started using MRT and reworking TileMap shader for it
This commit is contained in:
2
TSE
2
TSE
Submodule TSE updated: 55dce5776a...45501f153d
@@ -3,30 +3,80 @@
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#include "BehaviourScripts/TileMap.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "elements/ShaderRegistry.hpp"
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#include "Vector2.hpp"
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#include <cmath>
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#include "PerlinNoise.hpp"
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#define circleRadius 32
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#define circleFallof 25
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void game::setup(TSE::Scene* s)
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{
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using namespace TSE;
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s->AddLayer(&gameLayer);
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Transformable* tileMap = new Transformable("tileMap");
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gameLayer.AddTransformable(tileMap);
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Texture* setTexture = new Texture("tiles.png");
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TileSet* set = new TileSet(setTexture, 10, 10);
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TileMap* map = new TileMap();
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map->set = set;
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TileMap* maps[4];
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Material* tileMapMaterial = new Material("tileSetMat", ShaderRegistry::GetShader("TileMapShader v2"));
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for (int x = -64; x < 64; x++)
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for (int i = 0; i < 4; i++)
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{
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for (int y = -64; y < 64; y++)
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Transformable* tileMap = new Transformable("tileMapL" + std::to_string(i));
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tileMap->position += {0,0.5f * i,0};
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gameLayer.AddTransformable(tileMap);
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Texture* setTexture = new Texture("tiles.png");
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TileSet* set = new TileSet(setTexture, 10, 10);
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TileMap* map = new TileMap();
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map->chunkSize = 12;
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map->set = set;
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Renderable* rnd = new Renderable(tileMapMaterial);
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tileMap->AddBehaviourScript(map);
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tileMap->AddBehaviourScript(rnd);
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maps[i] = map;
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}
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const siv::PerlinNoise::seed_type seed = 123456u;
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const siv::PerlinNoise perlin{ seed };
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for (int x = circleRadius * -4; x < circleRadius * 4; x++)
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{
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for (int y = circleRadius * -4; y < circleRadius * 4; y++)
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{
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map->SetTile(Vector2(x, y), {0,9});
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float noise = (float)perlin.octave2D_01(x * 0.05f,y * 0.05f, 4);
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float noiseFallof = 1;
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Vector2 realpos = maps[0]->TileMapToRealPos(Vector2(x,y));
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realpos *= {1,1.5f};
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float dist = realpos.Length();
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if(dist <= circleRadius && dist >= circleFallof)
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{
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float reldist = dist - circleFallof;
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noiseFallof = (reldist / (circleRadius - circleFallof) - 1) * -1;
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}
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noise *= noiseFallof;
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if(dist <= circleRadius && noise >= 0.2f)
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{
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if(noise >= 0.8f)
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{
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maps[3]->SetTile(Vector2(x, y), {0,9});
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}
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else if(noise >= 0.6f)
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{
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maps[2]->SetTile(Vector2(x, y), {0,9});
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}
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else if(noise >= 0.4f)
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{
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maps[1]->SetTile(Vector2(x, y), {0,9});
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}
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else
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{
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maps[0]->SetTile(Vector2(x, y), {0,9});
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}
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}
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}
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}
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Material* tileMapMaterial = new Material("tileSetMat", ShaderRegistry::GetShader("Basic Unlit TileMap Shader"));
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Renderable* rnd = new Renderable(tileMapMaterial);
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tileMap->AddBehaviourScript(map);
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tileMap->AddBehaviourScript(rnd);
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}
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@@ -15,6 +15,7 @@
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#include "elements/Scene.hpp"
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#include "EditorSubsystem.hpp"
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#include "game.hpp"
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#include "shaders/TileMapShader.hpp"
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#define USE_EDITOR
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@@ -38,6 +39,8 @@ void SetupWindow()
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wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Maximized);
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#endif
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LoadBasicShaders(wnd->GetSize().x, wnd->GetSize().y);
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TileMapShader::Init(wnd->GetSize().x, wnd->GetSize().y);
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ShaderRegistry::SetShader("TileMapShader v2", TileMapShader::Instance());
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rend = new DefaultRendererOpenGL(*BasicShader::Instance());
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currentScene = new Scene();
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219
TSE-RTS/src/shaders/TileMapShader.cpp
Normal file
219
TSE-RTS/src/shaders/TileMapShader.cpp
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@@ -0,0 +1,219 @@
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#include "TileMapShader.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "BehaviourScripts/TileMap.hpp"
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#include "Color.hpp"
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#include "TileMapShaderGLSL.hpp"
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using namespace TSE;
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using namespace TSE::GLFW;
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#define SHADER_MESH_INDEX 0
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#define SHADER_POS_INDEX 1
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#define SHADER_SPRITE_INDEX 2
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#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1)
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TileMapShader* TileMapShader::instance = nullptr;
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TileMapShader *TileMapShader::Instance()
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{
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return instance;
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}
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void TileMapShader::Destroy()
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{
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if(instance != nullptr)
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delete instance;
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instance = nullptr;
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}
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void TileMapShader::Init(float width, float height)
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{
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std::vector<std::unique_ptr<ShaderPart>> parts;
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parts.push_back(ShaderPart::LoadFromString(vertTile2, GL_VERTEX_SHADER));
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parts.push_back(ShaderPart::LoadFromString(fragTile2, GL_FRAGMENT_SHADER));
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instance = new TileMapShader(std::move(parts));
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instance->Enable();
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int texIDs[] = { 0 };
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instance->SetUniform("atlas", 0);
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instance->Disable();
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}
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TileMapShader::TileMapShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
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{
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PackageSize = SHADER_PACKAGE_SIZE;
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}
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TileMapShader::~TileMapShader()
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{
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if (meshVBO) glDeleteBuffers(1, &meshVBO);
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if (meshIBO) glDeleteBuffers(1, &meshIBO);
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}
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void TileMapShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
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{
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GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
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if (!meshVBO) glGenBuffers(1, &meshVBO);
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glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
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glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
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if (indices && indexCount > 0)
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{
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if (!meshIBO) glGenBuffers(1, &meshIBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
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GLsizeiptr idxSize =
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(indexType == GL_UNSIGNED_INT ? 4 :
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indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
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meshIndexCount = indexCount;
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meshIndexType = indexType;
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}
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else
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{
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// Kein Index-Buffer
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if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
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meshIndexCount = 0;
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}
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meshVertexCount = vertCount;
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meshStride = stride;
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meshPosOffset = posOffsetBytes;
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meshPosSize = floatCountPerVertex;
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meshPrimitive = primitive;
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meshReady = true;
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glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
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glBindVertexArray(prevVAO);
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}
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void TileMapShader::OnEnable() const
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{
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if (!meshReady)
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{
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// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
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const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
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const_cast<TileMapShader*>(this)->SetMesh(
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quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
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);
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}
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GLint prevArrayBuffer = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
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glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
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glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
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glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
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glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
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// layout 1: position (vec3)
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glEnableVertexAttribArray(SHADER_POS_INDEX);
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glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
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glVertexAttribDivisor(SHADER_POS_INDEX, 1);
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// layout 2: spriteindex (float)
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glEnableVertexAttribArray(SHADER_SPRITE_INDEX);
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glVertexAttribPointer(SHADER_SPRITE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
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glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
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}
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void TileMapShader::OnDisable() const
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{
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glDisableVertexAttribArray(SHADER_MESH_INDEX);
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glDisableVertexAttribArray(SHADER_POS_INDEX);
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glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
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}
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void TileMapShader::OnFlush()
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, TextureID);
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}
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void TileMapShader::OnDrawCall(int indexCount)
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{
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if (instanceCount <= 0) return;
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SetUniform("spriteCount", &SpriteCount);
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SetUniform("spriteScale", &SpriteScale);
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SetUniform("layerHeight", LayerHeight);
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GLint prevElementBuffer = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
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if (meshIBO && meshIndexCount > 0)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
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glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
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}
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else
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
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instanceCount = 0;
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}
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void TileMapShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
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{
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auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
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if (!r) return;
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auto* tm = dynamic_cast<TileMap*>(t.GetBehaviourScript(TILE_MAP));
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if (!tm) return;
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LayerHeight = t.position.y / 1.5f;
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auto tileSet = tm->GetTileSet();
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TextureID = tileSet->GetTextueID();
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SpriteCount = tileSet->GetCount();
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SpriteScale = tm->SpriteScale;
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const int chunkcount = tm->GetChunkCount();
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Vector2 orderedChunks[chunkcount];
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tm->GetChunkPositionsInOrder(orderedChunks);
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Matrix4x4 matr = t.GetLocalMatrix();
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stack.Push(matr);
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for(auto chunkPos : orderedChunks)
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{
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auto chunk = tm->GetChunk(chunkPos);
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const int spriteCount = chunk->GetSpriteCount();
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Vector2 spritePositions[spriteCount];
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int spriteIds[spriteCount];
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chunk->GetOrderedPositions(spritePositions);
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chunk->GetOrderedSpriteIds(spriteIds);
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int chunkSize = chunk->GetChunksize();
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for (int i = 0; i < spriteCount; i++)
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{
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Matrix4x4 mat = Matrix4x4::ToTranslationMatrix((chunkPos - chunk->nextLine * chunkPos.y) + spritePositions[i]) * Matrix4x4::ToRotationMatrix(Quaternion()) * Matrix4x4::ToScaleMatrix({1,1,1});
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stack.Push(mat);
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Vector3 pos = stack.Top() * Vector3(0,0,0);
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*target++ = pos.x;
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*target++ = pos.y;
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*target++ = pos.z;
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*target++ = spriteIds[i];
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++instanceCount;
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stack.Pop();
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if(instanceCount >= 20000)
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restartDrawcall(rnd);
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}
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}
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stack.Pop();
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restartDrawcall(rnd);
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}
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42
TSE-RTS/src/shaders/TileMapShader.hpp
Normal file
42
TSE-RTS/src/shaders/TileMapShader.hpp
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@@ -0,0 +1,42 @@
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#pragma once
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#include "GL/gl3w.h"
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#include "GL/gl.h"
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#include "shader/Shader.hpp"
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#include "Types.hpp"
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class TileMapShader : public TSE::GLFW::Shader
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{
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private:
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static TileMapShader* instance;
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mutable bool meshReady = false;
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GLuint meshVBO = 0;
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GLuint meshIBO = 0;
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GLsizei meshVertexCount = 0; // für DrawArraysInstanced
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GLsizei meshIndexCount = 0; // für DrawElementsInstanced
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GLenum meshPrimitive = GL_TRIANGLES;
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GLenum meshIndexType = GL_UNSIGNED_SHORT;
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int instanceCount = 0; // eigener Instanzzähler
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GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
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GLsizei meshStride = sizeof(float) * 2;
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size_t meshPosOffset = 0;
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GLuint TextureID;
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TSE::Vector2 SpriteCount;
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TSE::Vector2 SpriteScale;
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float LayerHeight;
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public:
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static TileMapShader* Instance();
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static void Destroy();
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static void Init(float width, float height);
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TileMapShader(std::vector<std::unique_ptr<TSE::GLFW::ShaderPart>>&& parts);
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~TileMapShader();
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void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
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protected:
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void OnEnable() const override;
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void OnDisable() const override;
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void OnFlush() override;
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void OnDrawCall(int indexCount) override;
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void OnSubmit(const TSE::Transformable& t, float*& target, TSE::TransformationStack& stack, void (*restartDrawcall)(TSE::IRenderer&), TSE::IRenderer& rnd) override;
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};
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65
TSE-RTS/src/shaders/TileMapShaderGLSL.hpp
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65
TSE-RTS/src/shaders/TileMapShaderGLSL.hpp
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@@ -0,0 +1,65 @@
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#pragma once
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inline const char* vertTile2 = R"(
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec3 iTilePos;
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layout(location = 2) in float iSpriteId;
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uniform mat4 prMatrix;
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uniform mat4 camMatrix;
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uniform vec2 spriteCount;
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uniform vec2 spriteScale;
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out vec2 vUV;
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flat out int vSpriteId;
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void main()
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{
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vec3 local = vec3(aPos.x, aPos.y, 0);
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vec2 baseUV = aPos + vec2(0.5);
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vec3 tileSize = vec3(spriteScale.x, spriteScale.y, 1);
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vec3 worldPos = (iTilePos * tileSize) + (local * tileSize);
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gl_Position = prMatrix * camMatrix * vec4(worldPos.x, worldPos.y, worldPos.z, 1.0);
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vUV = baseUV;
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vSpriteId = int(iSpriteId + 0.5);
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}
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)";
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inline const char* fragTile2 = R"(
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#version 330 core
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in vec2 vUV;
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flat in int vSpriteId;
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uniform sampler2D atlas;
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uniform vec2 spriteCount;
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uniform float layerHeight;
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layout(location = 0) out vec4 FragColor;
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layout(location = 1) out vec4 FragHeight;
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void main()
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{
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vec2 tileUVSize = 1.0 / spriteCount;
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int cols = int(spriteCount.x);
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int sx = vSpriteId % cols;
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int sy = vSpriteId / cols;
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vec2 atlasOffset = vec2(float(sx), float(sy)) * tileUVSize;
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vec2 atlasUV = atlasOffset + (vUV * tileUVSize);
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vec4 c = texture(atlas, atlasUV);
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if (c.a < 0.01) discard;
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float colorScaler = 1 - ((layerHeight - 1) * -1) * 0.3;
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c = vec4(c.x * colorScaler,c.y * colorScaler,c.z * colorScaler,c.w);
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FragColor = c;
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FragHeight = vec4(0,0,layerHeight,1);
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}
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)";
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