Encode channel attributes in a more sensible way.
This commit is contained in:
@@ -19,7 +19,6 @@ namespace OpenRA.Graphics
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{
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{
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// yes, our channel order is nuts.
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// yes, our channel order is nuts.
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static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
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static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
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static readonly float[] ChannelSelect = { 0.2f, 0.4f, 0.6f, 0.8f };
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public static void FastCreateQuad(Vertex[] vertices, float3 o, Sprite r, float paletteTextureIndex, int nv, float3 size)
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public static void FastCreateQuad(Vertex[] vertices, float3 o, Sprite r, float paletteTextureIndex, int nv, float3 size)
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{
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{
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@@ -35,7 +34,9 @@ namespace OpenRA.Graphics
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float st = 0;
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float st = 0;
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float sr = 0;
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float sr = 0;
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float sb = 0;
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float sb = 0;
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var attribC = ChannelSelect[(int)r.Channel];
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// See shp.vert for documentation on the channel attribute format
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var attribC = ((byte)r.Channel) << 1 | 0x01;
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var ss = r as SpriteWithSecondaryData;
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var ss = r as SpriteWithSecondaryData;
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if (ss != null)
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if (ss != null)
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@@ -43,16 +44,18 @@ namespace OpenRA.Graphics
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sl = ss.SecondaryLeft;
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sl = ss.SecondaryLeft;
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st = ss.SecondaryTop;
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st = ss.SecondaryTop;
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sr = ss.SecondaryRight;
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sr = ss.SecondaryRight;
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sb = ss.SecondaryBottom;
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sb = ss.SecondaryBottom;
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attribC = -(attribC + ChannelSelect[(int)ss.SecondaryChannel] / 10);
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attribC |= ((byte)ss.SecondaryChannel) << 4 | 0x08;
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}
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}
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, attribC);
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var fAttribC = (float)attribC;
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, paletteTextureIndex, attribC);
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, attribC);
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, paletteTextureIndex, fAttribC);
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vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, attribC);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC);
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vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, attribC);
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vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC);
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, attribC);
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vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, fAttribC);
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC);
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}
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}
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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@@ -10,21 +10,45 @@ varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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varying vec4 vColorFraction;
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vec4 DecodeChannelMask(float x)
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vec2 UnpackChannelAttributes(float x)
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{
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{
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if (x > 0.7)
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// The channel attributes float encodes a set of attributes
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// stored as flags in the mantissa of the unnormalized float value.
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// Bits 3-5 define the behaviour of the secondary texture channel:
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// 000: Channel is not used
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// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
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// Bits 0-2 define the behaviour of the primary texture channel:
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// 000: Channel is not used (aVertexTexCoord instead defines a color value)
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// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
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float secondaryChannel = 0.0;
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if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; }
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if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; }
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if (x >= 8.0) { x -= 8.0; secondaryChannel += 1.0; }
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float primaryChannel = 0.0;
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if (x >= 4.0) { x -= 4.0; primaryChannel += 4.0; }
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if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; }
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if (x >= 1.0) { x -= 1.0; primaryChannel += 1.0; }
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return vec2(primaryChannel, secondaryChannel);
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}
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vec4 SelectChannelMask(float x)
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{
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if (x >= 7.0)
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return vec4(0,0,0,1);
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return vec4(0,0,0,1);
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if (x > 0.5)
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if (x >= 5.0)
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return vec4(0,0,1,0);
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return vec4(0,0,1,0);
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if (x > 0.3)
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if (x >= 3.0)
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return vec4(0,1,0,0);
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return vec4(0,1,0,0);
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if (x > 0.0)
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if (x >= 1.0)
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return vec4(1,0,0,0);
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return vec4(1,0,0,0);
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return vec4(0, 0, 0, 0);
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return vec4(0, 0, 0, 0);
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}
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}
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vec4 DecodeColorFraction(float x)
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vec4 SelectColorFraction(float x)
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{
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{
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if (x > 0.0)
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if (x > 0.0)
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return vec4(0, 0, 0, 0);
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return vec4(0, 0, 0, 0);
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@@ -37,13 +61,9 @@ void main()
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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vTexCoord = aVertexTexCoord;
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vTexMetadata = aVertexTexMetadata;
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vTexMetadata = aVertexTexMetadata;
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vChannelMask = DecodeChannelMask(abs(aVertexTexMetadata.t));
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vColorFraction = DecodeColorFraction(abs(aVertexTexMetadata.t));
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vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
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if (aVertexTexMetadata.t < 0.0)
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vChannelMask = SelectChannelMask(attrib.s);
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{
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vColorFraction = SelectColorFraction(attrib.s);
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float x = -aVertexTexMetadata.t * 10.0;
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vDepthMask = SelectChannelMask(attrib.t);
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vDepthMask = DecodeChannelMask(x - floor(x));
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}
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else
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vDepthMask = vec4(0,0,0,0);
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}
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}
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