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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2025-12-24 00:03:11 +01:00

Implement sprite batch drawing using instancing

This commit is contained in:
Alexander Overvoorde
2016-07-23 00:56:41 +02:00
parent 84f2a8c17c
commit fbb7029de4
8 changed files with 111 additions and 85 deletions

View File

@@ -1,12 +1,13 @@
#version 150
uniform ivec4 uClip;
uniform int uFlags;
uniform vec4 uColour;
uniform usampler2DArray uTexture;
uniform vec4 uPalette[256];
uniform vec2 uTexCoordScale;
uniform int uTexSlot;
uniform usampler2DArray uTexture;
flat in ivec4 fClip;
flat in int fFlags;
in vec4 fColour;
in vec2 fTexCoordScale;
flat in int fTexSlot;
in vec2 fPosition;
in vec2 fTextureCoordinate;
@@ -15,16 +16,16 @@ out vec4 oColour;
void main()
{
if (fPosition.x < uClip.x || fPosition.x > uClip.z ||
fPosition.y < uClip.y || fPosition.y > uClip.w)
if (fPosition.x < fClip.x || fPosition.x > fClip.z ||
fPosition.y < fClip.y || fPosition.y > fClip.w)
{
discard;
}
vec4 texel = uPalette[texture(uTexture, vec3(fTextureCoordinate * uTexCoordScale, float(uTexSlot))).r];
if ((uFlags & 1) != 0)
vec4 texel = uPalette[texture(uTexture, vec3(fTextureCoordinate * fTexCoordScale, float(fTexSlot))).r];
if ((fFlags & 1) != 0)
{
oColour = vec4(uColour.rgb, uColour.a * texel.a);
oColour = vec4(fColour.rgb, fColour.a * texel.a);
}
else
{

View File

@@ -1,32 +1,43 @@
#version 150
uniform ivec2 uScreenSize;
uniform ivec4 uBounds;
uniform ivec4 uTextureCoordinates;
in ivec4 ivClip;
in vec2 ivTexCoordScale;
in int ivTexSlot;
in int ivFlags;
in vec4 ivColour;
in ivec4 ivBounds;
in uint vIndex;
out vec2 fPosition;
out vec2 fTextureCoordinate;
out vec2 fTextureCoordinate;
out vec2 fPosition;
flat out ivec4 fClip;
flat out int fFlags;
out vec4 fColour;
out vec2 fTexCoordScale;
flat out int fTexSlot;
void main()
{
vec2 pos;
switch (vIndex) {
case 0u:
pos = uBounds.xy;
pos = ivBounds.xy;
fTextureCoordinate = uTextureCoordinates.xy;
break;
case 1u:
pos = uBounds.zy;
pos = ivBounds.zy;
fTextureCoordinate = uTextureCoordinates.zy;
break;
case 2u:
pos = uBounds.xw;
pos = ivBounds.xw;
fTextureCoordinate = uTextureCoordinates.xw;
break;
case 3u:
pos = uBounds.zw;
pos = ivBounds.zw;
fTextureCoordinate = uTextureCoordinates.zw;
break;
}
@@ -38,5 +49,11 @@ void main()
pos.y = (pos.y * (2.0 / uScreenSize.y)) - 1.0;
pos.y *= -1;
fClip = ivClip;
fFlags = ivFlags;
fColour = ivColour;
fTexCoordScale = ivTexCoordScale;
fTexSlot = ivTexSlot;
gl_Position = vec4(pos, 0.0, 1.0);
}