optimisations
authorhgn <hgodden00@gmail.com>
Wed, 23 Aug 2023 16:21:27 +0000 (17:21 +0100)
committerhgn <hgodden00@gmail.com>
Wed, 23 Aug 2023 16:21:27 +0000 (17:21 +0100)
respawn.c
shaders/model_board_view.h
shaders/model_character_view.h
shaders/scene_override.fs
shaders/scene_override.h
world_render.c

index 98b9bcd43ba07cc0d3a1a33866f1771c3e63c188..a8727fc3e213429fb23113e5438be433978f9ace 100644 (file)
--- a/respawn.c
+++ b/respawn.c
@@ -215,6 +215,9 @@ VG_STATIC void respawn_chooser_shader_uniforms(void){
    if( respawn_chooser.spawn )
       v3_copy( respawn_chooser.spawn->transform.co, uSpawnPos );
 
+   uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
+   uSpawnPos[3] = 1.0f/uPlayerPos[3];
+
    shader_scene_override_uPlayerPos( uPlayerPos );
    shader_scene_override_uSpawnPos( uSpawnPos );
 }
index 39956c6a86f426c3f74a4f2cea268a35a567dbc3..d1e7f652c564d55177466892877970994453564a 100644 (file)
@@ -479,7 +479,7 @@ static void shader_model_board_view_uInverseRatioMain(v3f v){
    glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
 }
 static void shader_model_board_view_uDepthCompare(int b){
-   glUniform1f(_uniform_model_board_view_uDepthCompare,b);
+   glUniform1i(_uniform_model_board_view_uDepthCompare,b);
 }
 static void shader_model_board_view_g_world_depth(int i){
    glUniform1i(_uniform_model_board_view_g_world_depth,i);
index 6f4c25af9345b7029b6d1e19c1434fd81e11ceb0..bae5d38721bcd9c285308f4a3c88059d61ae9348 100644 (file)
@@ -480,7 +480,7 @@ static void shader_model_character_view_uInverseRatioMain(v3f v){
    glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
 }
 static void shader_model_character_view_uDepthCompare(int b){
-   glUniform1f(_uniform_model_character_view_uDepthCompare,b);
+   glUniform1i(_uniform_model_character_view_uDepthCompare,b);
 }
 static void shader_model_character_view_g_world_depth(int i){
    glUniform1i(_uniform_model_character_view_g_world_depth,i);
index a1826542209b25b5cc6c3e7030e6b0af90e67c0c..45ac33ef13a29027c172d7f0ec708d2b2e1d76be 100644 (file)
@@ -3,14 +3,14 @@ uniform sampler2D uTexMain;
 uniform vec3 uCamera;
 uniform vec4 uPlane;
 
-uniform vec4 uPlayerPos;
-uniform vec4 uSpawnPos;
+uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */
+uniform vec4 uSpawnPos;  /* w: inverse distance to uPlayerPos */
+uniform bool uAlphatest;
 
 #include "common_scene.glsl"
 #include "motion_vectors_fs.glsl"
 
-vec2 smin( float a, float b, float k )
-{
+vec2 smin( float a, float b, float k ){
    float h = max( k-abs(a-b), 0.0 )/k;
    float m = h*h*0.5;
    float s = m*k*(1.0/2.0);
@@ -21,8 +21,7 @@ vec2 smin( float a, float b, float k )
       return vec2(b-s,1.0-m);
 }
 
-void main()
-{
+void main(){
    vec2 ssuv = gl_FragCoord.xy;
    vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
    float dither = fract( vDither.g / 71.0 ) - 0.5;
@@ -35,33 +34,35 @@ void main()
    vec3 vfrag = vec3(0.5,0.5,0.5);
    vec3 qnorm = aNorm.xyz;
 
-   if( !gl_FrontFacing ){
-      qnorm *= -1.0;
+   if( uAlphatest ){
+      vec4 vSample = texture( uTexMain, aUv );
+      if( vSample.a < 0.5 )
+         discard;
+   }
+   else{
+      if( !gl_FrontFacing ){
+         qnorm *= -1.0;
+      }
    }
 
    vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
-
+   
+   // dots
    float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
    float d1 = distance( aWorldCo, uSpawnPos.xyz );
 
    vec2 dm = smin( d0, d1, 10.0 );
-   float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);
-
+   float dd = fract(dm.x*0.2-g_realtime*0.5) * 
+               max(0.0,1.0-dm.x*0.04) * 
+               max(0.0,qnorm.y);
    vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;
 
-
-
-
-   vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);
-   float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),
-   distance(uSpawnPos.xyz,uPlayerPos.xyz));
-
+   // line
+   vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;
+   float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );
    vec3 p0 = uPlayerPos.xyz + v0*t;
    float d3 = distance(p0,aWorldCo);
-
-   float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);
-
-   emit += vec3(lp);
+   emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));
 
    oColour = vec4( vfrag+emit, 1.0 );
 }
index d43accab85b3d91bcc90f6fad46bd0f26275daac..3f59770ea3b1b9b5814bb7e21c3a494de27aa8d6 100644 (file)
@@ -67,8 +67,9 @@ static struct vg_shader _shader_scene_override = {
 "uniform vec3 uCamera;\n"
 "uniform vec4 uPlane;\n"
 "\n"
-"uniform vec4 uPlayerPos;\n"
-"uniform vec4 uSpawnPos;\n"
+"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
+"uniform vec4 uSpawnPos;  /* w: inverse distance to uPlayerPos */\n"
+"uniform bool uAlphatest;\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
@@ -407,7 +408,7 @@ static struct vg_shader _shader_scene_override = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line     10        0 \n"
+"#line     11        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -427,10 +428,9 @@ static struct vg_shader _shader_scene_override = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     11        0 \n"
+"#line     12        0 \n"
 "\n"
-"vec2 smin( float a, float b, float k )\n"
-"{\n"
+"vec2 smin( float a, float b, float k ){\n"
 "   float h = max( k-abs(a-b), 0.0 )/k;\n"
 "   float m = h*h*0.5;\n"
 "   float s = m*k*(1.0/2.0);\n"
@@ -441,8 +441,7 @@ static struct vg_shader _shader_scene_override = {
 "      return vec2(b-s,1.0-m);\n"
 "}\n"
 "\n"
-"void main()\n"
-"{\n"
+"void main(){\n"
 "   vec2 ssuv = gl_FragCoord.xy;\n"
 "   vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
 "   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
@@ -455,33 +454,35 @@ static struct vg_shader _shader_scene_override = {
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "   vec3 qnorm = aNorm.xyz;\n"
 "\n"
-"   if( !gl_FrontFacing ){\n"
-"      qnorm *= -1.0;\n"
+"   if( uAlphatest ){\n"
+"      vec4 vSample = texture( uTexMain, aUv );\n"
+"      if( vSample.a < 0.5 )\n"
+"         discard;\n"
+"   }\n"
+"   else{\n"
+"      if( !gl_FrontFacing ){\n"
+"         qnorm *= -1.0;\n"
+"      }\n"
 "   }\n"
 "\n"
 "   vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-"\n"
+"   \n"
+"   // dots\n"
 "   float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
 "   float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
 "\n"
 "   vec2 dm = smin( d0, d1, 10.0 );\n"
-"   float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
-"\n"
+"   float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
+"               max(0.0,1.0-dm.x*0.04) * \n"
+"               max(0.0,qnorm.y);\n"
 "   vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
 "\n"
-"\n"
-"\n"
-"\n"
-"   vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
-"   float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
-"   distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
-"\n"
+"   // line\n"
+"   vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
+"   float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
 "   vec3 p0 = uPlayerPos.xyz + v0*t;\n"
 "   float d3 = distance(p0,aWorldCo);\n"
-"\n"
-"   float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
-"\n"
-"   emit += vec3(lp);\n"
+"   emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
 "\n"
 "   oColour = vec4( vfrag+emit, 1.0 );\n"
 "}\n"
@@ -497,6 +498,7 @@ static GLuint _uniform_scene_override_uCamera;
 static GLuint _uniform_scene_override_uPlane;
 static GLuint _uniform_scene_override_uPlayerPos;
 static GLuint _uniform_scene_override_uSpawnPos;
+static GLuint _uniform_scene_override_uAlphatest;
 static GLuint _uniform_scene_override_g_world_depth;
 static GLuint _uniform_scene_override_uLightsArray;
 static GLuint _uniform_scene_override_uLightsIndex;
@@ -527,6 +529,9 @@ static void shader_scene_override_uPlayerPos(v4f v){
 static void shader_scene_override_uSpawnPos(v4f v){
    glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
 }
+static void shader_scene_override_uAlphatest(int b){
+   glUniform1i(_uniform_scene_override_uAlphatest,b);
+}
 static void shader_scene_override_g_world_depth(int i){
    glUniform1i(_uniform_scene_override_g_world_depth,i);
 }
@@ -544,6 +549,7 @@ static void shader_scene_override_link(void){
    _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
    _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
    _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
+   _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
    _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
    _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
    _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );
index a7bb6939c6b5d02b07f76e6c5eb29fd2d997afc1..9e5527bd435928645384b00cb664f3bfb452e9e0 100644 (file)
@@ -646,9 +646,16 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
    shader_scene_terrain_uBlendOffset( mat->info.colour1 );
 }
 
-VG_STATIC void bindpoint_none( world_instance *world,
-                               struct world_surface *mat ){
-   
+VG_STATIC void bindpoint_override( world_instance *world,
+                                   struct world_surface *mat ){
+   if( mat->info.flags & k_material_flag_collision ){
+      shader_scene_override_uAlphatest(0);
+   }
+   else{
+      glActiveTexture( GL_TEXTURE1 );
+      glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+      shader_scene_override_uAlphatest(1);
+   }
 }
 
 VG_STATIC void render_terrain( world_instance *world, camera *cam )
@@ -914,7 +921,7 @@ void render_world_override_pass( world_instance *world,
 VG_STATIC void render_world_override( world_instance *world ){
    struct world_pass pass = {
       .cam = &skaterift.cam,
-      .fn_bind_textures = bindpoint_none,
+      .fn_bind_textures = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
       .shader = k_shader_override