floating points packing for shaders

This commit is contained in:
minjaesong
2023-09-25 19:09:26 +09:00
parent 7623b120ac
commit 2c9f3ce1e5
5 changed files with 16 additions and 9 deletions

View File

@@ -29,7 +29,7 @@ Requires 64 bit processor and operation system.
|OS|Windows 7/macOS Sierra/Ubuntu 16.04|Windows 10/macOS Big Sur/Linux with Kernel 5.4|
|CPU|AMD Phenom X4 9600/Intel Core 2 Duo E8400|AMD Ryzen 5 1500X/Intel Core i7-4770K/Apple M1|
|Memory|4 GB RAM|8 GB RAM|
|OpenGL|3.2|4.0|
|OpenGL|3.3|4.0|
|Graphics|GeForce 9600 GT|Anything that supports OpenGL 4.0|
|Storage|2 GB available|2 GB available but faster|

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@@ -1671,8 +1671,8 @@ public class App implements ApplicationListener {
frag = "#version 400\n"+frag0;
}
else {
vert = "#version 150\n#define fma(a,b,c) (((a)*(b))+(c))\n"+vert0;
frag = "#version 150\n#define fma(a,b,c) (((a)*(b))+(c))\n"+frag0;
vert = "#version 330\n#define fma(a,b,c) (((a)*(b))+(c))\n"+vert0;
frag = "#version 330\n#define fma(a,b,c) (((a)*(b))+(c))\n"+frag0;
}
ShaderProgram s = new ShaderProgram(vert, frag);

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@@ -7,7 +7,7 @@ import org.lwjgl.opengl.GL11
class TerrarumGLinfo {
private var _initialised = false
val MINIMAL_GL_VERSION = 320
val MINIMAL_GL_VERSION = 330
var GL_VERSION = -1; private set
get() = if (_initialised) field else throw UninitializedPropertyAccessException()

View File

@@ -78,6 +78,13 @@ class WeatherObjectCloud(
private val vecMult = Vector3(1f, 1f, 1f / (4f * H))
private fun packFloat(f: Float, g: Float): Float {
val fi = java.lang.Float.floatToRawIntBits(f)
val gi = java.lang.Float.floatToRawIntBits(g)
val hi = (fi and 0xffff0000.toInt()) or ((gi and 0xffff0000.toInt()) ushr 16)
return java.lang.Float.intBitsToFloat(hi)
}
fun render(batch: UnpackedColourSpriteBatch, cloudDrawColour0: Color, shadiness: Float) {
val sc = screenCoord
@@ -87,7 +94,7 @@ class WeatherObjectCloud(
it.a = alpha
}
batch.color = cloudCol
batch.generic.set(rgbGamma, aGamma, shadiness, 0f)
batch.generic.set(packFloat(rgbGamma, aGamma), shadiness, 0f, 0f)
if (flipW)
batch.draw(texture, sc.x + texture.regionWidth / posZ, sc.y, -texture.regionWidth * sc.z, texture.regionHeight * sc.z)

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@@ -2,7 +2,7 @@
in vec4 v_color; // lightCol
in vec4 v_generic; // [rgb gamma, a gamma, shadiness, 0]
in vec4 v_generic; // [rgb gamma + a gamma, shadiness, 0, 0]
in vec2 v_texCoords;
uniform sampler2D u_texture;
out vec4 fragColor;
@@ -16,9 +16,9 @@ vec4 shadeVec = vec4(1.0 + 3.333 * v_generic.z, 1.0 + 3.333 * v_generic.z, 1.0 +
void main() {
vec4 cloudCol = v_color;
float rgbGamma = v_generic.x;
float aGamma = v_generic.y;
vec4 gamma = v_generic.xxxy;
float rgbGamma = uintBitsToFloat(floatBitsToUint(v_generic.x) & 0xffff0000u);
float aGamma = uintBitsToFloat((floatBitsToUint(v_generic.x) & 0x0000ffffu) << 16);
vec4 gamma = vec4(rgbGamma, rgbGamma, rgbGamma, aGamma);
vec4 range = vec4(vec3(min(rgbGamma, 1.0 / rgbGamma)), 1.0);
vec4 offset = vec4(vec3(max(0.0, 1.0 - rgbGamma)), 0.0);