mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 18:44:05 +09:00
srceen-meshes now use GL_TRIANGLE_FAN
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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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