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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-13 07:06:06 +09:00
fucking finally... (needs cleanup)
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@@ -12,20 +12,22 @@ varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform vec2 screenDimension;
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uniform vec2 tilesInAxes;
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uniform vec2 tilemapSize;
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uniform ivec2 tilemapDimension;
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uniform sampler2D tilemap; // MUST be RGBA8888
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uniform sampler2D tilesAtlas;
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uniform sampler2D backgroundTexture;
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uniform vec2 tileInAtlas = vec2(256, 256);
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uniform vec2 atlasTexSize = vec2(4096, 4096);
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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 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 float tileSizeInPx = 16;
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uniform int tileSizeInPx = 16;
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@@ -33,23 +35,32 @@ ivec2 getTileXY(int tileNumber) {
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return ivec2(tileNumber % int(tileInAtlas.x), tileNumber / int(tileInAtlas.x));
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}
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int getTileFromColor(vec4 color) {
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return int(color.b * 255) + (int(color.g * 255) * 256) + (int(color.r * 255) * 65536);
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}
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void main() {
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// READ THE FUCKING MANUAL, YOU DONKEY !! //
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// Without further code in either GDX or this shader, //
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// Onscreen TILE COORD WILL BE UPSIDE DOWN (bottom first). //
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// This is intended behaviour. //
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// This code purposedly uses flipped fragcoord. //
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// Make sure you don't use gl_FragCoord unknowingly! //
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vec2 pxCoord = gl_FragCoord.xy + cameraTranslation;
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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;
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vec2 flippedFragCoord = vec2(v_texCoords.x * screenDimension.x, (1 - v_texCoords.y) * screenDimension.y); // NO IVEC2!!
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vec2 pxCoord = flippedFragCoord.xy + cameraTranslation;
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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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int tile = 0;// uses usual absolute tile ID for atlas (upper-left); sample from texture2D(tileAtlas, some more code);
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ivec2 tileXY = getTileXY(tile);
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vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
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// flip Y of coordInTile //
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coordInTile = vec2(coordInTile.x, 1 - coordInTile.y);
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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 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
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@@ -59,8 +70,9 @@ void main() {
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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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gl_FragColor = vec4(texture2D(tilesAtlas, finalUVCoordForTile));
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gl_FragColor = texture2D(tilesAtlas, finalUVCoordForTile);
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//gl_FragColor = texture2D(tilemap, v_texCoords); // tilemap seems normal...
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//gl_FragColor = tileFromMap; // <- oh, THIS WAS THE CULPRIT!
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