working on ios perf.

This commit is contained in:
Bryce Covert
2017-02-07 21:28:19 -08:00
parent 1806cf4259
commit cdbaf48e15
4 changed files with 11 additions and 124 deletions

View File

@@ -2,7 +2,7 @@
"platform": "mac",
"jdk": "/Users/brycecovert/dev/jvms/jre1.8.0_112.jre/Contents/jre.zip",
"executable": "Tick's Tales",
"vmargs": [],
"vmargs": ["-Dui_scale=1.0"],
"classpath": ["target/advent-standalone.jar"],
"mainclass": "advent.core.desktop_launcher",
"resources": ["resources/icon", "steam_appid.txt"],

View File

@@ -1,5 +1,6 @@
{
"platform": "windows64",
"vmargs": ["-Dui_scale=1.0"],
"jdk": "/Users/brycecovert/Downloads/openjdk-1.7.0-u80-unofficial-windows-amd64-image.zip",
"executable": "TicksTales",
"mainclass": "advent.core.desktop_launcher",

View File

@@ -18,6 +18,7 @@
[advent.tween :as tween]
[advent.steam :as steam]
[advent.screens.rooms :as rooms]
[advent.screens.shader :refer [v-shader pix-shader]]
[advent.screens.fade :refer [fade-screen]]
[advent.screens.items :as items]
[advent.screens.rooms.dream :as rooms.dream]
@@ -61,118 +62,7 @@
(declare get-selected-inventory-item)
(def v-shader "attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}")
(def pix-shader "
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform float multiply_amount;
uniform float hue_amount;
uniform sampler2D u_texture;
float Epsilon = 1e-3;
vec3 RGBtoHCV (vec3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
vec4 P = (RGB.g < RGB.b) ? vec4 (RGB.bg, -1.0, 2.0/3.0) : vec4 (RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4 (P.xyw, RGB.r) : vec4 (RGB.r, P.yzx);
float C = Q.x - min (Q.w, Q.y);
float H = abs ((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
return vec3 (H, C, Q.x);
}
vec3 HUEtoRGB(float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp(vec3(R,G,B), 0.0, 1.0);
}
vec4 HSLtoRGB(vec3 HSL)
{
vec3 RGB = HUEtoRGB(HSL.x);
float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
vec3 result = (RGB - 0.5) * C + HSL.z;
return vec4(result[0], result[1], result[2], 0.0);
}
vec4 RGBtoHSL(vec4 RGB)
{
vec3 HCV = RGBtoHCV(RGB.rgb);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + Epsilon);
return vec4(HCV.x, S, L, 0.0);
}
vec4 BlendHue(vec4 base, vec4 blend)
{
if (blend.r == blend.g && blend.g == blend.b) {
return base;
}
else {
vec4 baseHSL = RGBtoHSL(base);
return HSLtoRGB(vec3(RGBtoHSL(blend).r, baseHSL.g, baseHSL.b));
}
}
#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
void main ()
{
vec2 sz = vec2 (2048.0, 2048.0);
vec3 step = vec3 (1.0 / 4.0, 1.0 / 4.0, 0.0);
vec2 tex_pixel = sz * v_texCoords - step.xy / 2.0;
vec2 corner = floor (tex_pixel) + 1.0;
vec2 frac = min ((corner - tex_pixel) * vec2 (4.0, 4.0), vec2 (1.0, 1.0));
vec4 c1 = texture2D (u_texture, (floor (tex_pixel + step.zz) + 0.5) / sz);
vec4 c2 = texture2D (u_texture, (floor (tex_pixel + step.xz) + 0.5) / sz);
vec4 c3 = texture2D (u_texture, (floor (tex_pixel + step.zy) + 0.5) / sz);
vec4 c4 = texture2D (u_texture, (floor (tex_pixel + step.xy) + 0.5) / sz);
c1 *= frac.x * frac.y;
c2 *= (1.0 - frac.x) * frac.y;
c3 *= frac.x * (1.0 - frac.y);
c4 *= (1.0 - frac.x) * (1.0 - frac.y);
vec4 scaledColor = (c1 + c2 + c3 + c4);
vec4 multiplied = mix(scaledColor.rgba, v_color.rgba * scaledColor.rgba, multiply_amount * 0.67 );
vec4 hued = mix(multiplied, BlendHue(multiplied.rgba, v_color.rgba), hue_amount * 0.67);
gl_FragColor = vec4(hued.xyz, scaledColor.a);
}
")
;
(defn ensure-on-screen [l]
@@ -990,14 +880,14 @@ void main ()
(assoc (:state selected-save) :active? true)
{:object nil
:active? true
:last-room :dream
:time :intro
:last-room :outside-house
:time :night
:obtained-items #{}
:inventory []
:plaques-read #{}
:clues #{}
:mints-eaten 0
:seen-intro? false}))
:seen-intro? true}))
(defn fade-in-first-time-if-necessary [screen entities]
(if (not (get-in entities [:started? :value]))
@@ -1096,7 +986,7 @@ void main ()
(.setShader batch shader)
(when shader
(.setUniformf shader "multiply_amount" (float (or multiply-amount 1.0)))
(.setUniformf shader "hue_amount" (float (or hue-amount 1.0))))
(.setUniformf shader "hue_amount" (float (or hue-amount 0.0))))
(.setColor batch (color (:r e 1.0) (:g e 1.0) (:b e 1.0) (:opacity e 1.0)))
@@ -1954,7 +1844,7 @@ void main ()
:anim-start 0
:opacity 0.8)
:all-items (texture! (texture (pixmap "cursor.png")) :split 18 16)
#_:fps #_(->> (assoc (label "" (color :white) ) :x 5 :baseline 0 :opacity 0.1)
:fps (->> (assoc (label "" (color :white) ) :y 30 :x 5 :baseline 0 :opacity 0.1)
(utils/add-actor-to-stage screen))}))
:on-render
@@ -1985,14 +1875,14 @@ void main ()
(grow-hud screen entities :save false)))
entities (or (process-fsm screen entities) entities)]
#_(label! (:fps entities) :set-text (str (game :fps)))
(label! (:fps entities) :set-text (str (game :fps)))
(render! screen [ (if (and hud-interactable? (not (:already-saved? entities)))
(:save entities)
(assoc (:save entities) :opacity 0.5))
#_(:fps entities)
(:fps entities)
(if hud-interactable?
(:inventory entities)
(assoc (:inventory entities) :opacity 0.5))

View File

@@ -21,7 +21,7 @@
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>29</string>
<string>74</string>
<key>MinimumOSVersion</key>
<string>8.0</string>
<key>LSRequiresIPhoneOS</key>
@@ -39,10 +39,6 @@
</array>
<key>UIRequiresFullScreen</key>
<true />
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>arm64</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>