From 62367a0bcca75c45eb3e7d1582c4fff18827ddc7 Mon Sep 17 00:00:00 2001 From: Frederico Linhares Date: Fri, 6 Jan 2023 17:30:12 -0300 Subject: refa Use Push constants for sprites and rectangles --- glsl/shader_2d.frag.glsl | 30 ---------------------- glsl/shader_2d.vert.glsl | 58 ------------------------------------------ glsl/shader_2d_solid.frag.glsl | 30 ++++++++++++++++++++++ glsl/shader_2d_solid.vert.glsl | 57 +++++++++++++++++++++++++++++++++++++++++ glsl/shader_2d_wired.frag.glsl | 11 ++++---- glsl/shader_2d_wired.vert.glsl | 19 +++++--------- 6 files changed, 99 insertions(+), 106 deletions(-) delete mode 100644 glsl/shader_2d.frag.glsl delete mode 100644 glsl/shader_2d.vert.glsl create mode 100644 glsl/shader_2d_solid.frag.glsl create mode 100644 glsl/shader_2d_solid.vert.glsl (limited to 'glsl') diff --git a/glsl/shader_2d.frag.glsl b/glsl/shader_2d.frag.glsl deleted file mode 100644 index 54ab1be..0000000 --- a/glsl/shader_2d.frag.glsl +++ /dev/null @@ -1,30 +0,0 @@ -/* - * Copyright 2022 Frederico de Oliveira Linhares - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#version 450 -#extension GL_ARB_separate_shader_objects : enable - -layout(location = 0) in vec2 in_texture_coord; - -layout(location = 0) out vec4 out_color; - -layout(set = 1, binding = 1) uniform sampler2D texture_sampler; - -void -main() -{ - out_color = texture(texture_sampler, in_texture_coord); -} diff --git a/glsl/shader_2d.vert.glsl b/glsl/shader_2d.vert.glsl deleted file mode 100644 index 5c5a243..0000000 --- a/glsl/shader_2d.vert.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright 2022 Frederico de Oliveira Linhares - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#version 450 -#extension GL_ARB_separate_shader_objects : enable - -layout(location = 0) in vec2 in_texture_coord; - -layout(location = 0) out vec2 out_texture_coord; - -layout(set = 0, binding = 0) uniform UBOView2D -{ - mat4 proj; -} ubo_view; - -layout(set = 1, binding = 0) uniform UBOSpritePositions -{ - vec4 positions[128]; -} ubo_sprite_positions; - -void -main() -{ - vec2 coordinate; - vec4 position = ubo_sprite_positions.positions[gl_InstanceIndex]; - - out_texture_coord = in_texture_coord; - - switch(gl_VertexIndex) - { - case 0: - coordinate = vec2(position.x, position.y); - break; - case 1: - coordinate = vec2(position.x, position.w); - break; - case 2: - coordinate = vec2(position.z, position.y); - break; - case 3: - coordinate = vec2(position.z, position.w); - break; - } - gl_Position = ubo_view.proj * vec4(coordinate, 0.0, 1.0); -} diff --git a/glsl/shader_2d_solid.frag.glsl b/glsl/shader_2d_solid.frag.glsl new file mode 100644 index 0000000..7142979 --- /dev/null +++ b/glsl/shader_2d_solid.frag.glsl @@ -0,0 +1,30 @@ +/* + * Copyright 2022 Frederico de Oliveira Linhares + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 in_texture_coord; + +layout(location = 0) out vec4 out_color; + +layout(set = 1, binding = 0) uniform sampler2D texture_sampler; + +void +main() +{ + out_color = texture(texture_sampler, in_texture_coord); +} diff --git a/glsl/shader_2d_solid.vert.glsl b/glsl/shader_2d_solid.vert.glsl new file mode 100644 index 0000000..bf0e237 --- /dev/null +++ b/glsl/shader_2d_solid.vert.glsl @@ -0,0 +1,57 @@ +/* + * Copyright 2022 Frederico de Oliveira Linhares + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 in_texture_coord; + +layout(location = 0) out vec2 out_texture_coord; + +layout(set = 0, binding = 0) uniform UBOView2D +{ + mat4 proj; +} ubo_view; + +layout(push_constant) uniform PCSprite +{ + vec4 position; +} sprite; + +void +main() +{ + vec2 coordinate; + + out_texture_coord = in_texture_coord; + + switch(gl_VertexIndex) + { + case 0: + coordinate = vec2(sprite.position.x, sprite.position.y); + break; + case 1: + coordinate = vec2(sprite.position.x, sprite.position.w); + break; + case 2: + coordinate = vec2(sprite.position.z, sprite.position.y); + break; + case 3: + coordinate = vec2(sprite.position.z, sprite.position.w); + break; + } + gl_Position = ubo_view.proj * vec4(coordinate, 0.0, 1.0); +} diff --git a/glsl/shader_2d_wired.frag.glsl b/glsl/shader_2d_wired.frag.glsl index 569b950..c7aa3f4 100644 --- a/glsl/shader_2d_wired.frag.glsl +++ b/glsl/shader_2d_wired.frag.glsl @@ -17,17 +17,16 @@ #version 450 #extension GL_ARB_separate_shader_objects : enable -layout(location = 0) in flat int in_instance_index; - layout(location = 0) out vec4 out_color; -layout(set = 1, binding = 1) uniform UBOColors +layout(push_constant) uniform PCColor { - vec3 colors[128]; -} ubo_colors; + vec4 offset; //offset + vec3 color; +} sprite; void main() { - out_color = vec4(ubo_colors.colors[in_instance_index], 1.0); + out_color = vec4(sprite.color, 1.0); } diff --git a/glsl/shader_2d_wired.vert.glsl b/glsl/shader_2d_wired.vert.glsl index 28cc55f..0e9258e 100644 --- a/glsl/shader_2d_wired.vert.glsl +++ b/glsl/shader_2d_wired.vert.glsl @@ -17,39 +17,34 @@ #version 450 #extension GL_ARB_separate_shader_objects : enable -layout(location = 0) out int out_instance_index; - layout(set = 0, binding = 0) uniform UBOView2D { mat4 proj; } ubo_view; -layout(set = 1, binding = 0) uniform UBORectangles +layout(push_constant) uniform PCRectangle { - vec4 positions[128]; -} ubo_sprite_positions; + vec4 position; +} sprite; void main() { vec2 coordinate; - vec4 position = ubo_sprite_positions.positions[gl_InstanceIndex]; - - out_instance_index = gl_InstanceIndex; switch(gl_VertexIndex) { case 0: - coordinate = vec2(position.x, position.y); + coordinate = vec2(sprite.position.x, sprite.position.y); break; case 1: - coordinate = vec2(position.x, position.w); + coordinate = vec2(sprite.position.x, sprite.position.w); break; case 2: - coordinate = vec2(position.z, position.y); + coordinate = vec2(sprite.position.z, sprite.position.y); break; case 3: - coordinate = vec2(position.z, position.w); + coordinate = vec2(sprite.position.z, sprite.position.w); break; } gl_Position = ubo_view.proj * vec4(coordinate, 0.0, 1.0); -- cgit v1.2.3