Implement translation rotation zoom using uniform buffers, improvement?

This commit is contained in:
jgk
2021-02-25 04:14:52 +01:00
parent 32bfab2e02
commit 37e26dcb07
6 changed files with 76 additions and 12 deletions
+18 -2
View File
@@ -10,10 +10,26 @@ uniform float zoom;
uniform vec2 translation;
uniform float rotation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
//gl_Position = vec4(0,0,0,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
vparams = saEaRadWdth;
}
+4 -2
View File
@@ -6,6 +6,8 @@ in vec2 vWinSize [];
out vec2 gTexPos;
uniform vec2 translation;
uniform float zoom;
uniform float rotation;
vec2 rotBy( float rot, vec2 v)
{
@@ -18,8 +20,8 @@ vec2 rotBy( float rot, vec2 v)
void main()
{
vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
float zoom = vParams[0].w;
float rot = 0 - vParams[0].z;
// float zoom = vParams[0].w;
float rot = 0 - rotation;
float x = vWinSize[0].x / (500*zoom) ;
float y = vWinSize[0].y / (500*zoom) ;
+18 -1
View File
@@ -8,8 +8,25 @@ uniform float zoom;
uniform float rotation;
uniform vec2 translation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
}
+17 -2
View File
@@ -10,10 +10,25 @@ uniform float zoom;
uniform vec2 translation;
uniform float rotation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
//gl_Position = vec4(0,0,0,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
vRad = rad;
}
+2 -2
View File
@@ -72,8 +72,8 @@ worldPictures w
, smokeShadows
]
where
screenShift = scale zoomx zoomy . rotate (0 - (_cameraRot w) )
. uncurry translate ((0,0) -.- _cameraPos w)
screenShift = id--scale zoomx zoomy . rotate (0 - (_cameraRot w) )
-- . uncurry translate ((0,0) -.- _cameraPos w)
zoomx = 2 * _cameraZoom w / _windowX w
zoomy = 2 * _cameraZoom w / _windowY w
scaler = scale (2 / _windowX w) (2 / _windowY w)
+17 -3
View File
@@ -358,13 +358,27 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
clear [DepthBuffer]
-- draw layer 0
renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToList 0 pic)
renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToFTree 0 pic)
-- reset blend so that light map doesn't apply
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToList 1 pic
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 1 pic
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToList 2 pic
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic
-- reset uniforms (hacky for now)
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
,_arcShader pdata
,_fadeCircleShader pdata
,_backShader pdata
,_wallShadowShader pdata
] $ \shad -> do
currentProgram $= Just (fst shad)
uniform (snd shad !! 0) $= Vector2 (2::Float) 2
uniform (snd shad !! 1) $= (1::Float)
uniform (snd shad !! 2) $= (0::Float)
uniform (snd shad !! 3) $= Vector2 (0::Float) 0
bufferOffset :: Integral a => a -> Ptr b