diff --git a/src/gpu/tile.lolfx b/src/gpu/tile.lolfx index 962a569d..f38f5200 100644 --- a/src/gpu/tile.lolfx +++ b/src/gpu/tile.lolfx @@ -26,45 +26,12 @@ precision mediump float; #endif uniform sampler2D in_Texture; +uniform vec2 in_TexSize; varying vec2 pass_TexCoord; void main() { vec4 col = texture2D(in_Texture, pass_TexCoord); -// vec4 col = vec4(0.5, 1.0, 0.0, 0.5); -// vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25); - -#if 0 - float mul = 2.0; -# if 1 - vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0)); - float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0); - float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0); - float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0); - float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0); - float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0); - float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0); - float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0); - t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0; - t2 = t1; - t3 = t1; -# else - float rand = sin(gl_FragCoord.x * 1.23456) * 123.456 - + cos(gl_FragCoord.y * 2.34567) * 789.012; - float t1 = mod(sin(rand) * 17.13043, 1.0); - float t2 = mod(sin(rand) * 27.13043, 1.0); - float t3 = mod(sin(rand) * 37.13043, 1.0); -# endif - float fracx = fract(col.x * mul); - float fracy = fract(col.y * mul); - float fracz = fract(col.z * mul); - fracx = fracx > t1 ? 1.0 : 0.0; - fracy = fracy > t2 ? 1.0 : 0.0; - fracz = fracz > t3 ? 1.0 : 0.0; - col.x = (floor(col.x * mul) + fracx) / mul; - col.y = (floor(col.y * mul) + fracy) / mul; - col.z = (floor(col.z * mul) + fracz) / mul; -#endif gl_FragColor = col; } @@ -85,46 +52,12 @@ void main(float4 in_Position : POSITION, [frag.hlsl] void main(float2 in_TexCoord : TEXCOORD0, -#if 0 - float4 in_FragCoord : WPOS, -#endif - uniform sampler2D tex, + uniform sampler2D in_Texture, + uniform float2 in_TexSize, out float4 out_FragColor : COLOR) { - float4 col = tex2D(tex, in_TexCoord); -#if 0 - float mul = 2.0; - float t1, t2, t3; -# if 1 - float dx1 = frac(in_FragCoord.x * 0.5) * 2.0; - float dy1 = frac(in_FragCoord.y * 0.5) * 2.0; - t1 = frac((3.0 * dx1 + 2.0 * dy1) / 4.0) * 4.0; - float dx2 = frac(floor(in_FragCoord.x * 0.5) * 0.5) * 2.0; - float dy2 = frac(floor(in_FragCoord.y * 0.5) * 0.5) * 2.0; - t2 = frac((3.0 * dx2 + 2.0 * dy2) / 4.0) * 4.0; - float dx3 = frac(floor(in_FragCoord.x * 0.25) * 0.5) * 2.0; - float dy3 = frac(floor(in_FragCoord.y * 0.25) * 0.5) * 2.0; - t3 = frac((3.0 * dx3 + 2.0 * dy3) / 4.0) * 4.0; - t1 = (1.0 + 4.0 * t1 + t2) / 17.0; - t2 = t1; - t3 = t1; -# else - float rand = sin(in_FragCoord.x * 1.23456) * 123.456 - + cos(in_FragCoord.y * 2.34567) * 789.012; - t1 = frac(sin(rand) * 17.13043); - t2 = frac(sin(rand) * 27.13043); - t3 = frac(sin(rand) * 37.13043); -# endif - float fracx = frac(col.x * mul); - float fracy = frac(col.y * mul); - float fracz = frac(col.z * mul); - fracx = fracx > t1 ? 1.0 : 0.0; - fracy = fracy > t2 ? 1.0 : 0.0; - fracz = fracz > t3 ? 1.0 : 0.0; - col.x = (floor(col.x * mul) + fracx) / mul; - col.y = (floor(col.y * mul) + fracy) / mul; - col.z = (floor(col.z * mul) + fracz) / mul; -#endif + float2 delta = float2(-0.5, -0.5) / in_TexSize; + float4 col = tex2D(in_Texture, in_TexCoord + delta); out_FragColor = col; } diff --git a/src/scene.cpp b/src/scene.cpp index 0270493b..5d7e9361 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -224,7 +224,7 @@ void Scene::Render() // XXX: rename to Blit() qsort(&data->m_tiles[0], data->m_tiles.Count(), sizeof(Tile), SceneData::Compare); - ShaderUniform uni_mat, uni_tex; + ShaderUniform uni_mat, uni_tex, uni_texsize; ShaderAttrib attr_pos, attr_tex; attr_pos = data->m_tile_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); attr_tex = data->m_tile_shader->GetAttribLocation("in_TexCoord", VertexUsage::TexCoord, 0); @@ -240,6 +240,7 @@ void Scene::Render() // XXX: rename to Blit() uni_tex = data->m_tile_shader->GetUniformLocation("in_Texture"); data->m_tile_shader->SetUniform(uni_tex, 0); + uni_texsize = data->m_tile_shader->GetUniformLocation("in_TexSize"); for (int buf = 0, i = 0, n; i < data->m_tiles.Count(); i = n, buf += 2) { @@ -270,6 +271,8 @@ void Scene::Render() // XXX: rename to Blit() /* Bind texture */ data->m_tiles[i].tileset->Bind(); + data->m_tile_shader->SetUniform(uni_texsize, + data->m_tiles[i].tileset->GetImageSize()); /* Bind vertex and texture coordinate buffers */ data->m_tile_vdecl->Bind(); diff --git a/src/tileset.cpp b/src/tileset.cpp index af3e3b40..5751e102 100644 --- a/src/tileset.cpp +++ b/src/tileset.cpp @@ -177,6 +177,11 @@ ivec2 TileSet::GetSize(int tileid) const return data->size; } +vec2 TileSet::GetImageSize() const +{ + return vec2(data->isize); +} + vec2 TileSet::GetTileSize() const { return vec2(data->tx, data->ty); diff --git a/src/tileset.h b/src/tileset.h index 0b8984fc..09b08864 100644 --- a/src/tileset.h +++ b/src/tileset.h @@ -43,6 +43,7 @@ public: /* New methods */ ivec2 GetCount() const; ivec2 GetSize(int tileid) const; + vec2 GetImageSize() const; vec2 GetTileSize() const; ShaderTexture GetTexture() const; void Bind();