#import bevy_vector_shapes::core
#import bevy_vector_shapes::core::{view, image, image_sampler}
#import bevy_vector_shapes::constants::{PI, TAU}
struct Vertex {
@builtin(instance_index) index: u32,
@location(0) pos: vec3<f32>
};
struct Shape {
@location(0) matrix_0: vec4<f32>,
@location(1) matrix_1: vec4<f32>,
@location(2) matrix_2: vec4<f32>,
@location(3) matrix_3: vec4<f32>,
@location(4) color: vec4<f32>,
@location(5) thickness: f32,
@location(6) flags: u32,
@location(7) radius: f32,
@location(8) start_angle: f32,
@location(9) end_angle: f32,
};
#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
@group(1) @binding(0) var<uniform> shapes: array<Shape, #{PER_OBJECT_BUFFER_BATCH_SIZE}u>;
#else
@group(1) @binding(0) var<storage> shapes: array<Shape>;
#endif
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
@location(2) thickness: f32,
@location(3) angle: f32,
@location(4) delta: f32,
@location(5) cap: u32,
#ifdef TEXTURED
@location(6) texture_uv: vec2<f32>,
#endif
};
@vertex
fn vertex(v: Vertex) -> VertexOutput {
var out: VertexOutput;
// Vertex positions for a basic quad
let vertex = v.pos;
let shape = shapes[v.index];
let matrix = mat4x4<f32>(
shape.matrix_0,
shape.matrix_1,
shape.matrix_2,
shape.matrix_3
);
var vertex_data = core::get_vertex_data(matrix, vertex.xy * shape.radius, shape.thickness, shape.flags);
// Multiply the world space position by the view projection matrix to convert to our clip position
out.clip_position = vertex_data.clip_pos;
out.uv = vertex.xy * vertex_data.uv_ratio;
out.thickness = core::calculate_thickness(vertex_data.thickness_data, shape.radius, shape.flags);
// Extract cap type from flags
out.cap = core::f_cap(shape.flags);
// Setup angles for the fragment shader if we are an arc
var arc = core::f_arc(shape.flags);
if arc > 0u {
// Transform our angles such that 0 points towards y up
var delta = (shape.end_angle - shape.start_angle) / 2.0;
out.angle = (shape.start_angle - PI / 2.0 + delta);
out.delta = delta;
// Rotate our uv space such that y up is towards the center of our arc
out.uv = core::rotate_vec_a(out.uv, -out.angle);
} else {
out.angle = 0.0;
out.delta = PI;
}
out.color = shape.color;
#ifdef TEXTURED
out.texture_uv = core::get_texture_uv(vertex.xy);
#endif
return out;
}
struct FragmentInput {
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
@location(2) thickness: f32,
@location(3) angle: f32,
@location(4) delta: f32,
@location(5) cap: u32,
#ifdef TEXTURED
@location(6) texture_uv: vec2<f32>,
#endif
};
// Due to https://github.com/gfx-rs/naga/issues/1743 this cannot be compiled into the vertex shader on web
#ifdef FRAGMENT
@fragment
fn fragment(f: FragmentInput) -> @location(0) vec4<f32> {
// Mask representing whether this fragment falls within the shape
var in_shape = f.color.a;
// Cut off points outside the shape or within the hollow area
var dist = length(f.uv) - 1.;
in_shape *= core::step_aa(-f.thickness, dist) * core::step_aa(dist, 0.);
// Cut off points outside the allowed range of angles
var angle = atan2(f.uv.y, f.uv.x);
in_shape *= core::step_aa_pd(-f.delta, angle, abs(angle)) * core::step_aa_pd(angle, f.delta, abs(angle));
// Handle rounded caps
if f.cap == 2u {
// Take the delta in the direction towards our point
var nearest_angle = sign(angle) * f.delta;
// With that delta find the point at the end of the arc
// Use thickness to offset from the radius
var end_point = vec2<f32>(cos(nearest_angle), sin(nearest_angle)) * (1.0 - f.thickness / 2.0);
// Mask in points near the end point based on our thickness
var dist = length(end_point - f.uv);
var mask = core::step_aa(dist, f.thickness / 2.0);
in_shape = min(max(in_shape, mask), f.color.a);
}
var color = core::color_output(vec4<f32>(f.color.rgb, in_shape));
#ifdef TEXTURED
color = color * textureSample(image, image_sampler, f.texture_uv);
#endif
// Discard fragments no longer in the shape
if in_shape < 0.0001 {
discard;
}
return color;
}
#endif