mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
some tiny little optimisations on tiling shader
This commit is contained in:
@@ -1,11 +1,5 @@
|
||||
/*
|
||||
|
||||
Texture binding:
|
||||
|
||||
0 <- Tiles atlas
|
||||
1 <- Tiles buffer that holds tiles to be drawn
|
||||
2 <- Fluid tiles atlas
|
||||
|
||||
*/
|
||||
|
||||
#version 120
|
||||
@@ -23,24 +17,26 @@ uniform sampler2D u_texture;
|
||||
|
||||
|
||||
uniform vec2 screenDimension;
|
||||
uniform vec2 tilesInAxes; // vec2(tiles_in_horizontal, tiles_in_vertical)
|
||||
uniform vec2 tilesInAxes; // basically a screen dimension; vec2(tiles_in_horizontal, tiles_in_vertical)
|
||||
|
||||
uniform ivec2 tilemapDimension;
|
||||
uniform sampler2D tilemap; // RGBA8888
|
||||
|
||||
uniform sampler2D tilesAtlas; // terrain, wire, fluids, etc.
|
||||
uniform sampler2D tilesBlendAtlas; // weather mix (e.g. yellowed grass)
|
||||
uniform sampler2D tilesBlendAtlas; // alternative terrain for the weather mix (e.g. yellowed grass)
|
||||
uniform float tilesBlend = 0.0; // percentage of blending [0f..1f]. 0: draws tilesAtlas, 1: draws tilesBlendAtlas
|
||||
|
||||
uniform ivec2 tilesInAtlas = ivec2(256, 256);
|
||||
uniform ivec2 atlasTexSize = ivec2(4096, 4096);
|
||||
ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas;
|
||||
ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16, 16)
|
||||
|
||||
uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
|
||||
|
||||
uniform ivec2 cameraTranslation = ivec2(0, 0);
|
||||
uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing
|
||||
|
||||
uniform float drawBreakage = 1f; // set it to 0f to not draw breakage; non-zero value to draw it
|
||||
uniform float drawBreakage = 1f; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
|
||||
|
||||
uniform float zoom = 1f;
|
||||
|
||||
|
||||
ivec2 getTileXY(int tileNumber) {
|
||||
@@ -74,22 +70,22 @@ void main() {
|
||||
|
||||
// default gl_FragCoord takes half-integer (represeting centre of the pixel) -- could be useful for phys solver?
|
||||
// This one, however, takes exact integer by rounding down. //
|
||||
vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // one used by the tileFromMap
|
||||
vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap
|
||||
vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y) + cameraTranslation; // NO IVEC2!!; this flips Y
|
||||
//vec2 pxCoord = flippedFragCoord.xy; // TODO do I actually need 'pxCoord'?
|
||||
|
||||
vec2 pxCoord = flippedFragCoord.xy;
|
||||
// get required tile numbers //
|
||||
|
||||
// TODO do I really need mediump for this thing ? (default to smapler2D is lowp)
|
||||
vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // <- THE CULPRIT
|
||||
vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // raw tile number
|
||||
int tile = getTileFromColor(tileFromMap);
|
||||
int breakage = getBreakageFromColor(tileFromMap);
|
||||
|
||||
|
||||
ivec2 tileXY = getTileXY(tile);
|
||||
ivec2 breakageXY = getTileXY(breakage + 5); // +5 is hard-coded constant that depends on the atlas
|
||||
|
||||
// cauculate the UV coord value for texture sampling //
|
||||
|
||||
vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
|
||||
//vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas // TODO do I actually need 'pxCoord'?
|
||||
vec2 coordInTile = mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
|
||||
|
||||
// don't really need highp here; read the GLES spec
|
||||
vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625 for unmodified default uniforms
|
||||
@@ -99,24 +95,19 @@ void main() {
|
||||
vec2 uvCoordOffsetTile = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
|
||||
vec2 uvCoordOffsetBreakage = breakageXY * singleTileSizeInUV;
|
||||
|
||||
// get final UV coord for the actual sampling //
|
||||
|
||||
vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1)
|
||||
vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage;
|
||||
|
||||
|
||||
// blending a breakage tex with main tex
|
||||
// blending a breakage tex with main tex //
|
||||
|
||||
vec4 tileCol = texture2D(tilesAtlas, finalUVCoordForTile);
|
||||
vec4 tileAltCol = texture2D(tilesBlendAtlas, finalUVCoordForTile);
|
||||
|
||||
vec4 finalTile = mix(tileCol, tileAltCol, tilesBlend);
|
||||
|
||||
vec4 finalBreakage;
|
||||
if (drawBreakage == 0f) {
|
||||
finalBreakage = vec4(0f);
|
||||
}
|
||||
else {
|
||||
finalBreakage = texture2D(tilesAtlas, finalUVCoordForBreakage);
|
||||
}
|
||||
vec4 finalBreakage = drawBreakage * texture2D(tilesAtlas, finalUVCoordForBreakage); // drawBreakeage = 0 to not draw, = 1 to draw
|
||||
|
||||
vec4 finalColor = vec4(mix(finalTile.rgb, finalBreakage.rgb, finalBreakage.a), finalTile.a);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user