mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
trying to optimise the tiling code (its broken now)
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@@ -250,7 +250,6 @@ internal object BlocksDrawer {
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// var selectedWireRenderClass = ""
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internal fun renderData() {
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try {
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val seasonalMonth = world.worldTime.ecologicalSeason
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@@ -260,6 +259,16 @@ internal object BlocksDrawer {
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}
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catch (e: ClassCastException) { }
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if (doTilemapUpdate) {
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wrapCamera()
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}
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camTransX = WorldCamera.x - camX
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camTransY = WorldCamera.y - camY
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if (doTilemapUpdate) {
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// rendering tilemap only updates every three frame
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measureDebugTime("Renderer.Tiling*") {
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@@ -398,6 +407,28 @@ internal object BlocksDrawer {
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) fmod mod).toInt()
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}
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private var for_y_start = 0
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private var for_y_end = 0
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private var for_x_start = 0
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private var for_x_end = 0
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private var camX = 0
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private var camY = 0
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private fun wrapCamera() {
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camX = WorldCamera.x
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camY = WorldCamera.y
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// can't be "WorldCamera.y / TILE_SIZE":
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// ( 3 / 16) == 0
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// (-3 / 16) == -1 <-- We want it to be '-1', not zero
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// using cast and floor instead of IF on ints: the other way causes jitter artefact, which I don't fucking know why
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for_y_start = (camY.toFloat() / TILE_SIZE).floorToInt()
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for_y_end = for_y_start + hTilesInVertical - 1
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for_x_start = (camX.toFloat() / TILE_SIZE).floorToInt()
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for_x_end = for_x_start + hTilesInHorizontal - 1
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}
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/**
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* Autotiling; writes to buffer. Actual draw code must be called after this operation.
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*
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@@ -405,10 +436,6 @@ internal object BlocksDrawer {
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* @param wire coduitTypes bit that is selected to be drawn. Must be the power of two.
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*/
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private fun drawTiles(mode: Int) {
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// can't be "WorldCamera.y / TILE_SIZE":
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// ( 3 / 16) == 0
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// (-3 / 16) == -1 <-- We want it to be '-1', not zero
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// using cast and floor instead of IF on ints: the other way causes jitter artefact, which I don't fucking know why
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// TODO the real fluid rendering must use separate function, but its code should be similar to this.
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// shader's tileAtlas will be fluid.tga, pixels written to the buffer is in accordance with the new
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@@ -416,13 +443,6 @@ internal object BlocksDrawer {
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// The MUL draw mode can be removed from this (it turns out drawing tinted glass is tricky because of
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// the window frame which should NOT be MUL'd)
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val for_y_start = (WorldCamera.y.toFloat() / TILE_SIZE).floorToInt()
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val for_y_end = for_y_start + hTilesInVertical - 1
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val for_x_start = (WorldCamera.x.toFloat() / TILE_SIZE).floorToInt()
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val for_x_end = for_x_start + hTilesInHorizontal - 1
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// loop
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for (y in for_y_start..for_y_end) {
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for (x in for_x_start..for_x_end) {
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@@ -1156,7 +1176,10 @@ internal object BlocksDrawer {
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private val occlusionIntensity = 0.25f // too low value and dark-coloured walls won't darken enough
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private val doTilemapUpdate: Boolean
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get() = (!world.layerTerrain.ptrDestroyed && App.GLOBAL_RENDER_TIMER % 3 == 0L)
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get() = (!world.layerTerrain.ptrDestroyed && App.GLOBAL_RENDER_TIMER % 30 == 0L)
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private var camTransX = 0
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private var camTransY = 0
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private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean) {
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//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
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@@ -1258,7 +1281,7 @@ internal object BlocksDrawer {
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shaderTiling.setUniformi("deblockingMap", 4)
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shaderTiling.setUniformi("tilemapDimension", tilesBuffer.width, tilesBuffer.height)
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shaderTiling.setUniformf("tilesInAxes", tilesInHorizontal.toFloat(), tilesInVertical.toFloat())
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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
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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
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shaderTiling.setUniformf("tilesInAtlas", tileAtlas.horizontalCount * 2f, tileAtlas.verticalCount * 2f) //depends on the tile atlas
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shaderTiling.setUniformf("atlasTexSize", tileAtlas.texture.width.toFloat(), tileAtlas.texture.height.toFloat()) //depends on the tile atlas
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// set the blend value as world's time progresses, in linear fashion
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@@ -1405,12 +1428,6 @@ internal object BlocksDrawer {
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App.tileMaker.dispose()
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}
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fun getRenderStartX(): Int = WorldCamera.x / TILE_SIZE
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fun getRenderStartY(): Int = WorldCamera.y / TILE_SIZE
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fun getRenderEndX(): Int = clampWTile(getRenderStartX() + (WorldCamera.width / TILE_SIZE) + 2)
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fun getRenderEndY(): Int = clampHTile(getRenderStartY() + (WorldCamera.height / TILE_SIZE) + 2)
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fun isConnectSelf(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_SELF
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fun isConnectMutual(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_MUTUAL
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fun isWallSticker(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER
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@@ -1420,7 +1437,4 @@ internal object BlocksDrawer {
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fun isTreeTrunk(b: ItemID) = BlockCodex[b].hasAllTagsOf("TREE", "TREETRUNK")
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fun isCultivable(b: ItemID) = BlockCodex[b].hasAllTagsOf("NATURAL", "CULTIVABLE")
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fun tileInCamera(x: Int, y: Int) =
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x >= WorldCamera.x.div(TILE_SIZE) && y >= WorldCamera.y.div(TILE_SIZE) &&
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x <= WorldCamera.x.plus(WorldCamera.width).div(TILE_SIZE) && y <= WorldCamera.y.plus(WorldCamera.width).div(TILE_SIZE)
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}
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@@ -8,34 +8,26 @@ layout(origin_upper_left,pixel_center_integer) in vec4 gl_FragCoord; // is now t
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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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uniform vec2 tilesInAxes; // 8x8
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uniform sampler2D tilemap; // RGBA8888
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uniform sampler2D tilemap2; // RGBA8888
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uniform sampler2D tilesAtlas; // terrain, wire, fluids, etc.
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uniform sampler2D tilesBlendAtlas; // alternative terrain for the weather mix (e.g. yellowed grass)
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uniform sampler2D deblockingMap;
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uniform vec2 tilesInAxes; // 8x8
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uniform float tilesBlend = 0.0; // percentage of blending [0f..1f]. 0: draws tilesAtlas, 1: draws tilesBlendAtlas
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uniform vec2 tilesInAtlas = vec2(256.0, 256.0);
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uniform vec2 atlasTexSize = vec2(2048.0, 2048.0);
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uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
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uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing; it's integer because we want the drawing to be pixel-aligned
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uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
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uniform float mulBlendIntensity = 1.0; // used my MUL-blending drawings; works about the same way as the Layer Opacity slider of Photoshop/Krita/etc.
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vec2 _tilesInAtlas = vec2(1.0, 1.0) / tilesInAtlas;
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vec2 tileSizeInPx = atlasTexSize * _tilesInAtlas; // should be like ivec2(8.0, 8.0)
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vec2 _tileSizeInPx = vec2(1.0, 1.0) / tileSizeInPx; // should be like ivec2(0.125, 0.125)
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uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
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uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing; it's integer because we want the drawing to be pixel-aligned
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uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
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uniform float mulBlendIntensity = 1.0; // used my MUL-blending drawings; works about the same way as the Layer Opacity slider of Photoshop/Krita/etc.
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const vec2 bc = vec2(1.0, 0.0); //binary constant
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const vec2 haalf = vec2(0.5, 0.5);
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@@ -91,10 +83,10 @@ const vec4 _three = vec4(1.0 / 3.0);
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const vec4 _two = vec4(1.0 / 2.0);
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const vec4 zero = vec4(0.0);
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const float blur = 1.0;
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vec2 blurU = vec2(0.0, -blur);
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vec2 blurD = vec2(0.0, +blur);
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vec2 blurL = vec2(-blur, 0.0);
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vec2 blurR = vec2(+blur, 0.0);
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const vec2 blurU = vec2(0.0, -blur);
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const vec2 blurD = vec2(0.0, +blur);
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const vec2 blurL = vec2(-blur, 0.0);
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const vec2 blurR = vec2(+blur, 0.0);
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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
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