#import bevy_entitiles::common::{
TilemapVertexInput, TilemapVertexOutput, tilemap, atlas_uvs, anim_seqs, material, texture_descs
}
#import bevy_sprite::mesh2d_view_bindings::view
// Here the three different imports are for the three different tilemap types.
// They calculates the tile_pivot for each tile.
#ifdef SQUARE
#import bevy_entitiles::square::get_mesh_origin
#endif
#ifdef ISOMETRIC
#import bevy_entitiles::isometric::get_mesh_origin
#endif
#ifdef HEXAGONAL
#import bevy_entitiles::hexagonal::get_mesh_origin
#endif
@vertex
fn tilemap_vertex(input: TilemapVertexInput) -> TilemapVertexOutput {
var output: TilemapVertexOutput;
var mesh_origin = get_mesh_origin(input);
var translations = array<vec2<f32>, 4>(
vec2<f32>(0., 0.),
vec2<f32>(0., 1.),
vec2<f32>(1., 1.),
vec2<f32>(1., 0.),
);
var position_model = (translations[input.v_index % 4u] - tilemap.pivot)
* tilemap.tile_render_size + mesh_origin;
var position_world = vec4<f32>((tilemap.rot_mat * position_model) + tilemap.translation, 0., 1.);
output.position = view.view_proj * position_world;
output.tint = input.tint;
#ifndef PURE_COLOR
#ifdef ATLAS
var uvs = array<vec2<f32>, 4>(
vec2<f32>(0., 1.),
vec2<f32>(0., 0.),
vec2<f32>(1., 0.),
vec2<f32>(1., 1.),
);
#else // ATLAS
var uvs = array<vec2<f32>, 4>(
vec2<f32>(0., 1.),
vec2<f32>(0., 0.),
vec2<f32>(1., 0.),
vec2<f32>(1., 1.),
);
#endif // ATLAS
output.uv = uvs[(input.v_index) % 4u];
output.anim_flag = input.index.z;
if input.index.z != -1 {
// Means that this tile is a animated tile
let start = input.index.z;
let length = input.index.w;
// The number before the start index is the fps.
// See `register` function in TilemapAnimations.
let fps = f32(anim_seqs[start - 1]);
var frame = i32(tilemap.time * fps) % length;
#ifdef ATLAS
output.texture_indices[0] = anim_seqs[start + frame * 2];
output.atlas_indices[0] = anim_seqs[start + frame * 2 + 1];
#else // ATLAS
output.atlas_indices[0] = anim_seqs[start + frame];
#endif // ATLAS
} else {
output.atlas_indices = input.atlas_indices;
#ifdef ATLAS
output.texture_indices = input.texture_indices;
#endif // ATLAS
}
#endif // PURE_COLOR
return output;
}
@fragment
fn tilemap_fragment(input: TilemapVertexOutput) -> @location(0) vec4<f32> {
#ifdef PURE_COLOR
return input.tint;
#else // PURE_COLOR
var color = vec4<f32>(0., 0., 0., 0.);
// Sample the 4 layers.
for (var i = 0u; i < 4u; i++) {
if input.atlas_indices[i] < 0 {
// No texture for this layer.
continue;
}
let atlas_index = u32(input.atlas_indices[i] & 0x1FFFFFFF);
// Shift 29 bits but not 30 because it's a signed integer,
// and we need to identify if the layer is empty or not according to the sign.
let flip = input.atlas_indices[i] >> 29;
#ifdef ATLAS
if input.texture_indices[i] < 0 {
// No texture for this layer.
continue;
}
#endif // ATLAS
var uv = input.uv;
// Flip the uv if needed.
if (flip & 2) != 0 {
uv.x = 1. - uv.x;
}
if (flip & 1) != 0 {
uv.y = 1. - uv.y;
}
#ifdef ATLAS
let texture_index = u32(input.texture_indices[i]);
let desc = &texture_descs[texture_index];
// If `atlas` feature is enabled, we need to calculate the uv.
let tile_index = vec2<f32>(f32(atlas_index % (*desc).tile_count.x),
f32(atlas_index / (*desc).tile_count.x));
let atlas_uv = (tile_index + uv) * (*desc).tile_uv_size * (*desc).uv_scale;
let tex_color = textureSample(bevy_entitiles::common::color_texture,
bevy_entitiles::common::color_texture_sampler,
atlas_uv, texture_index);
#else // ATLAS
// Otherwise, sample the texture at the right layer using the uv directly.
let tex_color = textureSample(bevy_entitiles::common::color_texture,
bevy_entitiles::common::color_texture_sampler,
uv, atlas_index);
#endif // ATLAS
// Mix the color of each layer.
color = mix(color, tex_color, tex_color.a * tilemap.layer_opacities[i]);
if input.anim_flag != -1 {
// Indicates that this tile is a animated tile.
// We only need to sample the first layer as animated tiles are always single layered.
break;
}
}
// Apply the tint of the tile and the tilemap.
return color * input.tint * material.color;
#endif // PURE_COLOR
}