Added rect draw api
Added some new maths types Updated shaders to use new D_Rect structure Added rect buffers to frames Misc cleanup
This commit is contained in:
@@ -4,12 +4,12 @@
|
||||
|
||||
layout(location = 0) in vec2 frag_uv;
|
||||
layout(location = 1) in vec4 frag_c;
|
||||
layout(location = 2) in flat uint idx;
|
||||
layout(location = 2) in flat uint texid;
|
||||
|
||||
layout(location = 0) out vec4 framebuffer;
|
||||
|
||||
layout(binding = 1) uniform sampler2D u_image[];
|
||||
layout(binding = 1) uniform sampler2D u_images[];
|
||||
|
||||
void main() {
|
||||
framebuffer = frag_c * texture(u_image[idx], frag_uv);
|
||||
framebuffer = frag_c * texture(u_images[texid], frag_uv);
|
||||
}
|
||||
|
||||
@@ -2,6 +2,28 @@
|
||||
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
|
||||
uint indices[6] = { 0, 1, 3, 0, 3, 2 };
|
||||
|
||||
vec2 verticies[4] = vec2[](
|
||||
vec2(-0.5, -0.5),
|
||||
vec2( 0.5, -0.5),
|
||||
vec2(-0.5, 0.5),
|
||||
vec2( 0.5, 0.5)
|
||||
);
|
||||
|
||||
struct G_Rect {
|
||||
uint id;
|
||||
|
||||
uint c[4];
|
||||
float uv[4];
|
||||
|
||||
float angle;
|
||||
float x, y;
|
||||
float w, h;
|
||||
|
||||
float _pad0, _pad1;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
vec4 p;
|
||||
vec2 uv;
|
||||
@@ -15,22 +37,28 @@ uniform Global {
|
||||
};
|
||||
|
||||
layout(binding = 0, scalar)
|
||||
readonly buffer Vertices {
|
||||
Vertex vtx[];
|
||||
readonly buffer Rect {
|
||||
G_Rect rects[];
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 frag_uv;
|
||||
layout(location = 1) out vec4 frag_c;
|
||||
layout(location = 2) out flat uint idx;
|
||||
layout(location = 2) out flat uint texid;
|
||||
|
||||
vec4 unorm_colour(uint c) {
|
||||
vec4 result = vec4((c >> 0) & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF, (c >> 24) & 0xFF) / 255.0f;
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
Vertex v = vtx[gl_VertexIndex];
|
||||
G_Rect rect = rects[gl_InstanceIndex];
|
||||
uint idx = indices[gl_VertexIndex];
|
||||
|
||||
gl_Position = proj * v.p;
|
||||
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||
|
||||
frag_uv = v.uv;
|
||||
frag_c = vec4((v.c >> 24) & 0xFF, (v.c >> 16) & 0xFF, (v.c >> 8) & 0xFF, (v.c >> 0) & 0xFF) / 255.0f;
|
||||
frag_c = frag_c.abgr;
|
||||
gl_Position = proj * vec4(p, 1.0f, 1.0f);
|
||||
|
||||
idx = v.pad;
|
||||
frag_uv = vec2(rect.uv[(idx & 1) << 1], rect.uv[1 + (uint(idx / 2) << 1)]);
|
||||
frag_c = unorm_colour(rect.c[idx]);
|
||||
texid = rect.id;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user