e65e9cc623
Motor gráfico Llimphi como workspace independiente: bucle Elm (input→update→view→layout→raster→present) sobre wgpu+vello+taffy+parley. Núcleo (hal/raster/layout/text/ui/theme/surface/motion/icons) + ~40 widgets + módulos, sin dependencias al resto del monorepo. cargo check --workspace pasa (64 crates). Puerta de entrada: cargo run -p llimphi-ui --example counter. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
554 lines
20 KiB
Rust
554 lines
20 KiB
Rust
//! Backend GPU directo (Fases 2 + 3 del SDD §"GPU directo wgpu").
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//!
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//! Tres pipelines `wgpu` cacheadas en [`GpuPipelines`] (lines / tris /
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//! rects) + un acumulador [`GpuBatch`] que las apps usan por frame para
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//! emitir centenares de miles a millones de primitivos en una draw call
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//! por tipo, sin pasar por vello.
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//!
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//! Diseño minimal Fase 2/3:
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//!
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//! - Vertex format triángulos: `[x: f32, y: f32, rgba: u32]` (12 B/vert).
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//! - Instance format líneas: `[x0, y0, x1, y1, rgba]` (20 B/seg).
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//! - Instance format rects: `[x, y, w, h, rgba]` (20 B/rect).
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//! - Sin texturas. Sin AA por shader — quien necesite AA fino sigue por
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//! vello. Para puntos densos el "popping" no se nota.
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//! - Blending alfa habilitado: el alpha del color es respetado.
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//! - El viewport `(width, height)` se pasa al flush y va en un uniform —
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//! los shaders convierten pixel → NDC ahí.
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//!
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//! Cache de pipelines: una sola instancia de `GpuPipelines` por
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//! `(device, color_format)`. Construirla compila los 3 pipelines en
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//! caliente (~ms en hardware moderno). Los callers la mantienen viva
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//! entre frames (en su Model o vía `OnceLock`).
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//!
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//! Grow strategy: `flush` crea un buffer por tipo no vacío en el
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//! mismo frame. Sin reuso entre frames — Fase 4 (`GpuSceneCanvas`)
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//! introducirá el `GpuBuffers` persistente que dobla capacidad si
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//! aparece la necesidad.
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use llimphi_hal::wgpu;
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use vello::peniko::Color;
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/// Pipelines cacheadas. Crear uno por proceso (o por surface format).
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///
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/// Para uso típico via [`GpuBatch`] los campos no se tocan directo. La
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/// API pública existe para callers avanzados que quieran montar su propio
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/// buffer persistente (datos que no cambian por frame: starfield Gaia,
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/// particles iniciales, viewport estático) y emitir draw calls
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/// manualmente reusando estas pipelines.
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///
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/// Layouts:
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/// - Vertex buffer triángulos: `[x: f32, y: f32, rgba: u32]` (12 B/vert).
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/// - Instance buffer rects: `[x, y, w, h, rgba]` (20 B/inst).
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/// - Instance buffer líneas: `[x0, y0, x1, y1, rgba]` (20 B/inst).
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/// - Bind group 0 binding 0: uniform `{viewport: vec2<f32>, line_width: f32, _pad: f32}` (16 B).
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pub struct GpuPipelines {
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pub lines: wgpu::RenderPipeline,
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pub tris: wgpu::RenderPipeline,
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pub rects: wgpu::RenderPipeline,
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pub bind_layout: wgpu::BindGroupLayout,
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}
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impl GpuPipelines {
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/// Compila los 3 pipelines apuntando al `color_format` del target
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/// que recibirán en `flush` (el de la intermediate de `WinitSurface`,
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/// normalmente `Rgba8Unorm`).
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pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("llimphi-raster-gpu-shader"),
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source: wgpu::ShaderSource::Wgsl(WGSL.into()),
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});
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let bind_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("llimphi-raster-gpu-bgl"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("llimphi-raster-gpu-pl"),
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bind_group_layouts: &[&bind_layout],
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push_constant_ranges: &[],
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});
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let color_targets = [Some(wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})];
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// Triángulos (vertex buffer plano, color per-vertex).
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let tris = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("llimphi-raster-gpu-tris"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_tris"),
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compilation_options: Default::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: 12,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Uint32,
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offset: 8,
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shader_location: 1,
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},
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],
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}],
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},
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primitive: tri_primitive(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs"),
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compilation_options: Default::default(),
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targets: &color_targets,
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}),
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multiview: None,
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cache: None,
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});
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// Rects (instanced quad).
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let rects = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("llimphi-raster-gpu-rects"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_rects"),
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compilation_options: Default::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: 20,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: 8,
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shader_location: 1,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Uint32,
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offset: 16,
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shader_location: 2,
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},
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],
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}],
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},
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primitive: tri_primitive(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs"),
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compilation_options: Default::default(),
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targets: &color_targets,
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}),
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multiview: None,
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cache: None,
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});
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// Líneas con grosor: cada segmento es una instancia de 20 B; el
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// VS expande a un quad de 6 vértices perpendicular al segmento
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// usando un grosor uniforme en píxeles (vienen del uniform).
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let lines = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("llimphi-raster-gpu-lines"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_lines"),
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compilation_options: Default::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: 20,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x4,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Uint32,
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offset: 16,
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shader_location: 1,
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},
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],
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}],
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},
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primitive: tri_primitive(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs"),
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compilation_options: Default::default(),
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targets: &color_targets,
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}),
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multiview: None,
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cache: None,
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});
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Self {
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lines,
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tris,
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rects,
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bind_layout,
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}
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}
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}
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fn tri_primitive() -> wgpu::PrimitiveState {
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wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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}
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}
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/// Acumulador de primitivas por frame. Construir → `add_*` → `flush`.
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pub struct GpuBatch<'a> {
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pipelines: &'a GpuPipelines,
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line_verts: Vec<u8>,
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tri_verts: Vec<u8>,
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rect_insts: Vec<u8>,
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line_width: f32,
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line_count: u32,
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tri_vert_count: u32,
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rect_count: u32,
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}
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impl<'a> GpuBatch<'a> {
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pub fn new(pipelines: &'a GpuPipelines) -> Self {
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Self {
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pipelines,
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line_verts: Vec::new(),
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tri_verts: Vec::new(),
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rect_insts: Vec::new(),
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line_width: 1.0,
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line_count: 0,
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tri_vert_count: 0,
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rect_count: 0,
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}
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}
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/// Grosor de las próximas líneas (en pixels del frame, sin AA).
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/// Se aplica a todas las líneas del batch — el lado bueno de una
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/// sola draw call es que sólo hay un grosor "vivo" por flush.
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pub fn line_width(&mut self, w: f32) {
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self.line_width = w;
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}
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/// Añade un segmento de línea como instancia.
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pub fn add_line(&mut self, p0: (f32, f32), p1: (f32, f32), color: Color) {
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let rgba = pack_rgba(color);
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self.line_verts.extend_from_slice(&p0.0.to_ne_bytes());
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self.line_verts.extend_from_slice(&p0.1.to_ne_bytes());
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self.line_verts.extend_from_slice(&p1.0.to_ne_bytes());
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self.line_verts.extend_from_slice(&p1.1.to_ne_bytes());
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self.line_verts.extend_from_slice(&rgba.to_ne_bytes());
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self.line_count += 1;
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}
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/// Añade una polilínea como secuencia de segmentos individuales
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/// (line-list). Para N puntos emite N-1 instancias.
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pub fn add_polyline(&mut self, points: &[(f32, f32)], color: Color) {
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if points.len() < 2 {
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return;
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}
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for w in points.windows(2) {
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self.add_line(w[0], w[1], color);
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}
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}
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/// Añade un triángulo con color por vértice.
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pub fn add_tri(
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&mut self,
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a: (f32, f32),
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b: (f32, f32),
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c: (f32, f32),
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ca: Color,
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cb: Color,
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cc: Color,
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) {
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self.push_tri_vert(a, ca);
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self.push_tri_vert(b, cb);
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self.push_tri_vert(c, cc);
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}
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fn push_tri_vert(&mut self, p: (f32, f32), color: Color) {
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let rgba = pack_rgba(color);
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self.tri_verts.extend_from_slice(&p.0.to_ne_bytes());
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self.tri_verts.extend_from_slice(&p.1.to_ne_bytes());
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self.tri_verts.extend_from_slice(&rgba.to_ne_bytes());
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self.tri_vert_count += 1;
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}
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/// Añade un triangle list crudo `[(x, y); 3*N]` con un mismo color
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/// uniforme por vértice. Útil para teselaciones precomputadas
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/// (contornos, polígonos rellenos).
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pub fn add_tri_list(&mut self, verts: &[(f32, f32)], color: Color) {
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for &p in verts {
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self.push_tri_vert(p, color);
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}
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}
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/// Añade un rectángulo lleno como instancia (sin radio — para
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/// rounded rects sigue por vello).
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pub fn add_rect(&mut self, x: f32, y: f32, w: f32, h: f32, color: Color) {
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let rgba = pack_rgba(color);
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self.rect_insts.extend_from_slice(&x.to_ne_bytes());
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self.rect_insts.extend_from_slice(&y.to_ne_bytes());
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self.rect_insts.extend_from_slice(&w.to_ne_bytes());
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self.rect_insts.extend_from_slice(&h.to_ne_bytes());
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self.rect_insts.extend_from_slice(&rgba.to_ne_bytes());
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self.rect_count += 1;
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}
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/// Cuenta total de primitivas pendientes (útil para benches).
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pub fn primitive_count(&self) -> u32 {
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self.line_count + self.rect_count + self.tri_vert_count / 3
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}
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/// Despacha las primitivas acumuladas como 1 draw call por tipo
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/// no vacío contra `view`. `viewport` es el tamaño en pixels del
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/// target (lo usa el VS para mapear pixel → NDC).
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///
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/// `load_op` decide si la pasada conserva el contenido previo
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/// (`Load`, lo normal cuando vello ya pintó algo) o limpia
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/// (`Clear(color)`). Apps que llamen a `GpuBatch` desde
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/// `gpu_paint_with` quieren `Load`.
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pub fn flush(
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self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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encoder: &mut wgpu::CommandEncoder,
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view: &wgpu::TextureView,
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viewport: (f32, f32),
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load_op: wgpu::LoadOp<wgpu::Color>,
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) {
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let total = self.line_count + self.tri_vert_count + self.rect_count;
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if total == 0 {
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return;
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}
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// Uniforms: [viewport.w, viewport.h, line_width, _pad].
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let u_data = [viewport.0, viewport.1, self.line_width, 0.0];
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let mut u_bytes = Vec::with_capacity(16);
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for v in u_data {
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u_bytes.extend_from_slice(&v.to_ne_bytes());
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}
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let uniforms = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("llimphi-raster-gpu-u"),
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size: 16,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(&uniforms, 0, &u_bytes);
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("llimphi-raster-gpu-bg"),
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layout: &self.pipelines.bind_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniforms.as_entire_binding(),
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}],
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});
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// Buffers por tipo (sólo si hay datos).
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let lines_buf = (!self.line_verts.is_empty()).then(|| {
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let b = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("llimphi-raster-gpu-lines-buf"),
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size: self.line_verts.len() as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(&b, 0, &self.line_verts);
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b
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});
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let tris_buf = (!self.tri_verts.is_empty()).then(|| {
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let b = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("llimphi-raster-gpu-tris-buf"),
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size: self.tri_verts.len() as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(&b, 0, &self.tri_verts);
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b
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});
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let rects_buf = (!self.rect_insts.is_empty()).then(|| {
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let b = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("llimphi-raster-gpu-rects-buf"),
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size: self.rect_insts.len() as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(&b, 0, &self.rect_insts);
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b
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});
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("llimphi-raster-gpu-pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: load_op,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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pass.set_bind_group(0, &bind_group, &[]);
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// Orden de draws: rects (fondo) → tris → lines (encima). Match
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// de la convención usual "fill abajo, stroke arriba".
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if let Some(buf) = rects_buf.as_ref() {
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pass.set_pipeline(&self.pipelines.rects);
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pass.set_vertex_buffer(0, buf.slice(..));
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pass.draw(0..6, 0..self.rect_count);
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}
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if let Some(buf) = tris_buf.as_ref() {
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pass.set_pipeline(&self.pipelines.tris);
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pass.set_vertex_buffer(0, buf.slice(..));
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pass.draw(0..self.tri_vert_count, 0..1);
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}
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if let Some(buf) = lines_buf.as_ref() {
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pass.set_pipeline(&self.pipelines.lines);
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pass.set_vertex_buffer(0, buf.slice(..));
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pass.draw(0..6, 0..self.line_count);
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}
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}
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}
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/// Empaqueta un `peniko::Color` a u32 little-endian RGBA8.
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/// El shader lo lee como `inst.rgba` y separa bytes — debe coincidir
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/// con la convención del WGSL (`r = rgba & 0xFF`, etc.).
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fn pack_rgba(c: Color) -> u32 {
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let [r, g, b, a] = c.to_rgba8().to_u8_array();
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(r as u32) | ((g as u32) << 8) | ((b as u32) << 16) | ((a as u32) << 24)
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}
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const WGSL: &str = r#"
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struct Uniforms {
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viewport: vec2<f32>,
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line_width: f32,
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_pad: f32,
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};
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@group(0) @binding(0) var<uniform> u: Uniforms;
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struct V2F {
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@builtin(position) pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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|
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fn unpack_rgba(c: u32) -> vec4<f32> {
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let r = f32( c & 0xFFu) / 255.0;
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let g = f32((c >> 8u) & 0xFFu) / 255.0;
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let b = f32((c >> 16u) & 0xFFu) / 255.0;
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let a = f32((c >> 24u) & 0xFFu) / 255.0;
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return vec4<f32>(r, g, b, a);
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}
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|
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fn px_to_ndc(p: vec2<f32>) -> vec2<f32> {
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return vec2<f32>(p.x / u.viewport.x * 2.0 - 1.0, 1.0 - p.y / u.viewport.y * 2.0);
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}
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|
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// -------- triángulos: 1 vértice = (xy, rgba) --------
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|
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@vertex
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fn vs_tris(@location(0) xy: vec2<f32>, @location(1) rgba: u32) -> V2F {
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var out: V2F;
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out.pos = vec4<f32>(px_to_ndc(xy), 0.0, 1.0);
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out.color = unpack_rgba(rgba);
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return out;
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}
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|
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|
// -------- rects: 1 instancia = (xy, wh, rgba), 6 vértices/quad --------
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|
|
|
@vertex
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|
fn vs_rects(
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|
@builtin(vertex_index) vid: u32,
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@location(0) inst_xy: vec2<f32>,
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|
@location(1) inst_wh: vec2<f32>,
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|
@location(2) inst_rgba: u32,
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|
) -> V2F {
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|
var corners = array<vec2<f32>, 6>(
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|
vec2<f32>(0.0, 0.0),
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|
vec2<f32>(1.0, 0.0),
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|
vec2<f32>(1.0, 1.0),
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|
vec2<f32>(0.0, 0.0),
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|
vec2<f32>(1.0, 1.0),
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|
vec2<f32>(0.0, 1.0),
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|
);
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|
let local = corners[vid];
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|
let px = inst_xy + local * inst_wh;
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|
var out: V2F;
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|
out.pos = vec4<f32>(px_to_ndc(px), 0.0, 1.0);
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|
out.color = unpack_rgba(inst_rgba);
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|
return out;
|
|
}
|
|
|
|
// -------- líneas: 1 instancia = (p0xy, p1xy, rgba), expandida a quad ----
|
|
|
|
@vertex
|
|
fn vs_lines(
|
|
@builtin(vertex_index) vid: u32,
|
|
@location(0) seg: vec4<f32>,
|
|
@location(1) rgba: u32,
|
|
) -> V2F {
|
|
// Quad perpendicular al segmento, grosor uniforme `u.line_width` px.
|
|
// vid 0..5 mapea a los 6 vértices del quad (2 tris).
|
|
let p0 = seg.xy;
|
|
let p1 = seg.zw;
|
|
let dir = normalize(p1 - p0);
|
|
let n = vec2<f32>(-dir.y, dir.x);
|
|
let half_w = u.line_width * 0.5;
|
|
let offsets = array<vec2<f32>, 6>(
|
|
vec2<f32>(0.0, -half_w), // p0 -n
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|
vec2<f32>(0.0, half_w), // p0 +n
|
|
vec2<f32>(1.0, half_w), // p1 +n
|
|
vec2<f32>(0.0, -half_w), // p0 -n
|
|
vec2<f32>(1.0, half_w), // p1 +n
|
|
vec2<f32>(1.0, -half_w), // p1 -n
|
|
);
|
|
let o = offsets[vid];
|
|
let along = mix(p0, p1, o.x);
|
|
let across = n * o.y;
|
|
let px = along + across;
|
|
var out: V2F;
|
|
out.pos = vec4<f32>(px_to_ndc(px), 0.0, 1.0);
|
|
out.color = unpack_rgba(rgba);
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs(in: V2F) -> @location(0) vec4<f32> {
|
|
return in.color;
|
|
}
|
|
"#;
|