mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-12 06:41:51 +09:00
improved cloud draw perf
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@@ -310,15 +310,6 @@ internal object WeatherMixer : RNGConsumer {
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WeatherObjectCloud(cloud.spriteSheet.get(sheetX, sheetY), flip).also {
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it.scale = cloudScale
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it.darkness.set(currentWeather.cloudGamma)
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it.darkness.x *= it.scale
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val varX = 1f + r1.absoluteValue * currentWeather.cloudGammaVariance.x
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val varY = 1f + r2.absoluteValue * currentWeather.cloudGammaVariance.y
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it.darkness.x *= if (r1 < 0) 1f / varX else varX
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it.darkness.y *= if (r2 < 0) 1f / varY else varY
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it.posX = posX
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it.posY = posY
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it.posZ = rZ
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@@ -369,13 +360,13 @@ internal object WeatherMixer : RNGConsumer {
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}
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private fun drawClouds(batch: SpriteBatch) {
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batch.shader = shaderClouds
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clouds.forEach {
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batch.inUse { _ ->
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batch.color = globalLightNow.toGdxColor().also { col ->
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col.a = it.alpha
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} // TODO add cloud-only colour strip on the CLUT
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batch.shader.setUniformf("gamma", it.darkness)
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batch.inUse { _ ->
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batch.shader = shaderClouds
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batch.shader.setUniformf("gamma", currentWeather.cloudGamma)
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batch.shader.setUniformf("shadeCol", 0.06f, 0.07f, 0.08f, 1f) // TODO temporary value
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clouds.forEach {
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batch.color = Color(globalLightNow.r, globalLightNow.g, globalLightNow.b, it.alpha)
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it.render(batch, 0f, 0f)
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}
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}
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@@ -13,19 +13,6 @@ import kotlin.math.sign
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*/
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class WeatherObjectCloud(private val texture: TextureRegion, private val flipW: Boolean) : WeatherObject(), Comparable<WeatherObjectCloud> {
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/**
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* To actually utilise this value, your render code must begin the spritebatch per-object, like so:
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* ```
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* batch.shader = cloudShader
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* for (it in clouds) {
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* batch.begin()
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* batch.shader.setUniformf("gamma", it.darkness)
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* batch.draw(it, ...)
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* batch.end()
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* }
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*/
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var darkness: Vector2 = Vector2(0.5f, 2.0f) // the "gamma" value fed into the clouds shader
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override fun update() {
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throw UnsupportedOperationException()
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}
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -16,5 +16,6 @@ const vec2 boolean = vec2(0.0, 1.0);
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void main(void) {
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vec4 colorTex0 = texture(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
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vec4 colorTex1 = texture(tex1, v_texCoords); // lightmap (A) pre-mixed
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fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + (colorTex0 * boolean.xxxy);
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// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + (colorTex0 * boolean.xxxy);
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fragColor = fma(max(colorTex0, colorTex1), boolean.yyyx, colorTex0 * boolean.xxxy);
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}
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -150,7 +150,10 @@ void main(void) {
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); // c = c0..c1
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fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
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// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
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fragColor = fma(max(colorTex0, colorTex1), boolean.yyyx, boolean.xxxy);
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// fragColor = colorTex1;
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// fragColor = randomness * boolean.yyyx + boolean.xxxy;
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// fragColor = (randomness.rrrr + (colorTex1 * vec4(2.0, -2.0, 2.0, 1.0))) * boolean.yyyx + boolean.xxxy;
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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#define LOWP lowp
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@@ -7,7 +7,7 @@ precision mediump float;
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#define LOWP
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#endif
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in LOWP vec4 v_color;
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in LOWP vec4 v_color; // lightCol.rgb + cloud's alpha
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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@@ -16,10 +16,15 @@ const vec2 boolean = vec2(0.0, 1.0);
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uniform vec2 gamma = vec2(10, 2.0); // vec2(gamma for RGB, gamma for A)
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uniform LOWP vec4 shadeCol;
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void main() {
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// r: bw diffuse map, g: normal, b: normal, a: bw diffuse alpha
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vec4 inCol = texture(u_texture, v_texCoords);
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vec4 rawCol = pow(inCol, gamma.xxxy);
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vec4 outCol = pow(inCol, gamma.xxxy);
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// do gradient mapping here
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vec4 outCol = fma(mix(shadeCol, v_color, rawCol.r), boolean.yyyx, rawCol * boolean.xxxy);
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fragColor = outCol * v_color;
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fragColor = outCol * fma(v_color, boolean.xxxy, boolean.yyyx);
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}
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -41,7 +41,8 @@ vec4 getDitherredDot(vec4 inColor) {
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void main(void) {
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float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
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float parallaxAdder = 0.5 * (parallax + 1.0) * parallax_size;
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float scale = fma(v_texCoords.y, 1.0 - parallax_size, parallaxAdder);
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float zoomSamplePoint = (1.0 - zoomInv) / 2.0;// will never quite exceed 0.5
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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@@ -11,5 +11,6 @@ void main(void) {
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vec4 incolour = texture(u_texture, v_texCoords);
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float lum = dot(incolour * desaturate, boolean.yyyx) * 0.5 + 0.5;
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fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
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// fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
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fragColor = v_color * fma(vec4(lum), boolean.yyyx, incolour * boolean.xxxy);
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}
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@@ -3,7 +3,7 @@
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -79,7 +79,7 @@ void main(void) {
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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vec4 selvec = getDitherredDot(graded);
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vec4 outcol = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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vec4 outcol = fma(selvec, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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fragColor = outcol;
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// ivec4 bytes = ivec4(255.0 * outcol);
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@@ -3,7 +3,7 @@
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -60,5 +60,5 @@ void main(void) {
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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fragColor = graded * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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}
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@@ -2,7 +2,7 @@
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -107,7 +107,7 @@ void main() {
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vec4 finalBreakage = drawBreakage * texture(tilesAtlas, finalUVCoordForBreakage); // drawBreakeage = 0 to not draw, = 1 to draw
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vec4 finalColor =mix(finalTile, finalBreakage, finalBreakage.a) * bc.xxxy + (finalTile * bc.yyyx);
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vec4 finalColor = fma(mix(finalTile, finalBreakage, finalBreakage.a), bc.xxxy, finalTile * bc.yyyx);
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fragColor = mix(colourFilter, colourFilter * finalColor, mulBlendIntensity);
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@@ -2,7 +2,7 @@
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -121,5 +121,5 @@ void main() {
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vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
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float bayerThreshold = float(bayer[int(entry.y) * int(bayerSize) + int(entry.x)]) / bayerDivider;
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fragColor = undithered * bc.xxxy + vec4((undithered.a > bayerThreshold) ? 1.0 : 0.0) * bc.yyyx;
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fragColor = fma(undithered, bc.xxxy, vec4((undithered.a > bayerThreshold) ? 1.0 : 0.0) * bc.yyyx);
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}
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