Add Image rotation support

Co-authored-by: DKolter <68352124+DKolter@users.noreply.github.com>
This commit is contained in:
Héctor Ramón Jiménez 2024-05-02 13:15:17 +02:00
parent aae8e4f5cf
commit 09a6bcfffc
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GPG key ID: 7CC46565708259A7
19 changed files with 374 additions and 84 deletions

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@ -9,10 +9,13 @@ struct Globals {
struct VertexInput {
@builtin(vertex_index) vertex_index: u32,
@location(0) pos: vec2<f32>,
@location(1) scale: vec2<f32>,
@location(2) atlas_pos: vec2<f32>,
@location(3) atlas_scale: vec2<f32>,
@location(4) layer: i32,
@location(1) center: vec2<f32>,
@location(2) image_size: vec2<f32>,
@location(3) rotation: f32,
@location(4) scale: vec2<f32>,
@location(5) atlas_pos: vec2<f32>,
@location(6) atlas_scale: vec2<f32>,
@location(7) layer: i32,
}
struct VertexOutput {
@ -25,24 +28,42 @@ struct VertexOutput {
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
let v_pos = vertex_position(input.vertex_index);
// Generate a vertex position in the range [0, 1] from the vertex index.
var v_pos = vertex_position(input.vertex_index);
// Map the vertex position to the atlas texture.
out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
out.layer = f32(input.layer);
var transform: mat4x4<f32> = mat4x4<f32>(
// Calculate the vertex position and move the center to the origin
v_pos = input.pos + v_pos * input.image_size - input.center;
// Apply the rotation around the center of the image
let cos_rot = cos(input.rotation);
let sin_rot = sin(input.rotation);
let rotate = mat4x4<f32>(
vec4<f32>(cos_rot, sin_rot, 0.0, 0.0),
vec4<f32>(-sin_rot, cos_rot, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0)
);
// Scale the image and then translate to the final position by moving the center to the position
let scale_translate = mat4x4<f32>(
vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(input.pos, 0.0, 1.0)
vec4<f32>(input.center, 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(v_pos, 0.0, 1.0);
// Calculate the final position of the vertex
out.position = globals.transform * scale_translate * rotate * vec4<f32>(v_pos, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Sample the texture at the given UV coordinate and layer.
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
}