srceen-meshes now use GL_TRIANGLE_FAN

This commit is contained in:
minjaesong
2023-09-09 21:51:27 +09:00
parent 9af62b8b61
commit 07a70ffba4
5 changed files with 34 additions and 34 deletions

View File

@@ -709,7 +709,7 @@ object IngameRenderer : Disposable {
App.shaderPassthruRGBA.bind()
App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined)
App.shaderPassthruRGBA.setUniformi("u_texture", 0)
blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN)
}
}
@@ -726,7 +726,7 @@ object IngameRenderer : Disposable {
App.shaderPassthruRGBA.bind()
App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined)
App.shaderPassthruRGBA.setUniformi("u_texture", 0)
blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN)
}
fboBlurHalf.inAction(camera, batch) {
@@ -737,7 +737,7 @@ object IngameRenderer : Disposable {
shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseDown.setUniformi("u_texture", 0)
shaderKawaseDown.setUniformf("halfpixel", KAWASE_POWER / fboBlurHalf.width, KAWASE_POWER / fboBlurHalf.height)
blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLES)
blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
}
/*fboBlurQuarter.inAction(camera, batch) {
@@ -748,7 +748,7 @@ object IngameRenderer : Disposable {
shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseDown.setUniformi("u_texture", 0)
shaderKawaseDown.setUniformf("halfpixel", KAWASE_POWER / fboBlurQuarter.width, KAWASE_POWER / fboBlurQuarter.height)
blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLES)
blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
}
fboBlurHalf.inAction(camera, batch) {
@@ -759,7 +759,7 @@ object IngameRenderer : Disposable {
shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseUp.setUniformi("u_texture", 0)
shaderKawaseUp.setUniformf("halfpixel", KAWASE_POWER / fboBlurQuarter.width, KAWASE_POWER / fboBlurQuarter.height)
blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLES)
blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
}*/
outFbo.inAction(camera, batch) {
@@ -770,7 +770,7 @@ object IngameRenderer : Disposable {
shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseUp.setUniformi("u_texture", 0)
shaderKawaseUp.setUniformf("halfpixel", KAWASE_POWER / fboBlurHalf.width, KAWASE_POWER / fboBlurHalf.height)
blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLES)
blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
}
}
@@ -780,19 +780,19 @@ object IngameRenderer : Disposable {
fun resize(width: Int, height: Int) {
if (!init) {
blurWriteQuad = Mesh(
true, 4, 6,
true, 4, 4,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
blurWriteQuad2 = Mesh(
true, 4, 6,
true, 4, 4,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
/*blurWriteQuad4 = Mesh(
true, 4, 6,
true, 4, 4,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
@@ -847,21 +847,21 @@ object IngameRenderer : Disposable {
lightmapFbo.width.toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
lightmapFbo.width.toFloat(),lightmapFbo.height.toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
0f,lightmapFbo.height.toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 3))
blurWriteQuad2.setVertices(floatArrayOf(
0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
lightmapFbo.width.div(2).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
lightmapFbo.width.div(2).toFloat(),lightmapFbo.height.div(2).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
0f,lightmapFbo.height.div(2).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 3))
/*blurWriteQuad4.setVertices(floatArrayOf(
0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
lightmapFbo.width.div(4).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
lightmapFbo.width.div(4).toFloat(),lightmapFbo.height.div(4).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
0f,lightmapFbo.height.div(4).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))*/
blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 3))*/
}
override fun dispose() {