refactor project structure (start of redoing atomic branch without atomics)
This commit is contained in:
178
core/src/render/shader.wgsl
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178
core/src/render/shader.wgsl
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const RECT: u32 = 0u;
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const TEXTURE: u32 = 1u;
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@group(0) @binding(0)
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var<uniform> window: WindowUniform;
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@group(1) @binding(RECT)
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var<storage> rects: array<Rect>;
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@group(1) @binding(TEXTURE)
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var<storage> textures: array<TextureInfo>;
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struct Rect {
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color: u32,
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radius: f32,
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thickness: f32,
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inner_radius: f32,
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}
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struct TextureInfo {
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view_idx: u32,
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sampler_idx: u32,
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}
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struct Mask {
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x: UiSpan,
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y: UiSpan,
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}
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struct UiSpan {
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start: UiScalar,
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end: UiScalar,
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}
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struct UiScalar {
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rel: f32,
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abs: f32,
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}
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struct UiVec2 {
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rel: vec2<f32>,
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abs: vec2<f32>,
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}
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@group(2) @binding(0)
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var views: binding_array<texture_2d<f32>>;
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@group(2) @binding(1)
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var samplers: binding_array<sampler>;
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@group(2) @binding(2)
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var<storage> masks: array<Mask>;
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struct WindowUniform {
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dim: vec2<f32>,
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};
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struct InstanceInput {
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@location(0) x_start: vec2<f32>,
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@location(1) x_end: vec2<f32>,
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@location(2) y_start: vec2<f32>,
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@location(3) y_end: vec2<f32>,
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@location(4) binding: u32,
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@location(5) idx: u32,
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@location(6) mask_idx: u32,
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}
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struct VertexOutput {
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@location(0) top_left: vec2<f32>,
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@location(1) bot_right: vec2<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) binding: u32,
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@location(4) idx: u32,
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@location(5) mask_idx: u32,
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@builtin(position) clip_position: vec4<f32>,
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};
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struct Region {
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pos: vec2<f32>,
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uv: vec2<f32>,
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top_left: vec2<f32>,
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bot_right: vec2<f32>,
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}
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@vertex
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fn vs_main(
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@builtin(vertex_index) vi: u32,
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in: InstanceInput,
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) -> VertexOutput {
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var out: VertexOutput;
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let top_left_rel = vec2(in.x_start.x, in.y_start.x);
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let top_left_abs = vec2(in.x_start.y, in.y_start.y);
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let bot_right_rel = vec2(in.x_end.x, in.y_end.x);
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let bot_right_abs = vec2(in.x_end.y, in.y_end.y);
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let top_left = floor(top_left_rel * window.dim) + floor(top_left_abs);
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let bot_right = floor(bot_right_rel * window.dim) + floor(bot_right_abs);
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let size = bot_right - top_left;
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let uv = vec2<f32>(
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f32(vi % 2u),
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f32(vi / 2u)
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);
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let pos = (top_left + uv * size) / window.dim * 2.0 - 1.0;
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out.clip_position = vec4<f32>(pos.x, -pos.y, 0.0, 1.0);
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out.uv = uv;
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out.binding = in.binding;
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out.idx = in.idx;
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out.top_left = top_left;
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out.bot_right = bot_right;
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out.mask_idx = in.mask_idx;
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return out;
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}
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@fragment
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fn fs_main(
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in: VertexOutput
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) -> @location(0) vec4<f32> {
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let pos = in.clip_position.xy;
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let region = Region(pos, in.uv, in.top_left, in.bot_right);
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let i = in.idx;
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var color: vec4<f32>;
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switch in.binding {
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case RECT: {
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color = draw_rounded_rect(region, rects[i]);
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}
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case TEXTURE: {
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color = draw_texture(region, textures[i]);
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}
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default: {
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color = vec4(1.0, 0.0, 1.0, 1.0);
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}
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}
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if in.mask_idx != 4294967295u {
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let mask = masks[in.mask_idx];
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let tl = UiVec2(vec2(mask.x.start.rel, mask.y.start.rel), vec2(mask.x.start.abs, mask.y.start.abs));
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let br = UiVec2(vec2(mask.x.end.rel, mask.y.end.rel), vec2(mask.x.end.abs, mask.y.end.abs));
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let top_left = floor(tl.rel * window.dim) + floor(tl.abs);
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let bot_right = floor(br.rel * window.dim) + floor(br.abs);
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if pos.x < top_left.x || pos.x > bot_right.x || pos.y < top_left.y || pos.y > bot_right.y {
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color *= 0.0;
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}
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}
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return color;
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}
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// TODO: this seems really inefficient (per frag indexing)?
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fn draw_texture(region: Region, info: TextureInfo) -> vec4<f32> {
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return textureSample(views[info.view_idx], samplers[info.sampler_idx], region.uv);
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}
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fn draw_rounded_rect(region: Region, rect: Rect) -> vec4<f32> {
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var color = unpack4x8unorm(rect.color);
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let edge = 0.5;
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let size = region.bot_right - region.top_left;
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let corner = size / 2.0;
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let center = region.top_left + corner;
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let dist = distance_from_rect(region.pos, center, corner, rect.radius);
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color.a *= 1.0 - smoothstep(-min(edge, rect.radius), edge, dist);
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if rect.thickness > 0.0 {
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let dist2 = distance_from_rect(region.pos, center, corner - rect.thickness, rect.inner_radius);
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color.a *= smoothstep(-min(edge, rect.inner_radius), edge, dist2);
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}
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return color;
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}
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fn distance_from_rect(pixel_pos: vec2<f32>, rect_center: vec2<f32>, rect_corner: vec2<f32>, radius: f32) -> f32 {
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// vec from center to pixel
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let p = pixel_pos - rect_center;
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// vec from inner rect corner to pixel
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let q = abs(p) - (rect_corner - radius);
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return length(max(q, vec2(0.0))) - radius;
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}
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