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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-27 18:36:45 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-27 18:36:45 +0100
commit6ed208747005774f3fbc90256b9da0c6890a0814 (patch)
treeb10a7a2a23bdfad799fb108687108798561ed866
parentMerge branch 'instancing-pt2' (diff)
downloadilt-6ed208747005774f3fbc90256b9da0c6890a0814.tar.bz2
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Lookup material details once in the vertex shader
... instead of per texel in the fragment shader
-rw-r--r--gfx/gl/shaders/commonPoint.glsl17
-rw-r--r--gfx/gl/shaders/dynamicPoint.vs1
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vs1
-rw-r--r--gfx/gl/shaders/fixedPoint.vs1
-rw-r--r--gfx/gl/shaders/material.fs15
-rw-r--r--gfx/gl/shaders/materialInterface.glsl8
6 files changed, 31 insertions, 12 deletions
diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl
index ecf5fc9..35510e1 100644
--- a/gfx/gl/shaders/commonPoint.glsl
+++ b/gfx/gl/shaders/commonPoint.glsl
@@ -1,3 +1,18 @@
+layout(binding = 1) uniform usampler2DRect materialData;
+
+MaterialDetail
+getMaterialDetail(uint midx)
+{
+ if (midx > 0u) {
+ const vec4 sPosSize = texture(materialData, uvec2(0, midx - 1u));
+ const uvec4 sMode = texture(materialData, uvec2(1, midx - 1u));
+ const uint mapmodeU = sMode.x & 0xFu;
+ const uint mapmodeV = (sMode.x & 0xF0u) >> 1;
+ return MaterialDetail(sPosSize.xy, sPosSize.zw, uvec2(mapmodeU, mapmodeV));
+ }
+ return MaterialDetail(vec2(0, 0), vec2(0, 0), uvec2(0, 0));
+}
+
void
main()
{
@@ -7,7 +22,7 @@ main()
TexCoords = texCoord;
Normal = (model * vec4(normal, 0.0)).xyz;
Colour = colour;
- Material = material;
+ Material = getMaterialDetail(material);
gl_Position = viewProjection * worldPos;
}
diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs
index ffa8275..961535c 100644
--- a/gfx/gl/shaders/dynamicPoint.vs
+++ b/gfx/gl/shaders/dynamicPoint.vs
@@ -1,4 +1,5 @@
#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
include(`meshIn.glsl')
include(`materialInterface.glsl')
diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs
index e4c8526..2d6cee5 100644
--- a/gfx/gl/shaders/dynamicPointInst.vs
+++ b/gfx/gl/shaders/dynamicPointInst.vs
@@ -1,4 +1,5 @@
#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
include(`meshIn.glsl')
include(`materialInterface.glsl')
diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs
index 6f517ca..ed78c96 100644
--- a/gfx/gl/shaders/fixedPoint.vs
+++ b/gfx/gl/shaders/fixedPoint.vs
@@ -1,4 +1,5 @@
#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
include(`meshIn.glsl')
include(`materialInterface.glsl')
diff --git a/gfx/gl/shaders/material.fs b/gfx/gl/shaders/material.fs
index cafb35d..20fa8ab 100644
--- a/gfx/gl/shaders/material.fs
+++ b/gfx/gl/shaders/material.fs
@@ -5,7 +5,6 @@ include(`materialInterface.glsl')
include(`materialOut.glsl')
layout(binding = 0) uniform sampler2D texture0;
-layout(binding = 1) uniform usampler2DRect material;
float map(uint mapmode, float value)
{
@@ -24,20 +23,16 @@ float map(uint mapmode, float value)
return 0;
}
-vec2 map(uint mapmodeU, uint mapmodeV, vec2 value)
+vec2 map(uvec2 mapmode, vec2 value)
{
- return vec2(map(mapmodeU, value.x), map(mapmodeV, value.y));
+ return vec2(map(mapmode.x, value.x), map(mapmode.y, value.y));
}
-vec4 getTextureColour(uint midx, vec2 uv)
+vec4 getTextureColour(MaterialDetail mat, vec2 uv)
{
- if (midx > 0u) {
+ if (mat.textureSize.x > 0) {
const vec2 tSize = textureSize(texture0, 0);
- const vec4 sPosSize = texture(material, uvec2(0, midx - 1u));
- const uvec4 sMode = texture(material, uvec2(1, midx - 1u));
- const uint mapmodeU = sMode.x & 0xFu;
- const uint mapmodeV = (sMode.x & 0xF0u) >> 1;
- uv = (sPosSize.xy + sPosSize.zw * map(mapmodeU, mapmodeV, uv)) / tSize;
+ uv = (mat.textureOrigin + mat.textureSize * map(mat.mapmode, uv)) / tSize;
}
return texture(texture0, uv);
}
diff --git a/gfx/gl/shaders/materialInterface.glsl b/gfx/gl/shaders/materialInterface.glsl
index 5735cf9..3a4796b 100644
--- a/gfx/gl/shaders/materialInterface.glsl
+++ b/gfx/gl/shaders/materialInterface.glsl
@@ -1,7 +1,13 @@
+struct MaterialDetail {
+ vec2 textureOrigin;
+ vec2 textureSize;
+ uvec2 mapmode;
+};
+
ifelse(TYPE, .fs, in, out) vec3 FragPos;
ifelse(TYPE, .fs, in, out) vec2 TexCoords;
ifelse(TYPE, .fs, in, out) vec3 Normal;
ifelse(TYPE, .fs, in, out) vec4 Colour;
flat
ifelse(TYPE, .fs, in, out)
-uint Material;
+MaterialDetail Material;