#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) sides: f32,
@location(8) radius: f32,
@location(9) roundness: 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) central_angle: f32,
@location(4) half_side_length: f32,
@location(5) roundness: f32,
#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];
// Reconstruct our transformation matrix
let matrix = mat4x4<f32>(
shape.matrix_0,
shape.matrix_1,
shape.matrix_2,
shape.matrix_3
);
// Calculate vertex data shared between most shapes
var vertex_data = core::get_vertex_data(matrix, vertex.xy * shape.radius, shape.thickness, shape.flags);
out.clip_position = vertex_data.clip_pos;
// Here we precompute several values related to our polygon
// The central angle is the angle at the center of the polygon between two adjacent vertices
// https://en.wikipedia.org/wiki/Central_angle
out.central_angle = TAU / shape.sides;
// Calculate the apothem for a radius 1 polygon
// The apothem is the length between the center of the polygon and a side at a right angle
// https://en.wikipedia.org/wiki/Apothem
var unit_apothem = cos(out.central_angle / 2.);
// Calculate half of the side length for a radius 1 polygon
var half_side_length = sin(out.central_angle / 2.);
// Calculate our world space apothem for a polygon with the given radius
var apothem = unit_apothem * shape.radius;
// We want 1 unit in uv space to be the length of the apothem of our polygon
// so scale world to uv space using the world space apothem
out.uv = vertex_data.local_pos / (apothem * vertex_data.scale) * vertex_data.uv_ratio;
out.thickness = core::calculate_thickness(vertex_data.thickness_data, apothem, shape.flags);
out.roundness = min(shape.roundness / apothem, 1.0);
// Scale our half side length to match our uv space of 1 unit per apothem
// Precalculate our scaling by the inverse of roundness for our sdf
out.half_side_length = half_side_length / unit_apothem * (1.0 - out.roundness);
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) central_angle: f32,
@location(4) half_side_length: f32,
@location(5) roundness: f32,
#ifdef TEXTURED
@location(6) texture_uv: vec2<f32>,
#endif
};
// Given a position, a central angle and a half side length determine the distance
// between the point and a polygon with the given properties
fn ngonSDF(position: vec2<f32>, central_angle: f32, half_side_length: f32, apothem: f32) -> f32 {
// Rotate our position because pentagons look better when they point up :)
var pos = position.yx;
// Calculate the angle between our point and positive y
var angle = atan2(pos.y, pos.x);
// Round the angle to the nearest vertex
var nearest_angle = central_angle * floor((angle + 0.5 * central_angle) / central_angle);
// Calculate the vector to that vertex
var nearest_vertex = vec2<f32>(cos(nearest_angle), sin(nearest_angle));
// Transform our point such that the x axis is along the apothem and the y axis is
// along the side connected to the nearest vertex clockwise
pos = mat2x2<f32>(nearest_vertex.x, -nearest_vertex.y, nearest_vertex.y, nearest_vertex.x) * pos;
// The nearest point along the side to our point
// Ensure that the y position falls along the length of the side
var nearest_point = vec2<f32>(apothem, clamp(pos.y, -half_side_length, half_side_length));
// Get the distance between our point and the nearest point on the side
// If our x value is less than the apothem we fall inside the shape so multiply by -1
return length(pos - nearest_point) * sign(pos.x - apothem);
}
// 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;
// Calculate our positions distance from the polygon
var dist = ngonSDF(f.uv, f.central_angle, f.half_side_length, 1.0 - f.roundness) - f.roundness;
// Cut off points outside the shape or within the hollow area
in_shape *= core::step_aa(-f.thickness, dist) * core::step_aa(dist, 0.);
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