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Added SpriteSorter and SquadShooter

undefined
Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 10 years ago
parent
commit
9a09939793
2 changed files with 88 additions and 0 deletions
  1. +17
    -0
      build/vs2012/Lol.sln
  2. +71
    -0
      src/gpu/palette.lolfx

+ 17
- 0
build/vs2012/Lol.sln View File

@@ -170,6 +170,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "workbench", "..\..\people\t
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sprite_sorter", "..\..\people\touky\private\sprite_sorter\sprite_sorter.vcxproj", "{7422B977-CA61-49BF-A586-F57B6FF9BD64}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "squad_shooter", "..\..\people\touky\private\squad_shooter\squad_shooter.vcxproj", "{DB344310-4938-4294-AEE2-18512454585D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ORBIS = Debug|ORBIS
@@ -706,6 +708,20 @@ Global
{7422B977-CA61-49BF-A586-F57B6FF9BD64}.Release|x64.ActiveCfg = Release|x64
{7422B977-CA61-49BF-A586-F57B6FF9BD64}.Release|x64.Build.0 = Release|x64
{7422B977-CA61-49BF-A586-F57B6FF9BD64}.Release|Xbox 360.ActiveCfg = Release|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Debug|ORBIS.ActiveCfg = Debug|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Debug|PS3.ActiveCfg = Debug|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Debug|Win32.ActiveCfg = Debug|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Debug|Win32.Build.0 = Debug|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Debug|x64.ActiveCfg = Debug|x64
{DB344310-4938-4294-AEE2-18512454585D}.Debug|x64.Build.0 = Debug|x64
{DB344310-4938-4294-AEE2-18512454585D}.Debug|Xbox 360.ActiveCfg = Debug|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Release|ORBIS.ActiveCfg = Release|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Release|PS3.ActiveCfg = Release|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Release|Win32.ActiveCfg = Release|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Release|Win32.Build.0 = Release|Win32
{DB344310-4938-4294-AEE2-18512454585D}.Release|x64.ActiveCfg = Release|x64
{DB344310-4938-4294-AEE2-18512454585D}.Release|x64.Build.0 = Release|x64
{DB344310-4938-4294-AEE2-18512454585D}.Release|Xbox 360.ActiveCfg = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -753,6 +769,7 @@ Global
{6BF81B39-EDC2-4127-9982-C2D8ABEA95AF} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{EE203B88-44CF-4829-9D42-7A5F43FECB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{7422B977-CA61-49BF-A586-F57B6FF9BD64} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{DB344310-4938-4294-AEE2-18512454585D} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{A69411B3-6DE8-404E-8E70-0D3375A7492A} = {0A1651FC-322B-4B04-82CB-28E9046D9383}
{5A77DCDD-2CBA-43E9-8B45-00C281443F77} = {0A1651FC-322B-4B04-82CB-28E9046D9383}
{C2E01551-B636-4324-8461-71811DF6FBB5} = {E27FDF36-50C4-4ED2-8CF5-A20FED016910}


+ 71
- 0
src/gpu/palette.lolfx View File

@@ -0,0 +1,71 @@
[vert.glsl]

#version 130

attribute vec3 in_Position;
attribute vec2 in_TexCoord;
varying vec2 pass_TexCoord;

uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_model;

void main()
{
gl_Position = u_projection * u_view * u_model
* vec4(in_Position, 1.0);
pass_TexCoord = in_TexCoord;
}

[frag.glsl]

#version 130

#if defined GL_ES
precision mediump float;
#endif

uniform sampler1D u_palette;
uniform sampler2D u_texture;
uniform vec2 u_texsize;
varying vec2 pass_TexCoord;

void main()
{
vec4 pal_pos = texture2D(u_texture, pass_TexCoord);
vec4 col = texture2D(u_palette, pal_pos.x);
if (col.a == 0.0)
discard;
gl_FragColor = col;
}

[vert.hlsl]

void main(float4 in_Position : POSITION,
float2 in_TexCoord : TEXCOORD0,
uniform float4x4 u_projection,
uniform float4x4 u_view,
uniform float4x4 u_model,
uniform float2 u_texsize,
out float2 out_TexCoord : TEXCOORD0,
out float4 out_Position : POSITION)
{
#if _XBOX
float2 delta = float2(-0.5, -0.5) / u_texsize;
#else
float2 delta = float2(0.0, 0.0);
#endif
out_Position = mul(u_projection, mul(u_view, mul(u_model, in_Position)));
out_TexCoord = in_TexCoord + delta;
}

[frag.hlsl]

void main(float2 in_TexCoord : TEXCOORD0,
uniform sampler2D u_texture,
out float4 out_FragColor : COLOR)
{
float4 col = tex2D(u_texture, in_TexCoord);
out_FragColor = col;
}


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