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gpu: account for the HLSL half-texel offset on the PS3.

legacy
Sam Hocevar sam před 11 roky
rodič
revize
d4dcdb75e6
4 změnil soubory, kde provedl 15 přidání a 73 odebrání
  1. +5
    -72
      src/gpu/tile.lolfx
  2. +4
    -1
      src/scene.cpp
  3. +5
    -0
      src/tileset.cpp
  4. +1
    -0
      src/tileset.h

+ 5
- 72
src/gpu/tile.lolfx Zobrazit soubor

@@ -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;
}


+ 4
- 1
src/scene.cpp Zobrazit soubor

@@ -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();


+ 5
- 0
src/tileset.cpp Zobrazit soubor

@@ -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);


+ 1
- 0
src/tileset.h Zobrazit soubor

@@ -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();


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