128 lines
2.3 KiB
GLSL
128 lines
2.3 KiB
GLSL
struct Hex {
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float heights[6];
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uint colors[7];
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};
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layout(std430, buffer_reference) readonly buffer Region {
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int q;
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int r;
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int y;
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uint map;
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Hex hexes[];
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};
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struct Highlight {
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vec4 color;
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uint region;
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uint hex;
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float offset;
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};
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layout(std430, buffer_reference) readonly buffer HighlightList {
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Highlight h[];
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};
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struct Point {
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vec4 color;
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uint region;
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uint hex;
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uint vertex;
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float size;
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float offset;
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};
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layout(std430, buffer_reference) readonly buffer PointList {
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Point p[];
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};
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struct Ray {
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vec4 start;
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vec4 end;
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vec4 color;
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};
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layout(std430, buffer_reference) readonly buffer RayList {
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Ray r[];
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};
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layout(std430, buffer_reference) readonly buffer HexContext {
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mat4 proj;
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mat4 view;
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uint current_map;
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RayList rays;
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PointList points;
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HighlightList highlights;
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Region regions[];
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};
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layout(std430, push_constant) uniform PushConstant {
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HexContext context;
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float time;
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} pc;
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#define PI 3.1415926535897932384626433832795
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const float w = 0.5;
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const float x = 0.75;
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const float z = sqrt(3.0)/2.0;
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const int region_size = 10;
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const float region_diameter = 2*region_size-1;
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const float region_width = x*region_diameter;
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const float region_height = z*region_diameter;
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const int region_hex_count = 3*region_size*(region_size-1)+1;
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const vec4 vertices[] = {
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vec4(0, 0, 0, 1),
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vec4(w*cos(0*PI/3), 0, w*sin(0*PI/3), 1),
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vec4(w*cos(1*PI/3), 0, w*sin(1*PI/3), 1),
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vec4(w*cos(2*PI/3), 0, w*sin(2*PI/3), 1),
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vec4(w*cos(3*PI/3), 0, w*sin(3*PI/3), 1),
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vec4(w*cos(4*PI/3), 0, w*sin(4*PI/3), 1),
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vec4(w*cos(5*PI/3), 0, w*sin(5*PI/3), 1),
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};
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const uint indices[] = {
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0, 2, 1,
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0, 3, 2,
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0, 4, 3,
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0, 5, 4,
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0, 6, 5,
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0, 1, 6,
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};
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const vec4 starts[] = {
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vec4( 0, 0, z, 0), // 0, -1
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vec4(-x, 0, z/2, 0), // -1, 0
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vec4(-x, 0, -z/2, 0), // -1, +1
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vec4( 0, 0, -z, 0), // 0, +1
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vec4( x, 0, -z/2, 0), // +1, 0
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vec4( x, 0, z/2, 0), // +1, -1
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};
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const vec2 start_coords[] = {
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vec2(0, -1),
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vec2(-1, 0),
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vec2(-1, 1),
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vec2(0, 1),
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vec2(1, 0),
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vec2(1, -1),
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};
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const vec4 direction[] = {
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vec4(-x, 0, -z/2, 0),
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vec4( 0, 0, -z, 0),
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vec4( x, 0, -z/2, 0),
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vec4( x, 0, z/2, 0),
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vec4( 0, 0, z, 0),
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vec4(-x, 0, z/2, 0),
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};
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const vec2 direction_coords[] = {
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vec2(-1, 1),
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vec2(0, 1),
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vec2(1, 0),
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vec2(1, -1),
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vec2(0, -1),
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vec2(-1, 0),
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};
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