branchless = better performance.

This commit is contained in:
Bryce Covert
2015-09-15 21:59:08 -07:00
parent c85290791f
commit f4403de5ca
6 changed files with 45 additions and 86 deletions

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@@ -6,6 +6,8 @@ PROGRAMMING
+ try to have dialogue for every wrong interaction
+ preload all sounds
+ behind house left direction not great
+ spying broken
+ z-index of bloodclots gem can be in front
IOS
+ all mp3s

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@@ -29,3 +29,10 @@
(defn reload []
(on-gl (set-screen! advent title/title-screen)))
(set-screen-wrapper! (fn [screen screen-fn]
(try (screen-fn)
(catch Exception e
(.log Gdx/app (with-out-str (.printStackTrace e)))
(.printStackTrace e)
(set-screen! advent title/title-screen)))))

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@@ -485,7 +485,7 @@
:door (assoc (animation->texture screen door)
:x 160 :y 97 :baseline 99
:open door
:door-sound (sound "door.ogg")
:door-sound (utils/load-sound "door.ogg")
:anim-sound-frames {door {1 [:door-sound 1.0]}}
)
:sword (assoc (utils/get-texture "inside-castle/sword.png")

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@@ -84,109 +84,53 @@ uniform float hue_amount;
uniform sampler2D u_texture;
vec3 RGBToHSL(vec3 color)
float Epsilon = 1e-10;
vec3 RGBtoHCV (vec3 RGB)
{
vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
float delta = fmax - fmin; //Delta RGB value
hsl.z = (fmax + fmin) / 2.0; // Luminance
if (delta == 0.0)//This is a gray, no chroma...
{
hsl.x = 0.0;// Hue
hsl.y = 0.0;// Saturation
}
else //Chromatic data...
{
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin); // Saturation
else
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hsl.x = deltaB - deltaG; // Hue
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
if (hsl.x < 0.0)
hsl.x += 1.0; // Hue
else if (hsl.x > 1.0)
hsl.x -= 1.0; // Hue
}
return hsl;
// 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);
}
float HueToRGB(float f1, float f2, float hue)
vec3 HUEtoRGB(float H)
{
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
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);
}
vec3 HSLToRGB(vec3 hsl)
vec3 HSLtoRGB(vec3 HSL)
{
vec3 rgb;
if (hsl.y == 0.0)
rgb = vec3(hsl.z); // Luminance
else
{
float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
float f1 = 2.0 * hsl.z - f2;
rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
rgb.g = HueToRGB(f1, f2, hsl.x);
rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
vec3 RGB = HUEtoRGB(HSL.x);
float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
vec3 RGBtoHSL(vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + Epsilon);
return vec3(HCV.x, S, L);
}
vec3 BlendHue(vec3 base, vec3 blend)
{
if (blend.r == blend.g && blend.g == blend.b) {
return base;
}
else {
vec3 baseHSL = RGBToHSL(base);
return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
vec3 baseHSL = RGBtoHSL(base);
return HSLtoRGB(vec3(RGBtoHSL(blend).r, baseHSL.g, baseHSL.b));
}
}
// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
vec3 BlendColor(vec3 base, vec3 blend)
{
vec3 blendHSL = RGBToHSL(blend);
return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
}
#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
void main()
@@ -955,6 +899,8 @@ void main()
(let [[^OrthographicCamera cam] (utils/setup-viewport screen 320 240)]
(set! (. cam zoom) 0.95)
(let [shader (ShaderProgram. ^String v-shader ^String pix-shader)
_ (update! screen :shader shader)
rooms {:inside-house (rooms.inside-house/make screen)
:inside-stash (rooms.inside-stash/make screen)

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@@ -251,3 +251,5 @@
:on-resize (fn [{:keys [viewport width height]} [entities]]
(.update viewport width height false)
nil))

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@@ -16,6 +16,8 @@ public class IOSLauncher extends IOSApplication.Delegate {
IOSApplicationConfiguration config = new IOSApplicationConfiguration();
config.colorFormat = GLKViewDrawableColorFormat.SRGBA8888;
config.depthFormat = GLKViewDrawableDepthFormat._24;
config.orientationPortrait = false;
config.orientationLandscape = true;
config.preferredFramesPerSecond = 30;
RT.var("clojure.core", "require").invoke(Symbol.intern("advent.core"));