Add texture UV support to 2D drawing
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
Details
This commit is contained in:
parent
1ffb316a11
commit
75566a8510
33
src/main.zig
33
src/main.zig
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@ -6,6 +6,10 @@ const ona = @import("ona");
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const Actors = struct {
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instances: coral.stack.Sequential(ona.gfx.Queue.Instance2D) = .{.allocator = coral.heap.allocator},
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body_texture: ona.gfx.Queue.Handle = .none,
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};
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const Player = struct {
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move_x: ona.act.Axis = .{.keys = .{.a, .d}},
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move_y: ona.act.Axis = .{.keys = .{.w, .s}},
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};
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@ -17,14 +21,31 @@ pub fn main() !void {
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});
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}
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fn load(display: coral.ReadBlocking(ona.gfx.Display), actors: coral.Write(Actors)) !void {
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fn load(display: coral.ReadBlocking(ona.gfx.Display), actors: coral.Write(Actors), gfx: ona.gfx.Queue) !void {
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display.res.resize(1280, 720);
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try actors.res.instances.push_many(800, .{
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.origin = .{75, 75},
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.xbasis = .{100, 0},
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.ybasis = .{0, 100},
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.color = ona.gfx.color.compress(ona.gfx.color.rgb(1, 0, 0)),
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});
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const crap = [_]u32{
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0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
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0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
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0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
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0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
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};
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actors.res.body_texture = try gfx.buffer.open(.{
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.resource = .{
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.texture = .{
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.data = coral.io.bytes_of(&crap),
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.width = 4,
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.access = .static,
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.format = .bgra8888,
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},
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},
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});
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}
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@ -36,18 +57,20 @@ fn render(gfx: ona.gfx.Queue, actors: coral.Write(Actors)) !void {
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try gfx.buffer.draw_2d(.{
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.mesh_2d = gfx.primitives.quad_mesh,
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.instances = actors.res.instances.values,
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.texture = actors.res.body_texture,
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});
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}
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fn update(actors: coral.Write(Actors), mapping: coral.Read(ona.act.Mapping)) !void {
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fn update(player: coral.Read(Player), actors: coral.Write(Actors), mapping: coral.Read(ona.act.Mapping)) !void {
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actors.res.instances.values[0].origin += .{
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mapping.res.axis_strength(actors.res.move_x),
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mapping.res.axis_strength(actors.res.move_y),
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mapping.res.axis_strength(player.res.move_x),
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mapping.res.axis_strength(player.res.move_y),
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};
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}
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fn setup(world: *coral.World, events: ona.App.Events) !void {
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try world.set_resource(.none, Actors{});
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try world.set_resource(.none, Player{});
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try world.on_event(events.load, coral.system_fn(load), .{.label = "load"});
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try world.on_event(events.update, coral.system_fn(update), .{.label = "update"});
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@ -19,6 +19,7 @@ const AtomicBool = std.atomic.Value(bool);
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const RenderWork = struct {
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pipeline_2d: sokol.gfx.Pipeline,
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instance_2d_sampler: sokol.gfx.Sampler,
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instance_2d_buffers: coral.stack.Sequential(sokol.gfx.Buffer),
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resources: coral.stack.Sequential(Resource),
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@ -28,6 +29,10 @@ const RenderWork = struct {
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vertex_buffer: sokol.gfx.Buffer,
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index_buffer: sokol.gfx.Buffer,
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},
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texture: struct {
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image: sokol.gfx.Image,
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},
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};
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const buffer_indices = .{
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@ -50,6 +55,10 @@ const RenderWork = struct {
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sokol.gfx.destroyBuffer(mesh_2d.vertex_buffer);
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sokol.gfx.destroyBuffer(mesh_2d.index_buffer);
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},
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.texture => |texture| {
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sokol.gfx.destroyImage(texture.image);
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}
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}
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}
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@ -72,6 +81,11 @@ const RenderWork = struct {
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.buffer_index = buffer_indices.mesh,
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};
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attrs[draw_2d.ATTR_vs_mesh_uv] = .{
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.format = .FLOAT2,
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.buffer_index = buffer_indices.mesh,
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};
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attrs[draw_2d.ATTR_vs_instance_xbasis] = .{
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.format = .FLOAT2,
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.buffer_index = buffer_indices.instance,
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@ -97,6 +111,11 @@ const RenderWork = struct {
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.buffer_index = buffer_indices.instance,
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};
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attrs[draw_2d.ATTR_vs_instance_rect] = .{
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.format = .FLOAT4,
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.buffer_index = buffer_indices.instance,
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};
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break: get attrs;
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},
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@ -113,6 +132,10 @@ const RenderWork = struct {
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.index_type = .UINT16,
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}),
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.instance_2d_sampler = sokol.gfx.makeSampler(.{
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.label = "instance 2D sampler",
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}),
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.instance_2d_buffers = .{.allocator = coral.heap.allocator},
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.resources = .{.allocator = allocator},
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};
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@ -130,7 +153,7 @@ const RenderWork = struct {
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for (commands) |command| {
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const mesh_2d = &self.resources.values[command.mesh_2d.index().?].mesh_2d;
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const texture = &self.resources.values[command.texture.index().?].texture;
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const instance_size = @sizeOf(Queue.Instance2D);
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const full_instance_buffer_count = command.instances.len / max_instances;
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@ -160,6 +183,24 @@ const RenderWork = struct {
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},
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.index_buffer = mesh_2d.index_buffer,
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.fs = .{
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.images = get: {
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var images = [_]sokol.gfx.Image{.{}} ** 12;
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images[0] = texture.image;
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break: get images;
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},
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.samplers = get: {
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var samplers = [_]sokol.gfx.Sampler{.{}} ** 8;
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samplers[0] = self.instance_2d_sampler;
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break: get samplers;
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},
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},
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});
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sokol.gfx.updateBuffer(self.instance_2d_buffers.values[instance_2d_buffers_used], .{
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@ -194,6 +235,24 @@ const RenderWork = struct {
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break: get_buffers buffers;
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},
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.fs = .{
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.images = get: {
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var images = [_]sokol.gfx.Image{.{}} ** 12;
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images[0] = texture.image;
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break: get images;
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},
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.samplers = get: {
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var samplers = [_]sokol.gfx.Sampler{.{}} ** 8;
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samplers[0] = self.instance_2d_sampler;
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break: get samplers;
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},
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},
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.index_buffer = mesh_2d.index_buffer,
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});
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@ -208,11 +267,34 @@ const RenderWork = struct {
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}
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}
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fn process_queue(self: *RenderWork, buffer: *const Queue.Buffer, target: Queue.Target) std.mem.Allocator.Error!void {
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for (buffer.open_commands.values) |command| {
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fn process_open_commands(self: *RenderWork, commands: []const Queue.Buffer.OpenCommand) std.mem.Allocator.Error!void {
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for (commands) |command| {
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switch (command.resource) {
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.texture => {
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.texture => |texture| {
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const stride = texture.width * texture.format.byte_size();
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const image = sokol.gfx.makeImage(.{
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.width = texture.width,
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.height = @intCast(texture.data.len / stride),
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.data = .{
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.subimage = get: {
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var subimage = [_][16]sokol.gfx.Range{.{.{}} ** 16} ** 6;
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subimage[0][0] = sokol.gfx.asRange(texture.data);
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break: get subimage;
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},
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},
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});
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errdefer sokol.gfx.destroyImage(image);
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try self.resources.push(.{
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.texture = .{
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.image = image,
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},
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});
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},
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.mesh_2d => |mesh_2d| {
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@ -245,7 +327,10 @@ const RenderWork = struct {
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},
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}
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}
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}
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fn process_queue(self: *RenderWork, buffer: *const Queue.Buffer, target: Queue.Target) std.mem.Allocator.Error!void {
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try self.process_open_commands(buffer.open_commands.values);
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try self.process_draw_2d_commands(buffer.draw_2d_commands.values, target);
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}
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};
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@ -22,6 +22,7 @@ pub const Buffer = struct {
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pub const Draw2DCommand = struct {
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instances: []const Instance2D,
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texture: Handle,
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mesh_2d: Handle,
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};
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@ -40,8 +41,8 @@ pub const Buffer = struct {
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};
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pub const Texture = struct {
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data: []const coral.io.Byte,
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width: u16,
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height: u16,
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format: Format,
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access: Access,
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@ -97,6 +98,7 @@ pub const Buffer = struct {
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pub fn draw_2d(self: *Buffer, command: Draw2DCommand) std.mem.Allocator.Error!void {
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try self.draw_2d_commands.push(.{
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.instances = try self.arena.allocator().dupe(Instance2D, command.instances),
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.texture = command.texture,
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.mesh_2d = command.mesh_2d,
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});
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}
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@ -124,8 +126,8 @@ pub const Buffer = struct {
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.resource = switch (command.resource) {
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.texture => |texture| .{
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.texture = .{
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.data = try arena_allocator.dupe(coral.io.Byte, texture.data),
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.width = texture.width,
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.height = texture.height,
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.format = texture.format,
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.access = texture.access,
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},
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@ -167,6 +169,8 @@ pub const Instance2D = extern struct {
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origin: Point2D = @splat(0),
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color: color.Compressed = color.compress(color.white),
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depth: f32 = 0,
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texture_offset: Point2D = @splat(0),
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texture_size: Point2D = @splat(1),
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};
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const Node = struct {
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@ -235,6 +239,7 @@ pub const Target = struct {
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pub const Vertex2D = struct {
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xy: Point2D,
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uv: Point2D,
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};
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pub fn bind(context: coral.system.BindContext) std.mem.Allocator.Error!State {
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@ -275,10 +280,10 @@ pub fn bind(context: coral.system.BindContext) std.mem.Allocator.Error!State {
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.indices = &.{0, 1, 2, 0, 2, 3},
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.vertices = &.{
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.{.xy = .{-half_extent, half_extent}},// .uv = .{0, 1}},
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.{.xy = .{half_extent, half_extent}},// .uv = .{1, 1}},
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.{.xy = .{half_extent, -half_extent}},// .uv = .{1, 0}},
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.{.xy = .{-half_extent, -half_extent}},// .uv = .{0, 0}},
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.{.xy = .{-half_extent, half_extent}, .uv = .{0, 1}},
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.{.xy = .{half_extent, half_extent}, .uv = .{1, 1}},
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.{.xy = .{half_extent, -half_extent}, .uv = .{1, 0}},
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.{.xy = .{-half_extent, -half_extent}, .uv = .{0, 0}},
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},
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},
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},
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@ -3,41 +3,54 @@
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@vs vs
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in vec2 mesh_xy;
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in vec2 mesh_uv;
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in vec2 instance_xbasis;
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in vec2 instance_ybasis;
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in vec2 instance_origin;
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in vec4 instance_color;
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in float instance_depth;
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in vec4 instance_rect;
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uniform Screen {
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vec2 screen_size;
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};
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out vec4 color;
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out vec2 uv;
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void main() {
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// Calculate the world position of the vertex
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const vec2 world_position = instance_origin + mesh_xy.x * instance_xbasis + mesh_xy.y * instance_ybasis;
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const vec2 world_position = instance_origin + mesh_xy.x * instance_xbasis + mesh_xy.y * instance_ybasis;
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// Convert world position to normalized device coordinates (NDC)
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// Assuming the screen coordinates range from (0, 0) to (screen_size.x, screen_size.y)
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const vec2 ndc_position = (vec2(world_position.x, -world_position.y) / screen_size) * 2.0 - vec2(1.0, -1.0);
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// Convert world position to normalized device coordinates (NDC)
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// Assuming the screen coordinates range from (0, 0) to (screen_size.x, screen_size.y)
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const vec2 ndc_position = (vec2(world_position.x, -world_position.y) / screen_size) * 2.0 - vec2(1.0, -1.0);
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// Set the position of the vertex in clip space
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gl_Position = vec4(ndc_position, instance_depth, 1.0);
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// Set the position of the vertex in clip space
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gl_Position = vec4(ndc_position, instance_depth, 1.0);
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color = instance_color;
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// Set the output color
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color = instance_color;
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// Calculate the width and height from left, top, right, bottom configuration
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const vec2 rect_pos = instance_rect.xy; // left, top
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const vec2 rect_size = instance_rect.zw - instance_rect.xy; // right - left, bottom - top
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// Calculate the adjusted UV coordinates using the instance_rect
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uv = rect_pos + (mesh_uv * rect_size);
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}
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@end
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@fs fs
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uniform texture2D tex;
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uniform sampler smp;
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in vec4 color;
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in vec2 uv;
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out vec4 texel;
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void main() {
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texel = color;
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texel = texture(sampler2D(tex, smp), uv) * color;
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}
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@end
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