From c081f624ebf24c3f752b3833690cf29aa7cb2259 Mon Sep 17 00:00:00 2001 From: Connor Thomson Date: Fri, 11 Sep 2026 17:50:59 -0700 Subject: Add 2D shapes --- shaders/shape.frag.slang | 65 +++++++++++++++++++++++++++++++++ shaders/shape.vert.slang | 94 ++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 159 insertions(+) create mode 100644 shaders/shape.frag.slang create mode 100644 shaders/shape.vert.slang (limited to 'shaders') diff --git a/shaders/shape.frag.slang b/shaders/shape.frag.slang new file mode 100644 index 0000000..b75625b --- /dev/null +++ b/shaders/shape.frag.slang @@ -0,0 +1,65 @@ +/* + * Tuxánci 2 - A first person shooter + * Copyright (C) 2025-2026 Connor Thomson + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + */ + +struct ShapeFragmentUniforms { + float4 bounds; + float4 points[3]; + float4 viewport; + float4 color; + float4 params; +}; + +[[vk::binding(0, 3)]] +ConstantBuffer uniforms : register(b0, space3); + +struct FSOutput { + float4 color : SV_Target0; +}; + +FSOutput main(float2 uv : TEXCOORD0) { + uint shape_type = (uint)uniforms.params.x; + float distance_from_edge = 0.0; + float coverage = 1.0; + + if (shape_type == 1) { + distance_from_edge = min( + min(uv.x * uniforms.bounds.z, (1.0 - uv.x) * uniforms.bounds.z), + min(uv.y * uniforms.bounds.w, (1.0 - uv.y) * uniforms.bounds.w) + ); + float edge_width = max(fwidth(distance_from_edge), 0.5); + coverage = 1.0 - smoothstep(uniforms.params.y - edge_width, uniforms.params.y + edge_width, distance_from_edge); + } else if (shape_type >= 3 && shape_type <= 4) { + float2 center_offset = (uv - 0.5) * uniforms.bounds.zw; + float radius = min(uniforms.bounds.z, uniforms.bounds.w) * 0.5; + float distance_from_center = length(center_offset); + float edge_width = max(fwidth(distance_from_center), 0.5); + if (shape_type == 3 && distance_from_center > radius) { + coverage = 1.0 - smoothstep(radius - edge_width, radius + edge_width, distance_from_center); + } + if (shape_type == 4) { + float outer_coverage = 1.0 - smoothstep(radius - edge_width, radius + edge_width, distance_from_center); + float inner_coverage = smoothstep(radius - uniforms.params.y - edge_width, radius - uniforms.params.y + edge_width, distance_from_center); + coverage = outer_coverage * inner_coverage; + } + } + + FSOutput output; + output.color = uniforms.color; + output.color.a *= coverage; + return output; +} diff --git a/shaders/shape.vert.slang b/shaders/shape.vert.slang new file mode 100644 index 0000000..34834a4 --- /dev/null +++ b/shaders/shape.vert.slang @@ -0,0 +1,94 @@ +/* + * Tuxánci 2 - A first person shooter + * Copyright (C) 2025-2026 Connor Thomson + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + */ + +struct ShapeVertexUniforms { + float4 bounds; + float4 points[3]; + float4 viewport; + float4 color; + float4 params; +}; + +[[vk::binding(0, 1)]] +ConstantBuffer uniforms : register(b0, space1); + +struct VSOutput { + float4 position : SV_Position; + float2 uv : TEXCOORD0; +}; + +float2 to_clip(float2 point) { + return float2( + 2.0 * point.x / uniforms.viewport.x - 1.0, + 1.0 - 2.0 * point.y / uniforms.viewport.y + ); +} + +float2 line_vertex(float2 first, float2 second, uint vertexID) { + float2 direction = normalize(second - first); + float2 normal = float2(-direction.y, direction.x) * uniforms.params.y * 0.5; + static const float2 corners[6] = { + float2( 1.0, 1.0), + float2( 1.0, -1.0), + float2(-1.0, 1.0), + float2(-1.0, 1.0), + float2( 1.0, -1.0), + float2(-1.0, -1.0) + }; + float2 corner = corners[vertexID]; + return lerp(first, second, corner.x * 0.5 + 0.5) + normal * corner.y; +} + +VSOutput main(uint vertexID : SV_VertexID) { + static const float2 quad_positions[6] = { + float2(0.0, 0.0), + float2(1.0, 0.0), + float2(0.0, 1.0), + float2(0.0, 1.0), + float2(1.0, 0.0), + float2(1.0, 1.0) + }; + + uint shape_type = (uint)uniforms.params.x; + float2 position; + float2 uv = float2(0.0, 0.0); + + if (shape_type <= 1 || shape_type >= 3 && shape_type <= 4) { + uv = quad_positions[vertexID]; + position = uniforms.bounds.xy + uv * uniforms.bounds.zw; + } else if (shape_type == 2) { + position = line_vertex(uniforms.points[0].xy, uniforms.points[1].xy, vertexID); + } else if (shape_type == 5) { + position = uniforms.points[vertexID].xy; + } else { + uint edge = vertexID / 6; + uint edge_vertex = vertexID % 6; + uint first_index = edge; + uint second_index = (edge + 1) % 3; + position = line_vertex( + uniforms.points[first_index].xy, + uniforms.points[second_index].xy, + edge_vertex + ); + } + + VSOutput output; + output.position = float4(to_clip(position), 0.0, 1.0); + output.uv = uv; + return output; +} -- cgit v1.2.3