Made rendering buildings more efficient
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parent
cf2dd03dc0
commit
00e2793a53
4 changed files with 20 additions and 8 deletions
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@ -11,11 +11,16 @@ varying vec2 world_position;
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void vertex()
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{
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location = ivec2(128. * COLOR.xy);
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dimension = ivec2(128. * COLOR.zw);
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vec2 myloc = vec2(location) + UV * (vec2(dimension) + vec2(0., .5));
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float angle = float(myloc.x) * TAU / 60.;
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float height = float(myloc.y) * cell_height + ground_height;
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VERTEX = vec2(cos(angle), sin(angle)) * height;
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//VERTEX = myloc;
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VERTEX = (inverse(MODEL_MATRIX) * vec4(VERTEX, 0, 1)).xy;
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world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
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location = ivec2(256. * COLOR.xy);
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dimension = ivec2(256. * COLOR.zw);
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//location = ivec2(45, 1);
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//dimension = ivec2(1, 1);
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}
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void fragment() {
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@ -29,7 +34,8 @@ void fragment() {
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discard;
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}
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COLOR = texture(TEXTURE, vec2(sample_x, sample_y));
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//COLOR = vec4(ivec4(location, dimension));
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//COLOR = vec4(ivec4(location, dimension))/16.;
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//COLOR = vec4(1., 1., 1., 1.);
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}
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@ -13,11 +13,11 @@ shader_parameter/cell_height = 300.0
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shader_parameter/num_cells = 60
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[node name="Building" type="Node2D"]
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modulate = Color(0.3529412, 0, 0.007843138, 0.007843138)
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script = ExtResource("1_5j34s")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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self_modulate = Color(0.1764706, 0, 0.003921569, 0.003921569)
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material = SubResource("ShaderMaterial_qnfc1")
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scale = Vector2(15, 15)
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scale = Vector2(250, 250)
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texture = ExtResource("2_2yopf")
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script = ExtResource("4_qnfc1")
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@ -3,4 +3,4 @@ extends Sprite2D
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func _ready() -> void:
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var location = Vector2i(get_parent().location)
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var dimension = Vector2i(get_parent().dimension)
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self_modulate = Color8(location.x, location.y, dimension.x, dimension.y)
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self_modulate = 2 * Color8(location.x, location.y, dimension.x, dimension.y)
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@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/player_walk.png-59515d82f701e5545419ecd7b3460
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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