mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
srceen-meshes now use GL_TRIANGLE_FAN
This commit is contained in:
@@ -482,7 +482,7 @@ public class App implements ApplicationListener {
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hq2x = new Hq2x(2);
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fullscreenQuad = new Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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@@ -578,7 +578,7 @@ public class App implements ApplicationListener {
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shaderPassthruRGBA.setUniformi("u_texture", 0);
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postProcessorOutFBO2.getColorBufferTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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postProcessorOutFBO2.getColorBufferTexture().bind(0);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLES);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN);
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}
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else if (getConfigDouble("screenmagnifying") < 1.01 || getConfigString("screenmagnifyingfilter").equals("none")) {
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shaderPassthruRGBA.bind();
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@@ -586,7 +586,7 @@ public class App implements ApplicationListener {
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shaderPassthruRGBA.setUniformi("u_texture", 0);
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postProcessorOutFBO.getColorBufferTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
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postProcessorOutFBO.getColorBufferTexture().bind(0);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLES);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN);
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}
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else if (getConfigString("screenmagnifyingfilter").equals("bilinear")) {
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shaderPassthruRGBA.bind();
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@@ -594,7 +594,7 @@ public class App implements ApplicationListener {
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shaderPassthruRGBA.setUniformi("u_texture", 0);
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postProcessorOutFBO.getColorBufferTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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postProcessorOutFBO.getColorBufferTexture().bind(0);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLES);
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fullscreenQuad.render(shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN);
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}
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@@ -653,7 +653,7 @@ public class App implements ApplicationListener {
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shaderBayerSkyboxFill.setUniformf("parallax_size", 0f);
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shaderBayerSkyboxFill.setUniformf("topColor", gradWhiteTop.r, gradWhiteTop.g, gradWhiteTop.b, 1f);
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shaderBayerSkyboxFill.setUniformf("bottomColor", gradWhiteBottom.r, gradWhiteBottom.g, gradWhiteBottom.b, 1f);
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fullscreenQuad.render(shaderBayerSkyboxFill, GL20.GL_TRIANGLES);
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fullscreenQuad.render(shaderBayerSkyboxFill, GL20.GL_TRIANGLE_FAN);
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setCameraPosition(0f, 0f);
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@@ -1093,7 +1093,7 @@ public class App implements ApplicationListener {
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WIDTH, HEIGHT, 0f, 1f, 1f, 1f, 1f, 1f, 0f,
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0f, HEIGHT, 0f, 1f, 1f, 1f, 1f, 0f, 0f
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});
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mesh.setIndices(new short[]{0, 1, 2, 2, 3, 0});
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mesh.setIndices(new short[]{0, 1, 2, 3});
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}
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public static void setGamepadButtonLabels() {
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@@ -255,7 +255,7 @@ object TerrarumPostProcessor : Disposable {
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shader.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
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shader.setUniformf("vibrancy", 1f, vo, vg, 1f)
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shader.setUniformMatrix4fv("swizzler", swizzler, rng.nextInt(24), 16*4)
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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLE_FAN)
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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@@ -709,7 +709,7 @@ object IngameRenderer : Disposable {
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App.shaderPassthruRGBA.bind()
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App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined)
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App.shaderPassthruRGBA.setUniformi("u_texture", 0)
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blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
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blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN)
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}
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}
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@@ -726,7 +726,7 @@ object IngameRenderer : Disposable {
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App.shaderPassthruRGBA.bind()
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App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined)
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App.shaderPassthruRGBA.setUniformi("u_texture", 0)
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blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
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blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN)
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}
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fboBlurHalf.inAction(camera, batch) {
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@@ -737,7 +737,7 @@ object IngameRenderer : Disposable {
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", KAWASE_POWER / fboBlurHalf.width, KAWASE_POWER / fboBlurHalf.height)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
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}
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/*fboBlurQuarter.inAction(camera, batch) {
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@@ -748,7 +748,7 @@ object IngameRenderer : Disposable {
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", KAWASE_POWER / fboBlurQuarter.width, KAWASE_POWER / fboBlurQuarter.height)
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blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
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}
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fboBlurHalf.inAction(camera, batch) {
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@@ -759,7 +759,7 @@ object IngameRenderer : Disposable {
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", KAWASE_POWER / fboBlurQuarter.width, KAWASE_POWER / fboBlurQuarter.height)
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blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
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}*/
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outFbo.inAction(camera, batch) {
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@@ -770,7 +770,7 @@ object IngameRenderer : Disposable {
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", KAWASE_POWER / fboBlurHalf.width, KAWASE_POWER / fboBlurHalf.height)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
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}
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}
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@@ -780,19 +780,19 @@ object IngameRenderer : Disposable {
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fun resize(width: Int, height: Int) {
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if (!init) {
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blurWriteQuad = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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)
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blurWriteQuad2 = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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)
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/*blurWriteQuad4 = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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@@ -847,21 +847,21 @@ object IngameRenderer : Disposable {
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lightmapFbo.width.toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
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lightmapFbo.width.toFloat(),lightmapFbo.height.toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
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0f,lightmapFbo.height.toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
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blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 3))
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blurWriteQuad2.setVertices(floatArrayOf(
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0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
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lightmapFbo.width.div(2).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
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lightmapFbo.width.div(2).toFloat(),lightmapFbo.height.div(2).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
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0f,lightmapFbo.height.div(2).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
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blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 3))
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/*blurWriteQuad4.setVertices(floatArrayOf(
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0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
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lightmapFbo.width.div(4).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
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lightmapFbo.width.div(4).toFloat(),lightmapFbo.height.div(4).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
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0f,lightmapFbo.height.div(4).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
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blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))*/
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blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 3))*/
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}
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override fun dispose() {
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@@ -205,7 +205,7 @@ object Toolkit : Disposable {
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", radius3 / fboBlurHalf.width, radius3 / fboBlurHalf.height)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
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}
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fboBlurQuarter.inAction(camera, batch) {
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@@ -216,7 +216,7 @@ object Toolkit : Disposable {
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", radius3 / fboBlurQuarter.width, radius3 / fboBlurQuarter.height)
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blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
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}
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fboBlurHalf.inAction(camera, batch) {
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@@ -227,7 +227,7 @@ object Toolkit : Disposable {
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", radius3 / fboBlurQuarter.width, radius3 / fboBlurQuarter.height)
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blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
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}
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fboBlur.inAction(camera, batch) {
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@@ -238,7 +238,7 @@ object Toolkit : Disposable {
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", radius3 / fboBlurHalf.width, radius3 / fboBlurHalf.height)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
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}
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}*/
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@@ -250,7 +250,7 @@ object Toolkit : Disposable {
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", blurRadius / fboBlurHalf.width, blurRadius / fboBlurHalf.height)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
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}
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fboBlur.inAction(camera, batch) {
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@@ -261,7 +261,7 @@ object Toolkit : Disposable {
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", blurRadius / fboBlurHalf.width, blurRadius / fboBlurHalf.height)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
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}
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@@ -315,19 +315,19 @@ object Toolkit : Disposable {
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}
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blurWriteQuad = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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)
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blurWriteQuad2 = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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)
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blurWriteQuad4 = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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@@ -357,20 +357,20 @@ object Toolkit : Disposable {
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fw.toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
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fw.toFloat(), fh.toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
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0f, fh.toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
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blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 3))
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blurWriteQuad2.setVertices(floatArrayOf(
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0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
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fw.div(2).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
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fw.div(2).toFloat(), fh.div(2).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
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0f, fh.div(2).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
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blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 3))
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blurWriteQuad4.setVertices(floatArrayOf(
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0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
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fw.div(4).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
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fw.div(4).toFloat(), fh.div(4).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
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0f, fh.div(4).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
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blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 3))
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}
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}
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@@ -645,7 +645,7 @@ internal object BlocksDrawer {
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)
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shader.setUniformf("mulBlendIntensity", if (mode == OCCLUSION) occlusionIntensity else 1f)
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//shader.setUniformf("drawBreakage", if (mode == WIRE) 0f else 1f)
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tilesQuad.render(shader, GL20.GL_TRIANGLES)
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tilesQuad.render(shader, GL20.GL_TRIANGLE_FAN)
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//tilesBufferAsTex.dispose()
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}
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@@ -676,7 +676,7 @@ internal object BlocksDrawer {
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if (oldScreenW != screenW || oldScreenH != screenH) {
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tilesQuad = Mesh(
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true, 4, 6,
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true, 4, 4,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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@@ -688,7 +688,7 @@ internal object BlocksDrawer {
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App.scr.wf, App.scr.hf, 0f, 1f, 1f, 1f, 1f, 1f, 1f,
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0f, App.scr.hf, 0f, 1f, 1f, 1f, 1f, 0f, 1f
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))
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tilesQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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tilesQuad.setIndices(shortArrayOf(0, 1, 2, 3))
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}
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oldScreenW = screenW
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