v0.4.2: Implemented no-lighting shader
Gives a very big performance boost on older devices
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@ -216,6 +216,7 @@ public class Game extends Activity implements GLSurfaceView.Renderer, View.OnTou
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step();
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NoosaScript.get().resetCamera();
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NoosaScriptNoLighting.get().resetCamera();
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GLES20.glScissor( 0, 0, width, height );
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GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT );
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draw();
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@ -164,7 +164,7 @@ public class Image extends Visual {
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dirty = false;
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}
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NoosaScript script = NoosaScript.get();
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NoosaScript script = script();
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texture.bind();
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@ -179,6 +179,10 @@ public class Image extends Visual {
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}
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protected NoosaScript script(){
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return NoosaScript.get();
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}
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@Override
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public void destroy() {
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super.destroy();
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@ -47,8 +47,7 @@ public class NoosaScript extends Script {
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private Camera lastCamera;
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public NoosaScript() {
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super();
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compile( shader() );
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uCamera = uniform( "uCamera" );
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@ -0,0 +1,80 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.noosa;
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import com.watabou.glscripts.Script;
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//This class should be used on heavy pixel-fill based loads when lighting is not needed.
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// It skips the lighting component of the fragment shader, giving a significant performance boost
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//Remember that switching programs is expensive
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// if this script is to be used many times try to block them together
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public class NoosaScriptNoLighting extends NoosaScript {
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public NoosaScriptNoLighting() {
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compile( shader() );
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//we can use the same components as regular noosascript
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NoosaScript n = NoosaScript.get();
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uCamera = n.uCamera;
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uModel = n.uModel;
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uTex = n.uTex;
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aXY = n.aXY;
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aUV = n.aUV;
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}
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@Override
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public void lighting(float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa) {
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//Does nothing
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}
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public static NoosaScriptNoLighting get(){
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return Script.use( NoosaScriptNoLighting.class );
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}
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@Override
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protected String shader() {
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return SHADER;
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}
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private static final String SHADER =
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"uniform mat4 uCamera;" +
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"uniform mat4 uModel;" +
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"attribute vec4 aXYZW;" +
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"attribute vec2 aUV;" +
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"varying vec2 vUV;" +
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"void main() {" +
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" gl_Position = uCamera * uModel * aXYZW;" +
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" vUV = aUV;" +
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"}" +
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"//\n" +
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"varying mediump vec2 vUV;" +
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"uniform lowp sampler2D uTex;" +
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"void main() {" +
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" gl_FragColor = texture2D( uTex, vUV );" +
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"}";
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}
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@ -254,14 +254,11 @@ public class Tilemap extends Visual {
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|| camH + camH < 0)
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return;
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NoosaScript script = NoosaScript.get();
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NoosaScript script = NoosaScriptNoLighting.get();
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texture.bind();
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script.uModel.valueM4( matrix );
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script.lighting(
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rm, gm, bm, am,
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ra, ga, ba, aa );
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script.camera( camera );
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@ -26,6 +26,8 @@ import com.watabou.gltextures.SmartTexture;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.glwrap.Texture;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.NoosaScript;
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import com.watabou.noosa.NoosaScriptNoLighting;
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import com.watabou.utils.Rect;
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import java.nio.ByteBuffer;
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@ -202,6 +204,11 @@ public class FogOfWar extends Image {
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}
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}
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@Override
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protected NoosaScript script() {
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return NoosaScriptNoLighting.get();
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}
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@Override
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public void draw() {
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@ -89,6 +89,8 @@ import com.shatteredpixel.shatteredpixeldungeon.windows.WndTradeItem;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.NoosaScript;
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import com.watabou.noosa.NoosaScriptNoLighting;
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import com.watabou.noosa.SkinnedBlock;
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import com.watabou.noosa.Visual;
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import com.watabou.noosa.audio.Music;
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@ -160,15 +162,20 @@ public class GameScene extends PixelScene {
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water = new SkinnedBlock(
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Dungeon.level.width() * DungeonTilemap.SIZE,
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Dungeon.level.height() * DungeonTilemap.SIZE,
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Dungeon.level.waterTex() );
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Dungeon.level.waterTex() ){
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@Override
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protected NoosaScript script() {
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return NoosaScriptNoLighting.get();
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}
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};
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terrain.add( water );
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ripples = new Group();
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terrain.add( ripples );
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tiles = new DungeonTilemap();
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terrain.add( tiles );
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ripples = new Group();
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terrain.add( ripples );
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customTiles = new Group();
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terrain.add(customTiles);
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@ -22,6 +22,8 @@ package com.shatteredpixel.shatteredpixeldungeon.ui;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.NoosaScript;
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import com.watabou.noosa.NoosaScriptNoLighting;
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import com.watabou.noosa.SkinnedBlock;
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import com.watabou.noosa.ui.Component;
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@ -39,12 +41,22 @@ public class Archs extends Component {
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@Override
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protected void createChildren() {
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arcsBg = new SkinnedBlock( 1, 1, Assets.ARCS_BG );
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arcsBg = new SkinnedBlock( 1, 1, Assets.ARCS_BG ){
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@Override
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protected NoosaScript script() {
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return NoosaScriptNoLighting.get();
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}
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};
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arcsBg.autoAdjust = true;
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arcsBg.offsetTo( 0, offsB );
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add( arcsBg );
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arcsFg = new SkinnedBlock( 1, 1, Assets.ARCS_FG );
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arcsFg = new SkinnedBlock( 1, 1, Assets.ARCS_FG ){
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@Override
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protected NoosaScript script() {
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return NoosaScriptNoLighting.get();
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}
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};
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arcsFg.autoAdjust = true;
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arcsFg.offsetTo( 0, offsF );
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add( arcsFg );
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