improved shader performance

This commit is contained in:
Michele 2021-01-14 23:34:14 +00:00
parent be8e56cf27
commit 24b773d845
3 changed files with 160 additions and 38 deletions

View file

@ -11,6 +11,7 @@ int BorderSize;
float R;
float G;
float B;
float2 ImageSize;
sampler2D SpriteTextureSampler = sampler_state
{
@ -25,46 +26,156 @@ struct VertexShaderOutput
float4 MainPS(VertexShaderOutput input) : COLOR
{
float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
// float4 color = tex2Dlod(SpriteTextureSampler, float4 (input.TextureCoordinates.x, input.TextureCoordinates.y, 0,0));
if (color.a > 0)
// if (color.a > 0)
// {
// return color;
// }
// float2 pixelSize.x = float2(pixelSize.x, 0);
// float2 pixelSize.y = float2( 0, pixelSize.y );
// for (int i = 1; i < 10; i++)
// {
// if (i<=BorderSize)
// {
// float4 c1 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + pixelSize.x*i).x, (input.TextureCoordinates + pixelSize.x*i).y,0,0));
// float4 c2 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - pixelSize.x*i).x,(input.TextureCoordinates - pixelSize.x*i ).y ,0,0));
// float4 c3 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + pixelSize.y*i ).x,(input.TextureCoordinates + pixelSize.y*i ).y ,0,0));
// float4 c4 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - pixelSize.y*i ).x,(input.TextureCoordinates - pixelSize.y*i ).y ,0,0));
// float4 d1 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (pixelSize.x+pixelSize.y)*i ).x,(input.TextureCoordinates - (pixelSize.x+pixelSize.y)*i ).y ,0,0));
// float4 d2 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + (pixelSize.x+pixelSize.y)*i).x,(input.TextureCoordinates + (pixelSize.x+pixelSize.y)*i).y ,0,0));
// float4 d3 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (pixelSize.x-pixelSize.y)*i ).x,(input.TextureCoordinates - (pixelSize.x-pixelSize.y)*i ).y ,0,0));
// float4 d4 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (-pixelSize.x+pixelSize.y)*i).x,(input.TextureCoordinates - (-pixelSize.x+pixelSize.y)*i).y ,0,0));
// if (color.a != c1.a || color.a != c2.a|| color.a != c3.a|| color.a != c4.a
// || color.a != d1.a
// || color.a != d2.a
// || color.a != d3.a
// || color.a != d4.a
// )
// {
// color.r=R;
// color.g=G;
// color.b=B;
// color.a=1;
// }
// }
// }
// return color;
//float pixelSize.x = float(1/ImageSize.x);
//float pixelSize.y = float(1/ImageSize.y );
// ###########################################################################
// float2 pixelSize = 1/ float2((float) ImageSize.x, (float) ImageSize.y);
// float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
// if(color.a==1) {return color;}
// // float2 offsets[8] = {float2(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
// float2 offsets[8] = {float2(-pixelSize.x,0),
// float2(pixelSize.x,0),
// float2(0,pixelSize.y),
// float2(0,-pixelSize.y),
// float2(-pixelSize.x,pixelSize.y),
// float2(pixelSize.x,pixelSize.y),
// float2(pixelSize.x,-pixelSize.y),
// float2(-pixelSize.x,-pixelSize.y)};
// int i, j = 0;
// while(i < 10)
// {
// i++;
// j=0;
// while (j < 8)
// {
// // float2 curUV = input.TextureCoordinates + ((offsets[j] * pixelSize.x + offsets[j] *pixelSize.y)* i);
// float curUVx = input.TextureCoordinates.x + offsets[j].x * (float)i;
// float curUVy = input.TextureCoordinates.y + offsets[j].y * (float)i;
// float4 offsetsample = tex2Dlod(SpriteTextureSampler, float4(curUVx, curUVy,0,0));
// if(
// offsetsample.a==1
// )
// {
// return float4(
// R,
// G,
// B,
// 1);
// }
// j++;
// }
// }
// return color;
//##############################################################
float2 pixelSize = 1/ float2((float) ImageSize.x, (float) ImageSize.y);
int px = (int) input.TextureCoordinates.x*ImageSize.x;
int py = (int) input.TextureCoordinates.y*ImageSize.y;
float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
if(color.a==1) {return color;}
// float2 offsets[8] = {float2(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
float2 offsets[8] = {float2(-1,0),
float2(1,0),
float2(0,1),
float2(0,-1),
float2(-1,1),
float2(1,1),
float2(1,-1),
float2(-1,-1)};
int i, j = 0;
// while(i < 10)
// {
// i++;
// j=0;
while (j < 8)
{
return color;
}
// float2 curUV = input.TextureCoordinates + ((offsets[j] * pixelSize.x + offsets[j] *pixelSize.y)* i);
float checkpx=(float)px+0.5+(float)10*offsets[j].x;
float checkpy=(float)py+0.5+(float)10*offsets[j].y;
float2 offsetX = float2(TexelSize.x, 0);
float2 offsetY = float2( 0, TexelSize.y );
float curUVx = input.TextureCoordinates.x + (float)checkpx/(float)ImageSize.x;
float curUVy = input.TextureCoordinates.y + (float)checkpy/(float)ImageSize.y;
float4 offsetsample = tex2Dlod(SpriteTextureSampler, float4(curUVx, curUVy,0,0));
for (int i = 1; i < 10; i++)
{
if (i<=BorderSize)
{
float4 c1 = tex2D(SpriteTextureSampler, input.TextureCoordinates + offsetX*i);
float4 c2 = tex2D(SpriteTextureSampler, input.TextureCoordinates - offsetX*i);
float4 c3 = tex2D(SpriteTextureSampler, input.TextureCoordinates + offsetY*i);
float4 c4 = tex2D(SpriteTextureSampler, input.TextureCoordinates - offsetY*i);
float4 d1 = tex2D(SpriteTextureSampler, input.TextureCoordinates - (offsetX+offsetY)*i);
float4 d2 = tex2D(SpriteTextureSampler, input.TextureCoordinates + (offsetX+offsetY)*i);
float4 d3 = tex2D(SpriteTextureSampler, input.TextureCoordinates - (offsetX-offsetY)*i);
float4 d4 = tex2D(SpriteTextureSampler, input.TextureCoordinates - (-offsetX+offsetY)*i);
if(
offsetsample.a==1
if (color.a != c1.a || color.a != c2.a|| color.a != c3.a|| color.a != c4.a
|| color.a != d1.a
|| color.a != d2.a
|| color.a != d3.a
|| color.a != d4.a
)
{
color.r=R;
color.g=G;
color.b=B;
color.a=1;
}
{
return float4(
R,
G,
B,
1);
}
j++;
}
return color;
}
// }
return color;
};
technique SpriteDrawing
{

View file

@ -11,6 +11,7 @@ namespace Sledgemapper
public Color GridColor { get; set; }
public Color NoteColor { get; set; }
public string MachineName { get; set; }
public int TileDeleteDivider { get; set; }
public Settings()
{
@ -18,7 +19,7 @@ namespace Sledgemapper
GridColor = Color.Black;
NoteColor = Color.DarkRed;
OverlayTintColor = new Color(24, 118, 157);
TileDeleteDivider=8;
try
{
MachineName = Environment.MachineName;

View file

@ -601,7 +601,7 @@ namespace Sledgemapper
}
}
//DrawWalls();
//
_spriteBatch.End();
@ -609,7 +609,7 @@ namespace Sledgemapper
Vector2 texelSize = new Vector2((float)(1 / (double)rendertarget.Width), (float)(1 / (double)rendertarget.Height));
outlineShader.Parameters["TexelSize"].SetValue(texelSize);
outlineShader.Parameters["BorderSize"].SetValue(_state.TileSize / 8);
outlineShader.Parameters["BorderSize"].SetValue((int)(_state.TileSize / 100f *20f));
outlineShader.Parameters["R"].SetValue(_settings.OverlayTintColor.R / 255.0f);
outlineShader.Parameters["G"].SetValue(_settings.OverlayTintColor.G / 255.0f);
@ -627,6 +627,7 @@ namespace Sledgemapper
transformMatrix: Matrix.CreateTranslation(_viewportCenter),
sortMode: SpriteSortMode.Deferred);
DrawWalls();
DrawOverlays();
DrawNotes();
DrawGrid(visibleTilesX, visibleTilesY);
@ -825,7 +826,12 @@ namespace Sledgemapper
var endposX = _state.SelectedSnapPoint.X * _state.TileSize;
var endposY = _state.SelectedSnapPoint.Y * _state.TileSize;
if (_state.InsertMode == InsertMode.NewDelete)
{
var ww = _state.TileSize / _settings.TileDeleteDivider;
if (posX == endposX) { endposX += ww; posX -= ww; }
if (posY == endposY) { endposY += ww; posY -= ww; }
}
switch (_state.LineStart.Index)
{
case 1:
@ -1297,7 +1303,7 @@ namespace Sledgemapper
}
Effect outlineShader; // Outline shader effect
private void DrawDelete(Room tile)
private void DrawDelete(Room tile)
{
var posX = tile.Start.X * _state.TileSize;
var posY = tile.Start.Y * _state.TileSize;
@ -1305,6 +1311,10 @@ namespace Sledgemapper
var endposX = tile.End.X * _state.TileSize;
var endposY = tile.End.Y * _state.TileSize;
var ww = _state.TileSize / _settings.TileDeleteDivider;
if (posX == endposX) { endposX += ww; posX -= ww; }
if (posY == endposY) { endposY += ww; posY -= ww; }
switch (tile.Start.Index)
{
case 1: