Added draw package as renderer focused on mixed use layout / 2D / 3D scene applications (#7)
Co-authored-by: Zachary Levy <zachary@sunforge.is> Reviewed-on: #7
This commit was merged in pull request #7.
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67
draw/shaders/source/base_2d.vert
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67
draw/shaders/source/base_2d.vert
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#version 450 core
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// ---------- Vertex attributes (used in both modes) ----------
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec2 v_uv;
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layout(location = 2) in vec4 v_color;
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// ---------- Outputs to fragment shader ----------
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layout(location = 0) out vec4 f_color;
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layout(location = 1) out vec2 f_local_or_uv;
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layout(location = 2) out vec4 f_params;
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layout(location = 3) out vec4 f_params2;
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layout(location = 4) flat out uint f_kind_flags;
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layout(location = 5) flat out float f_rotation;
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// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
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layout(set = 1, binding = 0) uniform Uniforms {
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mat4 projection;
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float dpi_scale;
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uint mode; // 0 = tessellated, 1 = SDF
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};
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// ---------- SDF primitive storage buffer ----------
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struct Primitive {
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vec4 bounds; // 0-15: min_x, min_y, max_x, max_y
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uint color; // 16-19: packed u8x4 (unpack with unpackUnorm4x8)
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uint kind_flags; // 20-23: kind | (flags << 8)
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float rotation; // 24-27: shader self-rotation in radians
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float _pad; // 28-31: alignment padding
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vec4 params; // 32-47: shape params part 1
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vec4 params2; // 48-63: shape params part 2
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};
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layout(std430, set = 0, binding = 0) readonly buffer Primitives {
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Primitive primitives[];
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};
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// ---------- Entry point ----------
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void main() {
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if (mode == 0u) {
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// ---- Mode 0: Tessellated (legacy) ----
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f_color = v_color;
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f_local_or_uv = v_uv;
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f_params = vec4(0.0);
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f_params2 = vec4(0.0);
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f_kind_flags = 0u;
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f_rotation = 0.0;
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gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
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} else {
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// ---- Mode 1: SDF instanced quads ----
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Primitive p = primitives[gl_InstanceIndex];
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vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
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vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
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vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
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f_color = unpackUnorm4x8(p.color);
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f_local_or_uv = (world_pos - center) * dpi_scale; // shape-centered physical pixels
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f_params = p.params;
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f_params2 = p.params2;
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f_kind_flags = p.kind_flags;
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f_rotation = p.rotation;
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gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
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}
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}
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