Simplify image rotation API and its internals
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09a6bcfffc
commit
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23 changed files with 219 additions and 225 deletions
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@ -10,12 +10,11 @@ struct VertexInput {
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@builtin(vertex_index) vertex_index: u32,
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@location(0) pos: vec2<f32>,
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@location(1) center: vec2<f32>,
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@location(2) image_size: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) rotation: f32,
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@location(4) scale: vec2<f32>,
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@location(5) atlas_pos: vec2<f32>,
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@location(6) atlas_scale: vec2<f32>,
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@location(7) layer: i32,
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@location(4) atlas_pos: vec2<f32>,
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@location(5) atlas_scale: vec2<f32>,
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@location(6) layer: i32,
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}
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struct VertexOutput {
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@ -36,7 +35,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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out.layer = f32(input.layer);
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// Calculate the vertex position and move the center to the origin
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v_pos = input.pos + v_pos * input.image_size - input.center;
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v_pos = input.pos + v_pos * input.scale - input.center;
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// Apply the rotation around the center of the image
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let cos_rot = cos(input.rotation);
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@ -48,16 +47,8 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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vec4<f32>(0.0, 0.0, 0.0, 1.0)
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);
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// Scale the image and then translate to the final position by moving the center to the position
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let scale_translate = mat4x4<f32>(
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vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(input.center, 0.0, 1.0)
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);
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// Calculate the final position of the vertex
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out.position = globals.transform * scale_translate * rotate * vec4<f32>(v_pos, 0.0, 1.0);
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out.position = globals.transform * (vec4<f32>(input.center, 0.0, 0.0) + rotate * vec4<f32>(v_pos, 0.0, 1.0));
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return out;
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}
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