Added improved non-clay text handling along with consistent origin and rotation API

This commit is contained in:
Zachary Levy
2026-04-19 18:28:42 -07:00
parent 30b72128b2
commit 7a21d6f253
12 changed files with 1157 additions and 388 deletions

View File

@@ -15,7 +15,8 @@ struct Primitive
float4 bounds;
uint color;
uint kind_flags;
float2 _pad;
float rotation;
float _pad;
float4 params;
float4 params2;
};
@@ -25,7 +26,8 @@ struct Primitive_1
float4 bounds;
uint color;
uint kind_flags;
float2 _pad;
float rotation;
float _pad;
float4 params;
float4 params2;
};
@@ -42,6 +44,7 @@ struct main0_out
float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]];
uint f_kind_flags [[user(locn4)]];
float f_rotation [[user(locn5)]];
float4 gl_Position [[position]];
};
@@ -52,7 +55,7 @@ struct main0_in
float4 v_color [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _70 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _72 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
if (_12.mode == 0u)
@@ -62,17 +65,19 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_params = float4(0.0);
out.f_params2 = float4(0.0);
out.f_kind_flags = 0u;
out.f_rotation = 0.0;
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
}
else
{
Primitive p;
p.bounds = _70.primitives[int(gl_InstanceIndex)].bounds;
p.color = _70.primitives[int(gl_InstanceIndex)].color;
p.kind_flags = _70.primitives[int(gl_InstanceIndex)].kind_flags;
p._pad = _70.primitives[int(gl_InstanceIndex)]._pad;
p.params = _70.primitives[int(gl_InstanceIndex)].params;
p.params2 = _70.primitives[int(gl_InstanceIndex)].params2;
p.bounds = _72.primitives[int(gl_InstanceIndex)].bounds;
p.color = _72.primitives[int(gl_InstanceIndex)].color;
p.kind_flags = _72.primitives[int(gl_InstanceIndex)].kind_flags;
p.rotation = _72.primitives[int(gl_InstanceIndex)].rotation;
p._pad = _72.primitives[int(gl_InstanceIndex)]._pad;
p.params = _72.primitives[int(gl_InstanceIndex)].params;
p.params2 = _72.primitives[int(gl_InstanceIndex)].params2;
float2 corner = in.v_position;
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
@@ -81,6 +86,7 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_params = p.params;
out.f_params2 = p.params2;
out.f_kind_flags = p.kind_flags;
out.f_rotation = p.rotation;
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
}
return out;