roleplay/client/shader_src/string.comp

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#version 450
#extension GL_EXT_buffer_reference : require
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struct String {
vec2 pos;
vec4 color;
float size;
uint offset;
uint len;
};
layout(std430, buffer_reference) readonly buffer StringList {
String s[];
};
struct Drawable {
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vec2 pos;
vec2 size;
vec4 color;
uint type;
uint code;
};
layout(std430, buffer_reference) writeonly buffer DrawableList {
Drawable d[];
};
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layout(std430, buffer_reference) readonly buffer CodeList {
uint c[];
};
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struct DrawCommand {
uint vertex_count;
uint instance_count;
uint fist_vertex;
uint first_instance;
};
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struct DispatchCommand {
uint x;
uint y;
uint z;
};
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layout(std430, buffer_reference) buffer UILayer {
StringList strings;
CodeList codes;
DrawableList drawables;
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DrawCommand draw;
DispatchCommand dispatch;
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uint font_index;
uint drawable_count;
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};
struct Symbol {
int top;
uint left;
uint width;
uint height;
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uint advance;
};
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layout(std430, buffer_reference) buffer SymbolList {
Symbol s[];
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};
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struct Font {
SymbolList symbols;
uint num_symbols;
uint width;
uint height;
};
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layout(std430, buffer_reference) buffer FontList {
Font f[];
};
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layout(std430, buffer_reference) buffer UIContext {
FontList fonts;
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mat4 screen;
};
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layout(std430, push_constant) uniform PushConstant {
UIContext context;
UILayer layer;
} pc;
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layout(local_size_x = 1) in;
void main() {
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uint gID = gl_GlobalInvocationID.x;
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String string = pc.layer.strings.s[gID];
Font font = pc.context.fonts.f[pc.layer.font_index];
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uint buffer_pos = atomicAdd(pc.layer.draw.instance_count, string.len);
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float x = 0;
for(uint i = 0; i < string.len; i++) {
uint code = pc.layer.codes.c[string.offset + i];
Symbol symbol = font.symbols.s[code];
pc.layer.drawables.d[buffer_pos + i].pos = string.pos + vec2(x, 0);
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x += string.size*symbol.advance/font.width;
pc.layer.drawables.d[buffer_pos + i].size = vec2(string.size, string.size);
pc.layer.drawables.d[buffer_pos + i].color = string.color;
pc.layer.drawables.d[buffer_pos + i].code = pc.layer.codes.c[string.offset + i];
pc.layer.drawables.d[buffer_pos + i].type = 1;
}
}