Add texture UV support to 2D drawing
continuous-integration/drone/push Build is passing Details

This commit is contained in:
kayomn 2024-05-30 22:43:45 +01:00
parent 1ffb316a11
commit 75566a8510
4 changed files with 150 additions and 24 deletions

View File

@ -6,6 +6,10 @@ const ona = @import("ona");
const Actors = struct { const Actors = struct {
instances: coral.stack.Sequential(ona.gfx.Queue.Instance2D) = .{.allocator = coral.heap.allocator}, instances: coral.stack.Sequential(ona.gfx.Queue.Instance2D) = .{.allocator = coral.heap.allocator},
body_texture: ona.gfx.Queue.Handle = .none,
};
const Player = struct {
move_x: ona.act.Axis = .{.keys = .{.a, .d}}, move_x: ona.act.Axis = .{.keys = .{.a, .d}},
move_y: ona.act.Axis = .{.keys = .{.w, .s}}, move_y: ona.act.Axis = .{.keys = .{.w, .s}},
}; };
@ -17,14 +21,31 @@ pub fn main() !void {
}); });
} }
fn load(display: coral.ReadBlocking(ona.gfx.Display), actors: coral.Write(Actors)) !void { fn load(display: coral.ReadBlocking(ona.gfx.Display), actors: coral.Write(Actors), gfx: ona.gfx.Queue) !void {
display.res.resize(1280, 720); display.res.resize(1280, 720);
try actors.res.instances.push_many(800, .{ try actors.res.instances.push_many(800, .{
.origin = .{75, 75}, .origin = .{75, 75},
.xbasis = .{100, 0}, .xbasis = .{100, 0},
.ybasis = .{0, 100}, .ybasis = .{0, 100},
.color = ona.gfx.color.compress(ona.gfx.color.rgb(1, 0, 0)), });
const crap = [_]u32{
0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
};
actors.res.body_texture = try gfx.buffer.open(.{
.resource = .{
.texture = .{
.data = coral.io.bytes_of(&crap),
.width = 4,
.access = .static,
.format = .bgra8888,
},
},
}); });
} }
@ -36,18 +57,20 @@ fn render(gfx: ona.gfx.Queue, actors: coral.Write(Actors)) !void {
try gfx.buffer.draw_2d(.{ try gfx.buffer.draw_2d(.{
.mesh_2d = gfx.primitives.quad_mesh, .mesh_2d = gfx.primitives.quad_mesh,
.instances = actors.res.instances.values, .instances = actors.res.instances.values,
.texture = actors.res.body_texture,
}); });
} }
fn update(actors: coral.Write(Actors), mapping: coral.Read(ona.act.Mapping)) !void { fn update(player: coral.Read(Player), actors: coral.Write(Actors), mapping: coral.Read(ona.act.Mapping)) !void {
actors.res.instances.values[0].origin += .{ actors.res.instances.values[0].origin += .{
mapping.res.axis_strength(actors.res.move_x), mapping.res.axis_strength(player.res.move_x),
mapping.res.axis_strength(actors.res.move_y), mapping.res.axis_strength(player.res.move_y),
}; };
} }
fn setup(world: *coral.World, events: ona.App.Events) !void { fn setup(world: *coral.World, events: ona.App.Events) !void {
try world.set_resource(.none, Actors{}); try world.set_resource(.none, Actors{});
try world.set_resource(.none, Player{});
try world.on_event(events.load, coral.system_fn(load), .{.label = "load"}); try world.on_event(events.load, coral.system_fn(load), .{.label = "load"});
try world.on_event(events.update, coral.system_fn(update), .{.label = "update"}); try world.on_event(events.update, coral.system_fn(update), .{.label = "update"});

View File

@ -19,6 +19,7 @@ const AtomicBool = std.atomic.Value(bool);
const RenderWork = struct { const RenderWork = struct {
pipeline_2d: sokol.gfx.Pipeline, pipeline_2d: sokol.gfx.Pipeline,
instance_2d_sampler: sokol.gfx.Sampler,
instance_2d_buffers: coral.stack.Sequential(sokol.gfx.Buffer), instance_2d_buffers: coral.stack.Sequential(sokol.gfx.Buffer),
resources: coral.stack.Sequential(Resource), resources: coral.stack.Sequential(Resource),
@ -28,6 +29,10 @@ const RenderWork = struct {
vertex_buffer: sokol.gfx.Buffer, vertex_buffer: sokol.gfx.Buffer,
index_buffer: sokol.gfx.Buffer, index_buffer: sokol.gfx.Buffer,
}, },
texture: struct {
image: sokol.gfx.Image,
},
}; };
const buffer_indices = .{ const buffer_indices = .{
@ -50,6 +55,10 @@ const RenderWork = struct {
sokol.gfx.destroyBuffer(mesh_2d.vertex_buffer); sokol.gfx.destroyBuffer(mesh_2d.vertex_buffer);
sokol.gfx.destroyBuffer(mesh_2d.index_buffer); sokol.gfx.destroyBuffer(mesh_2d.index_buffer);
}, },
.texture => |texture| {
sokol.gfx.destroyImage(texture.image);
}
} }
} }
@ -72,6 +81,11 @@ const RenderWork = struct {
.buffer_index = buffer_indices.mesh, .buffer_index = buffer_indices.mesh,
}; };
attrs[draw_2d.ATTR_vs_mesh_uv] = .{
.format = .FLOAT2,
.buffer_index = buffer_indices.mesh,
};
attrs[draw_2d.ATTR_vs_instance_xbasis] = .{ attrs[draw_2d.ATTR_vs_instance_xbasis] = .{
.format = .FLOAT2, .format = .FLOAT2,
.buffer_index = buffer_indices.instance, .buffer_index = buffer_indices.instance,
@ -97,6 +111,11 @@ const RenderWork = struct {
.buffer_index = buffer_indices.instance, .buffer_index = buffer_indices.instance,
}; };
attrs[draw_2d.ATTR_vs_instance_rect] = .{
.format = .FLOAT4,
.buffer_index = buffer_indices.instance,
};
break: get attrs; break: get attrs;
}, },
@ -113,6 +132,10 @@ const RenderWork = struct {
.index_type = .UINT16, .index_type = .UINT16,
}), }),
.instance_2d_sampler = sokol.gfx.makeSampler(.{
.label = "instance 2D sampler",
}),
.instance_2d_buffers = .{.allocator = coral.heap.allocator}, .instance_2d_buffers = .{.allocator = coral.heap.allocator},
.resources = .{.allocator = allocator}, .resources = .{.allocator = allocator},
}; };
@ -130,7 +153,7 @@ const RenderWork = struct {
for (commands) |command| { for (commands) |command| {
const mesh_2d = &self.resources.values[command.mesh_2d.index().?].mesh_2d; const mesh_2d = &self.resources.values[command.mesh_2d.index().?].mesh_2d;
const texture = &self.resources.values[command.texture.index().?].texture;
const instance_size = @sizeOf(Queue.Instance2D); const instance_size = @sizeOf(Queue.Instance2D);
const full_instance_buffer_count = command.instances.len / max_instances; const full_instance_buffer_count = command.instances.len / max_instances;
@ -160,6 +183,24 @@ const RenderWork = struct {
}, },
.index_buffer = mesh_2d.index_buffer, .index_buffer = mesh_2d.index_buffer,
.fs = .{
.images = get: {
var images = [_]sokol.gfx.Image{.{}} ** 12;
images[0] = texture.image;
break: get images;
},
.samplers = get: {
var samplers = [_]sokol.gfx.Sampler{.{}} ** 8;
samplers[0] = self.instance_2d_sampler;
break: get samplers;
},
},
}); });
sokol.gfx.updateBuffer(self.instance_2d_buffers.values[instance_2d_buffers_used], .{ sokol.gfx.updateBuffer(self.instance_2d_buffers.values[instance_2d_buffers_used], .{
@ -194,6 +235,24 @@ const RenderWork = struct {
break: get_buffers buffers; break: get_buffers buffers;
}, },
.fs = .{
.images = get: {
var images = [_]sokol.gfx.Image{.{}} ** 12;
images[0] = texture.image;
break: get images;
},
.samplers = get: {
var samplers = [_]sokol.gfx.Sampler{.{}} ** 8;
samplers[0] = self.instance_2d_sampler;
break: get samplers;
},
},
.index_buffer = mesh_2d.index_buffer, .index_buffer = mesh_2d.index_buffer,
}); });
@ -208,11 +267,34 @@ const RenderWork = struct {
} }
} }
fn process_queue(self: *RenderWork, buffer: *const Queue.Buffer, target: Queue.Target) std.mem.Allocator.Error!void { fn process_open_commands(self: *RenderWork, commands: []const Queue.Buffer.OpenCommand) std.mem.Allocator.Error!void {
for (buffer.open_commands.values) |command| { for (commands) |command| {
switch (command.resource) { switch (command.resource) {
.texture => { .texture => |texture| {
const stride = texture.width * texture.format.byte_size();
const image = sokol.gfx.makeImage(.{
.width = texture.width,
.height = @intCast(texture.data.len / stride),
.data = .{
.subimage = get: {
var subimage = [_][16]sokol.gfx.Range{.{.{}} ** 16} ** 6;
subimage[0][0] = sokol.gfx.asRange(texture.data);
break: get subimage;
},
},
});
errdefer sokol.gfx.destroyImage(image);
try self.resources.push(.{
.texture = .{
.image = image,
},
});
}, },
.mesh_2d => |mesh_2d| { .mesh_2d => |mesh_2d| {
@ -245,7 +327,10 @@ const RenderWork = struct {
}, },
} }
} }
}
fn process_queue(self: *RenderWork, buffer: *const Queue.Buffer, target: Queue.Target) std.mem.Allocator.Error!void {
try self.process_open_commands(buffer.open_commands.values);
try self.process_draw_2d_commands(buffer.draw_2d_commands.values, target); try self.process_draw_2d_commands(buffer.draw_2d_commands.values, target);
} }
}; };

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@ -22,6 +22,7 @@ pub const Buffer = struct {
pub const Draw2DCommand = struct { pub const Draw2DCommand = struct {
instances: []const Instance2D, instances: []const Instance2D,
texture: Handle,
mesh_2d: Handle, mesh_2d: Handle,
}; };
@ -40,8 +41,8 @@ pub const Buffer = struct {
}; };
pub const Texture = struct { pub const Texture = struct {
data: []const coral.io.Byte,
width: u16, width: u16,
height: u16,
format: Format, format: Format,
access: Access, access: Access,
@ -97,6 +98,7 @@ pub const Buffer = struct {
pub fn draw_2d(self: *Buffer, command: Draw2DCommand) std.mem.Allocator.Error!void { pub fn draw_2d(self: *Buffer, command: Draw2DCommand) std.mem.Allocator.Error!void {
try self.draw_2d_commands.push(.{ try self.draw_2d_commands.push(.{
.instances = try self.arena.allocator().dupe(Instance2D, command.instances), .instances = try self.arena.allocator().dupe(Instance2D, command.instances),
.texture = command.texture,
.mesh_2d = command.mesh_2d, .mesh_2d = command.mesh_2d,
}); });
} }
@ -124,8 +126,8 @@ pub const Buffer = struct {
.resource = switch (command.resource) { .resource = switch (command.resource) {
.texture => |texture| .{ .texture => |texture| .{
.texture = .{ .texture = .{
.data = try arena_allocator.dupe(coral.io.Byte, texture.data),
.width = texture.width, .width = texture.width,
.height = texture.height,
.format = texture.format, .format = texture.format,
.access = texture.access, .access = texture.access,
}, },
@ -167,6 +169,8 @@ pub const Instance2D = extern struct {
origin: Point2D = @splat(0), origin: Point2D = @splat(0),
color: color.Compressed = color.compress(color.white), color: color.Compressed = color.compress(color.white),
depth: f32 = 0, depth: f32 = 0,
texture_offset: Point2D = @splat(0),
texture_size: Point2D = @splat(1),
}; };
const Node = struct { const Node = struct {
@ -235,6 +239,7 @@ pub const Target = struct {
pub const Vertex2D = struct { pub const Vertex2D = struct {
xy: Point2D, xy: Point2D,
uv: Point2D,
}; };
pub fn bind(context: coral.system.BindContext) std.mem.Allocator.Error!State { pub fn bind(context: coral.system.BindContext) std.mem.Allocator.Error!State {
@ -275,10 +280,10 @@ pub fn bind(context: coral.system.BindContext) std.mem.Allocator.Error!State {
.indices = &.{0, 1, 2, 0, 2, 3}, .indices = &.{0, 1, 2, 0, 2, 3},
.vertices = &.{ .vertices = &.{
.{.xy = .{-half_extent, half_extent}},// .uv = .{0, 1}}, .{.xy = .{-half_extent, half_extent}, .uv = .{0, 1}},
.{.xy = .{half_extent, half_extent}},// .uv = .{1, 1}}, .{.xy = .{half_extent, half_extent}, .uv = .{1, 1}},
.{.xy = .{half_extent, -half_extent}},// .uv = .{1, 0}}, .{.xy = .{half_extent, -half_extent}, .uv = .{1, 0}},
.{.xy = .{-half_extent, -half_extent}},// .uv = .{0, 0}}, .{.xy = .{-half_extent, -half_extent}, .uv = .{0, 0}},
}, },
}, },
}, },

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@ -3,18 +3,21 @@
@vs vs @vs vs
in vec2 mesh_xy; in vec2 mesh_xy;
in vec2 mesh_uv;
in vec2 instance_xbasis; in vec2 instance_xbasis;
in vec2 instance_ybasis; in vec2 instance_ybasis;
in vec2 instance_origin; in vec2 instance_origin;
in vec4 instance_color; in vec4 instance_color;
in float instance_depth; in float instance_depth;
in vec4 instance_rect;
uniform Screen { uniform Screen {
vec2 screen_size; vec2 screen_size;
}; };
out vec4 color; out vec4 color;
out vec2 uv;
void main() { void main() {
// Calculate the world position of the vertex // Calculate the world position of the vertex
@ -26,18 +29,28 @@ void main() {
// Set the position of the vertex in clip space // Set the position of the vertex in clip space
gl_Position = vec4(ndc_position, instance_depth, 1.0); gl_Position = vec4(ndc_position, instance_depth, 1.0);
// Set the output color
color = instance_color; color = instance_color;
// Calculate the width and height from left, top, right, bottom configuration
const vec2 rect_pos = instance_rect.xy; // left, top
const vec2 rect_size = instance_rect.zw - instance_rect.xy; // right - left, bottom - top
// Calculate the adjusted UV coordinates using the instance_rect
uv = rect_pos + (mesh_uv * rect_size);
} }
@end @end
@fs fs @fs fs
uniform texture2D tex;
uniform sampler smp;
in vec4 color; in vec4 color;
in vec2 uv;
out vec4 texel; out vec4 texel;
void main() { void main() {
texel = color; texel = texture(sampler2D(tex, smp), uv) * color;
} }
@end @end