trying to optimise the tiling code (its broken now)

This commit is contained in:
minjaesong
2024-08-30 02:37:53 +09:00
parent d8922485ad
commit 85a4c46240
2 changed files with 47 additions and 41 deletions

View File

@@ -250,7 +250,6 @@ internal object BlocksDrawer {
// var selectedWireRenderClass = ""
internal fun renderData() {
try {
val seasonalMonth = world.worldTime.ecologicalSeason
@@ -260,6 +259,16 @@ internal object BlocksDrawer {
}
catch (e: ClassCastException) { }
if (doTilemapUpdate) {
wrapCamera()
}
camTransX = WorldCamera.x - camX
camTransY = WorldCamera.y - camY
if (doTilemapUpdate) {
// rendering tilemap only updates every three frame
measureDebugTime("Renderer.Tiling*") {
@@ -398,6 +407,28 @@ internal object BlocksDrawer {
) fmod mod).toInt()
}
private var for_y_start = 0
private var for_y_end = 0
private var for_x_start = 0
private var for_x_end = 0
private var camX = 0
private var camY = 0
private fun wrapCamera() {
camX = WorldCamera.x
camY = WorldCamera.y
// can't be "WorldCamera.y / TILE_SIZE":
// ( 3 / 16) == 0
// (-3 / 16) == -1 <-- We want it to be '-1', not zero
// using cast and floor instead of IF on ints: the other way causes jitter artefact, which I don't fucking know why
for_y_start = (camY.toFloat() / TILE_SIZE).floorToInt()
for_y_end = for_y_start + hTilesInVertical - 1
for_x_start = (camX.toFloat() / TILE_SIZE).floorToInt()
for_x_end = for_x_start + hTilesInHorizontal - 1
}
/**
* Autotiling; writes to buffer. Actual draw code must be called after this operation.
*
@@ -405,10 +436,6 @@ internal object BlocksDrawer {
* @param wire coduitTypes bit that is selected to be drawn. Must be the power of two.
*/
private fun drawTiles(mode: Int) {
// can't be "WorldCamera.y / TILE_SIZE":
// ( 3 / 16) == 0
// (-3 / 16) == -1 <-- We want it to be '-1', not zero
// using cast and floor instead of IF on ints: the other way causes jitter artefact, which I don't fucking know why
// TODO the real fluid rendering must use separate function, but its code should be similar to this.
// shader's tileAtlas will be fluid.tga, pixels written to the buffer is in accordance with the new
@@ -416,13 +443,6 @@ internal object BlocksDrawer {
// The MUL draw mode can be removed from this (it turns out drawing tinted glass is tricky because of
// the window frame which should NOT be MUL'd)
val for_y_start = (WorldCamera.y.toFloat() / TILE_SIZE).floorToInt()
val for_y_end = for_y_start + hTilesInVertical - 1
val for_x_start = (WorldCamera.x.toFloat() / TILE_SIZE).floorToInt()
val for_x_end = for_x_start + hTilesInHorizontal - 1
// loop
for (y in for_y_start..for_y_end) {
for (x in for_x_start..for_x_end) {
@@ -1156,7 +1176,10 @@ internal object BlocksDrawer {
private val occlusionIntensity = 0.25f // too low value and dark-coloured walls won't darken enough
private val doTilemapUpdate: Boolean
get() = (!world.layerTerrain.ptrDestroyed && App.GLOBAL_RENDER_TIMER % 3 == 0L)
get() = (!world.layerTerrain.ptrDestroyed && App.GLOBAL_RENDER_TIMER % 30 == 0L)
private var camTransX = 0
private var camTransY = 0
private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean) {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
@@ -1258,7 +1281,7 @@ internal object BlocksDrawer {
shaderTiling.setUniformi("deblockingMap", 4)
shaderTiling.setUniformi("tilemapDimension", tilesBuffer.width, tilesBuffer.height)
shaderTiling.setUniformf("tilesInAxes", tilesInHorizontal.toFloat(), tilesInVertical.toFloat())
shaderTiling.setUniformi("cameraTranslation", WorldCamera.x fmod TILE_SIZE, WorldCamera.y fmod TILE_SIZE) // usage of 'fmod' and '%' were depend on the for_x_start, which I can't just do naive int div
shaderTiling.setUniformi("cameraTranslation", camTransX, camTransY) // usage of 'fmod' and '%' were depend on the for_x_start, which I can't just do naive int div
shaderTiling.setUniformf("tilesInAtlas", tileAtlas.horizontalCount * 2f, tileAtlas.verticalCount * 2f) //depends on the tile atlas
shaderTiling.setUniformf("atlasTexSize", tileAtlas.texture.width.toFloat(), tileAtlas.texture.height.toFloat()) //depends on the tile atlas
// set the blend value as world's time progresses, in linear fashion
@@ -1405,12 +1428,6 @@ internal object BlocksDrawer {
App.tileMaker.dispose()
}
fun getRenderStartX(): Int = WorldCamera.x / TILE_SIZE
fun getRenderStartY(): Int = WorldCamera.y / TILE_SIZE
fun getRenderEndX(): Int = clampWTile(getRenderStartX() + (WorldCamera.width / TILE_SIZE) + 2)
fun getRenderEndY(): Int = clampHTile(getRenderStartY() + (WorldCamera.height / TILE_SIZE) + 2)
fun isConnectSelf(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_SELF
fun isConnectMutual(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_MUTUAL
fun isWallSticker(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER
@@ -1420,7 +1437,4 @@ internal object BlocksDrawer {
fun isTreeTrunk(b: ItemID) = BlockCodex[b].hasAllTagsOf("TREE", "TREETRUNK")
fun isCultivable(b: ItemID) = BlockCodex[b].hasAllTagsOf("NATURAL", "CULTIVABLE")
fun tileInCamera(x: Int, y: Int) =
x >= WorldCamera.x.div(TILE_SIZE) && y >= WorldCamera.y.div(TILE_SIZE) &&
x <= WorldCamera.x.plus(WorldCamera.width).div(TILE_SIZE) && y <= WorldCamera.y.plus(WorldCamera.width).div(TILE_SIZE)
}

View File

@@ -8,34 +8,26 @@ layout(origin_upper_left,pixel_center_integer) in vec4 gl_FragCoord; // is now t
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 tilesInAxes; // 8x8
uniform sampler2D tilemap; // RGBA8888
uniform sampler2D tilemap2; // RGBA8888
uniform sampler2D tilesAtlas; // terrain, wire, fluids, etc.
uniform sampler2D tilesBlendAtlas; // alternative terrain for the weather mix (e.g. yellowed grass)
uniform sampler2D deblockingMap;
uniform vec2 tilesInAxes; // 8x8
uniform float tilesBlend = 0.0; // percentage of blending [0f..1f]. 0: draws tilesAtlas, 1: draws tilesBlendAtlas
uniform vec2 tilesInAtlas = vec2(256.0, 256.0);
uniform vec2 atlasTexSize = vec2(2048.0, 2048.0);
uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing; it's integer because we want the drawing to be pixel-aligned
uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
uniform float mulBlendIntensity = 1.0; // used my MUL-blending drawings; works about the same way as the Layer Opacity slider of Photoshop/Krita/etc.
vec2 _tilesInAtlas = vec2(1.0, 1.0) / tilesInAtlas;
vec2 tileSizeInPx = atlasTexSize * _tilesInAtlas; // should be like ivec2(8.0, 8.0)
vec2 _tileSizeInPx = vec2(1.0, 1.0) / tileSizeInPx; // should be like ivec2(0.125, 0.125)
uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing; it's integer because we want the drawing to be pixel-aligned
uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
uniform float mulBlendIntensity = 1.0; // used my MUL-blending drawings; works about the same way as the Layer Opacity slider of Photoshop/Krita/etc.
const vec2 bc = vec2(1.0, 0.0); //binary constant
const vec2 haalf = vec2(0.5, 0.5);
@@ -91,10 +83,10 @@ const vec4 _three = vec4(1.0 / 3.0);
const vec4 _two = vec4(1.0 / 2.0);
const vec4 zero = vec4(0.0);
const float blur = 1.0;
vec2 blurU = vec2(0.0, -blur);
vec2 blurD = vec2(0.0, +blur);
vec2 blurL = vec2(-blur, 0.0);
vec2 blurR = vec2(+blur, 0.0);
const vec2 blurU = vec2(0.0, -blur);
const vec2 blurD = vec2(0.0, +blur);
const vec2 blurL = vec2(-blur, 0.0);
const vec2 blurR = vec2(+blur, 0.0);
vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap; we need this because screen size is not integer multiple of the tile size