diff --git a/packages/ludic.render3d/overlay.ludic b/packages/ludic.render3d/overlay.ludic index 61ce30c7..a76ccf71 100644 --- a/packages/ludic.render3d/overlay.ludic +++ b/packages/ludic.render3d/overlay.ludic @@ -17,6 +17,8 @@ var ov_vbo: int = 0 var ov_buf: pointer = null var ov_n: int = 0 var ov_tex: int = 0 +var ov_mode: int = 2 # what the next quads read: 0 the image texture, 1 the font, 2 a flat colour +var ov_voff: int = 0 # float bits: 4 x ov_mode, added to v (overlay.frag) var ov_white: int = 0 var ov_font: int = 0 var ov_font_adv: words = null # float bits, em units, one per glyph in the atlas @@ -165,6 +167,7 @@ function ov_begin() -> void { u_f2(gpu_uniform(ov_prog, "u_screen"), fi(gl_w), fi(gl_h)) ov_n = 0; ov_nr = 0; ov_range_start = 0 ov_tex = ov_white + ov_mode = 2; ov_voff = fi(8) ov_clip_w = 0 ov_open = true } @@ -198,18 +201,15 @@ function ov_flush() -> void { gpu_use_program(ov_prog) gpu_mesh_bind(ov_mesh) gpu_buffer_upload(ov_vbo, gl_bytes_of(ov_n * 6 * OV_FLOATS), ov_buf, GPU_STREAM) + var font = ov_font + if font == 0 { font = ov_white } + r3d_bind_2d(ov_prog, "u_font", 1, font) var last = -1 var clipped = false for i in 0 .. ov_nr { let o = i * OV_RANGE_W let t = ov_ranges[o] - if t != last { - r3d_bind_2d(ov_prog, "u_tex", 0, t) - var is_font = F_ZERO - if t == ov_font { is_font = F_ONE } - u_f(gpu_uniform(ov_prog, "u_is_font"), is_font) - last = t - } + if t != last { r3d_bind_2d(ov_prog, "u_tex", 0, t); last = t } if ov_ranges[o + 5] > 0 { clipped = true gpu_scissor(ov_ranges[o + 3], ov_ranges[o + 4], ov_ranges[o + 5], ov_ranges[o + 6]) @@ -227,7 +227,13 @@ function ov_end() -> void { gpu_depth_test(true) ov_open = false } +# Text and flat panels never end a draw: the font atlas stays bound beside the image texture and each +# vertex says which it reads (ov_voff). Only a different image texture closes the range. A panel and +# its label used to alternate the white and font textures, and the HUD was 77-91 draws a frame. function ov_use_tex(t: int) -> void { + if t != 0 and t == ov_font { ov_mode = 1; ov_voff = fi(4); return } + if t == ov_white { ov_mode = 2; ov_voff = fi(8); return } + ov_mode = 0; ov_voff = F_ZERO if t != ov_tex { ov_close_range(); ov_tex = t } } @@ -235,7 +241,7 @@ function ov_use_tex(t: int) -> void { function ov_vert(k: int, x: int, y: int, u: int, v: int, r: int, g: int, b: int, a: int) -> void { let o = k * OV_FLOATS gl_put_bits(ov_buf, o, x); gl_put_bits(ov_buf, o + 1, y) - gl_put_bits(ov_buf, o + 2, u); gl_put_bits(ov_buf, o + 3, v) + gl_put_bits(ov_buf, o + 2, u); gl_put_bits(ov_buf, o + 3, f_add(v, ov_voff)) gl_put_bits(ov_buf, o + 4, r); gl_put_bits(ov_buf, o + 5, g); gl_put_bits(ov_buf, o + 6, b); gl_put_bits(ov_buf, o + 7, a) } # a textured quad, float-bit pixel corners and uvs diff --git a/packages/ludic.render3d/shaders/overlay.frag b/packages/ludic.render3d/shaders/overlay.frag index 6ea8067c..e77a927b 100644 --- a/packages/ludic.render3d/shaders/overlay.frag +++ b/packages/ludic.render3d/shaders/overlay.frag @@ -1,14 +1,20 @@ -// 2D overlay: a texture times a colour; the font atlas is white glyphs on alpha +// 2D overlay: an image texture, the font atlas (white glyphs on alpha) or a flat colour, times a +// colour. Which one is the vertex's own: v carries 4 x the mode (0 image, 1 font, 2 flat) on top of +// its real coordinate, so text, panels and an image's quads share a draw (overlay.ludic, ov_use_tex). in vec2 v_uv; in vec4 v_col; uniform sampler2D u_tex; -uniform float u_is_font; +uniform sampler2D u_font; out vec4 o_color; void main() { - vec4 t = texture(u_tex, v_uv); - if (u_is_font > 0.5) { - o_color = vec4(v_col.rgb, v_col.a * t.a); + float mode = floor((v_uv.y + 0.5) * 0.25); + vec2 uv = vec2(v_uv.x, v_uv.y - 4.0 * mode); + if (mode > 1.5) { + o_color = v_col; + } else if (mode > 0.5) { + o_color = vec4(v_col.rgb, v_col.a * texture(u_font, uv).a); } else { + vec4 t = texture(u_tex, uv); o_color = vec4(v_col.rgb * t.rgb, v_col.a * t.a); } } diff --git a/packages/ludic.render3d/shaders/spv/1b654972.frag.spv b/packages/ludic.render3d/shaders/spv/1b654972.frag.spv index 2008c338..31bb45b5 100644 Binary files a/packages/ludic.render3d/shaders/spv/1b654972.frag.spv and b/packages/ludic.render3d/shaders/spv/1b654972.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/manifest.txt b/packages/ludic.render3d/shaders/spv/manifest.txt index cc2c4f9f..3d564e5d 100644 --- a/packages/ludic.render3d/shaders/spv/manifest.txt +++ b/packages/ludic.render3d/shaders/spv/manifest.txt @@ -1771,7 +1771,7 @@ U 1b654972 vert u_screen 0 vec2 1 0 I 1b654972 a_pos 0 vec2 I 1b654972 a_uv 1 vec2 I 1b654972 a_col 2 vec4 -B 1b654972 frag 1 768 +B 1b654972 frag 0 764 U 1b654972 frag u_cascade_vp 0 mat4 5 64 U 1b654972 frag u_cascade_split 320 float 5 16 U 1b654972 frag u_cascade_range 400 float 5 16 @@ -1800,14 +1800,14 @@ U 1b654972 frag u_ts_on 748 float 1 0 U 1b654972 frag u_force_cascade 752 int 1 0 U 1b654972 frag u_cloud_shadow 756 float 1 0 U 1b654972 frag u_time 760 float 1 0 -U 1b654972 frag u_is_font 764 float 1 0 T 1b654972 u_brdf 2 -T 1b654972 u_irradiance 3 -T 1b654972 u_prefilter 4 -T 1b654972 u_shadow 5 -T 1b654972 u_tershadow 6 -T 1b654972 u_tex 7 -T 1b654972 u_ts_height 8 +T 1b654972 u_font 3 +T 1b654972 u_irradiance 4 +T 1b654972 u_prefilter 5 +T 1b654972 u_shadow 6 +T 1b654972 u_tershadow 7 +T 1b654972 u_tex 8 +T 1b654972 u_ts_height 9 P 1fde9cd2 skin.vert model.frag B 1fde9cd2 vert 0 3344 U 1fde9cd2 vert u_model 0 mat4 1 0