diff options
| author | Kai Stevenson <kai@kaistevenson.com> | 2026-08-16 18:37:24 -0700 |
|---|---|---|
| committer | Kai Stevenson <kai@kaistevenson.com> | 2026-08-16 18:37:24 -0700 |
| commit | e937ac372fa92cd971d344748978a08316a55db4 (patch) | |
| tree | 32f12bbc3d9167d1192473883ce7001253819084 /src/shader | |
| parent | 1759cdce2845d24183f34febd8319cb4ff1ac673 (diff) | |
instance buffer, rotation
Diffstat (limited to 'src/shader')
| -rw-r--r-- | src/shader/shader.wgsl | 69 |
1 files changed, 48 insertions, 21 deletions
diff --git a/src/shader/shader.wgsl b/src/shader/shader.wgsl index 9baa4b7..fb1e0b1 100644 --- a/src/shader/shader.wgsl +++ b/src/shader/shader.wgsl @@ -1,44 +1,71 @@ -struct ChunkData { - origin: vec2<i32>, -}; - -var<immediate> chunk: ChunkData; - struct Camera { scale: vec2f, centre: vec2f, }; +struct Instance { + centre: vec2f, + cos_sin: vec2f, + half_size: vec2f, + dims: vec2u, + cell_offset: u32, +}; + @group(0) @binding(0) var<uniform> camera: Camera; -@group(1) @binding(0) var tex: texture_2d<f32>; +@group(0) @binding(1) var<storage, read> palette: array<vec4f>; +@group(0) @binding(2) var<storage, read> instances: array<Instance>; +@group(0) @binding(3) var<storage, read> cells: array<u32>; struct VertexOutput { @builtin(position) clip_position: vec4<f32>, - @location(0) uv: vec2<f32>, + @location(0) world: vec2<f32>, + @location(1) @interpolate(flat) instance: u32, }; @vertex fn vs_main( @builtin(vertex_index) i: u32, + @builtin(instance_index) n: u32, ) -> VertexOutput { - var out: VertexOutput; - // (0,0),(1,0),(0,1),(1,1) - let corner = vec2f(f32(i & 1u), f32(i >> 1u)); + let instance = instances[n]; - // CHUNK_SIZE - let world = (vec2f(chunk.origin) + corner * 128); - let ndc = (world - camera.centre) * camera.scale; + // (-1,-1),(1,-1),(-1,1),(1,1) + let corner = vec2f(f32(i & 1u), f32(i >> 1u)) * 2.0 - 1.0; + let local = corner * (instance.half_size + 2.0); + let world = instance.centre + vec2f( + local.x * instance.cos_sin.x - local.y * instance.cos_sin.y, + local.x * instance.cos_sin.y + local.y * instance.cos_sin.x, + ); - out.clip_position = vec4f(ndc, 0.0, 1.0); - out.uv = corner; + var out: VertexOutput; + out.clip_position = vec4f((world - camera.centre) * camera.scale, 0.0, 1.0); + out.world = world; + out.instance = n; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { - // CHUNK_SIZE - let dims = vec2f(128.0, 128.0); - return textureLoad(tex, vec2i(in.uv * dims), 0); - // return vec4f(0.0, 1.0, 0.0, 1.0); -}
\ No newline at end of file + let instance = instances[in.instance]; + + let d = in.world - instance.centre; + let q = floor(d) + vec2f(0.5); + let local = vec2f( + q.x * instance.cos_sin.x + q.y * instance.cos_sin.y, + -q.x * instance.cos_sin.y + q.y * instance.cos_sin.x, + ) + instance.half_size; + + let cell = vec2i(floor(local)); + if any(cell < vec2i(0)) || any(cell >= vec2i(instance.dims)) { + discard; + } + + let idx = instance.cell_offset + u32(cell.y) * instance.dims.x + u32(cell.x); + let material = (cells[idx >> 2u] >> ((idx & 3u) * 8u)) & 0xFFu; + if material == 0u { + discard; + } + + return palette[material]; +} |
