render3d: HUD text, panels and images share a draw - the font stays bound and each vertex says what it reads

A panel and its label alternated the white and font textures, and every switch closed the overlay's
draw range: 77-91 ranges a frame in town. The font atlas is now bound beside the image texture for the
whole flush, and v carries 4 x the vertex's mode (0 image, 1 font, 2 flat colour) on top of its real
coordinate, so only a different image texture or a clip rectangle closes a range. Town: 24 ranges.
OpenGL frames byte-identical at all five viewpoints; MoltenVK with validation adds no message.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 17:14:53 +03:00
parent cdfffa62bb
commit eb1cd3e01a
4 changed files with 33 additions and 21 deletions

View file

@ -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);
}
}