v0.4.2: Implemented no-lighting shader

Gives a very big performance boost on older devices
This commit is contained in:
Evan Debenham 2016-09-05 01:32:19 -04:00
parent 182b24d9ae
commit 6ed1ec2214
8 changed files with 120 additions and 13 deletions

View File

@ -216,6 +216,7 @@ public class Game extends Activity implements GLSurfaceView.Renderer, View.OnTou
step();
NoosaScript.get().resetCamera();
NoosaScriptNoLighting.get().resetCamera();
GLES20.glScissor( 0, 0, width, height );
GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT );
draw();

View File

@ -164,7 +164,7 @@ public class Image extends Visual {
dirty = false;
}
NoosaScript script = NoosaScript.get();
NoosaScript script = script();
texture.bind();
@ -179,6 +179,10 @@ public class Image extends Visual {
}
protected NoosaScript script(){
return NoosaScript.get();
}
@Override
public void destroy() {
super.destroy();

View File

@ -47,8 +47,7 @@ public class NoosaScript extends Script {
private Camera lastCamera;
public NoosaScript() {
super();
compile( shader() );
uCamera = uniform( "uCamera" );

View File

@ -0,0 +1,80 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import com.watabou.glscripts.Script;
//This class should be used on heavy pixel-fill based loads when lighting is not needed.
// It skips the lighting component of the fragment shader, giving a significant performance boost
//Remember that switching programs is expensive
// if this script is to be used many times try to block them together
public class NoosaScriptNoLighting extends NoosaScript {
public NoosaScriptNoLighting() {
compile( shader() );
//we can use the same components as regular noosascript
NoosaScript n = NoosaScript.get();
uCamera = n.uCamera;
uModel = n.uModel;
uTex = n.uTex;
aXY = n.aXY;
aUV = n.aUV;
}
@Override
public void lighting(float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa) {
//Does nothing
}
public static NoosaScriptNoLighting get(){
return Script.use( NoosaScriptNoLighting.class );
}
@Override
protected String shader() {
return SHADER;
}
private static final String SHADER =
"uniform mat4 uCamera;" +
"uniform mat4 uModel;" +
"attribute vec4 aXYZW;" +
"attribute vec2 aUV;" +
"varying vec2 vUV;" +
"void main() {" +
" gl_Position = uCamera * uModel * aXYZW;" +
" vUV = aUV;" +
"}" +
"//\n" +
"varying mediump vec2 vUV;" +
"uniform lowp sampler2D uTex;" +
"void main() {" +
" gl_FragColor = texture2D( uTex, vUV );" +
"}";
}

View File

@ -254,14 +254,11 @@ public class Tilemap extends Visual {
|| camH + camH < 0)
return;
NoosaScript script = NoosaScript.get();
NoosaScript script = NoosaScriptNoLighting.get();
texture.bind();
script.uModel.valueM4( matrix );
script.lighting(
rm, gm, bm, am,
ra, ga, ba, aa );
script.camera( camera );

View File

@ -26,6 +26,8 @@ import com.watabou.gltextures.SmartTexture;
import com.watabou.gltextures.TextureCache;
import com.watabou.glwrap.Texture;
import com.watabou.noosa.Image;
import com.watabou.noosa.NoosaScript;
import com.watabou.noosa.NoosaScriptNoLighting;
import com.watabou.utils.Rect;
import java.nio.ByteBuffer;
@ -202,6 +204,11 @@ public class FogOfWar extends Image {
}
}
@Override
protected NoosaScript script() {
return NoosaScriptNoLighting.get();
}
@Override
public void draw() {

View File

@ -89,6 +89,8 @@ import com.shatteredpixel.shatteredpixeldungeon.windows.WndTradeItem;
import com.watabou.noosa.Camera;
import com.watabou.noosa.Game;
import com.watabou.noosa.Group;
import com.watabou.noosa.NoosaScript;
import com.watabou.noosa.NoosaScriptNoLighting;
import com.watabou.noosa.SkinnedBlock;
import com.watabou.noosa.Visual;
import com.watabou.noosa.audio.Music;
@ -160,15 +162,20 @@ public class GameScene extends PixelScene {
water = new SkinnedBlock(
Dungeon.level.width() * DungeonTilemap.SIZE,
Dungeon.level.height() * DungeonTilemap.SIZE,
Dungeon.level.waterTex() );
Dungeon.level.waterTex() ){
@Override
protected NoosaScript script() {
return NoosaScriptNoLighting.get();
}
};
terrain.add( water );
ripples = new Group();
terrain.add( ripples );
tiles = new DungeonTilemap();
terrain.add( tiles );
ripples = new Group();
terrain.add( ripples );
customTiles = new Group();
terrain.add(customTiles);

View File

@ -22,6 +22,8 @@ package com.shatteredpixel.shatteredpixeldungeon.ui;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.watabou.noosa.Game;
import com.watabou.noosa.NoosaScript;
import com.watabou.noosa.NoosaScriptNoLighting;
import com.watabou.noosa.SkinnedBlock;
import com.watabou.noosa.ui.Component;
@ -39,12 +41,22 @@ public class Archs extends Component {
@Override
protected void createChildren() {
arcsBg = new SkinnedBlock( 1, 1, Assets.ARCS_BG );
arcsBg = new SkinnedBlock( 1, 1, Assets.ARCS_BG ){
@Override
protected NoosaScript script() {
return NoosaScriptNoLighting.get();
}
};
arcsBg.autoAdjust = true;
arcsBg.offsetTo( 0, offsB );
add( arcsBg );
arcsFg = new SkinnedBlock( 1, 1, Assets.ARCS_FG );
arcsFg = new SkinnedBlock( 1, 1, Assets.ARCS_FG ){
@Override
protected NoosaScript script() {
return NoosaScriptNoLighting.get();
}
};
arcsFg.autoAdjust = true;
arcsFg.offsetTo( 0, offsF );
add( arcsFg );