Add copy/paste, rewrite rendering pipeline with instanced draw calls and add a lot of caching to minimize overhead on huge edits.

This commit is contained in:
2026-05-01 00:10:19 +02:00
parent e71641c094
commit c4d657043c
17 changed files with 2917 additions and 289 deletions

44
src/shaders/overlay.wgsl Normal file
View File

@@ -0,0 +1,44 @@
struct VsUniform {
mvp: mat4x4f,
};
struct ShapeUniform {
transform: mat4x4f,
state: u32,
};
struct VsIn {
@location(0) position: vec2f,
};
struct Vs2Fs {
@builtin(position) pos: vec4f,
@location(0) @interpolate(linear) color: vec4f,
};
struct FsOut {
@location(0) color: vec4f,
};
@binding(0) @group(0) var<uniform> vs_uniforms: VsUniform;
@binding(1) @group(0) var<uniform> shape_uniform: ShapeUniform;
@vertex fn vs_main(input: VsIn) -> Vs2Fs {
var output: Vs2Fs;
let world_pos = shape_uniform.transform * vec4f(input.position.x, input.position.y, 0.0, 1.0);
output.pos = vs_uniforms.mvp * world_pos;
if (shape_uniform.state == 2u) {
output.color = vec4f(1.0, 0.84, 0.0, 1.0);
} else if (shape_uniform.state == 1u) {
output.color = vec4f(0.5, 0.6, 1.0, 1.0);
} else {
output.color = vec4f(0.8, 0.8, 0.8, 1.0);
}
return output;
}
@fragment fn fs_main(input: Vs2Fs) -> FsOut {
var output: FsOut;
output.color = input.color;
return output;
}

View File

@@ -1,13 +1,20 @@
struct VsUniform {
mvp: mat4x4f,
instance_base: u32,
};
struct ShapeUniform {
struct ShapeData {
transform: mat4x4f,
state: u32,
};
@binding(0) @group(0) var<uniform> vs_uniforms: VsUniform;
@binding(0) @group(1) var<storage> shape_data: array<ShapeData>;
@binding(1) @group(1) var<storage> instance_map: array<u32>;
struct VsIn {
@builtin(instance_index) instance_idx: u32,
@location(0) position: vec2f,
};
@@ -20,16 +27,15 @@ struct FsOut {
@location(0) color: vec4f,
};
@binding(0) @group(0) var<uniform> vs_uniforms: VsUniform;
@binding(1) @group(0) var<uniform> shape_uniform: ShapeUniform;
@vertex fn vs_main(input: VsIn) -> Vs2Fs {
var output: Vs2Fs;
let world_pos = shape_uniform.transform * vec4f(input.position.x, input.position.y, 0.0, 1.0);
let shape_idx = instance_map[vs_uniforms.instance_base + input.instance_idx];
let shape = shape_data[shape_idx];
let world_pos = shape.transform * vec4f(input.position.x, input.position.y, 0.0, 1.0);
output.pos = vs_uniforms.mvp * world_pos;
if (shape_uniform.state == 2u) {
if (shape.state == 2u) {
output.color = vec4f(1.0, 0.84, 0.0, 1.0);
} else if (shape_uniform.state == 1u) {
} else if (shape.state == 1u) {
output.color = vec4f(0.5, 0.6, 1.0, 1.0);
} else {
output.color = vec4f(0.8, 0.8, 0.8, 1.0);