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
@@ -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 );" +
"}";
}