create billboard rendering pipeline
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b68a134904
commit
cff9194721
@ -11,6 +11,7 @@ MEM_DEBUG :: false;
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#import "Hash";
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#import "Simple_Package_Reader";
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String :: #import "String";
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Jaison :: #import "Jaison";
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stbi :: #import "stb_image";
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@ -21,6 +21,7 @@ Render_Command_Type :: enum {
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UPDATE_TRIXELS;
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DRAW_TRIXELS;
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SET_LIGHT;
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DRAW_BILLBOARD;
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}
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Render_Command :: struct {
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@ -60,6 +61,11 @@ Render_Command_Update_Trixels :: struct {
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colMultipliers : *[16][16][16]Vector3;
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}
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Render_Command_Draw_Billboard :: struct {
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#as using c : Render_Command;
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c.type = .DRAW_BILLBOARD;
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}
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Render_Command_Draw_Trixels :: struct {
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#as using c : Render_Command;
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c.type = .DRAW_TRIXELS;
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@ -40,6 +40,8 @@ backend_handle_command :: (cmd: *Render_Command) {
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case .SET_LIGHT;
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set_light_command := cast(*Render_Command_Set_Light)cmd;
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current_world_config = set_light_command.worldConfig;
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case .DRAW_BILLBOARD;
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backend_draw_billboard();
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}
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}
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@ -223,6 +225,31 @@ backend_draw_ground :: (wc: *World_Config) {
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sg_draw(0, 6, 2);
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}
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backend_draw_billboard :: () {
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mvp := create_viewproj(*camera);
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vs_params : Billboard_Vs_Params;
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anim := table_find_pointer(*g_animations, "player_idle");
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if anim {
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gPipelines.billboard.bind.images[0] = anim.sheet;
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num := cast(s32)(get_time() / 0.1) % anim.frames.count;
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frame := anim.frames[num];
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vs_params.uvs = Vector4.{
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cast(float) frame.x / cast(float)anim.sheet_w,
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cast(float) frame.y / cast(float)anim.sheet_h,
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cast(float) frame.w / cast(float)anim.sheet_w,
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cast(float) frame.h / cast(float)anim.sheet_h,
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}.component;
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vs_params.size = Vector2.{cast(float)(frame.w / 16), cast(float)(frame.h / 16)}.component;
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vs_params.cam = camera.position.component;
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}
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vs_params.mvp = mvp.floats;
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vs_params.offset = Vector3.{10, 1, 5.5}.component;
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sg_apply_pipeline(gPipelines.billboard.pipeline);
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sg_apply_bindings(*gPipelines.billboard.bind);
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sg_apply_uniforms(UB_billboard_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
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sg_draw(0, 6, 1);
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}
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backend_draw_ground_gbuf :: (wc: *World_Config) {
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mvp := create_viewproj(*camera);
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view := create_lookat(*camera);
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@ -15,6 +15,7 @@ fill_uniform_with_engine_data :: (uniform: *$A, enginedata: *$B) {
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create_world_rendering_tasks :: (world: *World) {
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create_sky_rendering_task(*world.conf);
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create_set_light_rendering_task(*world.conf);
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create_billboard_rendering_task();
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for world.positions {
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if it.positions.count < 1 then continue;
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triletask := Rendering_Task_Trile.{};
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@ -47,6 +48,11 @@ create_ground_rendering_task :: (world: *World) {
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add_rendering_task(groundtask);
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}
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create_billboard_rendering_task :: () {
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billboardtask := Rendering_Task_Billboard.{type = .BILLBOARD };
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add_rendering_task(billboardtask);
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}
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create_set_cam_rendering_task :: (cam: Camera, planeHeight: float) {
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camtask := Rendering_Task_Set_Camera.{type = .SET_CAMERA, camera = cam, planeHeight = planeHeight};
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add_rendering_task(camtask);
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@ -64,6 +64,8 @@ gPipelines : struct {
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mix : Pipeline_Binding;
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billboard : Pipeline_Binding;
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// Renders the SSAO texture using things from the gbuffer pass.
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ssao: Pipeline_Binding;
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}
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@ -139,6 +141,7 @@ create_pipelines :: () {
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create_ssao_pipeline();
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create_op_pipeline();
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create_mix_pipeline();
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create_billboard_pipeline();
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create_shadowmap_image();
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create_final_image();
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@ -761,6 +764,61 @@ create_op_pipeline :: () {
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}
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create_billboard_pipeline :: () {
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pipeline: sg_pipeline_desc;
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shader_desc := billboard_shader_desc(sg_query_backend());
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pipeline.shader = sg_make_shader(*shader_desc);
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pipeline.layout.buffers[0].stride = 4*3;
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pipeline.layout.attrs[ATTR_billboard_position] = .{ format = .FLOAT3, buffer_index = 0 };
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pipeline.index_type = .UINT16;
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pipeline.depth = .{
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write_enabled = true,
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compare = .LESS_EQUAL,
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pixel_format = .DEPTH
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};
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color_state := sg_color_target_state.{
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pixel_format = .RGBA32F,
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blend = .{
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enabled = true,
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src_factor_rgb = .SRC_ALPHA,
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dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
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}
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};
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vertices: [4]Vector3 = .[
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.{ 0.0, 0.0, 0.0},
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.{ 1.0, 0.0, 0.0},
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.{ 1.0, 1.0, 0.0},
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.{ 0.0, 1.0, 0.0},
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];
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indices: [6]u16 = .[
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0, 1, 2,
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0, 2, 3,
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];
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pipeline.color_count = 1;
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pipeline.colors[0] = color_state;
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gPipelines.billboard.pipeline = sg_make_pipeline(*pipeline);
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ibuffer := sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ ptr = indices.data, size = 6 * 2 } };
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vbuffer := sg_buffer_desc.{ data = .{ ptr = vertices.data, size = 4 * 3 * 4 } };
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gPipelines.billboard.bind.index_buffer = sg_make_buffer(*ibuffer);
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gPipelines.billboard.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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gPipelines.billboard.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_filter = .NEAREST,
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mag_filter = .NEAREST,
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}));
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}
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// Takes in 2-3 textures, and mixes them.
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create_mix_pipeline :: () {
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platconf := get_plat_conf();
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@ -8,7 +8,7 @@ Rendering_Task_Type :: enum {
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SET_LIGHT;
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TRILE; // We need to add an ability to invalidate buffer instead of updating it constantly. Also probably have a buffer for static world triles and one for moving ones.
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TRIXELS;
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SPRITE;
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BILLBOARD;
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PARTICLES;
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};
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@ -39,6 +39,11 @@ Rendering_Task_Ground :: struct {
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world : *World;
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}
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Rendering_Task_Billboard :: struct {
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#as using t : Rendering_Task;
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t.type = .BILLBOARD;
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}
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Rendering_Task_Trile :: struct {
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#as using t : Rendering_Task;
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t.type = .TRILE;
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@ -115,6 +120,9 @@ tasks_to_commands :: () {
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commandDrawGround.worldConfig = *(cast(*Rendering_Task_Ground)it).world.conf;
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array_add(*render_command_buckets.main, commandDrawGround);
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array_add(*render_command_buckets.gbuffer, commandDrawGround);
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case .BILLBOARD;
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commandDrawBillboard := New(Render_Command_Draw_Billboard,, temp);
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array_add(*render_command_buckets.main, commandDrawBillboard);
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case .SET_CAMERA;
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task := (cast(*Rendering_Task_Set_Camera)it);
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command := New(Render_Command_Set_Camera,, temp);
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506
src/shaders/jai/shader_billboard.jai
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506
src/shaders/jai/shader_billboard.jai
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@ -0,0 +1,506 @@
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/*
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#version:1# (machine generated, don't edit!)
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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 shader_billboard.glsl -o ./jai/shader_billboard.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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Overview:
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=========
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Shader program: 'billboard':
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Get shader desc: billboard_shader_desc(sg_query_backend())
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Vertex Shader: vs_billboard
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Fragment Shader: fs_billboard
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Attributes:
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ATTR_billboard_position => 0
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Bindings:
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Uniform block 'billboard_vs_params':
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Jai struct: Billboard_Vs_Params
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Bind slot: UB_billboard_vs_params => 0
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Image 'sprite':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_sprite => 0
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Sampler 'spritesmp':
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Type: .FILTERING
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Bind slot: SMP_spritesmp => 0
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*/
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ATTR_billboard_position :: 0;
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UB_billboard_vs_params :: 0;
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IMG_sprite :: 0;
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SMP_spritesmp :: 0;
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Billboard_Vs_Params :: struct {
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mvp: [16]float;
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uvs: [4]float;
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offset: [3]float;
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_: [4]u8;
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size: [2]float;
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_: [8]u8;
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cam: [3]float;
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_: [4]u8;
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};
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/*
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#version 430
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uniform vec4 billboard_vs_params[8];
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layout(location = 0) in vec3 position;
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layout(location = 0) out vec2 uv_in;
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void main()
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{
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vec3 _53 = billboard_vs_params[5].xyz - billboard_vs_params[7].xyz;
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_53.y = 0.0;
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gl_Position = mat4(billboard_vs_params[0], billboard_vs_params[1], billboard_vs_params[2], billboard_vs_params[3]) * vec4((billboard_vs_params[5].xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), normalize(_53))) * ((position.x - 0.5) * billboard_vs_params[6].x))) + (vec3(0.0, 1.0, 0.0) * (position.y * billboard_vs_params[6].y)), 1.0);
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uv_in = vec2(billboard_vs_params[4].x + (position.x * billboard_vs_params[4].z), billboard_vs_params[4].y + (position.y * billboard_vs_params[4].w));
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}
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*/
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vs_billboard_source_glsl430 := u8.[
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|
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|
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|
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|
||||
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|
||||
0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 430
|
||||
|
||||
layout(binding = 16) uniform sampler2D sprite_spritesmp;
|
||||
|
||||
layout(location = 0) in vec2 uv_in;
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 _12 = uv_in;
|
||||
_12.y = 1.0 - _12.y;
|
||||
vec4 _35 = texture(sprite_spritesmp, _12);
|
||||
if (_35.w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
color = vec4(_35.xyz * 0.300000011920928955078125, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_billboard_source_glsl430 := u8.[
|
||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61,
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
0x31,0x31,0x39,0x32,0x30,0x39,0x32,0x38,0x39,0x35,0x35,0x30,0x37,0x38,0x31,0x32,
|
||||
0x35,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
uniform vec4 billboard_vs_params[8];
|
||||
layout(location = 0) in vec3 position;
|
||||
out vec2 uv_in;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 _53 = billboard_vs_params[5].xyz - billboard_vs_params[7].xyz;
|
||||
_53.y = 0.0;
|
||||
gl_Position = mat4(billboard_vs_params[0], billboard_vs_params[1], billboard_vs_params[2], billboard_vs_params[3]) * vec4((billboard_vs_params[5].xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), normalize(_53))) * ((position.x - 0.5) * billboard_vs_params[6].x))) + (vec3(0.0, 1.0, 0.0) * (position.y * billboard_vs_params[6].y)), 1.0);
|
||||
uv_in = vec2(billboard_vs_params[4].x + (position.x * billboard_vs_params[4].z), billboard_vs_params[4].y + (position.y * billboard_vs_params[4].w));
|
||||
}
|
||||
|
||||
*/
|
||||
vs_billboard_source_glsl300es := u8.[
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
uniform highp sampler2D sprite_spritesmp;
|
||||
|
||||
in highp vec2 uv_in;
|
||||
layout(location = 0) out highp vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec2 _12 = uv_in;
|
||||
_12.y = 1.0 - _12.y;
|
||||
highp vec4 _35 = texture(sprite_spritesmp, _12);
|
||||
if (_35.w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
color = vec4(_35.xyz * 0.300000011920928955078125, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_billboard_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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|
||||
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|
||||
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||||
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|
||||
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|
||||
0x30,0x30,0x30,0x30,0x30,0x31,0x31,0x39,0x32,0x30,0x39,0x32,0x38,0x39,0x35,0x35,
|
||||
0x30,0x37,0x38,0x31,0x32,0x35,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,0x0a,
|
||||
0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct billboard_vs_params
|
||||
{
|
||||
float4x4 mvp;
|
||||
float4 uvs;
|
||||
float3 offset;
|
||||
float2 size;
|
||||
float3 cam;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 uv_in [[user(locn0)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 position [[attribute(0)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant billboard_vs_params& _24 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float3 _53 = _24.offset - _24.cam;
|
||||
_53.y = 0.0;
|
||||
out.gl_Position = _24.mvp * float4((_24.offset + (fast::normalize(cross(float3(0.0, 1.0, 0.0), fast::normalize(_53))) * ((in.position.x - 0.5) * _24.size.x))) + (float3(0.0, 1.0, 0.0) * (in.position.y * _24.size.y)), 1.0);
|
||||
out.uv_in = float2(_24.uvs.x + (in.position.x * _24.uvs.z), _24.uvs.y + (in.position.y * _24.uvs.w));
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_billboard_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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|
||||
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|
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|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 uv_in [[user(locn0)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> sprite [[texture(0)]], sampler spritesmp [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float4 _27 = sprite.sample(spritesmp, in.uv_in);
|
||||
if (_27.w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard_fragment();
|
||||
}
|
||||
out.color = float4(_27.xyz * 0.300000011920928955078125, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_billboard_source_metal_macos := u8.[
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
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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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|
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|
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|
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|
||||
0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x5f,0x32,0x37,0x20,0x3d,0x20,0x73,0x70,
|
||||
0x72,0x69,0x74,0x65,0x2e,0x73,0x61,0x6d,0x70,0x6c,0x65,0x28,0x73,0x70,0x72,0x69,
|
||||
0x74,0x65,0x73,0x6d,0x70,0x2c,0x20,0x69,0x6e,0x2e,0x75,0x76,0x5f,0x69,0x6e,0x29,
|
||||
0x3b,0x0a,0x20,0x20,0x20,0x20,0x69,0x66,0x20,0x28,0x5f,0x32,0x37,0x2e,0x77,0x20,
|
||||
0x3c,0x20,0x30,0x2e,0x30,0x30,0x39,0x39,0x39,0x39,0x39,0x39,0x39,0x37,0x37,0x36,
|
||||
0x34,0x38,0x32,0x35,0x38,0x32,0x30,0x39,0x32,0x32,0x38,0x35,0x31,0x35,0x36,0x32,
|
||||
0x35,0x29,0x0a,0x20,0x20,0x20,0x20,0x7b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,
|
||||
0x20,0x64,0x69,0x73,0x63,0x61,0x72,0x64,0x5f,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,
|
||||
0x74,0x28,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x7d,0x0a,0x20,0x20,0x20,0x20,0x6f,
|
||||
0x75,0x74,0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x66,0x6c,0x6f,0x61,0x74,
|
||||
0x34,0x28,0x5f,0x32,0x37,0x2e,0x78,0x79,0x7a,0x20,0x2a,0x20,0x30,0x2e,0x33,0x30,
|
||||
0x30,0x30,0x30,0x30,0x30,0x31,0x31,0x39,0x32,0x30,0x39,0x32,0x38,0x39,0x35,0x35,
|
||||
0x30,0x37,0x38,0x31,0x32,0x35,0x2c,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,
|
||||
];
|
||||
billboard_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "billboard_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_billboard_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_billboard_source_glsl430;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 128;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 8;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "billboard_vs_params";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "sprite_spritesmp";
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_billboard_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_billboard_source_glsl300es;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 128;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 8;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "billboard_vs_params";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "sprite_spritesmp";
|
||||
case .METAL_MACOS;
|
||||
desc.vertex_func.source = xx *vs_billboard_source_metal_macos;
|
||||
desc.vertex_func.entry = "main0";
|
||||
desc.fragment_func.source = xx *fs_billboard_source_metal_macos;
|
||||
desc.fragment_func.entry = "main0";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 128;
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0;
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.images[0].msl_texture_n = 0;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.samplers[0].msl_sampler_n = 0;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
48
src/shaders/shader_billboard.glsl
Normal file
48
src/shaders/shader_billboard.glsl
Normal file
@ -0,0 +1,48 @@
|
||||
@vs vs_billboard
|
||||
|
||||
in vec3 position;
|
||||
|
||||
layout(binding=0) uniform billboard_vs_params {
|
||||
mat4 mvp;
|
||||
vec4 uvs;
|
||||
vec3 offset;
|
||||
vec2 size;
|
||||
vec3 cam;
|
||||
};
|
||||
|
||||
out vec2 uv_in;
|
||||
|
||||
void main() {
|
||||
vec3 local_pos = vec3((position.x - 0.5) * size.x, (position.y) * size.y, position.z);
|
||||
vec3 world_up = vec3(0.0, 1.0, 0.0);
|
||||
vec3 look_dir = offset - cam;
|
||||
look_dir.y = 0.0;
|
||||
look_dir = normalize(look_dir);
|
||||
vec3 world_right = normalize(cross(world_up, look_dir));
|
||||
vec3 world_pos = offset + (world_right * local_pos.x) + (world_up * local_pos.y);
|
||||
gl_Position = mvp * vec4(world_pos, 1.0);
|
||||
uv_in = vec2(uvs.x + position.x * uvs.z, uvs.y + position.y * uvs.w);
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_billboard
|
||||
|
||||
in vec2 uv_in;
|
||||
out vec4 color;
|
||||
|
||||
layout(binding = 0) uniform texture2D sprite;
|
||||
layout(binding = 0) uniform sampler spritesmp;
|
||||
|
||||
void main() {
|
||||
vec2 uv = uv_in;
|
||||
#if SOKOL_GLSL
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
vec4 sampled = texture(sampler2D(sprite, spritesmp), uv);
|
||||
if(sampled.a < 0.01) discard;
|
||||
color = vec4(sampled.rgb * 0.3, 1.0);
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@program billboard vs_billboard fs_billboard
|
||||
Loading…
x
Reference in New Issue
Block a user