summaryrefslogtreecommitdiffstats
path: root/res
diff options
context:
space:
mode:
authorJoe Wilm <joe@jwilm.com>2016-06-04 15:30:17 -0700
committerJoe Wilm <joe@jwilm.com>2016-06-04 15:30:17 -0700
commit2f058bd053f52307bdbf3709209418ac26871678 (patch)
tree0609a8a3c1976d0e0bdaeede352a55d9c14cb13f /res
parentf944b517fa8bea6eae62eb25fbabe1308d16ed55 (diff)
Optimize rendering
This moves some logic that was previously being done per-character into the vertex shader. At this time, we've traded CPU computation for additional gl::Uniform2f calls. This is only a marginal improvement. However, this patch positions the renderer well for instanced drawing, and that will be a huge performance win.
Diffstat (limited to 'res')
-rw-r--r--res/text.v.glsl35
1 files changed, 32 insertions, 3 deletions
diff --git a/res/text.v.glsl b/res/text.v.glsl
index 07a50376..c6543352 100644
--- a/res/text.v.glsl
+++ b/res/text.v.glsl
@@ -1,12 +1,41 @@
#version 330 core
layout (location = 0) in vec2 position;
-layout (location = 1) in vec2 uvMask;
+
out vec2 TexCoords;
+// Terminal properties
+uniform vec2 termDim;
+uniform vec2 cellDim;
+uniform vec2 cellSep;
+
+// Cell properties
+uniform vec2 gridCoords;
+
+// glyph properties
+uniform vec2 glyphScale;
+uniform vec2 glyphOffset;
+
+// uv mapping
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+// Orthographic projection
uniform mat4 projection;
void main()
{
- gl_Position = projection * vec4(position.xy, 0.0, 1.0);
- TexCoords = uvMask.xy;
+ // Position of cell from top-left
+ vec2 cellPosition = (cellDim + cellSep) * gridCoords;
+
+ // Invert Y since framebuffer origin is bottom-left
+ cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
+
+ // Glyphs are offset within their cell; account for y-flip
+ vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphScale.y);
+
+ // position coordinates are normalized on [0, 1]
+ vec2 finalPosition = glyphScale * position + cellPosition + cellOffset;
+
+ gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
+ TexCoords = vec2(position.x, 1 - position.y) * uvScale + uvOffset;
}