[remove] Removed a glitch effect of TextProgram.

This commit is contained in:
falsycat 2019-10-13 00:00:00 +00:00
parent 7af750c131
commit 6f7dd2c142
3 changed files with 8 additions and 77 deletions

View File

@ -228,15 +228,6 @@ private class SongAppearState : AbstractSceneState {
override UpdateResult Update(KeyInput input) {
const ratio = anime_.Update();
if (owner.text_.frame++%10 > 7) {
alias RT = TitleTextRandomTranslationRange;
owner.text_.matrix.translation += vec3(
uniform(-RT, RT), uniform(-RT, RT), uniform(-RT, RT));
alias RS = TitleTextRandomScaleRange;
owner.text_.matrix.scale += vec3(
uniform(-RS, RS), uniform(-RS, RS), 0);
}
with (owner.lobby_) {
cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio);
cube_interval = cube_interval_ease_.Calculate(ratio);
@ -282,30 +273,11 @@ private class SongWaitState : AbstractSceneState {
matrix.scale = TitleTextScale;
matrix.translation =
TitleTextTranslation + vec3(-modelWidth/2*matrix.scale.x, 0, 0);
frame = 0;
}
frame_ = 0;
}
override UpdateResult Update(KeyInput input) {
owner.lobby_.cube_matrix.rotation += CubeRotationSpeed;
if (frame_%10 == 0) with (owner.text_) {
++frame;
if (frame_%100 == 0) {
matrix.scale = TitleTextScale;
matrix.translation =
TitleTextTranslation + vec3(-modelWidth/2*matrix.scale.x, 0, 0);
} else if (frame_%20 == 0) {
alias RT = TitleTextRandomTranslationRange;
matrix.translation += vec3(uniform(-RT, RT), uniform(-RT, RT), uniform(-RT, RT));
alias RS = TitleTextRandomScaleRange;
matrix.scale += vec3(uniform(-RS, RS), uniform(-RS, RS), 0);
}
}
if (input.up) {
song.StopPlaying();
owner.title_scene_.Initialize();
@ -322,7 +294,6 @@ private class SongWaitState : AbstractSceneState {
return CreateResult(song_appear_state_);
}
++frame_;
return CreateResult(this);
}
@ -334,6 +305,4 @@ private class SongWaitState : AbstractSceneState {
SongAppearState song_appear_state_;
size_t song_index_;
int frame_;
}

View File

@ -46,6 +46,7 @@ class Text {
model_width_ = 0;
int bmp_width;
size_t glyph_count;
foreach (c; text) {
if (c == ' ') continue;
@ -98,6 +99,7 @@ class Text {
bmp_width += srcsz.x;
model_width_ += advance;
++glyph_count;
}
texture_.Bind();
@ -115,7 +117,7 @@ class Text {
indices_.Bind();
ElementArrayBufferAllocator indices_allcator;
with (indices_allcator) {
size = text.length * 6 * ushort.sizeof;
size = glyph_count * 6 * ushort.sizeof;
usage = GL_STATIC_DRAW;
Allocate(indices_);
}
@ -123,7 +125,7 @@ class Text {
auto indices_ptr = indices_data.entity;
ushort vertex_count;
foreach (i; 0..text.length) {
foreach (i; 0..glyph_count) {
*indices_ptr++ = vertex_count;
*indices_ptr++ = vertex_count++;
@ -147,8 +149,7 @@ class Text {
void Draw(mat4 proj, mat4 view) {
if (index_count_ == 0) return;
program_.Use(proj, view,
matrix.Create(), texture_, color, frame, model_width_);
program_.Use(proj, view, matrix.Create(), texture_, color);
vao_.Bind();
indices_.Bind();
@ -164,8 +165,6 @@ class Text {
ModelMatrixFactory!4 matrix;
///
vec4 color = vec4(0, 0, 0, 1);
///
int frame;
private:
static void CopyRawPixels(in ubyte* src, vec2i srcsz, ubyte* dst, vec2i dstsz, vec2i offset) {

View File

@ -28,11 +28,9 @@ class TextProgram {
layout(location = 0) in vec3 vert;
layout(location = 1) in vec2 uv;
out vec3 vert_;
out vec2 uv_;
void main() {
vert_ = vert;
uv_ = uv;
gl_Position = P * V * M * vec4(vert, 1);
}
@ -41,46 +39,14 @@ class TextProgram {
enum FragmentShaderSrc = ShaderHeader ~ q{
layout(location = 3) uniform sampler2D tex;
layout(location = 4) uniform vec4 color;
layout(location = 5) uniform int frame;
layout(location = 6) uniform float model_width;
in vec3 vert_;
in vec2 uv_;
out vec4 pixel_;
float choose(int a, int b, float a_big, float b_big) {
float condition = step(float(a), float(b));
return condition * b_big + (1-condition) * a_big;
}
float choose(float a, float b, float c, float hit, float other) {
float condition = step(a, b) * step(b, c);
return condition * hit + (1-condition) * other;
}
void main() {
float vx = vert_.x / model_width;
vec2 uv = uv_;
uv.y = choose(3, frame%4, uv.y,
choose(0, vx, 0.25, clamp(uv.y, 0, 0.4), uv.y));
uv.y = choose(15, frame%18, uv.y,
choose(0.1, vx, 0.2, clamp(uv.y, 0.6, 1), uv.y));
uv.y = choose(8, frame%14, uv.y,
choose(0.1, vx, 0.6, clamp(uv.y, 0, 0.8), uv.y));
uv.y = choose(21, frame%29, uv.y,
choose(0.2, vx, 0.3, clamp(uv.y, 0.3, 1), uv.y));
uv.y = choose(20, frame%23, uv.y,
choose(0.4, vx, 0.6, clamp(uv.y, 0.4, 1), uv.y));
uv.y = choose(5, frame%6, uv.y,
choose(0.5, vx, 0.8, clamp(uv.y, 0, 0.7), uv.y));
uv.y = choose(15, frame%17, uv.y,
choose(0.6, vx, 0.7, clamp(uv.y, 0.5, 1), uv.y));
uv.y = choose(7, frame%9, uv.y,
choose(0.6, vx, 0.9, clamp(uv.y, 0.3, 1), uv.y));
pixel_ = color;
pixel_.a *= texture(tex, uv).r;
pixel_.a *= texture(tex, uv_).r;
}
};
@ -123,8 +89,7 @@ class TextProgram {
}
///
void Use(mat4 proj, mat4 view, mat4 model,
ref Texture2DRef tex, vec4 color, int frame, float model_width) {
void Use(mat4 proj, mat4 view, mat4 model, ref Texture2DRef tex, vec4 color) {
tex.BindToUnit(GL_TEXTURE0);
sampler_.Bind(0);
@ -134,8 +99,6 @@ class TextProgram {
program_.uniform!2 = model;
program_.uniform!3 = 0;
program_.uniform!4 = color;
program_.uniform!5 = frame;
program_.uniform!6 = model_width;
}
private: