Packed uv and positions for floor and editor renderer

This commit is contained in:
Anuken
2025-07-21 20:32:44 -04:00
parent b412830062
commit 619887ec4b
6 changed files with 87 additions and 75 deletions

View File

@@ -30,13 +30,14 @@ import static mindustry.Vars.*;
*
* */
public class FloorRenderer{
private static final VertexAttribute[] attributes = {VertexAttribute.position, VertexAttribute.color, VertexAttribute.texCoords};
private static final VertexAttribute[] attributes = {VertexAttribute.packedPosition, VertexAttribute.color, VertexAttribute.packedTexCoords};
private static final int
chunksize = 30, //todo 32?
chunkunits = chunksize * tilesize,
vertexSize = 2 + 1 + 2,
vertexSize = 1 + 1 + 1,
spriteSize = vertexSize * 4,
maxSprites = chunksize * chunksize * 9;
private static final float packPad = tilesize * 8f;
private static final float pad = tilesize/2f;
//if true, chunks are rendered on-demand; this causes small lag spikes and is generally not needed for most maps
private static final boolean dynamic = false;
@@ -45,6 +46,7 @@ public class FloorRenderer{
private int vidx;
private FloorRenderBatch batch = new FloorRenderBatch();
private Shader shader;
private Mat combinedMat = new Mat();
private Texture texture;
private TextureRegion error;
@@ -55,6 +57,8 @@ public class FloorRenderer{
private IntSeq drawnLayers = new IntSeq();
private ObjectSet<CacheLayer> used = new ObjectSet<>();
private float packWidth, packHeight;
private Seq<Runnable> underwaterDraw = new Seq<>(Runnable.class);
//alpha value of pixels cannot exceed the alpha of the surface they're being drawn on
private Blending underwaterBlend = new Blending(
@@ -87,6 +91,7 @@ public class FloorRenderer{
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projectionViewMatrix;
varying vec4 v_color;
varying vec2 v_texCoords;
@@ -212,7 +217,8 @@ public class FloorRenderer{
Draw.flush();
shader.bind();
shader.setUniformMatrix4("u_projectionViewMatrix", Core.camera.mat);
//coordinates of geometry are normalized to [0, 1] based on map size (normWidth/normHeight), so the matrix needs to be updated accordingly
shader.setUniformMatrix4("u_projectionViewMatrix", combinedMat.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
//only ever use the base environment texture
texture.bind(0);
@@ -370,6 +376,9 @@ public class FloorRenderer{
texture = Core.atlas.find("grass1").texture;
error = Core.atlas.find("env-error");
packWidth = world.unitWidth() + packPad *2f;
packHeight = world.unitHeight() + packPad *2f;
//pre-cache chunks
if(!dynamic){
Time.mark();
@@ -449,29 +458,21 @@ public class FloorRenderer{
float color = this.colorPacked;
verts[idx] = x1;
verts[idx + 1] = y1;
verts[idx + 2] = color;
verts[idx + 3] = u;
verts[idx + 4] = v;
verts[idx] = pack(x1, y1);
verts[idx + 1] = color;
verts[idx + 2] = Pack.packUv(u, v);
verts[idx + 5] = x2;
verts[idx + 6] = y2;
verts[idx + 3] = pack(x2, y2);
verts[idx + 4] = color;
verts[idx + 5] = Pack.packUv(u, v2);
verts[idx + 6] = pack(x3, y3);
verts[idx + 7] = color;
verts[idx + 8] = u;
verts[idx + 9] = v2;
verts[idx + 8] = Pack.packUv(u2, v2);
verts[idx + 10] = x3;
verts[idx + 11] = y3;
verts[idx + 12] = color;
verts[idx + 13] = u2;
verts[idx + 14] = v2;
verts[idx + 15] = x4;
verts[idx + 16] = y4;
verts[idx + 17] = color;
verts[idx + 18] = u2;
verts[idx + 19] = v;
verts[idx + 9] = pack(x4, y4);
verts[idx + 10] = color;
verts[idx + 11] = Pack.packUv(u2, v);
}else{
float fx2 = x + width;
float fy2 = y + height;
@@ -482,33 +483,29 @@ public class FloorRenderer{
float color = this.colorPacked;
verts[idx] = x;
verts[idx + 1] = y;
verts[idx + 2] = color;
verts[idx + 3] = u;
verts[idx + 4] = v;
verts[idx] = pack(x, y);
verts[idx + 1] = color;
verts[idx + 2] = Pack.packUv(u, v);
verts[idx + 5] = x;
verts[idx + 6] = fy2;
verts[idx + 3] = pack(x, fy2);
verts[idx + 4] = color;
verts[idx + 5] = Pack.packUv(u, v2);
verts[idx + 6] = pack(fx2, fy2);
verts[idx + 7] = color;
verts[idx + 8] = u;
verts[idx + 9] = v2;
verts[idx + 8] = Pack.packUv(u2, v2);
verts[idx + 10] = fx2;
verts[idx + 11] = fy2;
verts[idx + 12] = color;
verts[idx + 13] = u2;
verts[idx + 14] = v2;
verts[idx + 15] = fx2;
verts[idx + 16] = y;
verts[idx + 17] = color;
verts[idx + 18] = u2;
verts[idx + 19] = v;
verts[idx + 9] = pack(fx2, y);
verts[idx + 10] = color;
verts[idx + 11] = Pack.packUv(u2, v);
}
}
float pack(float x, float y){
return Pack.packUv((x + packPad) / packWidth, (y + packPad) / packHeight);
}
@Override
public void flush(){
@@ -526,8 +523,17 @@ public class FloorRenderer{
}
float[] verts = vertices;
float[] src = spriteVertices;
int idx = vidx;
System.arraycopy(spriteVertices, offset, verts, idx, spriteSize);
int sidx = offset;
//convert 5-float format to internal packed 3-float format
for(int i = 0; i < 4; i++){
verts[idx++] = pack(src[sidx++], src[sidx++]);
verts[idx++] = src[sidx++];
verts[idx++] = Pack.packUv(src[sidx++], src[sidx++]);
}
vidx += spriteSize;
}
}