mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-13 03:54:06 +09:00
srceen-meshes now use GL_TRIANGLE_FAN
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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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