Graphics: Optimize Viewport effect rendering
Using the kitchen sink plane shader for viewport effects, even if only a small part of them are active, incurs great performance loss on mobile, so split the rendering into multiple optional passes which additionally use the blending hardware for faster mixing (lerping). Also, don't mirror the PingPong textures if the viewport effect covers the entire screen area anyway.
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3c0a530eba
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373b90af00
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@ -216,12 +216,15 @@ set(EMBEDDED_INPUT
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shader/hue.frag
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shader/sprite.frag
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shader/plane.frag
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shader/gray.frag
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shader/bitmapBlit.frag
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shader/flatColor.frag
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shader/simple.frag
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shader/simpleColor.frag
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shader/simpleAlpha.frag
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shader/simpleAlphaUni.frag
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shader/flashMap.frag
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shader/minimal.vert
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shader/simple.vert
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shader/simpleColor.vert
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shader/sprite.vert
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3
mkxp.pro
3
mkxp.pro
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@ -189,12 +189,15 @@ EMBED = \
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shader/hue.frag \
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shader/sprite.frag \
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shader/plane.frag \
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shader/gray.frag \
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shader/bitmapBlit.frag \
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shader/flatColor.frag \
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shader/simple.frag \
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shader/simpleColor.frag \
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shader/simpleAlpha.frag \
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shader/simpleAlphaUni.frag \
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shader/flashMap.frag \
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shader/minimal.vert \
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shader/simple.vert \
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shader/simpleColor.vert \
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shader/sprite.vert \
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@ -0,0 +1,7 @@
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uniform lowp vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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@ -0,0 +1,19 @@
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uniform sampler2D texture;
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uniform lowp float gray;
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varying vec2 v_texCoord;
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const vec3 lumaF = vec3(.299, .587, .114);
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void main()
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{
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/* Sample source color */
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vec4 frag = texture2D(texture, v_texCoord);
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/* Apply gray */
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float luma = dot(frag.rgb, lumaF);
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frag.rgb = mix(frag.rgb, vec3(luma), gray);
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gl_FragColor = frag;
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}
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@ -0,0 +1,8 @@
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uniform mat4 projMat;
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attribute vec2 position;
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void main()
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{
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gl_Position = projMat * vec4(position, 0, 1);
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}
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@ -60,6 +60,11 @@ struct Vec4
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{
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return (x == other.x && y == other.y && z == other.z && w == other.w);
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}
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bool xyzHasEffect() const
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{
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return (x != 0.0 || y != 0.0 || z != 0.0);
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}
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};
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struct Vec2i
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@ -129,6 +134,14 @@ struct IntRect : SDL_Rect
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SDL_Rect r = { x, y, w, h };
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return r;
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}
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bool encloses(const IntRect &o) const
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{
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return (x <= o.x &&
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y <= o.y &&
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x+w >= o.x+o.w &&
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y+h >= o.y+o.h);
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}
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};
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struct StaticRect { float x, y, w, h; };
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116
src/graphics.cpp
116
src/graphics.cpp
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@ -171,36 +171,112 @@ public:
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void requestViewportRender(Vec4 &c, Vec4 &f, Vec4 &t)
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{
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pp.swapRender();
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const IntRect &viewpRect = glState.scissorBox.get();
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const IntRect &screenRect = geometry.rect;
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/* Scissor test _does_ affect FBO blit operations,
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* and since we're inside the draw cycle, it will
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* be turned on, so turn it off temporarily */
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glState.scissorTest.pushSet(false);
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if (t.w != 0.0)
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{
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pp.swapRender();
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GLMeta::blitBegin(pp.frontBuffer());
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GLMeta::blitSource(pp.backBuffer());
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GLMeta::blitRectangle(geometry.rect, Vec2i());
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GLMeta::blitEnd();
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if (!viewpRect.encloses(screenRect))
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{
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/* Scissor test _does_ affect FBO blit operations,
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* and since we're inside the draw cycle, it will
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* be turned on, so turn it off temporarily */
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glState.scissorTest.pushSet(false);
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glState.scissorTest.pop();
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GLMeta::blitBegin(pp.frontBuffer());
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GLMeta::blitSource(pp.backBuffer());
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GLMeta::blitRectangle(geometry.rect, Vec2i());
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GLMeta::blitEnd();
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PlaneShader &shader = shState->shaders().plane;
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glState.scissorTest.pop();
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}
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GrayShader &shader = shState->shaders().gray;
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shader.bind();
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shader.setGray(t.w);
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shader.applyViewportProj();
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shader.setTexSize(screenRect.size());
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TEX::bind(pp.backBuffer().tex);
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glState.blend.pushSet(false);
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screenQuad.draw();
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glState.blend.pop();
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}
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bool toneEffect = t.xyzHasEffect();
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bool colorEffect = c.xyzHasEffect();
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bool flashEffect = f.xyzHasEffect();
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if (!toneEffect && !colorEffect && !flashEffect)
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return;
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FlatColorShader &shader = shState->shaders().flatColor;
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shader.bind();
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shader.setColor(c);
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shader.setFlash(f);
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shader.setTone(t);
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shader.setOpacity(1.0);
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shader.applyViewportProj();
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shader.setTexSize(geometry.rect.size());
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TEX::bind(pp.backBuffer().tex);
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/* Apply tone */
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if (toneEffect)
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{
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/* First split up additive / substractive components */
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Vec4 add, sub;
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glState.blend.pushSet(false);
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if (t.x > 0)
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add.x = t.x;
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if (t.y > 0)
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add.y = t.y;
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if (t.z > 0)
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add.z = t.z;
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screenQuad.draw();
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if (t.x < 0)
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sub.x = -t.x;
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if (t.y < 0)
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sub.y = -t.y;
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if (t.z < 0)
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sub.z = -t.z;
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glState.blend.pop();
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/* Then apply them using hardware blending */
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gl.BlendFuncSeparate(GL_ONE, GL_ONE, GL_ZERO, GL_ONE);
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if (add.xyzHasEffect())
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{
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gl.BlendEquation(GL_FUNC_ADD);
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shader.setColor(add);
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screenQuad.draw();
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}
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if (sub.xyzHasEffect())
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{
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gl.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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shader.setColor(sub);
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screenQuad.draw();
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}
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}
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if (colorEffect || flashEffect)
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{
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gl.BlendEquation(GL_FUNC_ADD);
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gl.BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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GL_ZERO, GL_ONE);
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}
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if (colorEffect)
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{
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shader.setColor(c);
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screenQuad.draw();
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}
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if (flashEffect)
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{
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shader.setColor(f);
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screenQuad.draw();
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}
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glState.blendMode.refresh();
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}
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void setBrightness(float norm)
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@ -35,11 +35,14 @@
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#include "transSimple.frag.xxd"
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#include "bitmapBlit.frag.xxd"
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#include "plane.frag.xxd"
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#include "gray.frag.xxd"
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#include "flatColor.frag.xxd"
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#include "simple.frag.xxd"
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#include "simpleColor.frag.xxd"
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#include "simpleAlpha.frag.xxd"
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#include "simpleAlphaUni.frag.xxd"
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#include "flashMap.frag.xxd"
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#include "minimal.vert.xxd"
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#include "simple.vert.xxd"
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#include "simpleColor.vert.xxd"
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#include "sprite.vert.xxd"
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@ -269,6 +272,21 @@ void ShaderBase::setTranslation(const Vec2i &value)
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}
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FlatColorShader::FlatColorShader()
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{
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INIT_SHADER(minimal, flatColor, FlatColorShader);
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ShaderBase::init();
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GET_U(color);
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}
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void FlatColorShader::setColor(const Vec4 &value)
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{
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setVec4Uniform(u_color, value);
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}
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SimpleShader::SimpleShader()
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{
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INIT_SHADER(simple, simple, SimpleShader);
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@ -480,6 +498,21 @@ void PlaneShader::setOpacity(float value)
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}
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GrayShader::GrayShader()
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{
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INIT_SHADER(simple, gray, GrayShader);
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ShaderBase::init();
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GET_U(gray);
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}
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void GrayShader::setGray(float value)
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{
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gl.Uniform1f(u_gray, value);
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}
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TilemapShader::TilemapShader()
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{
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INIT_SHADER(tilemap, simple, TilemapShader);
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24
src/shader.h
24
src/shader.h
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@ -87,6 +87,17 @@ protected:
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GLint u_texSizeInv, u_translation;
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};
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class FlatColorShader : public ShaderBase
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{
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public:
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FlatColorShader();
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void setColor(const Vec4 &value);
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private:
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GLint u_color;
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};
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class SimpleShader : public ShaderBase
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{
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public:
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@ -191,6 +202,17 @@ private:
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GLint u_tone, u_color, u_flash, u_opacity;
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};
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class GrayShader : public ShaderBase
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{
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public:
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GrayShader();
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void setGray(float value);
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private:
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GLint u_gray;
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};
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class TilemapShader : public ShaderBase
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{
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public:
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@ -285,6 +307,7 @@ private:
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/* Global object containing all available shaders */
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struct ShaderSet
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{
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FlatColorShader flatColor;
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SimpleShader simple;
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SimpleColorShader simpleColor;
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SimpleAlphaShader simpleAlpha;
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@ -292,6 +315,7 @@ struct ShaderSet
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AlphaSpriteShader alphaSprite;
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SpriteShader sprite;
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PlaneShader plane;
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GrayShader gray;
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TilemapShader tilemap;
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FlashMapShader flashMap;
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TransShader trans;
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