add trile AO
This commit is contained in:
parent
ff7787a4e0
commit
b415b81584
@ -4,7 +4,7 @@
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline:
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sokol-shdc -i shaders.glsl -o jai/shaders.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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sokol-shdc -i src/renderer_sokol/shaders/shaders.glsl -o src/renderer_sokol/shaders/jai/shaders.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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Overview:
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=========
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@ -29,8 +29,9 @@
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Attributes:
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ATTR_trile_position => 0
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ATTR_trile_swatch => 1
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ATTR_trile_instance => 2
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ATTR_trile_tint => 3
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ATTR_trile_ao => 2
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ATTR_trile_instance => 3
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ATTR_trile_tint => 4
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Shader program: 'ui':
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Get shader desc: ui_shader_desc(sg_query_backend())
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Vertex Shader: vs_ui
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@ -118,8 +119,9 @@ ATTR_billboard_uv_rect :: 2;
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ATTR_billboard_face :: 3;
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ATTR_trile_position :: 0;
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ATTR_trile_swatch :: 1;
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ATTR_trile_instance :: 2;
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ATTR_trile_tint :: 3;
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ATTR_trile_ao :: 2;
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ATTR_trile_instance :: 3;
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ATTR_trile_tint :: 4;
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ATTR_ui_position :: 0;
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ATTR_ui_uv :: 1;
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ATTR_ui_color0 :: 2;
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@ -323,13 +325,15 @@ fs_composite_source_glsl430 := u8.[
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uniform vec4 trile_params[72];
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uniform vec4 view_params[6];
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layout(location = 2) in vec4 instance;
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layout(location = 3) in vec4 instance;
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layout(location = 0) in vec3 position;
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layout(location = 0) out float v_clip;
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layout(location = 1) out float v_swatch;
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layout(location = 1) in float swatch;
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layout(location = 2) out float v_tint;
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layout(location = 3) in float tint;
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layout(location = 2) out float v_ao;
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layout(location = 2) in float ao;
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layout(location = 3) out float v_tint;
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layout(location = 4) in float tint;
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void main()
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{
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@ -339,6 +343,7 @@ fs_composite_source_glsl430 := u8.[
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gl_Position = mat4(view_params[0], view_params[1], view_params[2], view_params[3]) * _84;
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v_clip = dot(_84, view_params[5]);
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v_swatch = swatch;
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v_ao = ao;
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v_tint = tint;
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}
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@ -349,7 +354,7 @@ vs_trile_source_glsl430 := u8.[
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@ -362,39 +367,45 @@ vs_trile_source_glsl430 := u8.[
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];
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/*
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#version 430
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@ -403,7 +414,8 @@ vs_trile_source_glsl430 := u8.[
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layout(location = 0) in float v_clip;
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layout(location = 1) in float v_swatch;
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layout(location = 2) in float v_tint;
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layout(location = 2) in float v_ao;
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layout(location = 3) in float v_tint;
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layout(location = 0) out vec4 frag_color;
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void main()
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@ -412,7 +424,7 @@ vs_trile_source_glsl430 := u8.[
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{
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discard;
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}
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vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz;
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vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz * mix(0.4000000059604644775390625, 1.0, v_ao);
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if (v_tint > 1.5)
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{
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albedo = mix(albedo, vec3(1.0, 0.20000000298023223876953125, 0.20000000298023223876953125), vec3(0.5));
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@ -440,43 +452,48 @@ fs_trile_source_glsl430 := u8.[
|
||||
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];
|
||||
/*
|
||||
#version 430
|
||||
@ -996,13 +1013,15 @@ fs_composite_source_glsl300es := u8.[
|
||||
|
||||
uniform vec4 trile_params[72];
|
||||
uniform vec4 view_params[6];
|
||||
layout(location = 2) in vec4 instance;
|
||||
layout(location = 3) in vec4 instance;
|
||||
layout(location = 0) in vec3 position;
|
||||
out float v_clip;
|
||||
out float v_swatch;
|
||||
layout(location = 1) in float swatch;
|
||||
out float v_ao;
|
||||
layout(location = 2) in float ao;
|
||||
out float v_tint;
|
||||
layout(location = 3) in float tint;
|
||||
layout(location = 4) in float tint;
|
||||
|
||||
void main()
|
||||
{
|
||||
@ -1012,6 +1031,7 @@ fs_composite_source_glsl300es := u8.[
|
||||
gl_Position = mat4(view_params[0], view_params[1], view_params[2], view_params[3]) * _84;
|
||||
v_clip = dot(_84, view_params[5]);
|
||||
v_swatch = swatch;
|
||||
v_ao = ao;
|
||||
v_tint = tint;
|
||||
}
|
||||
|
||||
@ -1022,7 +1042,7 @@ vs_trile_source_glsl300es := u8.[
|
||||
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|
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|
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|
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|
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|
||||
@ -1032,39 +1052,43 @@ vs_trile_source_glsl300es := u8.[
|
||||
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|
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|
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|
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|
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];
|
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/*
|
||||
#version 300 es
|
||||
@ -1075,6 +1099,7 @@ vs_trile_source_glsl300es := u8.[
|
||||
|
||||
in highp float v_clip;
|
||||
in highp float v_swatch;
|
||||
in highp float v_ao;
|
||||
in highp float v_tint;
|
||||
layout(location = 0) out highp vec4 frag_color;
|
||||
|
||||
@ -1084,7 +1109,7 @@ vs_trile_source_glsl300es := u8.[
|
||||
{
|
||||
discard;
|
||||
}
|
||||
highp vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz;
|
||||
highp vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz * mix(0.4000000059604644775390625, 1.0, v_ao);
|
||||
if (v_tint > 1.5)
|
||||
{
|
||||
albedo = mix(albedo, vec3(1.0, 0.20000000298023223876953125, 0.20000000298023223876953125), vec3(0.5));
|
||||
@ -1111,44 +1136,48 @@ fs_trile_source_glsl300es := u8.[
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|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
@ -1794,7 +1823,8 @@ fs_composite_source_metal_macos := u8.[
|
||||
{
|
||||
float v_clip [[user(locn0)]];
|
||||
float v_swatch [[user(locn1)]];
|
||||
float v_tint [[user(locn2)]];
|
||||
float v_ao [[user(locn2)]];
|
||||
float v_tint [[user(locn3)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
@ -1802,8 +1832,9 @@ fs_composite_source_metal_macos := u8.[
|
||||
{
|
||||
float3 position [[attribute(0)]];
|
||||
float swatch [[attribute(1)]];
|
||||
float4 instance [[attribute(2)]];
|
||||
float tint [[attribute(3)]];
|
||||
float ao [[attribute(2)]];
|
||||
float4 instance [[attribute(3)]];
|
||||
float tint [[attribute(4)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant trile_params& _36 [[buffer(0)]], constant view_params& _75 [[buffer(1)]])
|
||||
@ -1815,6 +1846,7 @@ fs_composite_source_metal_macos := u8.[
|
||||
out.gl_Position = _75.view_proj * _84;
|
||||
out.v_clip = dot(_84, _75.clip);
|
||||
out.v_swatch = in.swatch;
|
||||
out.v_ao = in.ao;
|
||||
out.v_tint = in.tint;
|
||||
return out;
|
||||
}
|
||||
@ -1840,8 +1872,10 @@ vs_trile_source_metal_macos := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
@ -1850,48 +1884,52 @@ vs_trile_source_metal_macos := u8.[
|
||||
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|
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|
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|
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0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
@ -1908,7 +1946,8 @@ vs_trile_source_metal_macos := u8.[
|
||||
{
|
||||
float v_clip [[user(locn0)]];
|
||||
float v_swatch [[user(locn1)]];
|
||||
float v_tint [[user(locn2)]];
|
||||
float v_ao [[user(locn2)]];
|
||||
float v_tint [[user(locn3)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> palette [[texture(0)]], sampler palette_smp [[sampler(0)]])
|
||||
@ -1918,7 +1957,7 @@ vs_trile_source_metal_macos := u8.[
|
||||
{
|
||||
discard_fragment();
|
||||
}
|
||||
float3 albedo = palette.read(uint2(int2(int(in.v_swatch + 0.5), 0)), 0).xyz;
|
||||
float3 albedo = palette.read(uint2(int2(int(in.v_swatch + 0.5), 0)), 0).xyz * mix(0.4000000059604644775390625, 1.0, in.v_ao);
|
||||
if (in.v_tint > 1.5)
|
||||
{
|
||||
albedo = mix(albedo, float3(1.0, 0.20000000298023223876953125, 0.20000000298023223876953125), float3(0.5));
|
||||
@ -1950,8 +1989,10 @@ fs_trile_source_metal_macos := u8.[
|
||||
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|
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|
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|
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|
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|
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|
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|
||||
@ -1970,33 +2011,36 @@ fs_trile_source_metal_macos := u8.[
|
||||
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|
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|
||||
0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,
|
||||
0x0a,0x00,
|
||||
0x29,0x2c,0x20,0x66,0x6c,0x6f,0x61,0x74,0x33,0x28,0x30,0x2e,0x35,0x29,0x29,0x3b,
|
||||
0x0a,0x20,0x20,0x20,0x20,0x7d,0x0a,0x20,0x20,0x20,0x20,0x65,0x6c,0x73,0x65,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x7b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x69,0x66,
|
||||
0x20,0x28,0x69,0x6e,0x2e,0x76,0x5f,0x74,0x69,0x6e,0x74,0x20,0x3e,0x20,0x30,0x2e,
|
||||
0x35,0x29,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x7b,0x0a,0x20,0x20,0x20,
|
||||
0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x61,0x6c,0x62,0x65,0x64,0x6f,0x20,
|
||||
0x3d,0x20,0x6d,0x69,0x78,0x28,0x61,0x6c,0x62,0x65,0x64,0x6f,0x2c,0x20,0x66,0x6c,
|
||||
0x6f,0x61,0x74,0x33,0x28,0x30,0x2e,0x32,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x32,
|
||||
0x39,0x38,0x30,0x32,0x33,0x32,0x32,0x33,0x38,0x37,0x36,0x39,0x35,0x33,0x31,0x32,
|
||||
0x35,0x2c,0x20,0x31,0x2e,0x30,0x2c,0x20,0x30,0x2e,0x32,0x30,0x30,0x30,0x30,0x30,
|
||||
0x30,0x30,0x32,0x39,0x38,0x30,0x32,0x33,0x32,0x32,0x33,0x38,0x37,0x36,0x39,0x35,
|
||||
0x33,0x31,0x32,0x35,0x29,0x2c,0x20,0x66,0x6c,0x6f,0x61,0x74,0x33,0x28,0x30,0x2e,
|
||||
0x35,0x29,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x7d,0x0a,0x20,
|
||||
0x20,0x20,0x20,0x7d,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x66,0x72,0x61,
|
||||
0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,
|
||||
0x28,0x61,0x6c,0x62,0x65,0x64,0x6f,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,
|
||||
0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,
|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
@ -2895,9 +2939,11 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "swatch";
|
||||
desc.attrs[2].base_type = .FLOAT;
|
||||
desc.attrs[2].glsl_name = "instance";
|
||||
desc.attrs[2].glsl_name = "ao";
|
||||
desc.attrs[3].base_type = .FLOAT;
|
||||
desc.attrs[3].glsl_name = "tint";
|
||||
desc.attrs[3].glsl_name = "instance";
|
||||
desc.attrs[4].base_type = .FLOAT;
|
||||
desc.attrs[4].glsl_name = "tint";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 96;
|
||||
@ -2930,9 +2976,11 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "swatch";
|
||||
desc.attrs[2].base_type = .FLOAT;
|
||||
desc.attrs[2].glsl_name = "instance";
|
||||
desc.attrs[2].glsl_name = "ao";
|
||||
desc.attrs[3].base_type = .FLOAT;
|
||||
desc.attrs[3].glsl_name = "tint";
|
||||
desc.attrs[3].glsl_name = "instance";
|
||||
desc.attrs[4].base_type = .FLOAT;
|
||||
desc.attrs[4].glsl_name = "tint";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 96;
|
||||
@ -2964,6 +3012,7 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[2].base_type = .FLOAT;
|
||||
desc.attrs[3].base_type = .FLOAT;
|
||||
desc.attrs[4].base_type = .FLOAT;
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 96;
|
||||
|
||||
@ -7,11 +7,13 @@ layout(binding=1) uniform trile_params {
|
||||
|
||||
in vec3 position;
|
||||
in float swatch;
|
||||
in float ao;
|
||||
in vec4 instance; // xyz = position, w = orientation
|
||||
in float tint;
|
||||
|
||||
out float v_clip;
|
||||
out float v_swatch;
|
||||
out float v_ao;
|
||||
out float v_tint;
|
||||
|
||||
void main() {
|
||||
@ -23,6 +25,7 @@ void main() {
|
||||
gl_Position = view_proj * vec4(world, 1.0);
|
||||
v_clip = dot(vec4(world, 1.0), clip);
|
||||
v_swatch = swatch;
|
||||
v_ao = ao;
|
||||
v_tint = tint;
|
||||
}
|
||||
@end
|
||||
@ -30,6 +33,7 @@ void main() {
|
||||
@fs fs_trile
|
||||
in float v_clip;
|
||||
in float v_swatch;
|
||||
in float v_ao;
|
||||
in float v_tint;
|
||||
out vec4 frag_color;
|
||||
|
||||
@ -39,6 +43,7 @@ layout(binding=0) uniform sampler palette_smp;
|
||||
void main() {
|
||||
if (v_clip < 0.0) discard;
|
||||
vec3 albedo = texelFetch(sampler2D(palette, palette_smp), ivec2(int(v_swatch + 0.5), 0), 0).rgb;
|
||||
albedo *= mix(0.4, 1.0, v_ao);
|
||||
if (v_tint > 1.5) albedo = mix(albedo, vec3(1.0, 0.2, 0.2), 0.5);
|
||||
else if (v_tint > 0.5) albedo = mix(albedo, vec3(0.2, 1.0, 0.2), 0.5);
|
||||
frag_color = vec4(albedo, 1.0);
|
||||
|
||||
@ -3,8 +3,10 @@ triles_init :: (orientations: [ORIENTATION_COUNT]Matrix3) {
|
||||
desc.layout.buffers[1].step_func = .PER_INSTANCE;
|
||||
desc.layout.attrs[ATTR_trile_position] = .{ format = .FLOAT3 };
|
||||
desc.layout.attrs[ATTR_trile_swatch] = .{ format = .FLOAT };
|
||||
desc.layout.attrs[ATTR_trile_ao] = .{ format = .FLOAT };
|
||||
desc.layout.attrs[ATTR_trile_instance] = .{ format = .FLOAT4, buffer_index = 1 };
|
||||
desc.layout.attrs[ATTR_trile_tint] = .{ format = .FLOAT, buffer_index = 1 };
|
||||
desc.index_type = .UINT16;
|
||||
desc.cull_mode = .BACK;
|
||||
desc.face_winding = .CCW;
|
||||
triles.pipeline = sg_make_pipeline(*desc);
|
||||
@ -15,16 +17,16 @@ triles_init :: (orientations: [ORIENTATION_COUNT]Matrix3) {
|
||||
triles.palette_dirty = true;
|
||||
}
|
||||
|
||||
renderer_trile_mesh_create :: (vertices: []Trile_Vertex) -> u32 {
|
||||
renderer_trile_mesh_create :: (vertices: []Trile_Vertex, indices: []u16) -> u32 {
|
||||
id, mesh := slot_add(*triles.meshes);
|
||||
make_mesh(mesh, vertices);
|
||||
make_mesh(mesh, vertices, indices);
|
||||
return id;
|
||||
}
|
||||
|
||||
renderer_trile_mesh_update :: (id: u32, vertices: []Trile_Vertex) {
|
||||
renderer_trile_mesh_update :: (id: u32, vertices: []Trile_Vertex, indices: []u16) {
|
||||
mesh := slot_get(*triles.meshes, id);
|
||||
free_mesh(mesh);
|
||||
make_mesh(mesh, vertices);
|
||||
make_mesh(mesh, vertices, indices);
|
||||
}
|
||||
|
||||
renderer_trile_mesh_destroy :: (id: u32) {
|
||||
@ -78,24 +80,26 @@ triles_draw :: (pass: *Pass) {
|
||||
for triles.batches {
|
||||
if it.view_index != pass.view_index || (pass.reflection && it.key & PREVIEW_KEY) continue;
|
||||
mesh := slot_get(*triles.meshes, xx (it.key & ~PREVIEW_KEY));
|
||||
if !mesh || mesh.vertex_count == 0 continue;
|
||||
if !mesh || mesh.index_count == 0 continue;
|
||||
|
||||
bind : sg_bindings;
|
||||
bind.vertex_buffers[0] = mesh.vertices;
|
||||
bind.index_buffer = mesh.indices;
|
||||
bind.vertex_buffers[1] = triles.stream.buffer;
|
||||
bind.vertex_buffer_offsets[1] = it.first * size_of(Instance);
|
||||
bind.images[IMG_palette] = triles.palette_image;
|
||||
bind.samplers[SMP_palette_smp] = samplers.nearest_clamp;
|
||||
sg_apply_bindings(*bind);
|
||||
sg_draw(0, mesh.vertex_count, it.count);
|
||||
sg_draw(0, mesh.index_count, it.count);
|
||||
}
|
||||
}
|
||||
|
||||
#scope_file
|
||||
|
||||
Mesh :: struct {
|
||||
vertices : sg_buffer;
|
||||
vertex_count : s32;
|
||||
vertices : sg_buffer;
|
||||
indices : sg_buffer;
|
||||
index_count : s32;
|
||||
}
|
||||
|
||||
Instance :: struct {
|
||||
@ -120,14 +124,18 @@ triles : struct {
|
||||
stream : Stream_Buffer;
|
||||
}
|
||||
|
||||
make_mesh :: (mesh: *Mesh, vertices: []Trile_Vertex) {
|
||||
mesh.vertex_count = xx vertices.count;
|
||||
if vertices.count {
|
||||
make_mesh :: (mesh: *Mesh, vertices: []Trile_Vertex, indices: []u16) {
|
||||
mesh.index_count = xx indices.count;
|
||||
if indices.count {
|
||||
mesh.vertices = sg_make_buffer(*(sg_buffer_desc.{ data = .{ vertices.data, xx (vertices.count * size_of(Trile_Vertex)) } }));
|
||||
mesh.indices = sg_make_buffer(*(sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ indices.data, xx (indices.count * size_of(u16)) } }));
|
||||
}
|
||||
}
|
||||
|
||||
free_mesh :: (mesh: *Mesh) {
|
||||
if mesh.vertex_count sg_destroy_buffer(mesh.vertices);
|
||||
if mesh.index_count {
|
||||
sg_destroy_buffer(mesh.vertices);
|
||||
sg_destroy_buffer(mesh.indices);
|
||||
}
|
||||
mesh.* = .{};
|
||||
}
|
||||
|
||||
@ -53,11 +53,13 @@ Ui_Vertex :: struct {
|
||||
}
|
||||
|
||||
trile_mesh_create :: (trile: *Trile) -> Trile_Mesh {
|
||||
return .{renderer_trile_mesh_create(mesh_trile(trile))};
|
||||
vertices, indices := mesh_trile(trile);
|
||||
return .{renderer_trile_mesh_create(vertices, indices)};
|
||||
}
|
||||
|
||||
trile_mesh_update :: (mesh: Trile_Mesh, trile: *Trile) {
|
||||
renderer_trile_mesh_update(mesh.id, mesh_trile(trile));
|
||||
vertices, indices := mesh_trile(trile);
|
||||
renderer_trile_mesh_update(mesh.id, vertices, indices);
|
||||
}
|
||||
|
||||
trile_mesh_destroy :: (mesh: Trile_Mesh) {
|
||||
@ -192,6 +194,7 @@ Scene_Ui :: struct {
|
||||
Trile_Vertex :: struct {
|
||||
position : Vector3;
|
||||
swatch : float;
|
||||
ao : float; // 0 = fully occluded, 1 = open
|
||||
}
|
||||
|
||||
Scene :: struct {
|
||||
|
||||
@ -1,53 +1,92 @@
|
||||
mesh_trile :: (trile: *Trile) -> []Trile_Vertex {
|
||||
mesh_trile :: (trile: *Trile) -> vertices: []Trile_Vertex, indices: []u16 {
|
||||
vertices : [..]Trile_Vertex;
|
||||
indices : [..]u16;
|
||||
vertices.allocator = temp;
|
||||
indices.allocator = temp;
|
||||
|
||||
for axis: 0..2 for sign: s32.[1, -1] {
|
||||
u_axis := (axis + 1) % 3;
|
||||
v_axis := (axis + 2) % 3;
|
||||
for depth: 0..15 {
|
||||
mask : [16][16]u8;
|
||||
mask : [16][16]Face;
|
||||
for u: 0..15 for v: 0..15 {
|
||||
c : [3]s32;
|
||||
c[axis] = xx depth; c[u_axis] = xx u; c[v_axis] = xx v;
|
||||
swatch := trixel(trile, c);
|
||||
c[axis] += sign;
|
||||
if trixel(trile, c) == 0 mask[u][v] = swatch;
|
||||
if !swatch || trixel(trile, c) continue;
|
||||
|
||||
face := *mask[u][v];
|
||||
face.swatch = swatch;
|
||||
for corner: 0..3 {
|
||||
side_u := c; side_u[u_axis] += xx ifx corner == 1 || corner == 2 then 1 else -1;
|
||||
side_v := c; side_v[v_axis] += xx ifx corner >= 2 then 1 else -1;
|
||||
diagonal := side_u; diagonal[v_axis] = side_v[v_axis];
|
||||
a := trixel(trile, side_u) != 0;
|
||||
b := trixel(trile, side_v) != 0;
|
||||
d := trixel(trile, diagonal) != 0;
|
||||
face.ao[corner] = xx ifx a && b then 0 else 3 - cast(int) a - cast(int) b - cast(int) d;
|
||||
}
|
||||
}
|
||||
|
||||
for u0: 0..15 for v0: 0..15 {
|
||||
swatch := mask[u0][v0];
|
||||
if !swatch continue;
|
||||
v1 := v0 + 1;
|
||||
while v1 < 16 && mask[u0][v1] == swatch v1 += 1;
|
||||
u1 := u0 + 1;
|
||||
while u1 < 16 && row_matches(*mask, u1, v0, v1, swatch) u1 += 1;
|
||||
for u: u0..u1-1 for v: v0..v1-1 mask[u][v] = 0;
|
||||
face := mask[u0][v0];
|
||||
if !face.swatch continue;
|
||||
// A face with an AO gradient keeps its own quad, so the gradient isn't stretched.
|
||||
u1, v1 := u0 + 1, v0 + 1;
|
||||
if flat(face) {
|
||||
while v1 < 16 && mask[u0][v1] == face v1 += 1;
|
||||
while u1 < 16 && row_matches(*mask, u1, v0, v1, face) u1 += 1;
|
||||
}
|
||||
for u: u0..u1-1 for v: v0..v1-1 mask[u][v] = .{};
|
||||
|
||||
plane := cast(float)(depth + ifx sign > 0 then 1 else 0);
|
||||
corner :: (axis: int, u_axis: int, v_axis: int, plane: float, u: int, v: int) -> Vector3 #expand {
|
||||
corner :: (u: int, v: int, ao: u8) -> Trile_Vertex #expand {
|
||||
p : Vector3;
|
||||
p.component[axis] = plane * TRIXEL_SIZE;
|
||||
p.component[u_axis] = u * TRIXEL_SIZE;
|
||||
p.component[v_axis] = v * TRIXEL_SIZE;
|
||||
return p;
|
||||
p.component[`axis] = `plane * TRIXEL_SIZE;
|
||||
p.component[`u_axis] = u * TRIXEL_SIZE;
|
||||
p.component[`v_axis] = v * TRIXEL_SIZE;
|
||||
return .{p, xx `face.swatch, ao / 3.0};
|
||||
}
|
||||
q := Trile_Vertex.[
|
||||
corner(u0, v0, face.ao[0]),
|
||||
corner(u1, v0, face.ao[1]),
|
||||
corner(u1, v1, face.ao[2]),
|
||||
corner(u0, v1, face.ao[3]),
|
||||
];
|
||||
if sign < 0 q[1], q[3] = q[3], q[1];
|
||||
// Split along the brighter diagonal so AO interpolates evenly.
|
||||
base := cast(u16) vertices.count;
|
||||
array_add(*vertices, ..q);
|
||||
if face.ao[0] + face.ao[2] < face.ao[1] + face.ao[3] {
|
||||
for u16.[1, 2, 3, 1, 3, 0] array_add(*indices, base + it);
|
||||
} else {
|
||||
for u16.[0, 1, 2, 0, 2, 3] array_add(*indices, base + it);
|
||||
}
|
||||
p0 := corner(axis, u_axis, v_axis, plane, u0, v0);
|
||||
p1 := corner(axis, u_axis, v_axis, plane, u1, v0);
|
||||
p2 := corner(axis, u_axis, v_axis, plane, u1, v1);
|
||||
p3 := corner(axis, u_axis, v_axis, plane, u0, v1);
|
||||
if sign < 0 p1, p3 = p3, p1;
|
||||
for Vector3.[p0, p1, p2, p0, p2, p3] array_add(*vertices, .{it, xx swatch});
|
||||
}
|
||||
}
|
||||
}
|
||||
return vertices;
|
||||
return vertices, indices;
|
||||
}
|
||||
|
||||
#scope_file
|
||||
|
||||
row_matches :: (mask: *[16][16]u8, u: int, v0: int, v1: int, swatch: u8) -> bool {
|
||||
for v: v0..v1-1 if mask.*[u][v] != swatch return false;
|
||||
// ao is per corner in the order (u0, v0), (u1, v0), (u1, v1), (u0, v1); 3 = open.
|
||||
Face :: struct {
|
||||
swatch : u8;
|
||||
ao : [4]u8;
|
||||
}
|
||||
|
||||
operator == :: (a: Face, b: Face) -> bool {
|
||||
return a.swatch == b.swatch && a.ao[0] == b.ao[0] && a.ao[1] == b.ao[1] && a.ao[2] == b.ao[2] && a.ao[3] == b.ao[3];
|
||||
}
|
||||
|
||||
flat :: (face: Face) -> bool {
|
||||
return face.ao[0] == face.ao[1] && face.ao[1] == face.ao[2] && face.ao[2] == face.ao[3];
|
||||
}
|
||||
|
||||
row_matches :: (mask: *[16][16]Face, u: int, v0: int, v1: int, face: Face) -> bool {
|
||||
for v: v0..v1-1 if mask.*[u][v] != face return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user