Basic waterfall scroll
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@ -233,6 +233,9 @@ func snes_load_worldmap(rom: File):
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image = snes_mode7_compressed_to_tile(tiledata, tile_palettes[tile])
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tile_images.append(image)
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# tile_textures.append(texture_from_image(image))
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if world_ts == 0: # Waterfall hack: lay it out vertically, pushing out dummy tiles
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tile_images[0x97] = tile_images[0x88]
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tile_images[0x98] = tile_images[0x87]
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worldmap_tile_individual_imgs.append(tile_images)
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worldmap_tile_atlas_textures.append(texture_from_image(make_tile_atlas(tile_images)))
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@ -3,11 +3,18 @@ uniform sampler2D tile_atlas : hint_normal;
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uniform sampler2D palette : hint_normal;
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// uniform float tile_width = 8.0;
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uniform float tilemap_width = 512.0; // Require square tilemap for now
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uniform bool enable_sea_scroll = true; // Disable on underwater maps (tileset 3)
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uniform bool enable_waterfall_scroll = true; // Only enable on tileset 1
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const float index_scale = 255.0 / 16.0;
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const vec2 sea_tile_uv = vec2(0.125, 0.375);
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const vec2 sea_tile_uv_end = vec2(0.25, 0.5);
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const vec2 sea_tile_size = sea_tile_uv_end - sea_tile_uv;
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const vec2 sea_tile_size_inv = 1.0/sea_tile_size;
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const vec2 waterfall_tile_uv = vec2(7.0/16.0, 8.0/16.0);
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const vec2 waterfall_tile_uv_end = vec2(9.0/16.0, 9.0/16.0);
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const vec2 waterfall_tile_uv_end_hack = vec2(9.0/16.0, 10.0/16.0); // we hack a second row in the atlas
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const vec2 waterfall_tile_size = waterfall_tile_uv_end - waterfall_tile_uv;
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const vec2 waterfall_tile_size_inv = 1.0/waterfall_tile_size;
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// This shader maps from tileID texels to Tiles, and then applies palette.
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// tiles hardcoded to 16x16 tiles for now
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@ -24,7 +31,7 @@ vec2 get_tile_atlas_uv(float tile_id, vec2 uv) {
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// Sea HScroll tile UV modulation
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// Make this branchless later
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if (all(greaterThanEqual(out_uv, sea_tile_uv)) && all(lessThan(out_uv, sea_tile_uv_end))) {
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if (enable_sea_scroll && all(greaterThanEqual(out_uv, sea_tile_uv)) && all(lessThan(out_uv, sea_tile_uv_end))) {
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vec2 sea_tile_uv_diff = out_uv - sea_tile_uv;
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vec2 pos = sea_tile_uv_diff * sea_tile_size_inv;
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// Silly warpy effects
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@ -39,7 +46,18 @@ vec2 get_tile_atlas_uv(float tile_id, vec2 uv) {
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pos.x = fract(pos.x - TIME/4.267 + (pos.y * (9.0/16.0)));
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out_uv = mix(sea_tile_uv, sea_tile_uv_end, pos);
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}
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// TODO: waterfall VScroll UV modulation
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// Waterfall VScroll UV modulation
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// This has a super annoying property of being a 2tall tile scroll laid out horizontally
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// In sprite_loader we hack the atlas such that we can just vscroll each one
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if (enable_waterfall_scroll && all(greaterThanEqual(out_uv, waterfall_tile_uv)) && all(lessThan(out_uv, waterfall_tile_uv_end))) {
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vec2 waterfall_tile_uv_diff = out_uv - waterfall_tile_uv;
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vec2 pos = waterfall_tile_uv_diff * waterfall_tile_size_inv;
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// Real animation seems to scroll in a cycle of shift col 1px, next frame, shift col 1px, next frame, increment by 4 rows twice, shift that one, repeat
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// 1, 1, 5, 5, 3, 3, 7, 7, 2, 2, 6, 6, 4, 4, 8, 8
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// For now, don't bother about the double increment
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pos.y = fract((pos.y - TIME*1.3 + (pos.x * (4.5/32.0))) * 0.5);
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out_uv = mix(waterfall_tile_uv, waterfall_tile_uv_end_hack, pos);
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}
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return out_uv;
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}
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@ -5,3 +5,5 @@
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[resource]
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shader = ExtResource( 1 )
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shader_param/tilemap_width = 512.0
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shader_param/enable_sea_scroll = true
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shader_param/enable_waterfall_scroll = true
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