From bf9f3897d358cb6c417e28d659bb412344a52bc3 Mon Sep 17 00:00:00 2001 From: hgn Date: Wed, 23 Aug 2023 17:21:27 +0100 Subject: [PATCH] optimisations --- respawn.c | 3 ++ shaders/model_board_view.h | 2 +- shaders/model_character_view.h | 2 +- shaders/scene_override.fs | 45 ++++++++++++++-------------- shaders/scene_override.h | 54 +++++++++++++++++++--------------- world_render.c | 15 +++++++--- 6 files changed, 69 insertions(+), 52 deletions(-) diff --git a/respawn.c b/respawn.c index 98b9bcd..a8727fc 100644 --- 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 ); } diff --git a/shaders/model_board_view.h b/shaders/model_board_view.h index 39956c6..d1e7f65 100644 --- a/shaders/model_board_view.h +++ b/shaders/model_board_view.h @@ -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); diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index 6f4c25a..bae5d38 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -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); diff --git a/shaders/scene_override.fs b/shaders/scene_override.fs index a182654..45ac33e 100644 --- a/shaders/scene_override.fs +++ b/shaders/scene_override.fs @@ -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 ); } diff --git a/shaders/scene_override.h b/shaders/scene_override.h index d43acca..3f59770 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -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" ); diff --git a/world_render.c b/world_render.c index a7bb693..9e5527b 100644 --- a/world_render.c +++ b/world_render.c @@ -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 -- 2.25.1