blade: mono/poly chrome sprite rendering
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59642bf29a
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d0a0ce1885
4 changed files with 208 additions and 22 deletions
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@ -4,10 +4,11 @@ struct Globals {
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}
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var<uniform> globals: Globals;
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var t_tile: texture_2d<f32>;
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var s_tile: sampler;
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var t_sprite: texture_2d<f32>;
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var s_sprite: sampler;
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const M_PI_F: f32 = 3.1415926;
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const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
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struct ViewId {
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lo: u32,
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@ -60,7 +61,7 @@ fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
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}
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fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> {
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let atlas_size = vec2<f32>(textureDimensions(t_tile, 0));
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let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0));
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return (tile.bounds.origin + unit_vertex * tile.bounds.size) / atlas_size;
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}
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@ -153,6 +154,17 @@ fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
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}
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}
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fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
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let half_size = bounds.size / 2.0;
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let center = bounds.origin + half_size;
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let center_to_point = point - center;
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let corner_radius = pick_corner_radius(center_to_point, corner_radii);
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let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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return length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
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min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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}
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// --- quads --- //
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struct Quad {
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@ -386,7 +398,7 @@ fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) insta
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@fragment
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fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
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let sample = textureSample(t_tile, s_tile, input.tile_position).r;
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let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
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let mask = 1.0 - abs(1.0 - sample % 2.0);
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return input.color * mask;
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}
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@ -434,7 +446,7 @@ fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
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}
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let underline = b_underlines[input.underline_id];
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if (underline.wavy == 0u)
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if ((underline.wavy & 0xFFu) == 0u)
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{
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return vec4<f32>(0.0);
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}
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@ -452,3 +464,94 @@ fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
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let alpha = saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
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return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
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}
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// --- monochrome sprites --- //
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struct MonochromeSprite {
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view_id: ViewId,
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layer_id: u32,
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order: u32,
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bounds: Bounds,
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content_mask: Bounds,
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color: Hsla,
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tile: AtlasTile,
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}
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var<storage, read> b_mono_sprites: array<MonochromeSprite>;
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struct MonoSpriteVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) tile_position: vec2<f32>,
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@location(1) @interpolate(flat) color: vec4<f32>,
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@location(3) clip_distances: vec4<f32>,
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}
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@vertex
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fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> MonoSpriteVarying {
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let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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let sprite = b_mono_sprites[instance_id];
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var out = MonoSpriteVarying();
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out.position = to_device_position(unit_vertex, sprite.bounds);
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out.tile_position = to_tile_position(unit_vertex, sprite.tile);
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out.color = hsla_to_rgba(sprite.color);
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out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
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return out;
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}
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@fragment
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fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
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let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
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return input.color * vec4<f32>(1.0, 1.0, 1.0, sample);
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}
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// --- polychrome sprites --- //
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struct PolychromeSprite {
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view_id: ViewId,
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layer_id: u32,
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order: u32,
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bounds: Bounds,
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content_mask: Bounds,
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corner_radii: Corners,
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tile: AtlasTile,
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grayscale: u32,
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pad: u32,
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}
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var<storage, read> b_poly_sprites: array<PolychromeSprite>;
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struct PolySpriteVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) tile_position: vec2<f32>,
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@location(1) @interpolate(flat) sprite_id: u32,
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@location(3) clip_distances: vec4<f32>,
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}
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@vertex
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fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PolySpriteVarying {
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let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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let sprite = b_poly_sprites[instance_id];
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var out = PolySpriteVarying();
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out.position = to_device_position(unit_vertex, sprite.bounds);
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out.tile_position = to_tile_position(unit_vertex, sprite.tile);
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out.sprite_id = instance_id;
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out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
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return out;
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}
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@fragment
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fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
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let sample = textureSample(t_sprite, s_sprite, input.tile_position);
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let sprite = b_poly_sprites[input.sprite_id];
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let distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
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var color = sample;
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if ((sprite.grayscale & 0xFFu) != 0u) {
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let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
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color = vec4<f32>(vec3<f32>(grayscale), sample.a);
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}
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color.a *= saturate(0.5 - distance);
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return color;;
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}
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// --- surface sprites --- //
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