Packed uv and positions for floor and editor renderer
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@@ -13,13 +13,15 @@ import mindustry.world.*;
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import static mindustry.Vars.*;
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public class MapRenderer implements Disposable{
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public class EditorRenderer implements Disposable{
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private static final float packPad = tilesize * 10f;
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private static final int chunkSize = 60;
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private static final Seq<Tile> tmpTiles = new Seq<>();
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private EditorSpriteCache[][] chunks;
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private IntSet recacheChunks = new IntSet();
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private int width, height;
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private float packWidth, packHeight;
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private Shader shader;
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@@ -31,6 +33,8 @@ public class MapRenderer implements Disposable{
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this.width = width;
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this.height = height;
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packWidth = width * tilesize + packPad * 2;
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packHeight = height * tilesize + packPad * 2;
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recache();
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}
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@@ -111,7 +115,7 @@ public class MapRenderer implements Disposable{
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}
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shader.bind();
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shader.setUniformMatrix4("u_projTrans", Core.camera.mat);
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shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
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for(int x = 0; x < chunks.length; x++){
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for(int y = 0; y < chunks[0].length; y++){
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@@ -160,7 +164,7 @@ public class MapRenderer implements Disposable{
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chunks[cx][cy] = null;
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}
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EditorSpriteCache cache = new EditorSpriteCache(renderer.blocks.floor.getVertexBuffer());
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EditorSpriteCache cache = new EditorSpriteCache(renderer.blocks.floor.getVertexBuffer(), packPad, packPad, packWidth, packHeight);
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TextureRegion teamRegion = Core.atlas.find("block-border");
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@@ -8,12 +8,13 @@ import arc.struct.*;
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import arc.util.*;
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public class EditorSpriteCache implements Disposable{
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//xy + color + uv
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static final int vertexSize = 2 + 1 + 2;
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//packed xy + color + packed uv
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static final int vertexSize = 1 + 1 + 1;
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private @Nullable Mesh mesh;
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private final Seq<Texture> textures = new Seq<>(8);
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private final IntSeq counts = new IntSeq(8);
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private final float packX, packY, packW, packH;
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private float[] tmpVertices;
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@@ -21,8 +22,12 @@ public class EditorSpriteCache implements Disposable{
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private int index;
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/** @param tmpVertices Temporary buffer to hold vertices while building up sprites. Should be large enough to hold all sprite data this cache will contain. */
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public EditorSpriteCache(float[] tmpVertices){
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public EditorSpriteCache(float[] tmpVertices, float packX, float packY, float packW, float packH){
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this.tmpVertices = tmpVertices;
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this.packX = packX;
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this.packY = packY;
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this.packW = packW;
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this.packH = packH;
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}
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/** @return whether anything was added to the cache. */
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@@ -41,9 +46,9 @@ public class EditorSpriteCache implements Disposable{
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if(mesh != null) mesh.dispose();
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mesh = new Mesh(true, index / vertexSize, 0,
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VertexAttribute.position,
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VertexAttribute.packedPosition,
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VertexAttribute.color,
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VertexAttribute.texCoords
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VertexAttribute.packedTexCoords
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);
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mesh.indices = indices;
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mesh.setVertices(tmpVertices, 0, index);
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@@ -111,29 +116,21 @@ public class EditorSpriteCache implements Disposable{
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float[] verts = tmpVertices;
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Texture texture = region.texture;
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verts[idx + 0] = x1;
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verts[idx + 1] = y1;
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verts[idx + 2] = colorPacked;
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verts[idx + 3] = u;
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verts[idx + 4] = v;
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verts[idx + 0] = pack(x1, y1);
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verts[idx + 1] = colorPacked;
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verts[idx + 2] = Pack.packUv(u, v);
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verts[idx + 5] = x2;
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verts[idx + 6] = y2;
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verts[idx + 3] = pack(x2, y2);
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verts[idx + 4] = colorPacked;
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verts[idx + 5] = Pack.packUv(u, v2);
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verts[idx + 6] = pack(x3, y3);
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verts[idx + 7] = colorPacked;
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verts[idx + 8] = u;
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verts[idx + 9] = v2;
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verts[idx + 8] = Pack.packUv(u2, v2);
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verts[idx + 10] = x3;
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verts[idx + 11] = y3;
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verts[idx + 12] = colorPacked;
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verts[idx + 13] = u2;
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verts[idx + 14] = v2;
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verts[idx + 15] = x4;
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verts[idx + 16] = y4;
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verts[idx + 17] = colorPacked;
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verts[idx + 18] = u2;
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verts[idx + 19] = v;
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verts[idx + 9] = pack(x4, y4);
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verts[idx + 10] = colorPacked;
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verts[idx + 11] = Pack.packUv(u2, v);
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int lastIndex = textures.size - 1;
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if(lastIndex < 0 || textures.get(lastIndex) != texture){
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@@ -146,6 +143,10 @@ public class EditorSpriteCache implements Disposable{
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index += vertexSize * 4;
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}
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private float pack(float x, float y){
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return Pack.packUv((x + packX) / packW, (y + packY) / packH);
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}
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/** Renders the cached mesh. The shader must already have the correct view matrix set as a uniform. */
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public void render(Shader shader){
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if(mesh == null) throw new IllegalStateException("Cache is empty, call build() first.");
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@@ -20,7 +20,7 @@ public class MapEditor{
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public static final float[] brushSizes = {1, 1.5f, 2, 3, 4, 5, 9, 15, 20};
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public StringMap tags = new StringMap();
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public MapRenderer renderer = new MapRenderer();
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public EditorRenderer renderer = new EditorRenderer();
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private final Context context = new Context();
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private OperationStack stack = new OperationStack();
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@@ -30,13 +30,14 @@ import static mindustry.Vars.*;
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*
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* */
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public class FloorRenderer{
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private static final VertexAttribute[] attributes = {VertexAttribute.position, VertexAttribute.color, VertexAttribute.texCoords};
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private static final VertexAttribute[] attributes = {VertexAttribute.packedPosition, VertexAttribute.color, VertexAttribute.packedTexCoords};
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private static final int
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chunksize = 30, //todo 32?
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chunkunits = chunksize * tilesize,
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vertexSize = 2 + 1 + 2,
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vertexSize = 1 + 1 + 1,
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spriteSize = vertexSize * 4,
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maxSprites = chunksize * chunksize * 9;
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private static final float packPad = tilesize * 8f;
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private static final float pad = tilesize/2f;
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//if true, chunks are rendered on-demand; this causes small lag spikes and is generally not needed for most maps
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private static final boolean dynamic = false;
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@@ -45,6 +46,7 @@ public class FloorRenderer{
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private int vidx;
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private FloorRenderBatch batch = new FloorRenderBatch();
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private Shader shader;
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private Mat combinedMat = new Mat();
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private Texture texture;
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private TextureRegion error;
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@@ -55,6 +57,8 @@ public class FloorRenderer{
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private IntSeq drawnLayers = new IntSeq();
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private ObjectSet<CacheLayer> used = new ObjectSet<>();
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private float packWidth, packHeight;
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private Seq<Runnable> underwaterDraw = new Seq<>(Runnable.class);
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//alpha value of pixels cannot exceed the alpha of the surface they're being drawn on
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private Blending underwaterBlend = new Blending(
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@@ -87,6 +91,7 @@ public class FloorRenderer{
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projectionViewMatrix;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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@@ -212,7 +217,8 @@ public class FloorRenderer{
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Draw.flush();
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shader.bind();
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shader.setUniformMatrix4("u_projectionViewMatrix", Core.camera.mat);
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//coordinates of geometry are normalized to [0, 1] based on map size (normWidth/normHeight), so the matrix needs to be updated accordingly
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shader.setUniformMatrix4("u_projectionViewMatrix", combinedMat.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
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//only ever use the base environment texture
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texture.bind(0);
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@@ -370,6 +376,9 @@ public class FloorRenderer{
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texture = Core.atlas.find("grass1").texture;
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error = Core.atlas.find("env-error");
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packWidth = world.unitWidth() + packPad *2f;
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packHeight = world.unitHeight() + packPad *2f;
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//pre-cache chunks
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if(!dynamic){
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Time.mark();
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@@ -449,29 +458,21 @@ public class FloorRenderer{
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float color = this.colorPacked;
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verts[idx] = x1;
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verts[idx + 1] = y1;
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verts[idx + 2] = color;
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verts[idx + 3] = u;
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verts[idx + 4] = v;
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verts[idx] = pack(x1, y1);
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verts[idx + 1] = color;
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verts[idx + 2] = Pack.packUv(u, v);
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verts[idx + 5] = x2;
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verts[idx + 6] = y2;
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verts[idx + 3] = pack(x2, y2);
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verts[idx + 4] = color;
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verts[idx + 5] = Pack.packUv(u, v2);
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verts[idx + 6] = pack(x3, y3);
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verts[idx + 7] = color;
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verts[idx + 8] = u;
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verts[idx + 9] = v2;
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verts[idx + 8] = Pack.packUv(u2, v2);
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verts[idx + 10] = x3;
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verts[idx + 11] = y3;
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verts[idx + 12] = color;
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verts[idx + 13] = u2;
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verts[idx + 14] = v2;
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verts[idx + 15] = x4;
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verts[idx + 16] = y4;
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verts[idx + 17] = color;
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verts[idx + 18] = u2;
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verts[idx + 19] = v;
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verts[idx + 9] = pack(x4, y4);
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verts[idx + 10] = color;
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verts[idx + 11] = Pack.packUv(u2, v);
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}else{
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float fx2 = x + width;
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float fy2 = y + height;
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@@ -482,33 +483,29 @@ public class FloorRenderer{
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float color = this.colorPacked;
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verts[idx] = x;
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verts[idx + 1] = y;
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verts[idx + 2] = color;
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verts[idx + 3] = u;
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verts[idx + 4] = v;
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verts[idx] = pack(x, y);
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verts[idx + 1] = color;
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verts[idx + 2] = Pack.packUv(u, v);
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verts[idx + 5] = x;
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verts[idx + 6] = fy2;
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verts[idx + 3] = pack(x, fy2);
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verts[idx + 4] = color;
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verts[idx + 5] = Pack.packUv(u, v2);
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verts[idx + 6] = pack(fx2, fy2);
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verts[idx + 7] = color;
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verts[idx + 8] = u;
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verts[idx + 9] = v2;
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verts[idx + 8] = Pack.packUv(u2, v2);
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verts[idx + 10] = fx2;
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verts[idx + 11] = fy2;
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verts[idx + 12] = color;
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verts[idx + 13] = u2;
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verts[idx + 14] = v2;
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verts[idx + 15] = fx2;
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verts[idx + 16] = y;
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verts[idx + 17] = color;
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verts[idx + 18] = u2;
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verts[idx + 19] = v;
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verts[idx + 9] = pack(fx2, y);
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verts[idx + 10] = color;
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verts[idx + 11] = Pack.packUv(u2, v);
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}
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}
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float pack(float x, float y){
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return Pack.packUv((x + packPad) / packWidth, (y + packPad) / packHeight);
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}
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@Override
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public void flush(){
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@@ -526,8 +523,17 @@ public class FloorRenderer{
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}
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float[] verts = vertices;
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float[] src = spriteVertices;
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int idx = vidx;
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System.arraycopy(spriteVertices, offset, verts, idx, spriteSize);
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int sidx = offset;
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//convert 5-float format to internal packed 3-float format
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for(int i = 0; i < 4; i++){
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verts[idx++] = pack(src[sidx++], src[sidx++]);
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verts[idx++] = src[sidx++];
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verts[idx++] = Pack.packUv(src[sidx++], src[sidx++]);
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}
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vidx += spriteSize;
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}
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}
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@@ -20,7 +20,8 @@ public class ColoredFloor extends Floor{
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/** If the alpha value of the color is set to this value, colors are interpolated across corners. This is essentially linear filtering for the whole "image". */
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public static final int flagSmoothBlend = 2;
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private static final float[] verts = new float[20];
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//4x (pos2 color uv2)
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private static final float[] verts = new float[4 * 5];
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public Color defaultColor = Color.white;
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protected int defaultColorRgba;
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