From 961f8c6d405c9c6fcf9aaf4fb6f199b0e5c60d88 Mon Sep 17 00:00:00 2001 From: Jon Santmyer Date: Thu, 30 Apr 2026 10:06:32 -0400 Subject: add orbit rendering for bodies --- assets/shaders/tacmap/body.wgsl | 79 ++++++++++++++++++++++++++++++++++++++++ assets/shaders/tacmap/grid.wgsl | 4 +- assets/shaders/tacmap/orbit.wgsl | 61 +++++++++++++++++++++++++++++++ 3 files changed, 142 insertions(+), 2 deletions(-) create mode 100644 assets/shaders/tacmap/body.wgsl create mode 100644 assets/shaders/tacmap/orbit.wgsl (limited to 'assets/shaders/tacmap') diff --git a/assets/shaders/tacmap/body.wgsl b/assets/shaders/tacmap/body.wgsl new file mode 100644 index 0000000..7156150 --- /dev/null +++ b/assets/shaders/tacmap/body.wgsl @@ -0,0 +1,79 @@ +struct InstanceInput { + @location(0) position: vec3, + @location(1) radius: f32 +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4, + @location(0) local_position: vec3 +}; + +struct CameraUniform { + view: mat4x4, + proj: mat4x4, + pos: vec3, + scale: f32 +}; + +@group(0) @binding(0) +var camera: CameraUniform; + +const QUAD_VERTICES = array,6>( + vec3(-1.0, -1.0, 0.0), + vec3(-1.0, 1.0 , 0.0), + vec3(1.0, 1.0 , 0.0), + vec3(1.0, 1.0 , 0.0), + vec3(1.0, -1.0, 0.0), + vec3(-1.0, -1.0, 0.0), +); + +@vertex +fn vs_main( + @builtin(vertex_index) index: u32, + instance: InstanceInput +) -> VertexOutput { + var out: VertexOutput; + + let model = QUAD_VERTICES[index]; + var view = camera.view; + + //Billboard the circle + let camera_right = vec3(view[0][0], view[1][0], view[2][0]); + let camera_up = vec3(view[0][1], view[1][1], view[2][1]); + let model_pos = camera_right * model.x + + camera_up * model.y; + + let min_size = 0.025; + + //Scale the world around the camera scale and translate about the camera's + //absolute (/target) position + let instance_pos = (instance.position - camera.pos) * camera.scale; + + let view_proj = camera.proj * view; + + let center_view_pos = view_proj * vec4(instance_pos, 1.0); + let vertex_view_pos = view_proj * vec4(instance_pos + (model_pos * instance.radius * camera.scale), 1.0); + + let vertex_dist = length(vertex_view_pos - center_view_pos) / center_view_pos.w; + if vertex_dist < min_size { + out.clip_position = center_view_pos / center_view_pos.w; + out.clip_position += camera.proj * vec4(model.xy * (min_size / 2.0), 0.0, 0.0); + }else{ + out.clip_position = vertex_view_pos; + } + + out.local_position = model; + + return out; +} + +@fragment +fn fs_main(in: VertexOutput +) -> @location(0) vec4 { + let point_dist = length(in.local_position); + var alpha = 1.0; + if point_dist > 1.0 { + alpha = 0.0; + } + return vec4(1.0, 1.0, 1.0, alpha); +} diff --git a/assets/shaders/tacmap/grid.wgsl b/assets/shaders/tacmap/grid.wgsl index 625dc7f..822e957 100644 --- a/assets/shaders/tacmap/grid.wgsl +++ b/assets/shaders/tacmap/grid.wgsl @@ -7,6 +7,7 @@ struct VertexOutput { struct CameraUniform { view: mat4x4, proj: mat4x4, + pos: vec3, scale: f32 }; @@ -47,7 +48,6 @@ const cell_line_thickness: f32 = 0.001; const subcell_line_thickness: f32 = 0.0001; const cell_line_color: vec4 = vec4(0.25, 0.25, 0.25, 0.5); -const subcell_line_color: vec4 = vec4(0.125, 0.125, 0.125, 0.5); @fragment fn fs_main(in: VertexOutput @@ -79,7 +79,7 @@ fn fs_main(in: VertexOutput var color = vec4(0.0); if subcell_dist.x < sclt_real.x || subcell_dist.y < sclt_real.y - { color = subcell_line_color * subcell_falloff; } + { color = cell_line_color * subcell_falloff; } if cell_dist.x < clt_real.x || cell_dist.y < clt_real.y { color = cell_line_color; } diff --git a/assets/shaders/tacmap/orbit.wgsl b/assets/shaders/tacmap/orbit.wgsl new file mode 100644 index 0000000..d054a05 --- /dev/null +++ b/assets/shaders/tacmap/orbit.wgsl @@ -0,0 +1,61 @@ +struct VertexInput { + @builtin(vertex_index) index: u32, + @location(0) origin: u32, + @location(1) position: vec3, +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4, +}; + +struct CameraUniform { + view: mat4x4, + proj: mat4x4, + pos: vec3, + scale: f32 +}; + +@group(0) @binding(0) +var camera: CameraUniform; + +@group(1) @binding(0) +var origins: array>; + +const POINT_NORMALS = array,4>( + vec2(0.0, -0.5), + vec2(0.0, 0.5), + vec2(0.5, -0.5), + vec2(0.5, 0.5) +); + +@vertex +fn vs_main( + model: VertexInput, +) -> VertexOutput { + var out: VertexOutput; + + let index = model.index % 4u; + let normal = POINT_NORMALS[index]; + let origin = vec3( + origins[model.origin][0], + origins[model.origin][1], + origins[model.origin][2]); + + let model_pos = (origin + model.position - camera.pos) * camera.scale; + let view_proj = camera.proj * camera.view; + + //Scale the world around the camera scale and translate about the camera's + //absolute (/target) position + + let point_view_pos = view_proj * vec4(model_pos, 1.0); + out.clip_position = point_view_pos; + out.clip_position += vec4(normal * 0.01, 0.0, 0.0) * point_view_pos.w; + + return out; +} + +@fragment +fn fs_main(in: VertexOutput +) -> @location(0) vec4 { + return vec4(0.25, 1.0, 0.25, 1.0); +} -- cgit v1.2.3