Merge pull request #11098 from pchote/vertex-secondary-texcoords
Replace SheetType.DualIndexed with secondary texture coordinates on Vertex.
This commit is contained in:
@@ -69,12 +69,12 @@ namespace OpenRA.Graphics
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var eb = endColor.B / 255.0f;
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var ea = endColor.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa);
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vertices[nv++] = new Vertex(start + corner + Offset, sr, sg, sb, sa);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea);
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vertices[nv++] = new Vertex(end - corner + Offset, er, eg, eb, ea);
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa);
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[nv++] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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}
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public void DrawLine(float2 start, float2 end, float width, Color color)
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@@ -93,12 +93,12 @@ namespace OpenRA.Graphics
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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}
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/// <summary>
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@@ -186,12 +186,12 @@ namespace OpenRA.Graphics
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(cb + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(cd + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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// Advance line segment
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end = next;
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@@ -243,12 +243,12 @@ namespace OpenRA.Graphics
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var cb = color.B / 255.0f;
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var ca = color.A / 255.0f;
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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}
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public void FillEllipse(RectangleF r, Color color, int vertices = 32)
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@@ -25,8 +25,7 @@ namespace OpenRA.Graphics
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public enum SheetType
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{
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Indexed = 1,
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DualIndexed = 2,
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BGRA = 4,
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BGRA = 2,
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}
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public sealed class SheetBuilder : IDisposable
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@@ -48,6 +48,24 @@ namespace OpenRA.Graphics
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}
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}
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public class SpriteWithSecondaryData : Sprite
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{
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public readonly Rectangle SecondaryBounds;
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public readonly TextureChannel SecondaryChannel;
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public readonly float SecondaryTop, SecondaryLeft, SecondaryBottom, SecondaryRight;
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public SpriteWithSecondaryData(Sprite s, Rectangle secondaryBounds, TextureChannel secondaryChannel)
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: base(s.Sheet, s.Bounds, s.ZRamp, s.Offset, s.Channel, s.BlendMode)
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{
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SecondaryBounds = secondaryBounds;
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SecondaryChannel = secondaryChannel;
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SecondaryLeft = (float)Math.Min(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
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SecondaryTop = (float)Math.Min(secondaryBounds.Top, secondaryBounds.Bottom) / s.Sheet.Size.Height;
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SecondaryRight = (float)Math.Max(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
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SecondaryBottom = (float)Math.Max(secondaryBounds.Top, secondaryBounds.Bottom) / s.Sheet.Size.Height;
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}
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}
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public enum TextureChannel : byte
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{
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Red = 0,
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@@ -59,7 +59,7 @@ namespace OpenRA.Graphics
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for (var i = 0; i < vertices.Length; i++)
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{
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var v = vertices[i];
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.U, v.V, palette.TextureIndex, v.C);
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C);
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}
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for (var row = 0; row < map.MapSize.Y; row++)
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@@ -43,7 +43,6 @@ namespace OpenRA.Graphics
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{
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this.tileset = tileset;
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var allocated = false;
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var type = tileset.EnableDepth ? SheetType.DualIndexed : SheetType.Indexed;
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Func<Sheet> allocate = () =>
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{
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@@ -51,10 +50,10 @@ namespace OpenRA.Graphics
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throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter.");
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allocated = true;
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return new Sheet(type, new Size(tileset.SheetSize, tileset.SheetSize));
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return new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize));
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};
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sheetBuilder = new SheetBuilder(type, allocate);
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sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate);
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random = new MersenneTwister();
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var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders);
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@@ -71,10 +70,17 @@ namespace OpenRA.Graphics
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{
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var f = allFrames[j];
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var s = sheetBuilder.Allocate(f.Size, f.Offset);
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Util.FastCopyIntoChannel(s, 0, f.Data);
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Util.FastCopyIntoChannel(s, f.Data);
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if (tileset.EnableDepth)
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Util.FastCopyIntoChannel(s, 1, allFrames[j + frameCount].Data);
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{
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var ss = sheetBuilder.Allocate(f.Size, f.Offset);
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Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data);
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// s and ss are guaranteed to use the same sheet
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// because of the custom terrain sheet allocation
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s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel);
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}
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return s;
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}).ToArray());
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@@ -31,25 +31,36 @@ namespace OpenRA.Graphics
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public static void FastCreateQuad(Vertex[] vertices, float3 a, float3 b, float3 c, float3 d, Sprite r, float paletteTextureIndex, int nv)
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{
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float sl = 0;
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float st = 0;
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float sr = 0;
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float sb = 0;
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var attribC = ChannelSelect[(int)r.Channel];
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if (r.Sheet.Type == SheetType.DualIndexed)
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attribC *= -1;
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vertices[nv] = new Vertex(a, r.Left, r.Top, paletteTextureIndex, attribC);
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, paletteTextureIndex, attribC);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, paletteTextureIndex, attribC);
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vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, paletteTextureIndex, attribC);
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vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, paletteTextureIndex, attribC);
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, paletteTextureIndex, attribC);
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var ss = r as SpriteWithSecondaryData;
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if (ss != null)
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{
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sl = ss.SecondaryLeft;
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st = ss.SecondaryTop;
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sr = ss.SecondaryRight;
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sb = ss.SecondaryBottom;
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attribC = -(attribC + ChannelSelect[(int)ss.Channel] / 10);
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}
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public static void FastCopyIntoChannel(Sprite dest, byte[] src) { FastCopyIntoChannel(dest, 0, src); }
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public static void FastCopyIntoChannel(Sprite dest, int channelOffset, byte[] src)
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, 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 + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, attribC);
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vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, attribC);
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vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, attribC);
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, attribC);
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}
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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{
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var data = dest.Sheet.GetData();
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var srcStride = dest.Bounds.Width;
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var destStride = dest.Sheet.Size.Width * 4;
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var destOffset = destStride * dest.Bounds.Top + dest.Bounds.Left * 4 + ChannelMasks[(int)dest.Channel + channelOffset];
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var destOffset = destStride * dest.Bounds.Top + dest.Bounds.Left * 4 + ChannelMasks[(int)dest.Channel];
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var destSkip = destStride - 4 * srcStride;
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var height = dest.Bounds.Height;
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@@ -16,14 +16,15 @@ namespace OpenRA.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex
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{
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public readonly float X, Y, Z, U, V, P, C;
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public readonly float X, Y, Z, S, T, U, V, P, C;
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public Vertex(float3 xyz, float u, float v, float p, float c)
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: this(xyz.X, xyz.Y, xyz.Z, u, v, p, c) { }
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public Vertex(float3 xyz, float s, float t, float u, float v, float p, float c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c) { }
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public Vertex(float x, float y, float z, float u, float v, float p, float c)
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c)
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{
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X = x; Y = y; Z = z;
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S = s; T = t;
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U = u; V = v;
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P = p; C = c;
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}
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@@ -54,10 +54,10 @@ namespace OpenRA.Graphics
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if (allocated)
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throw new SheetOverflowException("");
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allocated = true;
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return SheetBuilder.AllocateSheet(SheetType.DualIndexed, Game.Settings.Graphics.SheetSize);
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return SheetBuilder.AllocateSheet(SheetType.Indexed, Game.Settings.Graphics.SheetSize);
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};
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return new SheetBuilder(SheetType.DualIndexed, allocate);
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return new SheetBuilder(SheetType.Indexed, allocate);
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}
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public VoxelLoader(IReadOnlyFileSystem fileSystem)
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@@ -78,6 +78,7 @@ namespace OpenRA.Graphics
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var c = 0;
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for (var v = 0; v < sv; v++)
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{
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for (var u = 0; u < su; u++)
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{
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var voxel = first(u, v) ?? second(u, v);
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@@ -85,22 +86,28 @@ namespace OpenRA.Graphics
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normals[c] = voxel == null ? (byte)0 : voxel.Normal;
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c++;
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}
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}
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var s = sheetBuilder.Allocate(new Size(su, sv));
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Util.FastCopyIntoChannel(s, 0, colors);
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Util.FastCopyIntoChannel(s, 1, normals);
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var size = new Size(su, sv);
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var s = sheetBuilder.Allocate(size);
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var t = sheetBuilder.Allocate(size);
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Util.FastCopyIntoChannel(s, colors);
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Util.FastCopyIntoChannel(t, normals);
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// s and t are guaranteed to use the same sheet because
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// of the custom voxel sheet allocation implementation
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s.Sheet.CommitBufferedData();
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var channelP = ChannelSelect[(int)s.Channel];
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var channelC = ChannelSelect[(int)s.Channel + 1];
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var channelC = ChannelSelect[(int)t.Channel];
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return new Vertex[6]
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{
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new Vertex(coord(0, 0), s.Left, s.Top, channelP, channelC),
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new Vertex(coord(su, 0), s.Right, s.Top, channelP, channelC),
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new Vertex(coord(su, sv), s.Right, s.Bottom, channelP, channelC),
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new Vertex(coord(su, sv), s.Right, s.Bottom, channelP, channelC),
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new Vertex(coord(0, sv), s.Left, s.Bottom, channelP, channelC),
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new Vertex(coord(0, 0), s.Left, s.Top, channelP, channelC)
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new Vertex(coord(0, 0), s.Left, s.Top, t.Left, t.Top, channelP, channelC),
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new Vertex(coord(su, 0), s.Right, s.Top, t.Right, t.Top, channelP, channelC),
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new Vertex(coord(su, sv), s.Right, s.Bottom, t.Right, t.Bottom, channelP, channelC),
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new Vertex(coord(su, sv), s.Right, s.Bottom, t.Right, t.Bottom, channelP, channelC),
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new Vertex(coord(0, sv), s.Left, s.Bottom, t.Left, t.Bottom, channelP, channelC),
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new Vertex(coord(0, 0), s.Left, s.Top, t.Left, t.Top, channelP, channelC)
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};
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}
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@@ -332,7 +332,7 @@ namespace OpenRA.Graphics
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var size = new Size(renderer.SheetSize, renderer.SheetSize);
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var framebuffer = renderer.Device.CreateFrameBuffer(size);
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var sheet = new Sheet(SheetType.DualIndexed, framebuffer.Texture);
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var sheet = new Sheet(SheetType.BGRA, framebuffer.Texture);
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mappedBuffers.Add(sheet, framebuffer);
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return sheet;
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@@ -81,6 +81,8 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
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OpenGL.CheckGLError();
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SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
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input = new Sdl2Input();
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@@ -20,6 +20,7 @@ namespace OpenRA.Platforms.Default
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{
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public const int VertexPosAttributeIndex = 0;
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public const int TexCoordAttributeIndex = 1;
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public const int TexMetadataAttributeIndex = 2;
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readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
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readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
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@@ -73,7 +74,8 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
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OpenGL.CheckGLError();
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OpenGL.glAttachShader(program, vertexShader);
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OpenGL.CheckGLError();
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OpenGL.glAttachShader(program, fragmentShader);
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@@ -87,6 +87,8 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TexCoordAttributeIndex, 4, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(12));
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TexMetadataAttributeIndex, 2, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(28));
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OpenGL.CheckGLError();
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}
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~VertexBuffer()
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@@ -4,13 +4,14 @@ uniform bool EnableDepthPreview;
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uniform float DepthTextureScale;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexCoord.p);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = texture2D(Palette, p);
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// Discard any transparent fragments (both color and depth)
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@@ -20,8 +21,8 @@ void main()
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float depth = gl_FragCoord.z;
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if (length(vDepthMask) > 0.0)
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{
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// Preview vertex aware depth
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depth = depth + DepthTextureScale * dot(x, vDepthMask);
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vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
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depth = depth + DepthTextureScale * dot(y, vDepthMask);
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}
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// Convert to window coords
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@@ -3,41 +3,35 @@ uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
|
||||
varying vec4 vTexCoord;
|
||||
varying vec2 vTexMetadata;
|
||||
varying vec4 vChannelMask;
|
||||
varying vec4 vDepthMask;
|
||||
|
||||
vec4 DecodeChannelMask(float x)
|
||||
{
|
||||
float y = abs(x);
|
||||
if (y > 0.7)
|
||||
if (x > 0.7)
|
||||
return vec4(0,0,0,1);
|
||||
if (y > 0.5)
|
||||
if (x > 0.5)
|
||||
return vec4(0,0,1,0);
|
||||
if (y > 0.3)
|
||||
if (x > 0.3)
|
||||
return vec4(0,1,0,0);
|
||||
else
|
||||
return vec4(1,0,0,0);
|
||||
}
|
||||
|
||||
vec4 DecodeDepthChannelMask(float x)
|
||||
{
|
||||
if (x > 0.0)
|
||||
return vec4(0,0,0,0);
|
||||
if (x < -0.7)
|
||||
return vec4(1,0,0,0);
|
||||
if (x < -0.5)
|
||||
return vec4(0,0,0,1);
|
||||
if (x < -0.3)
|
||||
return vec4(0,0,1,0);
|
||||
else
|
||||
return vec4(0,1,0,0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
|
||||
vTexCoord = aVertexTexCoord;
|
||||
vChannelMask = DecodeChannelMask(aVertexTexCoord.w);
|
||||
vDepthMask = DecodeDepthChannelMask(aVertexTexCoord.w);
|
||||
vTexMetadata = aVertexTexMetadata;
|
||||
vChannelMask = DecodeChannelMask(abs(aVertexTexMetadata.t));
|
||||
if (aVertexTexMetadata.t < 0.0)
|
||||
{
|
||||
float x = -aVertexTexMetadata.t * 10.0;
|
||||
vDepthMask = DecodeChannelMask(x - floor(x));
|
||||
}
|
||||
else
|
||||
vDepthMask = vec4(0,0,0,0);
|
||||
}
|
||||
|
||||
@@ -15,7 +15,8 @@ void main()
|
||||
if (color.a < 0.01)
|
||||
discard;
|
||||
|
||||
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, vNormalsMask), PaletteRows.y)) - 1.0);
|
||||
vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
|
||||
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
|
||||
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
|
||||
gl_FragColor = vec4(intensity * color.rgb, color.a);
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ uniform mat4 TransformMatrix;
|
||||
|
||||
attribute vec4 aVertexPosition;
|
||||
attribute vec4 aVertexTexCoord;
|
||||
attribute vec2 aVertexTexMetadata;
|
||||
varying vec4 vTexCoord;
|
||||
varying vec4 vChannelMask;
|
||||
varying vec4 vNormalsMask;
|
||||
@@ -19,6 +20,6 @@ void main()
|
||||
{
|
||||
gl_Position = View*TransformMatrix*aVertexPosition;
|
||||
vTexCoord = aVertexTexCoord;
|
||||
vChannelMask = DecodeMask(aVertexTexCoord.z);
|
||||
vNormalsMask = DecodeMask(aVertexTexCoord.w);
|
||||
vChannelMask = DecodeMask(aVertexTexMetadata.s);
|
||||
vNormalsMask = DecodeMask(aVertexTexMetadata.t);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user