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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
camera moving works
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@@ -13,7 +13,7 @@ uniform sampler2D u_texture;
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uniform vec2 screenDimension;
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uniform vec2 tilesInAxes;
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uniform vec2 tilesInAxes; // vec2(tiles_in_horizontal, tiles_in_vertical)
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uniform ivec2 tilemapDimension;
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uniform sampler2D tilemap; // MUST be RGBA8888
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@@ -25,7 +25,6 @@ uniform ivec2 tileInAtlas = ivec2(256, 256);
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uniform ivec2 atlasTexSize = ivec2(4096, 4096);
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//uniform vec2 tileInDim; // vec2(tiles_in_horizontal, tiles_in_vertical)
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uniform vec2 cameraTranslation = vec2(0, 0); // Y-flipped
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uniform int tileSizeInPx = 16;
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@@ -46,15 +45,12 @@ void main() {
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// Make sure you don't use gl_FragCoord unknowingly! //
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// FIXME: cameraTranslation not working as it should
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// default gl_FragCoord takes half-integer (represeting centre of the pixel) -- could be useful for phys solver?
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// This one, however, takes exact integer by rounding down. //
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vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // one used by the tileFromMap
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vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y); // NO IVEC2!!; this flips Y
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vec2 pxCoord = flippedFragCoord.xy + cameraTranslation;
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vec2 pxCoord = flippedFragCoord.xy;
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mediump vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // <- THE CULPRIT
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int tile = getTileFromColor(tileFromMap);
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@@ -65,10 +61,10 @@ void main() {
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vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
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highp vec2 singleTileSizeInUV = vec2(1) / tileInAtlas; // 0.00390625
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highp vec2 singleTileSizeInUV = vec2(1) / tileInAtlas; // constant 0.00390625
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highp vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
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highp vec2 uvCoordOffset = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
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highp vec2 uvCoordOffset = (tileXY + cameraTranslation / tileSizeInPx) * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
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highp vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffset;// where we should be actually looking for in atlas, using UV coord (0..1)
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@@ -108,6 +108,9 @@ object GlslTilingTest : ApplicationAdapter() {
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}
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var cameraX = 0f
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var cameraY = 0f
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override fun render() {
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Gdx.graphics.setTitle("GlslTilingTest — F: ${Gdx.graphics.framesPerSecond}")
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@@ -149,11 +152,14 @@ object GlslTilingTest : ApplicationAdapter() {
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shader.setUniformi("tilemap", 2)
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shader.setUniformi("tilemapDimension", tilesBuffer.width, tilesBuffer.height)
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shader.setUniformf("tilesInAxes", tilesInHorizontal, tilesInVertical)
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shader.setUniformf("cameraTranslation", 0f, 0f)
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shader.setUniformf("cameraTranslation", cameraX, cameraY)
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tilesQuad.render(shader, GL20.GL_TRIANGLES)
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shader.end()
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tilesBufferAsTex.dispose()
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cameraX += 160 * Gdx.graphics.deltaTime
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cameraY += 160 * Gdx.graphics.deltaTime
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}
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override fun dispose() {
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