implement sprite scaling
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c63d08c462
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793fd1aa28
@ -145,7 +145,7 @@ fn void? Ctx.checkbox_id(&ctx, Id id, String description, bool* active, String t
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if (*active) {
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Sprite* sprite = ctx.sprite_atlas.get(tick_sprite)!;
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Id tex_id = ctx.sprite_atlas.id;
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ctx.push_sprite(sprite.rect().center_to(check_bounds), sprite.uv(), tex_id, parent.z_index, type: sprite.type)!;
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ctx.push_sprite(check_bounds, sprite.uv(), tex_id, parent.z_index, type: sprite.type)!;
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}
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} else {
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if (*active) {
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@ -4,9 +4,9 @@ struct ElemSprite {
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Id id;
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}
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macro Ctx.sprite(&ctx, String name, ...)
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=> ctx.sprite_id(@compute_id($vasplat), name);
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fn void? Ctx.sprite_id(&ctx, Id id, String name)
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macro Ctx.sprite(&ctx, String name, short size = 0, ...)
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=> ctx.sprite_id(@compute_id($vasplat), name, size);
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fn void? Ctx.sprite_id(&ctx, Id id, String name, short size = 0)
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{
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id = ctx.gen_id(id)!;
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Elem* parent, elem;
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@ -16,11 +16,26 @@ fn void? Ctx.sprite_id(&ctx, Id id, String name)
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Sprite* sprite = ctx.sprite_atlas.get(name)!;
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elem.sprite.id = ctx.get_sprite_atlas_id(name);
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elem.layout.w = elem.layout.children.w = @exact(sprite.w);
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elem.layout.h = elem.layout.children.h = @exact(sprite.h);
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// scale the sprite so that the biggest dimension becomes "size"
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short width = sprite.w;
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short height = sprite.h;
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if (size > 0) {
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if (sprite.w >= sprite.h) {
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width = size;
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height = (short)(size * (float)height/width);
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} else {
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width = (short)(size * (float)width/height);
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height = size;
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}
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}
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elem.layout.w = elem.layout.children.w = @exact(width);
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elem.layout.h = elem.layout.children.h = @exact(height);
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elem.layout.content_offset = style.margin + style.border + style.padding;
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update_parent_size(elem, parent);
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Id tex_id = ctx.sprite_atlas.id;
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return ctx.push_sprite(elem.bounds, sprite.uv(), tex_id, parent.z_index, type: sprite.type)!;
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Rect content_bounds = elem.bounds.pad(elem.layout.content_offset);
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return ctx.push_sprite(content_bounds, sprite.uv(), tex_id, parent.z_index, type: sprite.type)!;
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}
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@ -64,7 +64,7 @@ void sprite_main()
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{
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ivec2 ts = textureSize(sprite_atlas, 0);
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vec2 fts = vec2(ts);
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vec2 real_uv = in_uv / fts;
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vec2 real_uv = in_uv.xy / fts;
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fragColor = texture(sprite_atlas, real_uv);
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}
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@ -74,7 +74,7 @@ void font_main()
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{
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ivec2 ts = textureSize(font_atlas, 0);
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vec2 fts = vec2(ts);
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vec2 real_uv = in_uv / fts;
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vec2 real_uv = in_uv.xy / fts;
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vec4 opacity = texture(font_atlas, real_uv);
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fragColor = vec4(in_color.rgb, in_color.a*opacity.r);
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@ -85,7 +85,7 @@ void font_main()
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void msdf_main() {
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ivec2 ts = textureSize(sprite_atlas, 0);
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vec2 fts = vec2(ts);
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vec2 real_uv = in_uv / fts;
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vec2 real_uv = in_uv.xy / fts;
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vec3 msd = texture(sprite_atlas, real_uv).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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@ -10,7 +10,7 @@ layout(set = 1, binding = 0) uniform Viewport {
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// inputs
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layout(location = 0) in ivec2 in_position;
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layout(location = 1) in ivec4 in_attr; // quad x,y,w,h
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layout(location = 2) in ivec2 in_uv;
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layout(location = 2) in ivec4 in_uv;
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layout(location = 3) in uvec4 in_color;
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layout(location = 4) in uint in_type;
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@ -35,7 +35,7 @@ void main()
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out_color = vec4(in_color) / 255.0;
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// uv output. only useful if the type is SPRITE
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vec2 px_uv = in_uv.xy + in_position.xy * in_attr.zw;
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vec2 px_uv = in_uv.xy + in_position.xy * in_uv.zw;
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out_uv = vec2(px_uv);
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// quad size and radius output, only useful if type is RECT
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@ -55,7 +55,7 @@ struct QuadAttributes {
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short x, y, w, h;
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}
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struct uv {
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short u, v;
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short u, v, w, h;
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}
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uint color;
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uint type;
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@ -483,7 +483,7 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
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}
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},
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.num_vertex_buffers = 2,
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// the description of each vertex
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// the description of each vertex, quad and bindings
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.vertex_attributes = (GPUVertexAttribute[]){
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{ // at location zero there is the position of the vertex
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.location = 0,
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@ -500,7 +500,7 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
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{ // at location two there are the per-quad uv coordinates
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.location = 2,
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.buffer_slot = 1,
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.format = GPU_VERTEXELEMENTFORMAT_SHORT2,
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.format = GPU_VERTEXELEMENTFORMAT_SHORT4,
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.offset = QuadAttributes.uv.offsetof,
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},
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{ // at location three there is the quad color
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@ -713,11 +713,11 @@ const uint TYPE_FONT = 1;
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const uint TYPE_SPRITE = 2;
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const uint TYPE_MSDF = 3;
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fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v, uint color = 0xffffffff, uint type)
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fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v, short sw, short sh, uint color = 0xffffffff, uint type)
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{
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QuadAttributes qa = {
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.pos = {.x = x, .y = y, .w = w, .h = h},
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.uv = {.u = u, .v = v},
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.uv = {.u = u, .v = v, .w = sw, .h = sh},
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.color = color,
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.type = type,
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};
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@ -980,7 +980,7 @@ fn void Renderer.render_ugui(&self, CmdQueue* queue)
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} else {
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unreachable("unrecognized command type");
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}
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self.push_sprite(s.rect.x, s.rect.y, s.texture_rect.w, s.texture_rect.h, s.texture_rect.x, s.texture_rect.y, s.hue.to_uint(), type);
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self.push_sprite(s.rect.x, s.rect.y, s.rect.w, s.rect.h, s.texture_rect.x, s.texture_rect.y, s.texture_rect.w, s.texture_rect.h, s.hue.to_uint(), type);
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}
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}
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self.upload_quads();
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