable));
for (int i = 0; i < result->num_placeables; i++) {
Uint16 serialization_id = 0;
if (!SDL_ReadU16LE(file, &serialization_id)) {
free(result->tiles);
free(result->placeables);
return false;
}
Uint16 info_index = 0;
for (int i = 0; i < SDL_arraysize(placeable_infos); i++) {
if (placeable_infos[i].serialization_id == serialization_id) {
info_index = i;
break;
}
}
result->placeables[i].kind = info_index;
if (!SDL_ReadU32LE(file, &result->placeables[i].pos.x)) {
free(result->tiles);
free(result->placeables);
log_error("Failed to read placeable pos.x from map file.");
return false;
}
if (!SDL_ReadU32LE(file, &result->placeables[i].pos.y)) {
free(result->tiles);
free(result->placeables);
log_error("Failed to read placeable pos.y from map file.");
return false;
}
}
}
char buffer_name[256] = "Map ";
SDL_strlcat(buffer_name, result->name, SDL_arraysize(buffer_name));
result->texture = renderer_texture_create(R_TEXTURE_FORMAT_R16_UINT, R_TEXTURE_USAGE_STORAGE, false, result->size.x, result->size.y, result->tiles, "map_texture");
if (result->num_placeables) {
result->placeables_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, result->num_placeables * sizeof(*result->placeables), result->placeables, "placeables_buffer");
}
SDL_Log("Loaded map file.");
return true;
}
@@ -658,6 +782,20 @@ static bool SelectableTile(const char *label, bool selected, Uint32 tile_index,
return pressed;
}
static bool SelectableImage(const char *label, R_Texture texture, ImVec2 image_size, vec2 uv_min, vec2 uv_max, bool selected) {
const ImGuiContext *context = ImGui::GetCurrentContext();
const ImVec2 padding = context->Style.FramePadding;
bool pressed = ImGui::Selectable(label, selected, 0, ImVec2(image_size.x, image_size.y) + padding * 2.0f);
ImVec2 min = ImGui::GetItemRectMin();
ImVec2 max = ImGui::GetItemRectMax();
context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)ImGui_ImplRenderer_GetTextureID(texture), min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv_min.x, uv_min.y), ImVec2(uv_max.x, uv_min.y), ImVec2(uv_max.x, uv_max.y), ImVec2(uv_min.x, uv_max.y));
return pressed;
}
static ImVec4 linear_to_sRGB(ImVec4 linear) {
float red = linear.x <= 0.0031308f ? 12.92f * linear.x : 1.055f * powf(linear.x, 1.0f / 2.4f) - 0.055;
float green = linear.y <= 0.0031308f ? 12.92f * linear.y : 1.055f * powf(linear.y, 1.0f / 2.4f) - 0.055;
@@ -795,6 +933,74 @@ static bool recreate_tile_textures() {
return true;
}
static bool recreate_placeable_textures() {
smol_atlas_t *placeable_atlas = sma_atlas_create(PLACEABLE_ATLAS_SIZE, PLACEABLE_ATLAS_SIZE);
smol_atlas_item_t **placeable_atlas_items = (smol_atlas_item_t **)SDL_calloc(SDL_arraysize(placeable_infos), sizeof(smol_atlas_item_t *));
defer(sma_atlas_destroy(placeable_atlas));
defer(SDL_free(placeable_atlas_items));
for (Uint32 i = 0; i < SDL_arraysize(placeable_infos); i++) {
char path[256] = ASSETS_PATH;
SDL_strlcat(path, placeable_infos[i].asset_path, SDL_arraysize(path));
int width = 0, height = 0;
if (!stbi_info(path, &width, &height, NULL))
return false;
placeable_atlas_items[i] = sma_item_add(placeable_atlas, width, height);
if (!placeable_atlas_items[i])
return false;
}
placeable_textures_atlas = renderer_texture_create(R_TEXTURE_FORMAT_RGBA8_UNORM_SRGB, R_TEXTURE_USAGE_SAMPLED, false, PLACEABLE_ATLAS_SIZE, PLACEABLE_ATLAS_SIZE, NULL, "placeable_atlas_texture");
if (!placeable_textures_atlas) {
log_error("Failed to create texture.");
return false;
}
placeable_textures_atlas_imgui = renderer_texture_create(R_TEXTURE_FORMAT_RGBA8_UNORM, R_TEXTURE_USAGE_SAMPLED, false, PLACEABLE_ATLAS_SIZE, PLACEABLE_ATLAS_SIZE, NULL, "placeable_atlas_texture imgui");
if (!placeable_textures_atlas_imgui) {
log_error("Failed to create texture.");
return false;
}
for (Uint32 i = 0; i < SDL_arraysize(placeable_infos); i++) {
char path[256] = ASSETS_PATH;
SDL_strlcat(path, placeable_infos[i].asset_path, SDL_arraysize(path));
int width = 0, height = 0;
stbi_uc *data = stbi_load(path, &width, &height, NULL, 4);
if (!data) {
log_error("Failed to load texture (\"%s\"). Exiting.", path);
renderer_texture_destroy(placeable_textures_atlas);
placeable_textures_atlas = NULL;
renderer_texture_destroy(placeable_textures_atlas_imgui);
placeable_textures_atlas_imgui = NULL;
return false;
}
placeable_uvs[i].x = sma_item_x(placeable_atlas_items[i]);
placeable_uvs[i].y = sma_item_y(placeable_atlas_items[i]);
placeable_uvs[i].z = sma_item_x(placeable_atlas_items[i]) + sma_item_width (placeable_atlas_items[i]);
placeable_uvs[i].w = sma_item_y(placeable_atlas_items[i]) + sma_item_height(placeable_atlas_items[i]);
placeable_sizes_and_offsets[i].x = (float)width / 32.0f;
placeable_sizes_and_offsets[i].y = (float)height / 32.0f;
placeable_sizes_and_offsets[i].z = placeable_infos[i].visual_offset.x;
placeable_sizes_and_offsets[i].w = placeable_infos[i].visual_offset.y;
renderer_texture_update(placeable_textures_atlas, sma_item_x(placeable_atlas_items[i]), sma_item_y(placeable_atlas_items[i]), sma_item_width(placeable_atlas_items[i]), sma_item_height(placeable_atlas_items[i]), data, sma_item_width(placeable_atlas_items[i]) * 4);
renderer_texture_update(placeable_textures_atlas_imgui, sma_item_x(placeable_atlas_items[i]), sma_item_y(placeable_atlas_items[i]), sma_item_width(placeable_atlas_items[i]), sma_item_height(placeable_atlas_items[i]), data, sma_item_width(placeable_atlas_items[i]) * 4);
stbi_image_free(data);
}
placeable_uvs_buffer = renderer_buffer_create(R_BUFFER_USAGE_STORAGE, sizeof(placeable_uvs), placeable_uvs, "placeable_uvs_buffer");
placeable_sizes_and_offsets_buffer = renderer_buffer_create(R_BUFFER_USAGE_STORAGE, sizeof(placeable_sizes_and_offsets), placeable_sizes_and_offsets, "placeable_sizes_and_offsets_buffer");
return true;
}
static int real_mod(int a, int b) {
int result = a % b;
return result >= 0 ? result : result + b;
@@ -814,10 +1020,10 @@ static bool imgui_time_picker(const char *label, int time[3]) {
}
static Uint32 get_corner_info(Sint32 tile_pos_x, Sint32 tile_pos_y) {
if (tile_pos_x < 0 || tile_pos_x >= current_map.size.x || tile_pos_y < 0 || tile_pos_y >= current_map.size.y)
if (tile_pos_x < 0 || tile_pos_x >= current_map->size.x || tile_pos_y < 0 || tile_pos_y >= current_map->size.y)
return 0;
return tile_infos[current_map.tiles[tile_pos_y * current_map.size.x + tile_pos_x]].corner_info;
return tile_infos[current_map->tiles[tile_pos_y * current_map->size.x + tile_pos_x]].corner_info;
}
static Uint32 find_matching_tile(Uint32 corner_info) {
@@ -844,19 +1050,19 @@ static void change_map_tile(Sint32 pos_x, Sint32 pos_y, TileKind kind) {
corner_infos[i] = corner_infos[i] ^ ((corner_infos[i] ^ ((kind << 24) | (kind << 16) | (kind << 8) | kind)) & replace_mask);
}
if (0 <= pos_x + 0 && pos_x + 0 < current_map.size.x && 0 <= pos_y + 1 && pos_y + 1 < current_map.size.y)
current_map.tiles[(pos_y + 1) * current_map.size.x + pos_x + 0] = find_matching_tile(corner_infos[0]);
if (0 <= pos_x + 0 && pos_x + 0 < current_map->size.x && 0 <= pos_y + 1 && pos_y + 1 < current_map->size.y)
current_map->tiles[(pos_y + 1) * current_map->size.x + pos_x + 0] = find_matching_tile(corner_infos[0]);
if (0 <= pos_x + 1 && pos_x + 1 < current_map.size.x && 0 <= pos_y + 1 && pos_y + 1 < current_map.size.y)
current_map.tiles[(pos_y + 1) * current_map.size.x + pos_x + 1] = find_matching_tile(corner_infos[1]);
if (0 <= pos_x + 1 && pos_x + 1 < current_map->size.x && 0 <= pos_y + 1 && pos_y + 1 < current_map->size.y)
current_map->tiles[(pos_y + 1) * current_map->size.x + pos_x + 1] = find_matching_tile(corner_infos[1]);
if (0 <= pos_x + 1 && pos_x + 1 < current_map.size.x && 0 <= pos_y + 0 && pos_y + 0 < current_map.size.y)
current_map.tiles[(pos_y + 0) * current_map.size.x + pos_x + 1] = find_matching_tile(corner_infos[2]);
if (0 <= pos_x + 1 && pos_x + 1 < current_map->size.x && 0 <= pos_y + 0 && pos_y + 0 < current_map->size.y)
current_map->tiles[(pos_y + 0) * current_map->size.x + pos_x + 1] = find_matching_tile(corner_infos[2]);
if (0 <= pos_x + 0 && pos_x + 0 < current_map.size.x && 0 <= pos_y + 0 && pos_y + 0 < current_map.size.y)
current_map.tiles[(pos_y + 0) * current_map.size.x + pos_x + 0] = find_matching_tile(corner_infos[3]);
if (0 <= pos_x + 0 && pos_x + 0 < current_map->size.x && 0 <= pos_y + 0 && pos_y + 0 < current_map->size.y)
current_map->tiles[(pos_y + 0) * current_map->size.x + pos_x + 0] = find_matching_tile(corner_infos[3]);
renderer_texture_update(current_map.texture, 0, 0, current_map.size.x, current_map.size.y, current_map.tiles, current_map.size.x * sizeof(Uint16));
renderer_texture_update(current_map->texture, 0, 0, current_map->size.x, current_map->size.y, current_map->tiles, current_map->size.x * sizeof(Uint16));
}
static void SameLineOrWrap(const ImVec2& size) {
@@ -873,6 +1079,13 @@ static i32vec2 grid_tile_pos_from_floor_intersection(vec2 floor_intersection) {
};
}
static i32vec2 grid_entity_pos_from_floor_intersection(vec2 floor_intersection) {
return {
(Sint32)SDL_floorf(floor_intersection.x + 0.5f),
(Sint32)SDL_floorf(floor_intersection.y + 0.5f),
};
}
static bool init_resources() {
view_projection_matrix_buffer = renderer_buffer_create(R_BUFFER_USAGE_UNIFORM, sizeof(mat4x4), NULL, "view_projection_matrix_buffer");
if (!view_projection_matrix_buffer) {
@@ -892,18 +1105,6 @@ static bool init_resources() {
return false;
}
vertex_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, sizeof(vertices), vertices, "vertex_buffer");
if (!vertex_buffer) {
log_error("Failed to create buffer.");
return false;
}
index_buffer = renderer_buffer_create(R_BUFFER_USAGE_INDEX, sizeof(indices), indices, "index_buffer");
if (!index_buffer) {
log_error("Failed to create buffer.");
return false;
}
player_instance_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, sizeof(player_instance), &player_instance, "player_instance_buffer");
if (!player_instance_buffer) {
log_error("Failed to create buffer.");
@@ -927,6 +1128,11 @@ static bool init_resources() {
return false;
}
if (!recreate_placeable_textures()) {
log_error("Failed to create placeable textures.");
return false;
}
return true;
}
@@ -984,7 +1190,8 @@ static void process_event_editor(SDL_Event event) {
return;
vec2 floor_intersection = get_floor_intersection_of_mouse(vec2(event.button.x, event.button.y));
i32vec2 tile_pos = grid_tile_pos_from_floor_intersection(floor_intersection);
i32vec2 tile_pos = grid_tile_pos_from_floor_intersection(floor_intersection);
i32vec2 entity_pos = grid_entity_pos_from_floor_intersection(floor_intersection);
drag_start_pos = floor_intersection;
@@ -993,45 +1200,87 @@ static void process_event_editor(SDL_Event event) {
}
if (event.button.button == SDL_BUTTON_LEFT) {
if (selected_placeable != -1 && 0 <= tile_pos.x && tile_pos.x < current_map->size.x -1 && 0 <= tile_pos.y && tile_pos.y < current_map->size.y - 1) {
Sint32 found_placeable = -1;
for (Sint32 i = 0; i < current_map->num_placeables; i++) {
if ((current_map->placeables[i].pos.x == entity_pos.x) && (current_map->placeables[i].pos.y == entity_pos.y)) {
found_placeable = i;
break;
}
}
if (found_placeable != -1) {
Placeable tmp = current_map->placeables[found_placeable];
SDL_memmove(&current_map->placeables[found_placeable], &current_map->placeables[found_placeable + 1], (current_map->num_placeables - (found_placeable + 1)) * sizeof(*current_map->placeables));
current_map->placeables[current_map->num_placeables - 1] = tmp;
} else {
current_map->placeables = (Placeable *)SDL_realloc(current_map->placeables, (current_map->num_placeables + 1) * sizeof(*current_map->placeables));
current_map->placeables[current_map->num_placeables] = {
.pos = entity_pos,
.kind = (Uint32)selected_placeable,
};
current_map->num_placeables++;
}
std::stable_sort(&current_map->placeables[0], &current_map->placeables[current_map->num_placeables], [](const Placeable &a, const Placeable &b){ return a.pos.y > b.pos.y; });
if (current_map->placeables_buffer) renderer_buffer_destroy(current_map->placeables_buffer);
current_map->placeables_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, current_map->num_placeables * sizeof(*current_map->placeables), current_map->placeables, "placeables_buffer");
}
if (show_placeable_editor && selected_placeable == -1) {
for (Sint32 i = 0; i < current_map->num_placeables; i++) {
if ((current_map->placeables[i].pos.x == entity_pos.x) && (current_map->placeables[i].pos.y == entity_pos.y)) {
SDL_memmove(&current_map->placeables[i], &current_map->placeables[i + 1], (current_map->num_placeables - (i + 1)) * sizeof(*current_map->placeables));
current_map->num_placeables--;
break;
}
}
if (current_map->placeables_buffer) renderer_buffer_destroy(current_map->placeables_buffer);
if (current_map->num_placeables) current_map->placeables_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, current_map->num_placeables * sizeof(*current_map->placeables), current_map->placeables, "placeables_buffer");
}
if (selected_tile_kind != -1) {
change_map_tile(tile_pos.x, tile_pos.y, (TileKind)selected_tile_kind);
if (-1 <= tile_pos.x && tile_pos.x < current_map.size.x && -1 <= tile_pos.y && tile_pos.y < current_map.size.y) {
if (-1 <= tile_pos.x && tile_pos.x < current_map->size.x && -1 <= tile_pos.y && tile_pos.y < current_map->size.y) {
dragging_tile_change = true;
}
}
if (0 <= tile_pos.x && tile_pos.x < current_map.size.x && 0 <= tile_pos.y && tile_pos.y < current_map.size.y) {
if (0 <= tile_pos.x && tile_pos.x < current_map->size.x && 0 <= tile_pos.y && tile_pos.y < current_map->size.y) {
dragging_tile_change = true;
}
SDL_Keymod modifiers = SDL_GetModState();
if (modifiers & SDL_KMOD_SHIFT && tile_pos.x <= -1) {
if(modifiers & SDL_KMOD_CTRL)
change_map_size(&current_map, 'W', -1);
change_map_size(current_map, 'W', -1);
else
change_map_size(&current_map, 'W', 1);
change_map_size(current_map, 'W', 1);
}
if (modifiers & SDL_KMOD_SHIFT && tile_pos.x == current_map.size.x) {
if (modifiers & SDL_KMOD_SHIFT && tile_pos.x == current_map->size.x) {
if (modifiers & SDL_KMOD_CTRL)
change_map_size(&current_map, 'E', -1);
change_map_size(current_map, 'E', -1);
else
change_map_size(&current_map, 'E', 1);
change_map_size(current_map, 'E', 1);
}
if (modifiers & SDL_KMOD_SHIFT && tile_pos.y <= -1) {
if (modifiers & SDL_KMOD_CTRL)
change_map_size(&current_map, 'N', -1);
change_map_size(current_map, 'N', -1);
else
change_map_size(&current_map, 'N', 1);
change_map_size(current_map, 'N', 1);
}
if (modifiers & SDL_KMOD_SHIFT && tile_pos.y == current_map.size.y) {
if (modifiers & SDL_KMOD_SHIFT && tile_pos.y == current_map->size.y) {
if (modifiers & SDL_KMOD_CTRL)
change_map_size(&current_map, 'S', -1);
change_map_size(current_map, 'S', -1);
else
change_map_size(&current_map, 'S', 1);
change_map_size(current_map, 'S', 1);
}
}
} break;
@@ -1049,8 +1298,8 @@ static void process_event_editor(SDL_Event event) {
vec2 floor_intersection = get_floor_intersection_of_mouse(vec2(event.button.x, event.button.y));
i32vec2 tile_pos = grid_tile_pos_from_floor_intersection(floor_intersection);
Sint32 tile_x = clamp(0, tile_pos.x, current_map.size.x - 1);
Sint32 tile_y = clamp(0, tile_pos.y, current_map.size.y - 1);
Sint32 tile_x = clamp(0, tile_pos.x, current_map->size.x - 1);
Sint32 tile_y = clamp(0, tile_pos.y, current_map->size.y - 1);
i32vec2 drag_start = grid_tile_pos_from_floor_intersection(drag_start_pos);
@@ -1062,11 +1311,11 @@ static void process_event_editor(SDL_Event event) {
for (Sint32 y = start_y; y <= end_y; y++) {
for (Sint32 x = start_x; x <= end_x; x++) {
current_map.tiles[x + current_map.size.x * y] = selected_tile;
current_map->tiles[x + current_map->size.x * y] = selected_tile;
}
}
renderer_texture_update(current_map.texture, 0, 0, current_map.size.x, current_map.size.y, current_map.tiles, current_map.size.x * sizeof(Uint16));
renderer_texture_update(current_map->texture, 0, 0, current_map->size.x, current_map->size.y, current_map->tiles, current_map->size.x * sizeof(Uint16));
}
dragging_tile_change = false;
@@ -1101,11 +1350,13 @@ static void update_state_editor() {
ImGui::NewFrame();
const ImGuiViewport *viewport = ImGui::GetMainViewport();
ImGuiStyle &style = ImGui::GetStyle();
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
if (ImGui::MenuItem("Reload")) {
recreate_tile_textures();
recreate_placeable_textures();
}
if (ImGui::MenuItem("Save")) {
@@ -1126,6 +1377,8 @@ static void update_state_editor() {
if (ImGui::BeginMenu("Edit")) {
ImGui::MenuItem("Tile Picker", NULL, &show_tile_picker);
ImGui::MenuItem("Placeables", NULL, &show_placeable_editor);
ImGui::MenuItem("Worlds", NULL, &show_world_editor);
ImGui::EndMenu();
}
@@ -1140,6 +1393,8 @@ static void update_state_editor() {
ImGuiID left_dock = ImGui::DockBuilderSplitNode(main_viewport_dock, ImGuiDir_Left, 0.2f, NULL, NULL);
ImGui::DockBuilderDockWindow("Tile Picker", left_dock);
ImGui::DockBuilderDockWindow("Placeables", left_dock);
ImGui::DockBuilderDockWindow("Worlds", left_dock);
ImGui::DockBuilderFinish(main_viewport_dock);
}
ImGui::DockSpaceOverViewport(main_viewport_dock, ImGui::GetMainViewport(), ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_PassthruCentralNode | ImGuiDockNodeFlags_NoDockingOverCentralNode);
@@ -1258,6 +1513,82 @@ static void update_state_editor() {
selected_tile_kind = -1;
}
if (show_placeable_editor) {
if (ImGui::Begin("Placeables", &show_placeable_editor, ImGuiWindowFlags_NoFocusOnAppearing)) {
if (SelectableImage("##placeable", placeable_textures_atlas_imgui, ImVec2(64, 64), vec2(0, 0), vec2(0, 0), selected_placeable == -1))
selected_placeable = -1;
for (int i = 0; i < SDL_arraysize(placeable_infos); i++) {
ImGui::PushID(i);
vec2 size = placeable_sizes_and_offsets[i].xy() * 32.0f;
if (i != 0)
SameLineOrWrap(ImVec2(size.x, 1));
if (SelectableImage("##placeable", placeable_textures_atlas_imgui, ImVec2(size.x, size.y), placeable_uvs[i].xy() / (float)PLACEABLE_ATLAS_SIZE, placeable_uvs[i].zw() / (float)PLACEABLE_ATLAS_SIZE, selected_placeable == i))
selected_placeable = i;
ImGui::PopID();
}
}
ImGui::End();
} else {
selected_placeable = -1;
}
auto add_world_modal = ImGui::GetID("Add World");
ImGui::SetNextWindowSize(ImVec2(200, 0), ImGuiCond_Appearing);
if (ImGui::BeginPopupModal("Add World")) {
static Map new_map = {};
ImGui::SetNextItemWidth(-1);
ImGui::InputTextWithHint("##Name", "Name", new_map.name, SDL_arraysize(new_map.name));
float button_width = (ImGui::GetContentRegionAvail().x - style.ItemSpacing.x) * 0.5f;
if (ImGui::Button("Cancel", ImVec2(button_width, 0))) ImGui::CloseCurrentPopup();
ImGui::SameLine();
if (ImGui::Button("Add", ImVec2(button_width, 0))) {
new_map.size = vec2(2, 2);
new_map.tiles = (Uint16 *)SDL_calloc(new_map.size.x * new_map.size.y, sizeof(*new_map.tiles));
new_map.texture = renderer_texture_create(R_TEXTURE_FORMAT_R16_UINT, R_TEXTURE_USAGE_STORAGE, false, new_map.size.x, new_map.size.y, new_map.tiles, "map_texture");
size_t current_map_index = current_map - loaded_maps;
loaded_maps = (Map *)SDL_realloc(loaded_maps, (num_loaded_maps + 1) * sizeof(new_map));
loaded_maps[num_loaded_maps++] = new_map;
current_map = &loaded_maps[current_map_index];
save_map(&new_map);
save_worlds_list();
new_map = {};
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
if (show_world_editor) {
if (ImGui::Begin("Worlds", &show_world_editor, ImGuiWindowFlags_NoFocusOnAppearing)) {
if(ImGui::BeginListBox("##Worlds", ImVec2(-1, 0))) {
for (int i = 0; i < num_loaded_maps; i++) {
if (ImGui::Selectable(loaded_maps[i].name, current_map == &loaded_maps[i])) {
current_map = &loaded_maps[i];
}
}
ImGui::EndListBox();
if (ImGui::Button("Add World", ImVec2(-1, 0))) {
ImGui::OpenPopup(add_world_modal);
}
}
}
ImGui::End();
}
ImGui::SetNextWindowPos({ viewport->WorkPos.x + viewport->WorkSize.x - 10.0f, viewport->WorkPos.y + 10.0f }, ImGuiCond_Always, { 1.0f, 0.0f });
if (ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) {
ImGui::Checkbox("Grid", &show_grid);
@@ -1297,9 +1628,9 @@ static void render_editor() {
vec2 floor_intersection = get_floor_intersection_of_mouse(mouse_pos);
i32vec2 tile_pos = grid_tile_pos_from_floor_intersection(floor_intersection);
per_frame.map_width = current_map.size.x;
per_frame.grid_width = selected_tile != -1 ? current_map.size.x : current_map.size.x + 1;
per_frame.grid_height = selected_tile != -1 ? current_map.size.y : current_map.size.y + 1;
per_frame.map_width = current_map->size.x;
per_frame.grid_width = selected_tile != -1 ? current_map->size.x : current_map->size.x + 1;
per_frame.grid_height = selected_tile != -1 ? current_map->size.y : current_map->size.y + 1;
per_frame.grid_offset = selected_tile != -1 ? vec2(-0.5f, -0.5f) : vec2(-1.0f, -1.0f);
per_frame.mouse = tile_pos;
@@ -1345,8 +1676,8 @@ static void render_editor() {
{
ZoneScopedN("Draw Map");
renderer_frame_set_shader(R_SHADER_WORLD);
renderer_frame_draw(NULL, NULL, NULL, 6, current_map.size.y * current_map.size.x, &(R_Draw_Resources){
.vertex_storage_textures = (R_Texture[]){ current_map.texture },
renderer_frame_draw(NULL, NULL, NULL, 6, current_map->size.y * current_map->size.x, &(R_Draw_Resources){
.vertex_storage_textures = (R_Texture[]){ current_map->texture },
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
.num_vertex_storage_textures = 1,
@@ -1362,6 +1693,26 @@ static void render_editor() {
});
}
if (current_map->num_placeables) {
ZoneScopedN("Draw Placeables");
renderer_frame_set_shader(R_SHADER_PLACEABLE);
renderer_frame_draw(NULL, NULL, current_map->placeables_buffer, 6, current_map->num_placeables, &(R_Draw_Resources){
.vertex_storage_buffers = (R_Buffer[]){ placeable_sizes_and_offsets_buffer },
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
.num_vertex_storage_buffers = 1,
.num_vertex_uniform_buffers = 2,
.fragment_sampled_textures = (R_Texture[]){ placeable_textures_atlas },
.fragment_storage_buffers = (R_Buffer[]){ placeable_uvs_buffer },
.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
.num_fragment_sampled_textures = 1,
.num_fragment_storage_buffers = 1,
.num_fragment_uniform_buffers = 1,
});
}
if (show_grid) {
ZoneScopedN("Draw Grid");
@@ -1460,10 +1811,10 @@ static void update_state_game() {
bool is_movement_key_pressed = keyboard_state[SDL_SCANCODE_W] || keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_S] || keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_UP] || keyboard_state[SDL_SCANCODE_LEFT] || keyboard_state[SDL_SCANCODE_DOWN] || keyboard_state[SDL_SCANCODE_RIGHT];
if (!player.is_moving && (queued_movement || is_movement_key_pressed)) {
switch (queued_movement_direction) {
case DIR_UP: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2( 0, 1), current_map.size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_LEFT: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2(-1, 0), current_map.size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_DOWN: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2( 0, -1), current_map.size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_RIGHT: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2( 1, 0), current_map.size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_UP: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2( 0, 1), current_map->size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_LEFT: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2(-1, 0), current_map->size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_DOWN: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2( 0, -1), current_map->size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
case DIR_RIGHT: { player.direction = queued_movement_direction; player.target_position = clamp(ivec2(0, 0), player.position + ivec2( 1, 0), current_map->size - ivec2(2, 2)); if (player.target_position != player.position) player.is_moving = true; } break;
}
}
queued_movement = false;
@@ -1508,7 +1859,7 @@ static void render_game() {
mat4x4 view_projection_matrix = view_matrix * projection_matrix;
renderer_buffer_update(view_projection_matrix_buffer, 0, sizeof(view_projection_matrix), &view_projection_matrix);
per_frame.map_width = current_map.size.x;
per_frame.map_width = current_map->size.x;
renderer_buffer_update(per_frame_buffer, 0, sizeof(per_frame), &per_frame);
}
@@ -1544,8 +1895,8 @@ static void render_game() {
{
ZoneScopedN("Draw Map");
renderer_frame_set_shader(R_SHADER_WORLD);
renderer_frame_draw(NULL, NULL, NULL, 6, current_map.size.y * current_map.size.x, &(R_Draw_Resources){
.vertex_storage_textures = (R_Texture[]){ current_map.texture },
renderer_frame_draw(NULL, NULL, NULL, 6, current_map->size.y * current_map->size.x, &(R_Draw_Resources){
.vertex_storage_textures = (R_Texture[]){ current_map->texture },
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
.num_vertex_storage_textures = 1,
@@ -1561,10 +1912,30 @@ static void render_game() {
});
}
if (current_map->num_placeables) {
ZoneScopedN("Draw Placeables");
renderer_frame_set_shader(R_SHADER_PLACEABLE);
renderer_frame_draw(NULL, NULL, current_map->placeables_buffer, 6, current_map->num_placeables, &(R_Draw_Resources){
.vertex_storage_buffers = (R_Buffer[]){ placeable_sizes_and_offsets_buffer },
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
.num_vertex_storage_buffers = 1,
.num_vertex_uniform_buffers = 2,
.fragment_sampled_textures = (R_Texture[]){ placeable_textures_atlas },
.fragment_storage_buffers = (R_Buffer[]){ placeable_uvs_buffer },
.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
.num_fragment_sampled_textures = 1,
.num_fragment_storage_buffers = 1,
.num_fragment_uniform_buffers = 1,
});
}
{
ZoneScopedN("Draw Player");
renderer_frame_set_shader(R_SHADER_CHARACTER_SHADOW);
renderer_frame_draw(vertex_buffer, index_buffer, player_instance_buffer, 6, 1, &(R_Draw_Resources){
renderer_frame_draw(NULL, NULL, player_instance_buffer, 6, 1, &(R_Draw_Resources){
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer },
.num_vertex_uniform_buffers = 1,
@@ -1577,7 +1948,7 @@ static void render_game() {
});
renderer_frame_set_shader(R_SHADER_CHARACTER);
renderer_frame_draw(vertex_buffer, index_buffer, player_instance_buffer, 6, 1, &(R_Draw_Resources){
renderer_frame_draw(NULL, NULL, player_instance_buffer, 6, 1, &(R_Draw_Resources){
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer },
.num_vertex_uniform_buffers = 1,
@@ -1779,10 +2150,15 @@ int main(int argc, char **argv) {
return 1;
}
if (!load_map("map.sv", &current_map)) {
log_error("Failed to load initial map. Exiting.");
return 1;
loaded_maps = (Map *)SDL_calloc(SDL_arraysize(world_names), sizeof(*loaded_maps));
for (int i = 0; i < SDL_arraysize(world_names); i++) {
if (!load_map(world_names[i], &loaded_maps[i])) {
log_error("Failed to load map '%s'. Exiting.", world_names[i]);
return 1;
}
}
num_loaded_maps = SDL_arraysize(world_names);
current_map = &loaded_maps[0];
mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (!mixer) {
+1
View File
@@ -11,6 +11,7 @@ typedef enum : Uint32 {
R_SHADER_CHARACTER,
R_SHADER_CHARACTER_SHADOW,
R_SHADER_WORLD,
R_SHADER_PLACEABLE,
R_SHADER_GRID,
R_SHADER_COUNT,
} R_Shader;
+139 -54
View File
@@ -343,8 +343,8 @@ void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer
for (int i = 0; i < resources->num_fragment_storage_buffers; i++) SDL_BindGPUFragmentStorageBuffers(render_pass, i, &resources->fragment_storage_buffers[i]->buffer, 1);
for (int i = 0; i < resources->num_fragment_uniform_buffers; i++) SDL_PushGPUFragmentUniformData(render_command_buffer, i, resources->fragment_uniform_buffers[i]->cpu_uniform_data, resources->fragment_uniform_buffers[i]->num_bytes);
if (vertex_buffer) SDL_BindGPUVertexBuffers(render_pass, 0, &(SDL_GPUBufferBinding){ .buffer = vertex_buffer->buffer, .offset = 0 }, 1);
if (instance_buffer) SDL_BindGPUVertexBuffers(render_pass, 1, &(SDL_GPUBufferBinding){ .buffer = instance_buffer->buffer, .offset = 0 }, 1);
if (vertex_buffer) SDL_BindGPUVertexBuffers(render_pass, 0, &(SDL_GPUBufferBinding){ .buffer = vertex_buffer->buffer, .offset = 0 }, 1);
if (instance_buffer) SDL_BindGPUVertexBuffers(render_pass, vertex_buffer ? 1 : 0, &(SDL_GPUBufferBinding){ .buffer = instance_buffer->buffer, .offset = 0 }, 1);
if (index_buffer) {
SDL_BindGPUIndexBuffer(render_pass, &(SDL_GPUBufferBinding){ .buffer = index_buffer->buffer, .offset = 0 }, SDL_GPU_INDEXELEMENTSIZE_16BIT);
@@ -444,7 +444,7 @@ bool renderer_init(SDL_Window *window_) {
});
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER basic");
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER character");
shaders[R_SHADER_CHARACTER] = SDL_CreateGPUGraphicsPipeline(device, &(SDL_GPUGraphicsPipelineCreateInfo){
.vertex_shader = vertex_shader,
@@ -454,48 +454,29 @@ bool renderer_init(SDL_Window *window_) {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
},
{
.slot = 1,
.pitch = 12,
.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE,
.instance_step_rate = 0,
},
},
.num_vertex_buffers = 2,
.num_vertex_buffers = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]){
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = 0,
},
{
.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 12,
},
{
.location = 2,
.buffer_slot = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 0,
},
{
.location = 3,
.buffer_slot = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT,
.offset = 8,
},
},
.num_vertex_attributes = 4,
.num_vertex_attributes = 2,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
@@ -601,7 +582,7 @@ bool renderer_init(SDL_Window *window_) {
});
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER basic");
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER character_shadow");
shaders[R_SHADER_CHARACTER_SHADOW] = SDL_CreateGPUGraphicsPipeline(device, &(SDL_GPUGraphicsPipelineCreateInfo){
.vertex_shader = vertex_shader,
@@ -611,48 +592,29 @@ bool renderer_init(SDL_Window *window_) {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
},
{
.slot = 1,
.pitch = 12,
.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE,
.instance_step_rate = 0,
},
},
.num_vertex_buffers = 2,
.num_vertex_buffers = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]){
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = 0,
},
{
.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 12,
},
{
.location = 2,
.buffer_slot = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 0,
},
{
.location = 3,
.buffer_slot = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT,
.offset = 8,
},
},
.num_vertex_attributes = 4,
.num_vertex_attributes = 2,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
@@ -764,12 +726,129 @@ bool renderer_init(SDL_Window *window_) {
.vertex_shader = vertex_shader,
.fragment_shader = fragment_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]) {},
.num_vertex_buffers = 0,
.vertex_attributes = (SDL_GPUVertexAttribute[]) {},
.num_vertex_attributes = 0,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_BACK,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
.depth_bias_constant_factor = 0.0f,
.depth_bias_clamp = 0.0f,
.depth_bias_slope_factor = 0.0f,
.enable_depth_bias = false,
.enable_depth_clip = false,
},
.multisample_state = {
.sample_count = SDL_GPU_SAMPLECOUNT_8,
.sample_mask = 0,
.enable_mask = 0,
.enable_alpha_to_coverage = false,
},
.depth_stencil_state = {
.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
.back_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.front_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.compare_mask = 0,
.write_mask = 0,
.enable_depth_test = false,
.enable_depth_write = false,
.enable_stencil_test = false,
},
.target_info = {
.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
{
.format = texture_formats[surface.format],
.blend_state = {
.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.color_blend_op = SDL_GPU_BLENDOP_ADD,
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
.color_write_mask = 0,
.enable_blend = true,
.enable_color_write_mask = false,
},
}
},
.num_color_targets = 1,
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_INVALID,
.has_depth_stencil_target = false,
},
});
SDL_DestroyProperties(properties);
SDL_ReleaseGPUShader(device, vertex_shader);
SDL_ReleaseGPUShader(device, fragment_shader);
}
{ // Placeable
const Uint8 shader_source[] = {
#embed "shaders/spirv/placeable.spv"
};
SDL_GPUShader *vertex_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_vertex",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_VERTEX,
.num_samplers = 0,
.num_storage_textures = 0,
.num_storage_buffers = 1,
.num_uniform_buffers = 2,
});
SDL_GPUShader *fragment_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_fragment",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = 1,
.num_storage_textures = 0,
.num_storage_buffers = 1,
.num_uniform_buffers = 1,
});
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER placeable");
shaders[R_SHADER_PLACEABLE] = SDL_CreateGPUGraphicsPipeline(device, &(SDL_GPUGraphicsPipelineCreateInfo){
.vertex_shader = vertex_shader,
.fragment_shader = fragment_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.pitch = 12,
.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE,
.instance_step_rate = 0,
},
@@ -780,11 +859,17 @@ bool renderer_init(SDL_Window *window_) {
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT2,
.offset = 0,
},
{
.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT,
.offset = 8,
},
},
.num_vertex_attributes = 1,
.num_vertex_attributes = 2,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
+116 -44
View File
@@ -475,8 +475,8 @@ void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 3, NULL, 0, NULL);
}
if (vertex_buffer) wgpuRenderPassEncoderSetVertexBuffer(pass_encoder, 0, vertex_buffer->buffer, 0, WGPU_WHOLE_SIZE);
if (instance_buffer) wgpuRenderPassEncoderSetVertexBuffer(pass_encoder, 1, instance_buffer->buffer, 0, WGPU_WHOLE_SIZE);
if (vertex_buffer) wgpuRenderPassEncoderSetVertexBuffer(pass_encoder, 0, vertex_buffer->buffer, 0, WGPU_WHOLE_SIZE);
if (instance_buffer) wgpuRenderPassEncoderSetVertexBuffer(pass_encoder, vertex_buffer ? 1 : 0, instance_buffer->buffer, 0, WGPU_WHOLE_SIZE);
if (index_buffer) {
wgpuRenderPassEncoderSetIndexBuffer(pass_encoder, index_buffer->buffer, WGPUIndexFormat_Uint16, 0, WGPU_WHOLE_SIZE);
@@ -683,14 +683,14 @@ bool renderer_init(SDL_Window *window_) {
.chain = { .next = NULL, .sType = WGPUSType_ShaderSourceWGSL },
.code = { .data = shader_source, .length = SDL_arraysize(shader_source) },
},
.label = { .data = "basic shader", .length = WGPU_STRLEN }
.label = { .data = "character shader", .length = WGPU_STRLEN }
});
shaders[R_SHADER_CHARACTER] = wgpuDeviceCreateRenderPipeline(device, &(WGPURenderPipelineDescriptor){
.label = { .data = "basic render_pipeline", .length = WGPU_STRLEN },
.label = { .data = "character render_pipeline", .length = WGPU_STRLEN },
.layout = wgpuDeviceCreatePipelineLayout(device, &(WGPUPipelineLayoutDescriptor){
.label = { .data = "basic pipeline_layout", .length = WGPU_STRLEN },
.label = { .data = "character pipeline_layout", .length = WGPU_STRLEN },
.bindGroupLayoutCount = 4,
.bindGroupLayouts = (WGPUBindGroupLayout[]){
wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
@@ -726,25 +726,8 @@ bool renderer_init(SDL_Window *window_) {
.entryPoint = { .data = "main_vertex", .length = WGPU_STRLEN },
.constantCount = 0,
.constants = NULL,
.bufferCount = 2,
.bufferCount = 1,
.buffers = (WGPUVertexBufferLayout[]){
{
.stepMode = WGPUVertexStepMode_Vertex,
.arrayStride = 20,
.attributeCount = 2,
.attributes = (WGPUVertexAttribute[]){
{
.format = WGPUVertexFormat_Float32x3,
.offset = 0,
.shaderLocation = 0,
},
{
.format = WGPUVertexFormat_Float32x2,
.offset = 12,
.shaderLocation = 1,
},
},
},
{
.stepMode = WGPUVertexStepMode_Instance,
.arrayStride = 12,
@@ -804,14 +787,14 @@ bool renderer_init(SDL_Window *window_) {
.chain = { .next = NULL, .sType = WGPUSType_ShaderSourceWGSL },
.code = { .data = shader_source, .length = SDL_arraysize(shader_source) },
},
.label = { .data = "basic shader", .length = WGPU_STRLEN }
.label = { .data = "character_shadow shader", .length = WGPU_STRLEN }
});
shaders[R_SHADER_CHARACTER_SHADOW] = wgpuDeviceCreateRenderPipeline(device, &(WGPURenderPipelineDescriptor){
.label = { .data = "basic render_pipeline", .length = WGPU_STRLEN },
.label = { .data = "character_shadow render_pipeline", .length = WGPU_STRLEN },
.layout = wgpuDeviceCreatePipelineLayout(device, &(WGPUPipelineLayoutDescriptor){
.label = { .data = "basic pipeline_layout", .length = WGPU_STRLEN },
.label = { .data = "character_shadow pipeline_layout", .length = WGPU_STRLEN },
.bindGroupLayoutCount = 4,
.bindGroupLayouts = (WGPUBindGroupLayout[]){
wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
@@ -847,25 +830,8 @@ bool renderer_init(SDL_Window *window_) {
.entryPoint = { .data = "main_vertex", .length = WGPU_STRLEN },
.constantCount = 0,
.constants = NULL,
.bufferCount = 2,
.bufferCount = 1,
.buffers = (WGPUVertexBufferLayout[]){
{
.stepMode = WGPUVertexStepMode_Vertex,
.arrayStride = 20,
.attributeCount = 2,
.attributes = (WGPUVertexAttribute[]){
{
.format = WGPUVertexFormat_Float32x3,
.offset = 0,
.shaderLocation = 0,
},
{
.format = WGPUVertexFormat_Float32x2,
.offset = 12,
.shaderLocation = 1,
},
},
},
{
.stepMode = WGPUVertexStepMode_Instance,
.arrayStride = 12,
@@ -1005,6 +971,112 @@ bool renderer_init(SDL_Window *window_) {
wgpuShaderModuleRelease(shader);
}
{ // Placeable
const char shader_source[] = {
#embed "shaders/wgsl/placeable.wgsl"
};
WGPUShaderModule shader = wgpuDeviceCreateShaderModule(device, &(WGPUShaderModuleDescriptor){
.nextInChain = (WGPUChainedStruct *)&(WGPUShaderSourceWGSL){
.chain = { .next = NULL, .sType = WGPUSType_ShaderSourceWGSL },
.code = { .data = shader_source, .length = SDL_arraysize(shader_source) },
},
.label = { .data = "placeable shader", .length = WGPU_STRLEN }
});
shaders[R_SHADER_PLACEABLE] = wgpuDeviceCreateRenderPipeline(device, &(WGPURenderPipelineDescriptor){
.label = { .data = "placeable render_pipeline", .length = WGPU_STRLEN },
.layout = wgpuDeviceCreatePipelineLayout(device, &(WGPUPipelineLayoutDescriptor){
.label = { .data = "placeable pipeline_layout", .length = WGPU_STRLEN },
.bindGroupLayoutCount = 4,
.bindGroupLayouts = (WGPUBindGroupLayout[]){
wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
.entryCount = 1,
.entries = (WGPUBindGroupLayoutEntry[]){
{ .binding = 0, .visibility = WGPUShaderStage_Vertex, .buffer = { .type = WGPUBufferBindingType_ReadOnlyStorage } },
},
}),
wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
.entryCount = 2,
.entries = (WGPUBindGroupLayoutEntry[]){
{ .binding = 0, .visibility = WGPUShaderStage_Vertex, .buffer = { .type = WGPUBufferBindingType_Uniform } },
{ .binding = 1, .visibility = WGPUShaderStage_Vertex, .buffer = { .type = WGPUBufferBindingType_Uniform } },
},
}),
wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
.entryCount = 3,
.entries = (WGPUBindGroupLayoutEntry[]){
{ .binding = 0, .visibility = WGPUShaderStage_Fragment, .texture = { .sampleType = WGPUTextureSampleType_Float, .viewDimension = WGPUTextureViewDimension_2D } },
{ .binding = 1, .visibility = WGPUShaderStage_Fragment, .sampler = { .type = WGPUSamplerBindingType_Filtering } },
{ .binding = 2, .visibility = WGPUShaderStage_Fragment, .buffer = { .type = WGPUBufferBindingType_ReadOnlyStorage } },
},
}),
wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
.entryCount = 1,
.entries = (WGPUBindGroupLayoutEntry[]){
{ .binding = 0, .visibility = WGPUShaderStage_Fragment, .buffer = { .type = WGPUBufferBindingType_Uniform } },
},
}),
},
}),
.vertex = {
.module = shader,
.entryPoint = { .data = "main_vertex", .length = WGPU_STRLEN },
.constantCount = 0,
.constants = NULL,
.bufferCount = 1,
.buffers = (WGPUVertexBufferLayout[]){
{
.stepMode = WGPUVertexStepMode_Instance,
.arrayStride = 12,
.attributeCount = 2,
.attributes = (WGPUVertexAttribute[]){
{
.format = WGPUVertexFormat_Uint32x2,
.offset = 0,
.shaderLocation = 0,
},
{
.format = WGPUVertexFormat_Uint32,
.offset = 8,
.shaderLocation = 1,
},
},
},
},
},
.primitive = {
.topology = WGPUPrimitiveTopology_TriangleList,
.stripIndexFormat = WGPUIndexFormat_Undefined,
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_Back,
.unclippedDepth = false,
},
.depthStencil = NULL,
.multisample = {
.count = 4,
.mask = ~0u,
.alphaToCoverageEnabled = false,
},
.fragment = &(WGPUFragmentState){
.module = shader,
.entryPoint = { .data = "main_fragment", .length = WGPU_STRLEN },
.constantCount = 0,
.constants = NULL,
.targetCount = 1,
.targets = &color_target_state,
},
});
wgpuShaderModuleRelease(shader);
}
{ // Grid
const char shader_source[] = {
#embed "shaders/wgsl/grid.wgsl"
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+15 -5
View File
@@ -5,9 +5,6 @@
struct VertexShaderInput {
uint32_t vertex_index : SV_VulkanVertexID;
[vk::location(0)] float3 pos;
[vk::location(1)] float2 uv;
// Per Instance
[vk::location(2)] float2 world_pos;
[vk::location(3)] uint sprite_selection;
@@ -27,12 +24,25 @@ struct FragmentShaderOutput {
VertexShaderOutput main_vertex(VertexShaderInput input) {
var output: VertexShaderOutput;
output.pos = mul(float4(input.world_pos + input.pos.xy, 0, 1), view_projection_matrix);
var vertex_pos = float2(0, 0);
var vertex_uv = float2(0, 0);
switch (input.vertex_index) {
case 0: { vertex_pos = float2(-0.5, 0.5); vertex_uv = float2(0, 0); } break;
case 1: { vertex_pos = float2(-0.5, -0.5); vertex_uv = float2(0, 1); } break;
case 2: { vertex_pos = float2( 0.5, -0.5); vertex_uv = float2(1, 1); } break;
case 3: { vertex_pos = float2(-0.5, 0.5); vertex_uv = float2(0, 0); } break;
case 4: { vertex_pos = float2( 0.5, -0.5); vertex_uv = float2(1, 1); } break;
case 5: { vertex_pos = float2( 0.5, 0.5); vertex_uv = float2(1, 0); } break;
default: {}
}
output.pos = mul(float4(input.world_pos + vertex_pos + float2(0, 0.35), 0, 1), view_projection_matrix);
uint sprite_x = bitfieldExtract(input.sprite_selection, 16, 16);
uint sprite_y = bitfieldExtract(input.sprite_selection, 0, 16);
output.uv = (float2(sprite_x, sprite_y) + input.uv) * (1.0 / 4.0);
output.uv = (float2(sprite_x, sprite_y) + vertex_uv) * (1.0 / 4.0);
return output;
}
+16 -6
View File
@@ -5,9 +5,6 @@
struct VertexShaderInput {
uint32_t vertex_index : SV_VulkanVertexID;
[vk::location(0)] float3 pos;
[vk::location(1)] float2 uv;
// Per Instance
[vk::location(2)] float2 world_pos;
};
@@ -26,10 +23,23 @@ struct FragmentShaderOutput {
VertexShaderOutput main_vertex(VertexShaderInput input) {
var output: VertexShaderOutput;
input.pos.xy *= 0.5;
var vertex_pos = float2(0, 0);
var vertex_uv = float2(0, 0);
output.pos = mul(float4(input.world_pos + input.pos.xy + float2(0, -0.35), 0, 1), view_projection_matrix);
output.uv = input.uv;
switch (input.vertex_index) {
case 0: { vertex_pos = float2(-0.5, 0.5); vertex_uv = float2(0, 0); } break;
case 1: { vertex_pos = float2(-0.5, -0.5); vertex_uv = float2(0, 1); } break;
case 2: { vertex_pos = float2( 0.5, -0.5); vertex_uv = float2(1, 1); } break;
case 3: { vertex_pos = float2(-0.5, 0.5); vertex_uv = float2(0, 0); } break;
case 4: { vertex_pos = float2( 0.5, -0.5); vertex_uv = float2(1, 1); } break;
case 5: { vertex_pos = float2( 0.5, 0.5); vertex_uv = float2(1, 0); } break;
default: {}
}
vertex_pos *= 0.5;
output.pos = mul(float4(input.world_pos + vertex_pos, 0, 1), view_projection_matrix);
output.uv = vertex_uv;
return output;
}
+86
View File
@@ -0,0 +1,86 @@
#language 2026
#include "shared.slang"
#include "wgsl_workaround.slang"
struct VertexShaderInput {
uint32_t vertex_index : SV_VulkanVertexID;
uint32_t instance_index : SV_VulkanInstanceID;
// Per Instance
[vk::location(0)] uint32_t2 pos;
[vk::location(1)] uint32_t kind;
};
struct VertexShaderOutput {
float4 pos : SV_Position;
float2 uv;
uint32_t kind;
};
struct FragmentShaderOutput {
float4 color : SV_Target;
};
[vk::binding(0, 0)] StructuredBuffer<float4> placeable_sizes_and_offsets;
[shader("vertex")]
VertexShaderOutput main_vertex(VertexShaderInput input) {
var output: VertexShaderOutput;
var vertex_pos = float2(0, 0);
var vertex_uv = float2(0, 0);
switch (input.vertex_index) {
case 0: { vertex_pos = float2(-0.5, 0.5); vertex_uv = float2(0, 0); } break;
case 1: { vertex_pos = float2(-0.5, -0.5); vertex_uv = float2(0, 1); } break;
case 2: { vertex_pos = float2( 0.5, -0.5); vertex_uv = float2(1, 1); } break;
case 3: { vertex_pos = float2(-0.5, 0.5); vertex_uv = float2(0, 0); } break;
case 4: { vertex_pos = float2( 0.5, -0.5); vertex_uv = float2(1, 1); } break;
case 5: { vertex_pos = float2( 0.5, 0.5); vertex_uv = float2(1, 0); } break;
default: {}
}
vertex_pos = vertex_pos * placeable_sizes_and_offsets[input.kind].xy + placeable_sizes_and_offsets[input.kind].zw;
output.pos = mul(float4(input.pos + vertex_pos, 0, 1), view_projection_matrix);
output.uv = vertex_uv;
output.kind = input.kind;
return output;
}
struct Block2 {
CombinedTextureSampler placeable_atlas;
StructuredBuffer<float4> placeable_uvs;
};
struct Block3 {
ConstantBuffer<float3> tint;
};
[vk::binding(0, 2)] ParameterBlock<Block2> block2;
[vk::binding(0, 3)] ParameterBlock<Block3> block3;
[shader("pixel")]
FragmentShaderOutput main_fragment(VertexShaderOutput input) {
var output: FragmentShaderOutput;
output.color = pixel_art_sample(block2.placeable_atlas, input.uv, block2.placeable_uvs[input.kind]);
output.color = float4(output.color.rgb * block3.tint.rgb, output.color.a);
return output;
}
float4 pixel_art_sample(CombinedTextureSampler input_texture, float2 input_uv, float4 tree_uv) {
var dimensions : float2;
input_texture.getTexture().GetDimensions(dimensions.x, dimensions.y);
let texture_uv = lerp(tree_uv.xy, tree_uv.zw, input_uv);
let sample_uv = (floor(texture_uv) + saturate(fract(texture_uv) / fwidth(texture_uv)) - 0.5) / dimensions;
let uv = clamp(sample_uv, (tree_uv.xy + 0.5) / dimensions, (tree_uv.zw - 0.5) / dimensions);
return input_texture.Sample(uv);
}
+14 -8
View File
@@ -26,19 +26,25 @@ struct FragmentShaderOutput {
VertexShaderOutput main_vertex(VertexShaderInput input) {
var output: VertexShaderOutput;
let tile_pos = uint32_t2(input.instance_index % per_frame.map_width, input.instance_index / per_frame.map_width);
output.tile = map_texture.Load(uint32_t3(tile_pos, 0));
var vertex_pos = float2(0, 0);
var vertex_uv = float2(0, 0);
switch (input.vertex_index) {
case 0: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, 0.5), 0, 1), view_projection_matrix); output.uv = float2(0, 0); } break;
case 1: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, -0.5), 0, 1), view_projection_matrix); output.uv = float2(0, 1); } break;
case 2: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, -0.5), 0, 1), view_projection_matrix); output.uv = float2(1, 1); } break;
case 3: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, 0.5), 0, 1), view_projection_matrix); output.uv = float2(0, 0); } break;
case 4: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, -0.5), 0, 1), view_projection_matrix); output.uv = float2(1, 1); } break;
case 5: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, 0.5), 0, 1), view_projection_matrix); output.uv = float2(1, 0); } break;
case 0: { vertex_pos = float2(-1.0, 0.0); vertex_uv = float2(0, 0); } break;
case 1: { vertex_pos = float2(-1.0, -1.0); vertex_uv = float2(0, 1); } break;
case 2: { vertex_pos = float2( 0.0, -1.0); vertex_uv = float2(1, 1); } break;
case 3: { vertex_pos = float2(-1.0, 0.0); vertex_uv = float2(0, 0); } break;
case 4: { vertex_pos = float2( 0.0, -1.0); vertex_uv = float2(1, 1); } break;
case 5: { vertex_pos = float2( 0.0, 0.0); vertex_uv = float2(1, 0); } break;
default: {}
}
let tile_pos = uint32_t2(input.instance_index % per_frame.map_width, input.instance_index / per_frame.map_width);
output.tile = map_texture.Load(uint32_t3(tile_pos, 0));
output.pos = mul(float4(tile_pos + vertex_pos, 0, 1), view_projection_matrix);
output.uv = vertex_uv;
return output;
}
+59 -16
View File
@@ -17,8 +17,6 @@ struct VertexShaderOutput_0
struct vertexInput_0
{
@location(0) pos_1 : vec3<f32>,
@location(1) uv_1 : vec2<f32>,
@location(2) world_pos_0 : vec2<f32>,
@location(3) sprite_selection_0 : u32,
};
@@ -27,8 +25,53 @@ struct vertexInput_0
fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32) -> VertexShaderOutput_0
{
var output_0 : VertexShaderOutput_0;
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S1.world_pos_0 + _S1.pos_1.xy, 0.0f, 1.0f))));
output_0.uv_0 = (vec2<f32>(f32((u32(_S1.sprite_selection_0>>(u32(16)))&((((u32(1)<<u32(16))-u32(1)))))), f32((u32(_S1.sprite_selection_0>>(u32(0)))&((((u32(1)<<u32(16))-u32(1))))))) + _S1.uv_1) * vec2<f32>(0.25f);
const _S2 : vec2<f32> = vec2<f32>(0.0f, 0.0f);
var vertex_pos_0 : vec2<f32>;
var vertex_uv_0 : vec2<f32>;
switch(vertex_index_0)
{
case u32(0):
{
vertex_pos_0 = vec2<f32>(-0.5f, 0.5f);
vertex_uv_0 = _S2;
}
case u32(1):
{
const _S3 : vec2<f32> = vec2<f32>(0.0f, 1.0f);
vertex_pos_0 = vec2<f32>(-0.5f, -0.5f);
vertex_uv_0 = _S3;
}
case u32(2):
{
const _S4 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = vec2<f32>(0.5f, -0.5f);
vertex_uv_0 = _S4;
}
case u32(3):
{
vertex_pos_0 = vec2<f32>(-0.5f, 0.5f);
vertex_uv_0 = _S2;
}
case u32(4):
{
const _S5 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = vec2<f32>(0.5f, -0.5f);
vertex_uv_0 = _S5;
}
case u32(5):
{
const _S6 : vec2<f32> = vec2<f32>(1.0f, 0.0f);
vertex_pos_0 = vec2<f32>(0.5f, 0.5f);
vertex_uv_0 = _S6;
}
default :
{
vertex_pos_0 = _S2;
vertex_uv_0 = _S2;
}
}
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S1.world_pos_0 + vertex_pos_0 + vec2<f32>(0.0f, 0.34999999403953552f), 0.0f, 1.0f))));
output_0.uv_0 = (vec2<f32>(f32((u32(_S1.sprite_selection_0>>(u32(16)))&((((u32(1)<<u32(16))-u32(1)))))), f32((u32(_S1.sprite_selection_0>>(u32(0)))&((((u32(1)<<u32(16))-u32(1))))))) + vertex_uv_0) * vec2<f32>(0.25f);
return output_0;
}
@@ -41,15 +84,15 @@ fn GetDimensions_0( texture_texture_0 : texture_2d<f32>, texture_sampler_0 : sa
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>) -> vec4<f32>
{
var dimensions_0 : vec2<f32>;
var _S2 : f32 = dimensions_0[i32(0)];
var _S3 : f32 = dimensions_0[i32(1)];
GetDimensions_0(input_texture_texture_0, input_texture_sampler_0, &(_S2), &(_S3));
dimensions_0[i32(0)] = _S2;
dimensions_0[i32(1)] = _S3;
var _S4 : vec2<f32> = input_uv_0 * dimensions_0.xy;
var _S5 : vec2<f32> = (floor(_S4) + min(fract(_S4) / (fwidth((_S4))), vec2<f32>(1.0f, 1.0f)) - vec2<f32>(0.5f)) / dimensions_0.xy;
var _S7 : f32 = dimensions_0[i32(0)];
var _S8 : f32 = dimensions_0[i32(1)];
GetDimensions_0(input_texture_texture_0, input_texture_sampler_0, &(_S7), &(_S8));
dimensions_0[i32(0)] = _S7;
dimensions_0[i32(1)] = _S8;
var _S9 : vec2<f32> = input_uv_0 * dimensions_0.xy;
var _S10 : vec2<f32> = (floor(_S9) + min(fract(_S9) / (fwidth((_S9))), vec2<f32>(1.0f, 1.0f)) - vec2<f32>(0.5f)) / dimensions_0.xy;
;
return (textureSample((input_texture_texture_0), (input_texture_sampler_0), (_S5)));
return (textureSample((input_texture_texture_0), (input_texture_sampler_0), (_S10)));
}
struct FragmentShaderOutput_0
@@ -59,15 +102,15 @@ struct FragmentShaderOutput_0
struct pixelInput_0
{
@location(0) uv_2 : vec2<f32>,
@location(0) uv_1 : vec2<f32>,
};
@fragment
fn main_fragment( _S6 : pixelInput_0, @builtin(position) pos_2 : vec4<f32>) -> FragmentShaderOutput_0
fn main_fragment( _S11 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
{
var output_1 : FragmentShaderOutput_0;
var _S7 : vec4<f32> = pixel_art_sample_0(texture1_texture_0, texture1_sampler_0, _S6.uv_2);
output_1.color_0 = vec4<f32>(_S7.xyz * tint_0.xyz, _S7.w);
var _S12 : vec4<f32> = pixel_art_sample_0(texture1_texture_0, texture1_sampler_0, _S11.uv_1);
output_1.color_0 = vec4<f32>(_S12.xyz * tint_0.xyz, _S12.w);
return output_1;
}
+62 -33
View File
@@ -17,33 +17,62 @@ struct VertexShaderOutput_0
struct vertexInput_0
{
@location(0) pos_1 : vec3<f32>,
@location(1) uv_1 : vec2<f32>,
@location(2) world_pos_0 : vec2<f32>,
};
struct VertexShaderInput_0
{
vertex_index_0 : u32,
pos_2 : vec3<f32>,
uv_2 : vec2<f32>,
world_pos_1 : vec2<f32>,
};
@vertex
fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_1 : u32) -> VertexShaderOutput_0
fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32) -> VertexShaderOutput_0
{
var _S2 : VertexShaderInput_0;
_S2.vertex_index_0 = vertex_index_1;
_S2.pos_2 = _S1.pos_1;
_S2.uv_2 = _S1.uv_1;
_S2.world_pos_1 = _S1.world_pos_0;
var _S3 : vec2<f32> = _S2.pos_2.xy * vec2<f32>(0.5f);
_S2.pos_2.x = _S3.x;
_S2.pos_2.y = _S3.y;
var output_0 : VertexShaderOutput_0;
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S2.world_pos_1 + _S2.pos_2.xy + vec2<f32>(0.0f, -0.34999999403953552f), 0.0f, 1.0f))));
output_0.uv_0 = _S2.uv_2;
const _S2 : vec2<f32> = vec2<f32>(0.0f, 0.0f);
var vertex_uv_0 : vec2<f32>;
var vertex_pos_0 : vec2<f32>;
switch(vertex_index_0)
{
case u32(0):
{
const _S3 : vec2<f32> = vec2<f32>(-0.5f, 0.5f);
vertex_uv_0 = _S2;
vertex_pos_0 = _S3;
}
case u32(1):
{
const _S4 : vec2<f32> = vec2<f32>(-0.5f, -0.5f);
vertex_uv_0 = vec2<f32>(0.0f, 1.0f);
vertex_pos_0 = _S4;
}
case u32(2):
{
const _S5 : vec2<f32> = vec2<f32>(0.5f, -0.5f);
vertex_uv_0 = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = _S5;
}
case u32(3):
{
const _S6 : vec2<f32> = vec2<f32>(-0.5f, 0.5f);
vertex_uv_0 = _S2;
vertex_pos_0 = _S6;
}
case u32(4):
{
const _S7 : vec2<f32> = vec2<f32>(0.5f, -0.5f);
vertex_uv_0 = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = _S7;
}
case u32(5):
{
const _S8 : vec2<f32> = vec2<f32>(0.5f, 0.5f);
vertex_uv_0 = vec2<f32>(1.0f, 0.0f);
vertex_pos_0 = _S8;
}
default :
{
vertex_uv_0 = _S2;
vertex_pos_0 = _S2;
}
}
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S1.world_pos_0 + vertex_pos_0 * vec2<f32>(0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vertex_uv_0;
return output_0;
}
@@ -56,15 +85,15 @@ fn GetDimensions_0( texture_texture_0 : texture_2d<f32>, texture_sampler_0 : sa
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>) -> vec4<f32>
{
var dimensions_0 : vec2<f32>;
var _S4 : f32 = dimensions_0[i32(0)];
var _S5 : f32 = dimensions_0[i32(1)];
GetDimensions_0(input_texture_texture_0, input_texture_sampler_0, &(_S4), &(_S5));
dimensions_0[i32(0)] = _S4;
dimensions_0[i32(1)] = _S5;
var _S6 : vec2<f32> = input_uv_0 * dimensions_0.xy;
var _S7 : vec2<f32> = (floor(_S6) + min(fract(_S6) / (fwidth((_S6))), vec2<f32>(1.0f, 1.0f)) - vec2<f32>(0.5f)) / dimensions_0.xy;
var _S9 : f32 = dimensions_0[i32(0)];
var _S10 : f32 = dimensions_0[i32(1)];
GetDimensions_0(input_texture_texture_0, input_texture_sampler_0, &(_S9), &(_S10));
dimensions_0[i32(0)] = _S9;
dimensions_0[i32(1)] = _S10;
var _S11 : vec2<f32> = input_uv_0 * dimensions_0.xy;
var _S12 : vec2<f32> = (floor(_S11) + min(fract(_S11) / (fwidth((_S11))), vec2<f32>(1.0f, 1.0f)) - vec2<f32>(0.5f)) / dimensions_0.xy;
;
return (textureSample((input_texture_texture_0), (input_texture_sampler_0), (_S7)));
return (textureSample((input_texture_texture_0), (input_texture_sampler_0), (_S12)));
}
struct FragmentShaderOutput_0
@@ -74,15 +103,15 @@ struct FragmentShaderOutput_0
struct pixelInput_0
{
@location(0) uv_3 : vec2<f32>,
@location(0) uv_1 : vec2<f32>,
};
@fragment
fn main_fragment( _S8 : pixelInput_0, @builtin(position) pos_3 : vec4<f32>) -> FragmentShaderOutput_0
fn main_fragment( _S13 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
{
var output_1 : FragmentShaderOutput_0;
var _S9 : vec4<f32> = pixel_art_sample_0(texture1_texture_0, texture1_sampler_0, _S8.uv_3);
output_1.color_0 = vec4<f32>(_S9.xyz * tint_0.xyz, _S9.w);
var _S14 : vec4<f32> = pixel_art_sample_0(texture1_texture_0, texture1_sampler_0, _S13.uv_1);
output_1.color_0 = vec4<f32>(_S14.xyz * tint_0.xyz, _S14.w);
return output_1;
}
+123
View File
@@ -0,0 +1,123 @@
@binding(0) @group(0) var<storage, read> placeable_sizes_and_offsets_0 : array<vec4<f32>>;
struct _MatrixStorage_float4x4_ColMajorstd140_0
{
@align(16) data_0 : array<vec4<f32>, i32(4)>,
};
@binding(0) @group(1) var<uniform> view_projection_matrix_0 : _MatrixStorage_float4x4_ColMajorstd140_0;
@binding(0) @group(2) var block2_placeable_atlas_texture_0 : texture_2d<f32>;
@binding(1) @group(2) var block2_placeable_atlas_sampler_0 : sampler;
@binding(2) @group(2) var<storage, read> block2_placeable_uvs_0 : array<vec4<f32>>;
@binding(0) @group(3) var<uniform> block3_tint_0 : vec3<f32>;
struct VertexShaderOutput_0
{
@builtin(position) pos_0 : vec4<f32>,
@location(0) uv_0 : vec2<f32>,
@location(1) kind_0 : u32,
};
struct vertexInput_0
{
@location(0) pos_1 : vec2<u32>,
@location(1) kind_1 : u32,
};
@vertex
fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32, @builtin(instance_index) instance_index_0 : u32) -> VertexShaderOutput_0
{
var output_0 : VertexShaderOutput_0;
const _S2 : vec2<f32> = vec2<f32>(0.0f, 0.0f);
var vertex_pos_0 : vec2<f32>;
var vertex_uv_0 : vec2<f32>;
switch(vertex_index_0)
{
case u32(0):
{
vertex_pos_0 = vec2<f32>(-0.5f, 0.5f);
vertex_uv_0 = _S2;
}
case u32(1):
{
const _S3 : vec2<f32> = vec2<f32>(0.0f, 1.0f);
vertex_pos_0 = vec2<f32>(-0.5f, -0.5f);
vertex_uv_0 = _S3;
}
case u32(2):
{
const _S4 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = vec2<f32>(0.5f, -0.5f);
vertex_uv_0 = _S4;
}
case u32(3):
{
vertex_pos_0 = vec2<f32>(-0.5f, 0.5f);
vertex_uv_0 = _S2;
}
case u32(4):
{
const _S5 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = vec2<f32>(0.5f, -0.5f);
vertex_uv_0 = _S5;
}
case u32(5):
{
const _S6 : vec2<f32> = vec2<f32>(1.0f, 0.0f);
vertex_pos_0 = vec2<f32>(0.5f, 0.5f);
vertex_uv_0 = _S6;
}
default :
{
vertex_pos_0 = _S2;
vertex_uv_0 = _S2;
}
}
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S1.pos_1) + (vertex_pos_0 * placeable_sizes_and_offsets_0[_S1.kind_1].xy + placeable_sizes_and_offsets_0[_S1.kind_1].zw), 0.0f, 1.0f))));
output_0.uv_0 = vertex_uv_0;
output_0.kind_0 = _S1.kind_1;
return output_0;
}
fn CombinedTextureSampler_Sample_0( this_texture_0 : texture_2d<f32>, this_sampler_0 : sampler, location_0 : vec2<f32>) -> vec4<f32>
{
return (textureSample((this_texture_0), (this_sampler_0), (location_0)));
}
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>, tree_uv_0 : vec4<f32>) -> vec4<f32>
{
var dimensions_0 : vec2<f32>;
var _S7 : f32 = dimensions_0[i32(0)];
var _S8 : f32 = dimensions_0[i32(1)];
{var dim = textureDimensions((input_texture_texture_0));((_S7)) = f32(dim.x);((_S8)) = f32(dim.y);};
dimensions_0[i32(0)] = _S7;
dimensions_0[i32(1)] = _S8;
var _S9 : vec2<f32> = tree_uv_0.xy;
var _S10 : vec2<f32> = tree_uv_0.zw;
var _S11 : vec2<f32> = mix(_S9, _S10, input_uv_0);
var _S12 : vec2<f32> = vec2<f32>(0.5f);
return CombinedTextureSampler_Sample_0(input_texture_texture_0, input_texture_sampler_0, clamp((floor(_S11) + saturate(fract(_S11) / (fwidth((_S11)))) - _S12) / dimensions_0, (_S9 + _S12) / dimensions_0, (_S10 - _S12) / dimensions_0));
}
struct FragmentShaderOutput_0
{
@location(0) color_0 : vec4<f32>,
};
struct pixelInput_0
{
@location(0) uv_1 : vec2<f32>,
@location(1) kind_2 : u32,
};
@fragment
fn main_fragment( _S13 : pixelInput_0, @builtin(position) pos_2 : vec4<f32>) -> FragmentShaderOutput_0
{
var output_1 : FragmentShaderOutput_0;
var _S14 : vec4<f32> = pixel_art_sample_0(block2_placeable_atlas_texture_0, block2_placeable_atlas_sampler_0, _S13.uv_1, block2_placeable_uvs_0[_S13.kind_2]);
output_1.color_0 = vec4<f32>(_S14.xyz * block3_tint_0.xyz, _S14.w);
return output_1;
}
+41 -31
View File
@@ -34,49 +34,59 @@ struct VertexShaderOutput_0
@vertex
fn main_vertex(@builtin(vertex_index) vertex_index_0 : u32, @builtin(instance_index) instance_index_0 : u32) -> VertexShaderOutput_0
{
var _S1 : u32 = instance_index_0 % per_frame_0.map_width_0;
var _S2 : u32 = instance_index_0 / per_frame_0.map_width_0;
var _S3 : vec2<u32> = vec2<u32>(_S1, _S2);
var output_0 : VertexShaderOutput_0;
var _S4 : vec3<i32> = vec3<i32>(vec3<u32>(_S3, u32(0)));
output_0.tile_0 = (textureLoad((map_texture_0), ((_S4)).xy, ((_S4)).z).x);
const _S1 : vec2<f32> = vec2<f32>(0.0f, 0.0f);
var vertex_pos_0 : vec2<f32>;
var vertex_uv_0 : vec2<f32>;
switch(vertex_index_0)
{
case u32(0):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, 0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(0.0f, 0.0f);
vertex_pos_0 = vec2<f32>(-1.0f, 0.0f);
vertex_uv_0 = _S1;
}
case u32(1):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, -0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(0.0f, 1.0f);
const _S2 : vec2<f32> = vec2<f32>(0.0f, 1.0f);
vertex_pos_0 = vec2<f32>(-1.0f, -1.0f);
vertex_uv_0 = _S2;
}
case u32(2):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(0.5f, -0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(1.0f, 1.0f);
const _S3 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = vec2<f32>(0.0f, -1.0f);
vertex_uv_0 = _S3;
}
case u32(3):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, 0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(0.0f, 0.0f);
vertex_pos_0 = vec2<f32>(-1.0f, 0.0f);
vertex_uv_0 = _S1;
}
case u32(4):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(0.5f, -0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(1.0f, 1.0f);
const _S4 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
vertex_pos_0 = vec2<f32>(0.0f, -1.0f);
vertex_uv_0 = _S4;
}
case u32(5):
{
const _S5 : vec2<f32> = vec2<f32>(0.5f, 0.5f);
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - _S5 + _S5, 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(1.0f, 0.0f);
const _S5 : vec2<f32> = vec2<f32>(1.0f, 0.0f);
vertex_pos_0 = _S1;
vertex_uv_0 = _S5;
}
default :
{
vertex_pos_0 = _S1;
vertex_uv_0 = _S1;
}
}
var _S6 : u32 = instance_index_0 % per_frame_0.map_width_0;
var _S7 : u32 = instance_index_0 / per_frame_0.map_width_0;
var _S8 : vec2<u32> = vec2<u32>(_S6, _S7);
var _S9 : vec3<i32> = vec3<i32>(vec3<u32>(_S8, u32(0)));
output_0.tile_0 = (textureLoad((map_texture_0), ((_S9)).xy, ((_S9)).z).x);
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S8) + vertex_pos_0, 0.0f, 1.0f))));
output_0.uv_0 = vertex_uv_0;
return output_0;
}
@@ -88,16 +98,16 @@ fn CombinedTextureSampler_Sample_0( this_texture_0 : texture_2d<f32>, this_samp
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>, tile_uv_0 : vec4<f32>) -> vec4<f32>
{
var dimensions_0 : vec2<f32>;
var _S6 : f32 = dimensions_0[i32(0)];
var _S7 : f32 = dimensions_0[i32(1)];
{var dim = textureDimensions((input_texture_texture_0));((_S6)) = f32(dim.x);((_S7)) = f32(dim.y);};
dimensions_0[i32(0)] = _S6;
dimensions_0[i32(1)] = _S7;
var _S8 : vec2<f32> = tile_uv_0.xy;
var _S9 : vec2<f32> = tile_uv_0.zw;
var _S10 : vec2<f32> = mix(_S8, _S9, input_uv_0);
var _S11 : vec2<f32> = vec2<f32>(0.5f);
return CombinedTextureSampler_Sample_0(input_texture_texture_0, input_texture_sampler_0, clamp((floor(_S10) + saturate(fract(_S10) / (fwidth((_S10)))) - _S11) / dimensions_0, (_S8 + _S11) / dimensions_0, (_S9 - _S11) / dimensions_0));
var _S10 : f32 = dimensions_0[i32(0)];
var _S11 : f32 = dimensions_0[i32(1)];
{var dim = textureDimensions((input_texture_texture_0));((_S10)) = f32(dim.x);((_S11)) = f32(dim.y);};
dimensions_0[i32(0)] = _S10;
dimensions_0[i32(1)] = _S11;
var _S12 : vec2<f32> = tile_uv_0.xy;
var _S13 : vec2<f32> = tile_uv_0.zw;
var _S14 : vec2<f32> = mix(_S12, _S13, input_uv_0);
var _S15 : vec2<f32> = vec2<f32>(0.5f);
return CombinedTextureSampler_Sample_0(input_texture_texture_0, input_texture_sampler_0, clamp((floor(_S14) + saturate(fract(_S14) / (fwidth((_S14)))) - _S15) / dimensions_0, (_S12 + _S15) / dimensions_0, (_S13 - _S15) / dimensions_0));
}
struct FragmentShaderOutput_0
@@ -112,11 +122,11 @@ struct pixelInput_0
};
@fragment
fn main_fragment( _S12 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
fn main_fragment( _S16 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
{
var output_1 : FragmentShaderOutput_0;
var _S13 : vec4<f32> = pixel_art_sample_0(block2_tile_atlas_texture_0, block2_tile_atlas_sampler_0, _S12.uv_1, block2_tile_uvs_0[_S12.tile_1]);
output_1.color_0 = vec4<f32>(_S13.xyz * block3_tint_0.xyz, _S13.w);
var _S17 : vec4<f32> = pixel_art_sample_0(block2_tile_atlas_texture_0, block2_tile_atlas_sampler_0, _S16.uv_1, block2_tile_uvs_0[_S16.tile_1]);
output_1.color_0 = vec4<f32>(_S17.xyz * block3_tint_0.xyz, _S17.w);
return output_1;
}