mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
fixed a bug where wall item can be consumend indefinitely because checking for what's already there was not working
This commit is contained in:
@@ -50,7 +50,7 @@ object BlockBase {
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK &&
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gameItem.dynamicID == ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y) ||
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gameItem.inventoryCategory == GameItem.Category.WALL &&
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gameItem.dynamicID == ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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gameItem.dynamicID == "wall@"+ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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)
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return false
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@@ -378,7 +378,7 @@ class UIItemInventoryItemGrid(
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if (isCompactMode && it.item != null && it.mouseUp && !tooltipSet) {
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(Terrarum.ingame as? TerrarumIngame)?.setTooltipMessage(
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if (INVEN_DEBUG_MODE) {
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it.item?.name + "/Mat: ${it.item?.material?.identifier}"
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it.item?.name + " (${it.item?.originalID}${if (it.item?.originalID == it.item?.dynamicID) "" else "/${it.item?.dynamicID}"})"
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}
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else {
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it.item?.name
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@@ -589,7 +589,7 @@ internal object BlocksDrawer {
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}
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private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
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private val occlusionIntensity = 0.3f
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private val occlusionIntensity = 0.35f // too low value and dark-coloured walls won't darken enough
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private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean) {
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//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
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@@ -1,724 +0,0 @@
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/*package net.torvald.terrarum.worlddrawer
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import com.badlogic.gdx.Gdx
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import Color
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.*
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.gameworld.PairedMapLayer
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import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_TILES
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import java.io.BufferedOutputStream
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import java.io.File
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import java.io.FileOutputStream
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import java.util.zip.GZIPInputStream
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/**
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* Created by minjaesong on 2016-01-19.
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*/
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object BlocksDrawerOLD {
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lateinit var world: GameWorld
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private val TILE_SIZE = TILE_SIZE
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private val TILE_SIZEF = TILE_SIZEF
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// TODO modular
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//val tilesTerrain = SpriteSheet(ModMgr.getPath("basegame", "blocks/terrain.tga.gz"), TILE_SIZE, TILE_SIZE) // 64 MB
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//val tilesWire = SpriteSheet(ModMgr.getPath("basegame", "blocks/wire.tga.gz"), TILE_SIZE, TILE_SIZE) // 4 MB
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val tilesTerrain: TextureRegionPack
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val tilesWire: TextureRegionPack
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val tileItemWall: TextureRegionPack
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//val tileItemWall = Image(TILE_SIZE * 16, TILE_SIZE * GameWorld.TILES_SUPPORTED / 16) // 4 MB
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val wallOverlayColour = Color(2f/3f, 2f/3f, 2f/3f, 1f)
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val breakAnimSteps = 10
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val WALL = GameWorld.WALL
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val TERRAIN = GameWorld.TERRAIN
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val WIRE = GameWorld.WIRE
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private val NEARBY_TILE_KEY_UP = 0
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private val NEARBY_TILE_KEY_RIGHT = 1
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private val NEARBY_TILE_KEY_DOWN = 2
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private val NEARBY_TILE_KEY_LEFT = 3
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private val NEARBY_TILE_CODE_UP = 1
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private val NEARBY_TILE_CODE_RIGHT = 2
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private val NEARBY_TILE_CODE_DOWN = 4
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private val NEARBY_TILE_CODE_LEFT = 8
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private val GZIP_READBUF_SIZE = 8192
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init {
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// hard-coded as tga.gz
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val gzFileList = listOf("blocks/terrain.tga.gz", "blocks/wire.tga.gz")
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val gzTmpFName = listOf("tmp_terrain.tga", "tmp_wire.tga")
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// unzip GZIP temporarily
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gzFileList.forEachIndexed { index, filename ->
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val terrainTexFile = ModMgr.getGdxFile("basegame", filename)
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val gzi = GZIPInputStream(terrainTexFile.read(GZIP_READBUF_SIZE))
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val wholeFile = gzi.readBytes()
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gzi.close()
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val fos = BufferedOutputStream(FileOutputStream(gzTmpFName[index]))
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fos.write(wholeFile)
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fos.flush()
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fos.close()
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}
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val terrainPixMap = Pixmap(Gdx.files.internal(gzTmpFName[0]))
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val wirePixMap = Pixmap(Gdx.files.internal(gzTmpFName[1]))
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// delete temp files
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gzTmpFName.forEach { File(it).delete() }
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tilesTerrain = TextureRegionPack(Texture(terrainPixMap), TILE_SIZE, TILE_SIZE)
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tilesTerrain.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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tilesWire = TextureRegionPack(Texture(wirePixMap), TILE_SIZE, TILE_SIZE)
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tilesWire.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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// also dispose unused temp files
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//terrainPixMap.dispose() // commented: tileItemWall needs it
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wirePixMap.dispose()
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// create item_wall images
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// --> make pixmap
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val tileItemImgPixMap = Pixmap(TILE_SIZE * 16, TILE_SIZE * GameWorld.TILES_SUPPORTED / 16, Pixmap.Format.RGBA8888)
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tileItemImgPixMap.pixels.rewind()
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for (tileID in ITEM_TILES) {
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val tile = tilesTerrain.get((tileID % 16) * 16, (tileID / 16))
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// slow memory copy :\ I'm afraid I can't random-access bytebuffer...
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for (y in 0..TILE_SIZE - 1) {
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for (x in 0..TILE_SIZE - 1) {
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tileItemImgPixMap.pixels.putInt(
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terrainPixMap.getPixel(
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tile.regionX + x,
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tile.regionY + y
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)
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)
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}
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}
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}
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tileItemImgPixMap.pixels.rewind()
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// turn pixmap into texture
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tileItemWall = TextureRegionPack(Texture(tileItemImgPixMap), TILE_SIZE, TILE_SIZE)
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tileItemImgPixMap.dispose()
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terrainPixMap.dispose() // finally
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}
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/**
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* Connectivity group 01 : artificial tiles
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* It holds different shading rule to discriminate with group 02, index 0 is single tile.
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* These are the tiles that only connects to itself, will not connect to colour variants
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*/
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private val TILES_CONNECT_SELF = hashSetOf(
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Block.GLASS_CRUDE,
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Block.GLASS_CLEAN,
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Block.ILLUMINATOR_BLACK,
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Block.ILLUMINATOR_BLUE,
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Block.ILLUMINATOR_BROWN,
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Block.ILLUMINATOR_CYAN,
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Block.ILLUMINATOR_FUCHSIA,
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Block.ILLUMINATOR_GREEN,
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Block.ILLUMINATOR_GREEN_DARK,
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Block.ILLUMINATOR_GREY_DARK,
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Block.ILLUMINATOR_GREY_LIGHT,
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Block.ILLUMINATOR_GREY_MED,
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Block.ILLUMINATOR_ORANGE,
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Block.ILLUMINATOR_PURPLE,
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Block.ILLUMINATOR_RED,
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Block.ILLUMINATOR_TAN,
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Block.ILLUMINATOR_WHITE,
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Block.ILLUMINATOR_YELLOW,
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Block.ILLUMINATOR_BLACK_OFF,
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Block.ILLUMINATOR_BLUE_OFF,
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Block.ILLUMINATOR_BROWN_OFF,
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Block.ILLUMINATOR_CYAN_OFF,
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Block.ILLUMINATOR_FUCHSIA_OFF,
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Block.ILLUMINATOR_GREEN_OFF,
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Block.ILLUMINATOR_GREEN_DARK_OFF,
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Block.ILLUMINATOR_GREY_DARK_OFF,
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Block.ILLUMINATOR_GREY_LIGHT_OFF,
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Block.ILLUMINATOR_GREY_MED_OFF,
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Block.ILLUMINATOR_ORANGE_OFF,
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Block.ILLUMINATOR_PURPLE_OFF,
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Block.ILLUMINATOR_RED_OFF,
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Block.ILLUMINATOR_TAN_OFF,
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Block.ILLUMINATOR_WHITE_OFF,
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Block.ILLUMINATOR_YELLOW,
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Block.DAYLIGHT_CAPACITOR
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)
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/**
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* To interact with external modules
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*/
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@JvmStatic fun addConnectSelf(blockID: Int): Boolean {
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return TILES_CONNECT_SELF.add(blockID)
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}
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/**
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* Connectivity group 02 : natural tiles
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* It holds different shading rule to discriminate with group 01, index 0 is middle tile.
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*/
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private val TILES_CONNECT_MUTUAL = hashSetOf(
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Block.STONE,
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Block.STONE_QUARRIED,
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Block.STONE_TILE_WHITE,
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Block.STONE_BRICKS,
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Block.DIRT,
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Block.GRASS,
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Block.GRASSWALL,
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Block.PLANK_BIRCH,
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Block.PLANK_BLOODROSE,
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Block.PLANK_EBONY,
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Block.PLANK_NORMAL,
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Block.SAND,
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Block.SAND_WHITE,
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Block.SAND_RED,
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Block.SAND_DESERT,
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Block.SAND_BLACK,
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Block.SAND_GREEN,
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Block.GRAVEL,
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Block.GRAVEL_GREY,
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Block.SNOW,
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Block.ICE_NATURAL,
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Block.ICE_MAGICAL,
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Block.ORE_COPPER,
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Block.ORE_IRON,
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Block.ORE_GOLD,
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Block.ORE_SILVER,
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Block.ORE_ILMENITE,
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Block.ORE_AURICHALCUM,
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Block.SANDSTONE,
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Block.SANDSTONE_BLACK,
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Block.SANDSTONE_DESERT,
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Block.SANDSTONE_RED,
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Block.SANDSTONE_WHITE,
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Block.SANDSTONE_GREEN
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/*Block.WATER,
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Block.WATER_1,
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Block.WATER_2,
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Block.WATER_3,
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Block.WATER_4,
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Block.WATER_5,
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Block.WATER_6,
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Block.WATER_7,
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Block.WATER_8,
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Block.WATER_9,
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Block.WATER_10,
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Block.WATER_11,
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Block.WATER_12,
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Block.WATER_13,
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Block.WATER_14,
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Block.WATER_15,
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Block.LAVA,
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Block.LAVA_1,
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Block.LAVA_2,
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Block.LAVA_3,
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Block.LAVA_4,
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Block.LAVA_5,
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Block.LAVA_6,
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Block.LAVA_7,
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Block.LAVA_8,
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Block.LAVA_9,
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Block.LAVA_10,
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Block.LAVA_11,
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Block.LAVA_12,
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Block.LAVA_13,
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Block.LAVA_14,
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Block.LAVA_15*/
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)
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/**
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* To interact with external modules
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*/
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@JvmStatic fun addConnectMutual(blockID: Int): Boolean {
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return TILES_CONNECT_MUTUAL.add(blockID)
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}
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/**
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* Torches, levers, switches, ...
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*/
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private val TILES_WALL_STICKER = hashSetOf(
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Block.TORCH,
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Block.TORCH_FROST,
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Block.TORCH_OFF,
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Block.TORCH_FROST_OFF
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)
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/**
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* To interact with external modules
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*/
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@JvmStatic fun addWallSticker(blockID: Int): Boolean {
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return TILES_WALL_STICKER.add(blockID)
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}
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/**
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* platforms, ...
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*/
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private val TILES_WALL_STICKER_CONNECT_SELF = hashSetOf(
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Block.PLATFORM_BIRCH,
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Block.PLATFORM_BLOODROSE,
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Block.PLATFORM_EBONY,
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Block.PLATFORM_STONE,
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Block.PLATFORM_WOODEN
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)
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/**
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* To interact with external modules
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*/
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@JvmStatic fun addWallStickerConnectSelf(blockID: Int): Boolean {
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return TILES_WALL_STICKER_CONNECT_SELF.add(blockID)
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}
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/**
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* Tiles that half-transparent and has hue
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* will blend colour using colour multiplication
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* i.e. red hues get lost if you dive into the water
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*/
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private val TILES_BLEND_MUL = hashSetOf(-1
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/*Block.WATER,
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Block.WATER_1,
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Block.WATER_2,
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Block.WATER_3,
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Block.WATER_4,
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Block.WATER_5,
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Block.WATER_6,
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Block.WATER_7,
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Block.WATER_8,
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Block.WATER_9,
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Block.WATER_10,
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Block.WATER_11,
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Block.WATER_12,
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Block.WATER_13,
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Block.WATER_14,
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Block.WATER_15,
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Block.LAVA,
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Block.LAVA_1,
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Block.LAVA_2,
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Block.LAVA_3,
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Block.LAVA_4,
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Block.LAVA_5,
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Block.LAVA_6,
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Block.LAVA_7,
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Block.LAVA_8,
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Block.LAVA_9,
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Block.LAVA_10,
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Block.LAVA_11,
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Block.LAVA_12,
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Block.LAVA_13,
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Block.LAVA_14,
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Block.LAVA_15*/
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)
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/**
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* To interact with external modules
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*/
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@JvmStatic fun addBlendMul(blockID: Int): Boolean {
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return TILES_BLEND_MUL.add(blockID)
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}
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///////////////////////////////////////////
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// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
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///////////////////////////////////////////
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fun renderWall(batch: SpriteBatch) {
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/**
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* render to camera
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*/
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blendNormal()
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drawTiles(batch, WALL, false, wallOverlayColour)
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}
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fun renderTerrain(batch: SpriteBatch) {
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/**
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* render to camera
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*/
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blendNormal()
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drawTiles(batch, TERRAIN, false, Color.WHITE) // regular tiles
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}
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fun renderFront(batch: SpriteBatch, drawWires: Boolean) {
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/**
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* render to camera
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*/
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blendMul()
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drawTiles(batch, TERRAIN, true, Color.WHITE) // blendmul tiles
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if (drawWires) {
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drawTiles(batch, WIRE, false, Color.WHITE)
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}
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blendNormal()
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}
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private val tileDrawLightThreshold = 2f / LightmapRenderer.MUL
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private fun canIHazRender(mode: Int, x: Int, y: Int) =
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(world.getTileFrom(mode, x, y) != 0) // not an air tile
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&&
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// for WALLs; else: ret true
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if (mode == WALL) { // DRAW WHEN it is visible and 'is a lip'
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( BlockCodex[world.getTileFromTerrain(x, y) ?: 0].isClear ||
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!
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((!BlockCodex[world.getTileFromTerrain(x, y - 1) ?: 0].isClear && !BlockCodex[world.getTileFromTerrain(x, y + 1) ?: 0].isClear)
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&&
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(!BlockCodex[world.getTileFromTerrain(x - 1, y) ?: 0].isClear && !BlockCodex[world.getTileFromTerrain(x + 1, y + 1) ?: 0].isClear)
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)
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||||
)
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}
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else
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true
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// end
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||||
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private fun hasLightNearby(x: Int, y: Int) = ( // check if light level of nearby or this tile is illuminated
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LightmapRenderer.getHighestRGB(x, y) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x - 1, y) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x, y - 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x, y + 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x - 1, y - 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y + 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y - 1) ?: 0f >= tileDrawLightThreshold ||
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||||
LightmapRenderer.getHighestRGB(x - 1, y + 1) ?: 0f >= tileDrawLightThreshold
|
||||
)
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||||
|
||||
private fun drawTiles(batch: SpriteBatch, mode: Int, drawModeTilesBlendMul: Boolean, color: Color) {
|
||||
val for_y_start = WorldCamera.y / TILE_SIZE
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||||
val for_y_end = clampHTile(for_y_start + (WorldCamera.height / TILE_SIZE) + 2)
|
||||
|
||||
val for_x_start = WorldCamera.x / TILE_SIZE - 1
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||||
val for_x_end = for_x_start + (WorldCamera.width / TILE_SIZE) + 3
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||||
|
||||
val originalBatchColour = batch.color.cpy()
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||||
batch.color = color
|
||||
|
||||
// loop
|
||||
for (y in for_y_start..for_y_end) {
|
||||
var zeroTileCounter = 0
|
||||
|
||||
for (x in for_x_start..for_x_end) {
|
||||
|
||||
val thisTile: Int?
|
||||
if (mode % 3 == WALL)
|
||||
thisTile = world.getTileFromWall(x, y)
|
||||
else if (mode % 3 == TERRAIN)
|
||||
thisTile = world.getTileFromTerrain(x, y)
|
||||
else if (mode % 3 == WIRE)
|
||||
thisTile = world.getTileFromWire(x, y)
|
||||
else
|
||||
throw IllegalArgumentException()
|
||||
|
||||
val noDamageLayer = mode % 3 == WIRE
|
||||
|
||||
// draw a tile, but only when illuminated
|
||||
try {
|
||||
if (canIHazRender(mode, x, y)) {
|
||||
|
||||
if (!hasLightNearby(x, y)) {
|
||||
// draw black patch
|
||||
zeroTileCounter += 1 // unused for now
|
||||
|
||||
// temporary solution; FIXME bad scanlines bug
|
||||
batch.color = Color.BLACK
|
||||
batch.fillRect(x * TILE_SIZEF, y * TILE_SIZEF, TILE_SIZEF, TILE_SIZEF)
|
||||
}
|
||||
else {
|
||||
// commented out; FIXME bad scanlines bug
|
||||
if (zeroTileCounter > 0) {
|
||||
/*batch.color = Color.BLACK
|
||||
batch.fillRect(x * TILE_SIZEF, y * TILE_SIZEF, -zeroTileCounter * TILE_SIZEF, TILE_SIZEF)
|
||||
batch.color = color
|
||||
zeroTileCounter = 0*/
|
||||
}
|
||||
|
||||
|
||||
val nearbyTilesInfo: Int
|
||||
if (isPlatform(thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfoPlatform(x, y)
|
||||
}
|
||||
else if (isWallSticker(thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfoWallSticker(x, y)
|
||||
}
|
||||
else if (isConnectMutual(thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfoConMutual(x, y, mode)
|
||||
}
|
||||
else if (isConnectSelf(thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfoConSelf(x, y, mode, thisTile)
|
||||
}
|
||||
else {
|
||||
nearbyTilesInfo = 0
|
||||
}
|
||||
|
||||
|
||||
val thisTileX = if (!noDamageLayer)
|
||||
PairedMapLayer.RANGE * ((thisTile ?: 0) % PairedMapLayer.RANGE) + nearbyTilesInfo
|
||||
else
|
||||
nearbyTilesInfo
|
||||
|
||||
val thisTileY = (thisTile ?: 0) / PairedMapLayer.RANGE
|
||||
|
||||
|
||||
// draw a tile
|
||||
if (drawModeTilesBlendMul) {
|
||||
if (BlocksDrawer.isBlendMul(thisTile)) {
|
||||
batch.color = color
|
||||
drawTile(batch, mode, x, y, thisTileX, thisTileY)
|
||||
}
|
||||
}
|
||||
else {
|
||||
// do NOT add "if (!isBlendMul(thisTile))"!
|
||||
// or else they will not look like they should be when backed with wall
|
||||
batch.color = color
|
||||
drawTile(batch, mode, x, y, thisTileX, thisTileY)
|
||||
}
|
||||
|
||||
// draw a breakage
|
||||
if (mode == TERRAIN || mode == WALL) {
|
||||
val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else world.getWallDamage(x, y)
|
||||
val maxHealth = BlockCodex[world.getTileFromTerrain(x, y)].strength
|
||||
val stage = (breakage / maxHealth).times(breakAnimSteps).roundToInt()
|
||||
// actual drawing
|
||||
if (stage > 0) {
|
||||
batch.color = color
|
||||
drawTile(batch, mode, x, y, 5 + stage, 0)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // end if (is illuminated)
|
||||
} // end if (not an air)
|
||||
} catch (e: NullPointerException) {
|
||||
// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
|
||||
}
|
||||
|
||||
|
||||
// hit the end of the current scanline
|
||||
// FIXME bad scanlines bug
|
||||
/*if (x == for_x_end) {
|
||||
val x = x + 1 // because current tile is also counted
|
||||
batch.color = Color.BLACK
|
||||
batch.fillRect(x * TILE_SIZEF, y * TILE_SIZEF, -zeroTileCounter * TILE_SIZEF, TILE_SIZEF)
|
||||
batch.color = color
|
||||
zeroTileCounter = 0
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
batch.color = originalBatchColour
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
* @param x
|
||||
* *
|
||||
* @param y
|
||||
* *
|
||||
* @return binary [0-15] 1: up, 2: right, 4: down, 8: left
|
||||
*/
|
||||
fun getNearbyTilesInfoConSelf(x: Int, y: Int, mode: Int, mark: Int?): Int {
|
||||
val nearbyTiles = IntArray(4)
|
||||
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(mode, x - 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(mode, x + 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_UP] = world.getTileFrom(mode, x , y - 1) ?: 4906
|
||||
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(mode, x , y + 1) ?: Block.NULL
|
||||
|
||||
// try for
|
||||
var ret = 0
|
||||
for (i in 0..3) {
|
||||
if (nearbyTiles[i] == mark) {
|
||||
ret += 1 shl i // add 1, 2, 4, 8 for i = 0, 1, 2, 3
|
||||
}
|
||||
}
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
fun getNearbyTilesInfoConMutual(x: Int, y: Int, mode: Int): Int {
|
||||
val nearbyTiles = IntArray(4)
|
||||
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(mode, x - 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(mode, x + 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_UP] = world.getTileFrom(mode, x , y - 1) ?: 4906
|
||||
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(mode, x , y + 1) ?: Block.NULL
|
||||
|
||||
// try for
|
||||
var ret = 0
|
||||
for (i in 0..3) {
|
||||
try {
|
||||
if (!BlockCodex[nearbyTiles[i]].isSolid) {
|
||||
//&& !BlockCodex[nearbyTiles[i]].isFluid) {
|
||||
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
|
||||
}
|
||||
} catch (e: ArrayIndexOutOfBoundsException) {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
fun getNearbyTilesInfoWallSticker(x: Int, y: Int): Int {
|
||||
val nearbyTiles = IntArray(4)
|
||||
val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP
|
||||
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(TERRAIN, x , y + 1) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_BACK] = world.getTileFrom(WALL, x , y) ?: Block.NULL
|
||||
|
||||
try {
|
||||
if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid)
|
||||
// has tile on the bottom
|
||||
return 3
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid
|
||||
&& BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid)
|
||||
// has tile on both sides
|
||||
return 0
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid)
|
||||
// has tile on the right
|
||||
return 2
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid)
|
||||
// has tile on the left
|
||||
return 1
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_BACK]].isSolid)
|
||||
// has tile on the back
|
||||
return 0
|
||||
else
|
||||
return 3
|
||||
} catch (e: ArrayIndexOutOfBoundsException) {
|
||||
return if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid)
|
||||
// has tile on the bottom
|
||||
3 else 0
|
||||
}
|
||||
}
|
||||
|
||||
fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int {
|
||||
val nearbyTiles = IntArray(4)
|
||||
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
|
||||
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
|
||||
|
||||
if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
||||
BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid) ||
|
||||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) &&
|
||||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // LR solid || LR platform
|
||||
return 0
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) &&
|
||||
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // L solid and not platform && R not solid and not platform
|
||||
return 4
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT]) &&
|
||||
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // R solid and not platform && L not solid and nto platform
|
||||
return 6
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // L solid && L not platform
|
||||
return 3
|
||||
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // R solid && R not platform
|
||||
return 5
|
||||
else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid ||
|
||||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) &&
|
||||
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // L solid or platform && R not solid and not platform
|
||||
return 1
|
||||
else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid ||
|
||||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) &&
|
||||
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
||||
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // R solid or platform && L not solid and not platform
|
||||
return 2
|
||||
else
|
||||
return 7
|
||||
}
|
||||
|
||||
private fun drawTile(batch: SpriteBatch, mode: Int, tilewisePosX: Int, tilewisePosY: Int, sheetX: Int, sheetY: Int) {
|
||||
if (mode == TERRAIN || mode == WALL)
|
||||
batch.draw(
|
||||
tilesTerrain.get(sheetX, sheetY),
|
||||
tilewisePosX * TILE_SIZEF,
|
||||
tilewisePosY * TILE_SIZEF
|
||||
)
|
||||
else if (mode == WIRE)
|
||||
batch.draw(
|
||||
tilesWire.get(sheetX, sheetY),
|
||||
tilewisePosX * TILE_SIZEF,
|
||||
tilewisePosY * TILE_SIZEF
|
||||
)
|
||||
else
|
||||
throw IllegalArgumentException()
|
||||
}
|
||||
|
||||
fun clampH(x: Int): Int {
|
||||
if (x < 0) {
|
||||
return 0
|
||||
} else if (x > world.height * TILE_SIZE) {
|
||||
return world.height * TILE_SIZE
|
||||
} else {
|
||||
return x
|
||||
}
|
||||
}
|
||||
|
||||
fun clampWTile(x: Int): Int {
|
||||
if (x < 0) {
|
||||
return 0
|
||||
} else if (x > world.width) {
|
||||
return world.width
|
||||
} else {
|
||||
return x
|
||||
}
|
||||
}
|
||||
|
||||
fun clampHTile(x: Int): Int {
|
||||
if (x < 0) {
|
||||
return 0
|
||||
} else if (x > world.height) {
|
||||
return world.height
|
||||
} else {
|
||||
return x
|
||||
}
|
||||
}
|
||||
|
||||
fun getRenderStartX(): Int = WorldCamera.x / TILE_SIZE
|
||||
fun getRenderStartY(): Int = WorldCamera.y / TILE_SIZE
|
||||
|
||||
fun getRenderEndX(): Int = clampWTile(getRenderStartX() + (WorldCamera.width / TILE_SIZE) + 2)
|
||||
fun getRenderEndY(): Int = clampHTile(getRenderStartY() + (WorldCamera.height / TILE_SIZE) + 2)
|
||||
|
||||
fun isConnectSelf(b: Int?): Boolean = TILES_CONNECT_SELF.contains(b)
|
||||
fun isConnectMutual(b: Int?): Boolean = TILES_CONNECT_MUTUAL.contains(b)
|
||||
fun isWallSticker(b: Int?): Boolean = TILES_WALL_STICKER.contains(b)
|
||||
fun isPlatform(b: Int?): Boolean = TILES_WALL_STICKER_CONNECT_SELF.contains(b)
|
||||
fun isBlendMul(b: Int?): Boolean = TILES_BLEND_MUL.contains(b)
|
||||
|
||||
fun tileInCamera(x: Int, y: Int) =
|
||||
x >= WorldCamera.x.div(TILE_SIZE) && y >= WorldCamera.y.div(TILE_SIZE) &&
|
||||
x <= WorldCamera.x.plus(WorldCamera.width).div(TILE_SIZE) && y <= WorldCamera.y.plus(WorldCamera.width).div(TILE_SIZE)
|
||||
}
|
||||
*/
|
||||
@@ -1,10 +1,961 @@
|
||||
package net.torvald.terrarum.worlddrawer
|
||||
|
||||
|
||||
import com.badlogic.gdx.graphics.Color
|
||||
import com.badlogic.gdx.graphics.Pixmap
|
||||
import com.badlogic.gdx.graphics.Texture
|
||||
import net.torvald.gdx.graphics.Cvec
|
||||
import net.torvald.gdx.graphics.UnsafeCvecArray
|
||||
import net.torvald.terrarum.*
|
||||
import net.torvald.terrarum.AppLoader.printdbg
|
||||
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
|
||||
import net.torvald.terrarum.blockproperties.Block
|
||||
import net.torvald.terrarum.blockproperties.BlockCodex
|
||||
import net.torvald.terrarum.blockproperties.Fluid
|
||||
import net.torvald.terrarum.gameactors.ActorWithBody
|
||||
import net.torvald.terrarum.gameactors.Luminous
|
||||
import net.torvald.terrarum.gameworld.BlockAddress
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
import net.torvald.terrarum.modulebasegame.IngameRenderer
|
||||
import net.torvald.terrarum.modulebasegame.ui.abs
|
||||
import net.torvald.terrarum.realestate.LandUtil
|
||||
import kotlin.math.roundToInt
|
||||
import kotlin.system.exitProcess
|
||||
|
||||
/**
|
||||
* Warning: you are not going to store float value to the lightmap -- see RGB_HDR_LUT (beziér)
|
||||
* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
|
||||
*
|
||||
* Created by minjaesong on 2016-01-25.
|
||||
*/
|
||||
|
||||
//typealias RGB10 = Int
|
||||
|
||||
// NOTE: no Float16 on this thing: 67 kB of memory footage is totally acceptable
|
||||
|
||||
/** This object should not be called by yourself; must be only being used and manipulated by your
|
||||
* own ingame renderer
|
||||
*/
|
||||
object LightmapRenderer {
|
||||
|
||||
/** World change is managed by IngameRenderer.setWorld() */
|
||||
private var world: GameWorld = GameWorld.makeNullWorld()
|
||||
|
||||
//private lateinit var lightCalcShader: ShaderProgram
|
||||
//private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc")
|
||||
|
||||
/** do not call this yourself! Let your game renderer handle this! */
|
||||
internal fun internalSetWorld(world: GameWorld) {
|
||||
try {
|
||||
if (this.world != world) {
|
||||
printdbg(this, "World change detected -- old world: ${this.world.hashCode()}, new world: ${world.hashCode()}")
|
||||
|
||||
lightmap.zerofill()
|
||||
_mapLightLevelThis.zerofill()
|
||||
_mapThisTileOpacity.zerofill()
|
||||
_mapThisTileOpacity2.zerofill()
|
||||
}
|
||||
}
|
||||
catch (e: UninitializedPropertyAccessException) {
|
||||
// new init, do nothing
|
||||
}
|
||||
finally {
|
||||
this.world = world
|
||||
|
||||
// fireRecalculateEvent()
|
||||
}
|
||||
}
|
||||
|
||||
const val overscan_open: Int = 40
|
||||
const val overscan_opaque: Int = 10
|
||||
|
||||
private var LIGHTMAP_WIDTH: Int = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenW).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
private var LIGHTMAP_HEIGHT: Int = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenH).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
|
||||
//private val noopMask = HashSet<Point2i>((LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT) * 2)
|
||||
|
||||
private val lanternMap = HashMap<BlockAddress, Cvec>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
|
||||
/**
|
||||
* Float value, 1.0 for 1023
|
||||
*
|
||||
* Note: using UnsafeCvecArray does not actually show great performance improvement
|
||||
*/
|
||||
// it utilises alpha channel to determine brightness of "glow" sprites (so that alpha channel works like UV light)
|
||||
private var lightmap = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
private var _mapLightLevelThis = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
private var _mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
private var _mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
|
||||
init {
|
||||
LightmapHDRMap.invoke()
|
||||
printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
|
||||
}
|
||||
|
||||
private const val AIR = Block.AIR
|
||||
|
||||
const val DRAW_TILE_SIZE: Float = TILE_SIZE / IngameRenderer.lightmapDownsample
|
||||
|
||||
internal var for_x_start = 0
|
||||
internal var for_y_start = 0
|
||||
internal var for_x_end = 0
|
||||
internal var for_y_end = 0
|
||||
internal var for_draw_x_start = 0
|
||||
internal var for_draw_y_start = 0
|
||||
internal var for_draw_x_end = 0
|
||||
internal var for_draw_y_end = 0
|
||||
|
||||
/**
|
||||
* @param x world coord
|
||||
* @param y world coord
|
||||
*/
|
||||
private fun inBounds(x: Int, y: Int) =
|
||||
(y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
|
||||
x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH)
|
||||
/** World coord to array coord */
|
||||
private inline fun Int.convX() = this - for_x_start + overscan_open
|
||||
/** World coord to array coord */
|
||||
private inline fun Int.convY() = this - for_y_start + overscan_open
|
||||
|
||||
/**
|
||||
* Conventional level (multiplied by four)
|
||||
*
|
||||
* @param x world tile coord
|
||||
* @param y world tile coord
|
||||
*/
|
||||
internal fun getLight(x: Int, y: Int): Cvec? {
|
||||
return if (!inBounds(x, y)) {
|
||||
null
|
||||
}
|
||||
else {
|
||||
val x = x.convX()
|
||||
val y = y.convY()
|
||||
|
||||
Cvec(
|
||||
lightmap.getR(x, y),
|
||||
lightmap.getG(x, y),
|
||||
lightmap.getB(x, y),
|
||||
lightmap.getA(x, y)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
internal fun fireRecalculateEvent(vararg actorContainers: List<ActorWithBody>?) {
|
||||
try {
|
||||
world.getTileFromTerrain(0, 0) // test inquiry
|
||||
}
|
||||
catch (e: UninitializedPropertyAccessException) {
|
||||
return // quit prematurely
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
System.err.println("[LightmapRendererNew.fireRecalculateEvent] Attempted to refer destroyed unsafe array " +
|
||||
"(${world.layerTerrain.ptr})")
|
||||
e.printStackTrace()
|
||||
return // something's wrong but we'll ignore it like a trustful AK
|
||||
}
|
||||
|
||||
if (world.worldIndex == -1) return
|
||||
|
||||
|
||||
for_x_start = WorldCamera.zoomedX / TILE_SIZE // fix for premature lightmap rendering
|
||||
for_y_start = WorldCamera.zoomedY / TILE_SIZE // on topmost/leftmost side
|
||||
for_draw_x_start = WorldCamera.x / TILE_SIZE
|
||||
for_draw_y_start = WorldCamera.y / TILE_SIZE
|
||||
|
||||
if (WorldCamera.x < 0) for_draw_x_start -= 1 // edge case fix that light shift 1 tile to the left when WorldCamera.x < 0
|
||||
//if (WorldCamera.x in -(TILE_SIZE - 1)..-1) for_draw_x_start -= 1 // another edge-case fix; we don't need this anymore?
|
||||
|
||||
for_x_end = for_x_start + WorldCamera.zoomedWidth / TILE_SIZE + 3
|
||||
for_y_end = for_y_start + WorldCamera.zoomedHeight / TILE_SIZE + 3 // same fix as above
|
||||
for_draw_x_end = for_draw_x_start + WorldCamera.width / TILE_SIZE + 3
|
||||
for_draw_y_end = for_draw_y_start + WorldCamera.height / TILE_SIZE + 3
|
||||
|
||||
//println("$for_x_start..$for_x_end, $for_x\t$for_y_start..$for_y_end, $for_y")
|
||||
|
||||
AppLoader.measureDebugTime("Renderer.Lanterns") {
|
||||
buildLanternmap(actorContainers)
|
||||
} // usually takes 3000 ns
|
||||
|
||||
/*
|
||||
* Updating order:
|
||||
* ,--------. ,--+-----. ,-----+--. ,--------. -
|
||||
* |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque
|
||||
* | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask
|
||||
* | |1 | | |1 | | 1| | | 1| |
|
||||
* | | 2 | | `-----+ +-----' | | 2 | |
|
||||
* | | 3| |↗ | | ↖| |3 | |
|
||||
* `--+-----' `--------' `--------' `-----+--'
|
||||
* round: 1 2 3 4
|
||||
* for all lightmap[y][x], run in this order: 2-3-4-1
|
||||
* If you run only 4 sets, orthogonal/diagonal artefacts are bound to occur,
|
||||
*/
|
||||
|
||||
// set sunlight
|
||||
sunLight.set(world.globalLight)
|
||||
|
||||
// set no-op mask from solidity of the block
|
||||
/*AppLoader.measureDebugTime("Renderer.LightNoOpMask") {
|
||||
noopMask.clear()
|
||||
buildNoopMask()
|
||||
}*/
|
||||
|
||||
// wipe out lightmap
|
||||
AppLoader.measureDebugTime("Renderer.LightPrecalc") {
|
||||
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
|
||||
// but the performance boost is measly 0.1 ms on 6700K
|
||||
lightmap.zerofill()
|
||||
_mapLightLevelThis.zerofill()
|
||||
//lightsourceMap.clear()
|
||||
|
||||
for (y in for_y_start - overscan_open..for_y_end + overscan_open) {
|
||||
for (x in for_x_start - overscan_open..for_x_end + overscan_open) {
|
||||
precalculate(x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// YE OLDE LIGHT UPDATER
|
||||
// O((5*9)n where n is a size of the map.
|
||||
// Because of inevitable overlaps on the area, it only works with MAX blend
|
||||
/*fun or1() {
|
||||
// Round 1
|
||||
for (y in for_y_start - overscan_open..for_y_end) {
|
||||
for (x in for_x_start - overscan_open..for_x_end) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
fun or2() {
|
||||
// Round 2
|
||||
for (y in for_y_end + overscan_open downTo for_y_start) {
|
||||
for (x in for_x_start - overscan_open..for_x_end) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
fun or3() {
|
||||
// Round 3
|
||||
for (y in for_y_end + overscan_open downTo for_y_start) {
|
||||
for (x in for_x_end + overscan_open downTo for_x_start) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
fun or4() {
|
||||
// Round 4
|
||||
for (y in for_y_start - overscan_open..for_y_end) {
|
||||
for (x in for_x_end + overscan_open downTo for_x_start) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// 'NEWLIGHT2' LIGHT SWIPER
|
||||
// O((8*2)n) where n is a size of the map.
|
||||
fun r1() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = false
|
||||
for (line in 1 until LIGHTMAP_HEIGHT - 1) {
|
||||
swipeLight(
|
||||
1, line,
|
||||
LIGHTMAP_WIDTH - 2, line,
|
||||
1, 0
|
||||
)
|
||||
}
|
||||
}
|
||||
fun r2() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = false
|
||||
for (line in 1 until LIGHTMAP_WIDTH - 1) {
|
||||
swipeLight(
|
||||
line, 1,
|
||||
line, LIGHTMAP_HEIGHT - 2,
|
||||
0, 1
|
||||
)
|
||||
}
|
||||
}
|
||||
fun r3() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = true
|
||||
/* construct indices such that:
|
||||
56789ABC
|
||||
4 1 w-2
|
||||
3 \---\---+
|
||||
2 \\···\··|
|
||||
1 \\\···\·|
|
||||
0 \\\\···\|
|
||||
h-2 \\\\\---\
|
||||
|
||||
0 (1, h-2) -> (1, h-2)
|
||||
1 (1, h-2-1) -> (2, h-2)
|
||||
2 (1, h-2-2) -> (3, h-2)
|
||||
3 (1, h-2-3) -> (4, h-2)
|
||||
4 (1, 1) -> (5, h-2)
|
||||
|
||||
5 (2, 1) -> (6, h-2)
|
||||
6 (3, 1) -> (7, h-2)
|
||||
7 (4, 1) -> (8, h-2)
|
||||
8 (5, 1) -> (w-2, h-2)
|
||||
|
||||
9 (6, 1) -> (w-2, h-2-1)
|
||||
10 (7, 1) -> (w-2, h-2-2)
|
||||
11 (8, 1) -> (w-2, h-2-3)
|
||||
12 (w-2, 1) -> (w-2, 1)
|
||||
|
||||
number of indices: internal_width + internal_height - 1
|
||||
*/
|
||||
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
|
||||
swipeLight(
|
||||
maxOf(1, i - LIGHTMAP_HEIGHT + 4), maxOf(1, LIGHTMAP_HEIGHT - 2 - i),
|
||||
minOf(LIGHTMAP_WIDTH - 2, i + 1), minOf(LIGHTMAP_HEIGHT - 2, (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) - i),
|
||||
1, 1
|
||||
)
|
||||
}
|
||||
}
|
||||
fun r4() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = true
|
||||
/*
|
||||
1 w-2
|
||||
/////---/
|
||||
////···/|
|
||||
///···/·|
|
||||
//···/··|
|
||||
h-2 /---/---+
|
||||
d:(1,-1)
|
||||
|
||||
0 (1, 1) -> (1, 1)
|
||||
1 (1, 2) -> (2, 1)
|
||||
2 (1, 3) -> (3, 1)
|
||||
3 (1, 4) -> (4, 1)
|
||||
4 (1, h-2) -> (5, 1)
|
||||
5 (2, h-2) -> (6, 1)
|
||||
6 (3, h-2) -> (7, 1)
|
||||
7 (4, h-2) -> (8, 1)
|
||||
8 (5, h-2) -> (w-2, 1)
|
||||
9 (6, h-2) -> (w-2, 2)
|
||||
10 (7, h-2) -> (w-2, 3)
|
||||
11 (8, h-2) -> (w-2, 4)
|
||||
12 (w-2, h-2) -> (w-2, h-2)
|
||||
*/
|
||||
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
|
||||
swipeLight(
|
||||
maxOf(1, i - LIGHTMAP_HEIGHT + 4), minOf(LIGHTMAP_HEIGHT - 2, i + 1),
|
||||
minOf(LIGHTMAP_WIDTH - 2, i + 1), maxOf(1, (LIGHTMAP_HEIGHT - 2) - (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 6) + i),
|
||||
1, -1
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// each usually takes 8..12 ms total when not threaded
|
||||
// - with direct memory access of world array and pre-calculating things in the start of the frame,
|
||||
// I was able to pull out 3.5..5.5 ms! With abhorrently many occurrences of segfaults I had to track down...
|
||||
// - with 'NEWLIGHT2', I was able to pull ~2 ms!
|
||||
//
|
||||
// multithreading - forget about it; overhead is way too big and for some reason i was not able to
|
||||
// resolve the 'noisy shit' artefact
|
||||
AppLoader.measureDebugTime("Renderer.LightRuns") {
|
||||
|
||||
// To save you from pains:
|
||||
// - Per-channel light updating is actually slower
|
||||
// BELOW NOTES DOES NOT APPLY TO 'NEWLIGHT2' LIGHT SWIPER
|
||||
// - It seems 5-pass lighting is needed to resonably eliminate the dark spot (of which I have zero idea
|
||||
// why dark spots appear in the first place)
|
||||
// - Multithreading? I have absolutely no idea.
|
||||
// - If you naively slice the screen (job area) to multithread, the seam will appear.
|
||||
|
||||
r1();r2();r3();r4()
|
||||
r1();r2();r3();r4() // two looks better than one
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private fun buildLanternmap(actorContainers: Array<out List<ActorWithBody>?>) {
|
||||
lanternMap.clear()
|
||||
actorContainers.forEach { actorContainer ->
|
||||
actorContainer?.forEach {
|
||||
if (it is Luminous) {
|
||||
// put lanterns to the area the luminantBox is occupying
|
||||
for (lightBox in it.lightBoxList) {
|
||||
val lightBoxX = it.hitbox.startX + lightBox.startX
|
||||
val lightBoxY = it.hitbox.startY + lightBox.startY
|
||||
val lightBoxW = lightBox.width
|
||||
val lightBoxH = lightBox.height
|
||||
for (y in lightBoxY.div(TILE_SIZE).floorInt()
|
||||
..lightBoxY.plus(lightBoxH).div(TILE_SIZE).floorInt()) {
|
||||
for (x in lightBoxX.div(TILE_SIZE).floorInt()
|
||||
..lightBoxX.plus(lightBoxW).div(TILE_SIZE).floorInt()) {
|
||||
|
||||
val normalisedCvec = it.color//.cpy().mul(DIV_FLOAT)
|
||||
|
||||
lanternMap[LandUtil.getBlockAddr(world, x, y)] = normalisedCvec
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*private fun buildNoopMask() {
|
||||
fun isShaded(x: Int, y: Int) = try {
|
||||
BlockCodex[world.getTileFromTerrain(x, y)].isSolid
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
System.err.println("[LightmapRendererNew.buildNoopMask] Invalid block id ${world.getTileFromTerrain(x, y)} from coord ($x, $y)")
|
||||
e.printStackTrace()
|
||||
|
||||
false
|
||||
}
|
||||
|
||||
/*
|
||||
update ordering: clockwise snake
|
||||
|
||||
for_x_start
|
||||
|
|
||||
02468>..............|--for_y_start
|
||||
: :
|
||||
: :
|
||||
: :
|
||||
V V
|
||||
13579>............../--for_y_end
|
||||
|
|
||||
for_x_end
|
||||
|
||||
*/
|
||||
|
||||
for (x in for_x_start..for_x_end) {
|
||||
if (isShaded(x, for_y_start)) noopMask.add(Point2i(x, for_y_start))
|
||||
if (isShaded(x, for_y_end)) noopMask.add(Point2i(x, for_y_end))
|
||||
}
|
||||
for (y in for_y_start + 1..for_y_end - 1) {
|
||||
if (isShaded(for_x_start, y)) noopMask.add(Point2i(for_x_start, y))
|
||||
if (isShaded(for_x_end, y)) noopMask.add(Point2i(for_x_end, y))
|
||||
}
|
||||
}*/
|
||||
|
||||
// local variables that are made static
|
||||
private val sunLight = Cvec(0)
|
||||
private var _thisTerrain = 0
|
||||
private var _thisFluid = GameWorld.FluidInfo(Fluid.NULL, 0f)
|
||||
private var _thisWall = 0
|
||||
private val _ambientAccumulator = Cvec(0)
|
||||
private val _thisTileOpacity = Cvec(0)
|
||||
private val _thisTileOpacity2 = Cvec(0) // thisTileOpacity * sqrt(2)
|
||||
private val _fluidAmountToCol = Cvec(0)
|
||||
private val _thisTileLuminosity = Cvec(0)
|
||||
|
||||
fun precalculate(rawx: Int, rawy: Int) {
|
||||
val lx = rawx.convX(); val ly = rawy.convY()
|
||||
val (worldX, worldY) = world.coerceXY(rawx, rawy)
|
||||
|
||||
//printdbg(this, "precalculate ($rawx, $rawy) -> ($lx, $ly) | ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
|
||||
|
||||
if (lx !in 0..LIGHTMAP_WIDTH || ly !in 0..LIGHTMAP_HEIGHT) {
|
||||
println("[LightmapRendererNew.precalculate] Out of range: ($lx, $ly) for size ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
|
||||
exitProcess(1)
|
||||
}
|
||||
|
||||
|
||||
_thisTerrain = world.getTileFromTerrainRaw(worldX, worldY)
|
||||
_thisFluid = world.getFluid(worldX, worldY)
|
||||
_thisWall = world.getTileFromWallRaw(worldX, worldY)
|
||||
|
||||
|
||||
// regarding the issue #26
|
||||
// uncomment this and/or run JVM with -ea if you're facing diabolically indescribable bugs
|
||||
/*try {
|
||||
val fuck = BlockCodex[_thisTerrain].getLumCol(worldX, worldY)
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
System.err.println("## NPE -- x: $worldX, y: $worldY, value: $_thisTerrain")
|
||||
e.printStackTrace()
|
||||
// create shitty minidump
|
||||
System.err.println("MINIMINIDUMP START")
|
||||
for (xx in worldX - 16 until worldX + 16) {
|
||||
val raw = world.getTileFromTerrain(xx, worldY)
|
||||
val lsb = raw.and(0xff).toString(16).padStart(2, '0')
|
||||
val msb = raw.ushr(8).and(0xff).toString(16).padStart(2, '0')
|
||||
System.err.print(lsb)
|
||||
System.err.print(msb)
|
||||
System.err.print(" ")
|
||||
}
|
||||
System.err.println("\nMINIMINIDUMP END")
|
||||
|
||||
exitProcess(1)
|
||||
}*/
|
||||
|
||||
|
||||
if (_thisFluid.type != Fluid.NULL) {
|
||||
_fluidAmountToCol.set(_thisFluid.amount, _thisFluid.amount, _thisFluid.amount, _thisFluid.amount)
|
||||
|
||||
_thisTileLuminosity.set(BlockCodex[world.tileNumberToNameMap[_thisTerrain]].getLumCol(worldX, worldY))
|
||||
_thisTileLuminosity.maxAndAssign(BlockCodex[_thisFluid.type].getLumCol(worldX, worldY).mul(_fluidAmountToCol)) // already been div by four
|
||||
_mapThisTileOpacity.setVec(lx, ly, BlockCodex[world.tileNumberToNameMap[_thisTerrain]].opacity)
|
||||
_mapThisTileOpacity.max(lx, ly, BlockCodex[_thisFluid.type].opacity.mul(_fluidAmountToCol))// already been div by four
|
||||
}
|
||||
else {
|
||||
_thisTileLuminosity.set(BlockCodex[world.tileNumberToNameMap[_thisTerrain]].getLumCol(worldX, worldY))
|
||||
_mapThisTileOpacity.setVec(lx, ly, BlockCodex[world.tileNumberToNameMap[_thisTerrain]].opacity)
|
||||
}
|
||||
|
||||
_mapThisTileOpacity2.setR(lx, ly, _mapThisTileOpacity.getR(lx, ly) * 1.41421356f)
|
||||
_mapThisTileOpacity2.setG(lx, ly, _mapThisTileOpacity.getG(lx, ly) * 1.41421356f)
|
||||
_mapThisTileOpacity2.setB(lx, ly, _mapThisTileOpacity.getB(lx, ly) * 1.41421356f)
|
||||
_mapThisTileOpacity2.setA(lx, ly, _mapThisTileOpacity.getA(lx, ly) * 1.41421356f)
|
||||
|
||||
|
||||
// open air || luminous tile backed by sunlight
|
||||
if ((world.tileNumberToNameMap[_thisTerrain] == AIR && world.tileNumberToNameMap[_thisWall] == AIR) ||
|
||||
(_thisTileLuminosity.nonZero() && world.tileNumberToNameMap[_thisWall] == AIR)) {
|
||||
_mapLightLevelThis.setVec(lx, ly, sunLight)
|
||||
}
|
||||
|
||||
// blend lantern
|
||||
_mapLightLevelThis.max(lx, ly, _thisTileLuminosity.maxAndAssign(
|
||||
lanternMap[LandUtil.getBlockAddr(world, worldX, worldY)] ?: colourNull
|
||||
))
|
||||
}
|
||||
|
||||
/*private val inNoopMaskp = Point2i(0,0)
|
||||
|
||||
private fun inNoopMask(x: Int, y: Int): Boolean {
|
||||
if (x in for_x_start..for_x_end) {
|
||||
// if it's in the top flange
|
||||
inNoopMaskp.set(x, for_y_start)
|
||||
if (y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp)) return true
|
||||
// if it's in the bottom flange
|
||||
inNoopMaskp.y = for_y_end
|
||||
return (y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
else if (y in for_y_start..for_y_end) {
|
||||
// if it's in the left flange
|
||||
inNoopMaskp.set(for_x_start, y)
|
||||
if (x < for_x_start - overscan_opaque && noopMask.contains(inNoopMaskp)) return true
|
||||
// if it's in the right flange
|
||||
inNoopMaskp.set(for_x_end, y)
|
||||
return (x > for_x_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// top-left corner
|
||||
else if (x < for_x_start && y < for_y_start) {
|
||||
inNoopMaskp.set(for_x_start, for_y_start)
|
||||
return (x < for_x_start - overscan_opaque && y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// top-right corner
|
||||
else if (x > for_x_end && y < for_y_start) {
|
||||
inNoopMaskp.set(for_x_end, for_y_start)
|
||||
return (x > for_x_end + overscan_opaque && y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// bottom-left corner
|
||||
else if (x < for_x_start && y > for_y_end) {
|
||||
inNoopMaskp.set(for_x_start, for_y_end)
|
||||
return (x < for_x_start - overscan_opaque && y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// bottom-right corner
|
||||
else if (x > for_x_end && y > for_y_end) {
|
||||
inNoopMaskp.set(for_x_end, for_y_end)
|
||||
return (x > for_x_end + overscan_opaque && y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
else
|
||||
return false
|
||||
|
||||
// if your IDE error out that you need return statement, AND it's "fixed" by removing 'else' before 'return false',
|
||||
// you're doing it wrong, the IF and return statements must be inclusive.
|
||||
}*/
|
||||
|
||||
private var swipeX = -1
|
||||
private var swipeY = -1
|
||||
private var swipeDiag = false
|
||||
private fun _swipeTask(x: Int, y: Int, x2: Int, y2: Int) {
|
||||
if (x2 < 0 || y2 < 0 || x2 >= LIGHTMAP_WIDTH || y2 >= LIGHTMAP_HEIGHT) return
|
||||
|
||||
_ambientAccumulator.r = _mapLightLevelThis.getR(x, y)
|
||||
_ambientAccumulator.g = _mapLightLevelThis.getG(x, y)
|
||||
_ambientAccumulator.b = _mapLightLevelThis.getB(x, y)
|
||||
_ambientAccumulator.a = _mapLightLevelThis.getA(x, y)
|
||||
|
||||
if (!swipeDiag) {
|
||||
_thisTileOpacity.r = _mapThisTileOpacity.getR(x, y)
|
||||
_thisTileOpacity.g = _mapThisTileOpacity.getG(x, y)
|
||||
_thisTileOpacity.b = _mapThisTileOpacity.getB(x, y)
|
||||
_thisTileOpacity.a = _mapThisTileOpacity.getA(x, y)
|
||||
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity))
|
||||
}
|
||||
else {
|
||||
_thisTileOpacity2.r = _mapThisTileOpacity2.getR(x, y)
|
||||
_thisTileOpacity2.g = _mapThisTileOpacity2.getG(x, y)
|
||||
_thisTileOpacity2.b = _mapThisTileOpacity2.getB(x, y)
|
||||
_thisTileOpacity2.a = _mapThisTileOpacity2.getA(x, y)
|
||||
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity2))
|
||||
}
|
||||
|
||||
_mapLightLevelThis.setVec(x, y, _ambientAccumulator)
|
||||
lightmap.setVec(x, y, _ambientAccumulator)
|
||||
}
|
||||
private fun swipeLight(sx: Int, sy: Int, ex: Int, ey: Int, dx: Int, dy: Int) {
|
||||
swipeX = sx; swipeY = sy
|
||||
while (swipeX*dx <= ex*dx && swipeY*dy <= ey*dy) {
|
||||
// conduct the task #1
|
||||
// spread towards the end
|
||||
_swipeTask(swipeX, swipeY, swipeX-dx, swipeY-dy)
|
||||
|
||||
swipeX += dx
|
||||
swipeY += dy
|
||||
}
|
||||
|
||||
swipeX = ex; swipeY = ey
|
||||
while (swipeX*dx >= sx*dx && swipeY*dy >= sy*dy) {
|
||||
// conduct the task #2
|
||||
// spread towards the start
|
||||
_swipeTask(swipeX, swipeY, swipeX+dx, swipeY+dy)
|
||||
|
||||
swipeX -= dx
|
||||
swipeY -= dy
|
||||
}
|
||||
}
|
||||
|
||||
/** Another YE OLDE light simulator
|
||||
* Calculates the light simulation, using main lightmap as one of the input.
|
||||
*/
|
||||
/*private fun calculateAndAssign(lightmap: UnsafeCvecArray, worldX: Int, worldY: Int) {
|
||||
|
||||
//if (inNoopMask(worldX, worldY)) return
|
||||
|
||||
// O(9n) == O(n) where n is a size of the map
|
||||
|
||||
//getLightsAndShades(worldX, worldY)
|
||||
|
||||
val x = worldX.convX()
|
||||
val y = worldY.convY()
|
||||
|
||||
// calculate ambient
|
||||
/* + * + 0 4 1
|
||||
* * @ * 6 @ 7
|
||||
* + * + 2 5 3
|
||||
* sample ambient for eight points and apply attenuation for those
|
||||
* maxblend eight values and use it
|
||||
*/
|
||||
|
||||
|
||||
// TODO getLightsAndShades is replaced with precalculate; change following codes accordingly!
|
||||
_ambientAccumulator.r = _mapLightLevelThis.getR(x, y)
|
||||
_ambientAccumulator.g = _mapLightLevelThis.getG(x, y)
|
||||
_ambientAccumulator.b = _mapLightLevelThis.getB(x, y)
|
||||
_ambientAccumulator.a = _mapLightLevelThis.getA(x, y)
|
||||
|
||||
_thisTileOpacity.r = _mapThisTileOpacity.getR(x, y)
|
||||
_thisTileOpacity.g = _mapThisTileOpacity.getG(x, y)
|
||||
_thisTileOpacity.b = _mapThisTileOpacity.getB(x, y)
|
||||
_thisTileOpacity.a = _mapThisTileOpacity.getA(x, y)
|
||||
|
||||
_thisTileOpacity2.r = _mapThisTileOpacity2.getR(x, y)
|
||||
_thisTileOpacity2.g = _mapThisTileOpacity2.getG(x, y)
|
||||
_thisTileOpacity2.b = _mapThisTileOpacity2.getB(x, y)
|
||||
_thisTileOpacity2.a = _mapThisTileOpacity2.getA(x, y)
|
||||
|
||||
// will "overwrite" what's there in the lightmap if it's the first pass
|
||||
// takes about 2 ms on 6700K
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x - 1, y - 1, _thisTileOpacity2))
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x + 1, y - 1, _thisTileOpacity2))
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x - 1, y + 1, _thisTileOpacity2))
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x + 1, y + 1, _thisTileOpacity2))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x, y - 1, _thisTileOpacity))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x, y + 1, _thisTileOpacity))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x - 1, y, _thisTileOpacity))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x + 1, y, _thisTileOpacity))
|
||||
|
||||
lightmap.setVec(x, y, _ambientAccumulator)
|
||||
}*/
|
||||
|
||||
private fun isSolid(x: Int, y: Int): Float? { // ...so that they wouldn't appear too dark
|
||||
if (!inBounds(x, y)) return null
|
||||
|
||||
// brighten if solid
|
||||
return if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) 1.2f else 1f
|
||||
}
|
||||
|
||||
var lightBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888)
|
||||
|
||||
private val colourNull = Cvec(0)
|
||||
private val gdxColorNull = Color(0)
|
||||
const val epsilon = 1f/1024f
|
||||
|
||||
private var _lightBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
|
||||
|
||||
internal fun draw(): Texture {
|
||||
|
||||
// when shader is not used: 0.5 ms on 6700K
|
||||
AppLoader.measureDebugTime("Renderer.LightToScreen") {
|
||||
|
||||
val this_x_start = for_draw_x_start
|
||||
val this_y_start = for_draw_y_start
|
||||
val this_x_end = for_draw_x_end
|
||||
val this_y_end = for_draw_y_end
|
||||
|
||||
// wipe out beforehand. You DO need this
|
||||
lightBuffer.blending = Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker)
|
||||
lightBuffer.setColor(0)
|
||||
lightBuffer.fill()
|
||||
|
||||
|
||||
// write to colour buffer
|
||||
for (y in this_y_start..this_y_end) {
|
||||
//println("y: $y, this_y_start: $this_y_start")
|
||||
//if (y == this_y_start && this_y_start == 0) {
|
||||
// throw Error("Fuck hits again...")
|
||||
//}
|
||||
|
||||
for (x in this_x_start..this_x_end) {
|
||||
|
||||
val solidMultMagic = isSolid(x, y)
|
||||
|
||||
val arrayX = x.convX()
|
||||
val arrayY = y.convY()
|
||||
|
||||
val red = lightmap.getR(arrayX, arrayY)
|
||||
val grn = lightmap.getG(arrayX, arrayY)
|
||||
val blu = lightmap.getB(arrayX, arrayY)
|
||||
val uvl = lightmap.getA(arrayX, arrayY)
|
||||
val redw = (red.sqrt() - 1f) * (7f / 24f)
|
||||
val grnw = (grn.sqrt() - 1f)
|
||||
val bluw = (blu.sqrt() - 1f) * (7f / 72f)
|
||||
val bluwv = (blu.sqrt() - 1f) * (1f / 50f)
|
||||
val uvlwr = (uvl.sqrt() - 1f) * (1f / 13f)
|
||||
val uvlwg = (uvl.sqrt() - 1f) * (1f / 10f)
|
||||
val uvlwb = (uvl.sqrt() - 1f) * (1f / 8f)
|
||||
|
||||
val color = if (solidMultMagic == null)
|
||||
lightBuffer.drawPixel(
|
||||
x - this_x_start,
|
||||
lightBuffer.height - 1 - y + this_y_start, // flip Y
|
||||
0
|
||||
)
|
||||
else
|
||||
lightBuffer.drawPixel(
|
||||
x - this_x_start,
|
||||
lightBuffer.height - 1 - y + this_y_start, // flip Y
|
||||
(maxOf(red,grnw,bluw,uvlwr) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(24) or
|
||||
(maxOf(redw,grn,bluw,uvlwg) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(16) or
|
||||
(maxOf(redw,grnw,blu,uvlwb) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(8) or
|
||||
(maxOf(bluwv,uvl) * solidMultMagic).hdnorm().times(255f).roundToInt()
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// draw to the batch
|
||||
_lightBufferAsTex.dispose()
|
||||
_lightBufferAsTex = Texture(lightBuffer)
|
||||
_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
|
||||
|
||||
/*Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
|
||||
// we might not need shader here...
|
||||
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
|
||||
batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
|
||||
*/
|
||||
}
|
||||
|
||||
return _lightBufferAsTex
|
||||
}
|
||||
|
||||
fun dispose() {
|
||||
LightmapHDRMap.dispose()
|
||||
_lightBufferAsTex.dispose()
|
||||
lightBuffer.dispose()
|
||||
|
||||
lightmap.destroy()
|
||||
_mapLightLevelThis.destroy()
|
||||
_mapThisTileOpacity.destroy()
|
||||
_mapThisTileOpacity2.destroy()
|
||||
}
|
||||
|
||||
private const val lightScalingMagic = 2f
|
||||
|
||||
/**
|
||||
* Subtract each channel's RGB value.
|
||||
*
|
||||
* @param x array coord
|
||||
* @param y array coord
|
||||
* @param darken (0-255) per channel
|
||||
* @return darkened data (0-255) per channel
|
||||
*/
|
||||
fun darkenColoured(x: Int, y: Int, darken: Cvec): Cvec {
|
||||
// use equation with magic number 8.0
|
||||
// this function, when done recursively (A_x = darken(A_x-1, C)), draws exponential curve. (R^2 = 1)
|
||||
|
||||
if (x !in 0 until LIGHTMAP_WIDTH || y !in 0 until LIGHTMAP_HEIGHT) return colourNull
|
||||
|
||||
return Cvec(
|
||||
lightmap.getR(x, y) * (1f - darken.r * lightScalingMagic),
|
||||
lightmap.getG(x, y) * (1f - darken.g * lightScalingMagic),
|
||||
lightmap.getB(x, y) * (1f - darken.b * lightScalingMagic),
|
||||
lightmap.getA(x, y) * (1f - darken.a * lightScalingMagic)
|
||||
)
|
||||
|
||||
}
|
||||
|
||||
/** infix is removed to clarify the association direction */
|
||||
private fun Cvec.maxAndAssign(other: Cvec): Cvec {
|
||||
// TODO investigate: if I use assignment instead of set(), it blackens like the vector branch. --Torvald, 2019-06-07
|
||||
// that was because you forgot 'this.r/g/b/a = ' part, bitch. --Torvald, 2019-06-07
|
||||
this.r = if (this.r > other.r) this.r else other.r
|
||||
this.g = if (this.g > other.g) this.g else other.g
|
||||
this.b = if (this.b > other.b) this.b else other.b
|
||||
this.a = if (this.a > other.a) this.a else other.a
|
||||
|
||||
return this
|
||||
}
|
||||
|
||||
private fun Float.inv() = 1f / this
|
||||
fun Int.even(): Boolean = this and 1 == 0
|
||||
fun Int.odd(): Boolean = this and 1 == 1
|
||||
|
||||
// TODO: float LUT lookup using linear interpolation
|
||||
|
||||
// input: 0..1 for int 0..1023
|
||||
fun hdr(intensity: Float): Float {
|
||||
val intervalStart = (intensity / 4f * LightmapHDRMap.size).floorInt()
|
||||
val intervalEnd = (intensity / 4f * LightmapHDRMap.size).floorInt() + 1
|
||||
|
||||
if (intervalStart == intervalEnd) return LightmapHDRMap[intervalStart]
|
||||
|
||||
val intervalPos = (intensity / 4f * LightmapHDRMap.size) - (intensity / 4f * LightmapHDRMap.size).toInt()
|
||||
|
||||
val ret = interpolateLinear(
|
||||
intervalPos,
|
||||
LightmapHDRMap[intervalStart],
|
||||
LightmapHDRMap[intervalEnd]
|
||||
)
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
private var _init = false
|
||||
|
||||
fun resize(screenW: Int, screenH: Int) {
|
||||
// make sure the BlocksDrawer is resized first!
|
||||
|
||||
// copied from BlocksDrawer, duh!
|
||||
// FIXME 'lightBuffer' is not zoomable in this way
|
||||
val tilesInHorizontal = (AppLoader.screenSize.screenWf / TILE_SIZE).ceilInt() + 1
|
||||
val tilesInVertical = (AppLoader.screenSize.screenHf / TILE_SIZE).ceilInt() + 1
|
||||
|
||||
LIGHTMAP_WIDTH = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenW).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
LIGHTMAP_HEIGHT = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenH).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
|
||||
if (_init) {
|
||||
lightBuffer.dispose()
|
||||
}
|
||||
else {
|
||||
_init = true
|
||||
}
|
||||
lightBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888)
|
||||
|
||||
lightmap.destroy()
|
||||
_mapLightLevelThis.destroy()
|
||||
_mapThisTileOpacity.destroy()
|
||||
_mapThisTileOpacity2.destroy()
|
||||
lightmap = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
_mapLightLevelThis = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
_mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
_mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
|
||||
printdbg(this, "Resize event")
|
||||
}
|
||||
|
||||
|
||||
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
|
||||
fun Color.normaliseToHDR() = Color(
|
||||
hdr(this.r.coerceIn(0f, 1f)),
|
||||
hdr(this.g.coerceIn(0f, 1f)),
|
||||
hdr(this.b.coerceIn(0f, 1f)),
|
||||
hdr(this.a.coerceIn(0f, 1f))
|
||||
)
|
||||
|
||||
inline fun Float.hdnorm() = hdr(this.coerceIn(0f, 1f))
|
||||
|
||||
private fun Cvec.nonZero() = this.r.abs() > epsilon ||
|
||||
this.g.abs() > epsilon ||
|
||||
this.b.abs() > epsilon ||
|
||||
this.a.abs() > epsilon
|
||||
|
||||
val histogram: Histogram
|
||||
get() {
|
||||
val reds = IntArray(256) // reds[intensity] ← counts
|
||||
val greens = IntArray(256) // do.
|
||||
val blues = IntArray(256) // do.
|
||||
val uvs = IntArray(256)
|
||||
val render_width = for_x_end - for_x_start
|
||||
val render_height = for_y_end - for_y_start
|
||||
// excluiding overscans; only reckon echo lights
|
||||
for (y in overscan_open..render_height + overscan_open + 1) {
|
||||
for (x in overscan_open..render_width + overscan_open + 1) {
|
||||
try {
|
||||
// TODO
|
||||
}
|
||||
catch (e: ArrayIndexOutOfBoundsException) { }
|
||||
}
|
||||
}
|
||||
return Histogram(reds, greens, blues, uvs)
|
||||
}
|
||||
|
||||
class Histogram(val reds: IntArray, val greens: IntArray, val blues: IntArray, val uvs: IntArray) {
|
||||
|
||||
val RED = 0
|
||||
val GREEN = 1
|
||||
val BLUE = 2
|
||||
val UV = 3
|
||||
|
||||
val screen_tiles: Int = (for_x_end - for_x_start + 2) * (for_y_end - for_y_start + 2)
|
||||
|
||||
val brightest: Int
|
||||
get() {
|
||||
for (i in 255 downTo 1) {
|
||||
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
|
||||
return i
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
val brightest8Bit: Int
|
||||
get() { val b = brightest
|
||||
return if (brightest > 255) 255 else b
|
||||
}
|
||||
|
||||
val dimmest: Int
|
||||
get() {
|
||||
for (i in 0..255) {
|
||||
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
|
||||
return i
|
||||
}
|
||||
return 255
|
||||
}
|
||||
|
||||
val range: Int = 255
|
||||
|
||||
fun get(index: Int): IntArray {
|
||||
return when (index) {
|
||||
RED -> reds
|
||||
GREEN -> greens
|
||||
BLUE -> blues
|
||||
UV -> uvs
|
||||
else -> throw IllegalArgumentException()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fun interpolateLinear(scale: Float, startValue: Float, endValue: Float): Float {
|
||||
if (startValue == endValue) {
|
||||
return startValue
|
||||
}
|
||||
if (scale <= 0f) {
|
||||
return startValue
|
||||
}
|
||||
if (scale >= 1f) {
|
||||
return endValue
|
||||
}
|
||||
return (1f - scale) * startValue + scale * endValue
|
||||
}
|
||||
}
|
||||
|
||||
fun Cvec.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()
|
||||
fun Color.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()
|
||||
|
||||
|
||||
@@ -1,961 +0,0 @@
|
||||
package net.torvald.terrarum.worlddrawer
|
||||
|
||||
import com.badlogic.gdx.graphics.Color
|
||||
import com.badlogic.gdx.graphics.Pixmap
|
||||
import com.badlogic.gdx.graphics.Texture
|
||||
import net.torvald.gdx.graphics.Cvec
|
||||
import net.torvald.gdx.graphics.UnsafeCvecArray
|
||||
import net.torvald.terrarum.*
|
||||
import net.torvald.terrarum.AppLoader.printdbg
|
||||
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
|
||||
import net.torvald.terrarum.blockproperties.Block
|
||||
import net.torvald.terrarum.blockproperties.BlockCodex
|
||||
import net.torvald.terrarum.blockproperties.Fluid
|
||||
import net.torvald.terrarum.gameactors.ActorWithBody
|
||||
import net.torvald.terrarum.gameactors.Luminous
|
||||
import net.torvald.terrarum.gameworld.BlockAddress
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
import net.torvald.terrarum.modulebasegame.IngameRenderer
|
||||
import net.torvald.terrarum.modulebasegame.ui.abs
|
||||
import net.torvald.terrarum.realestate.LandUtil
|
||||
import kotlin.math.roundToInt
|
||||
import kotlin.system.exitProcess
|
||||
|
||||
/**
|
||||
* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
|
||||
*
|
||||
* Created by minjaesong on 2016-01-25.
|
||||
*/
|
||||
|
||||
//typealias RGB10 = Int
|
||||
|
||||
// NOTE: no Float16 on this thing: 67 kB of memory footage is totally acceptable
|
||||
|
||||
/** This object should not be called by yourself; must be only being used and manipulated by your
|
||||
* own ingame renderer
|
||||
*/
|
||||
object LightmapRenderer {
|
||||
|
||||
/** World change is managed by IngameRenderer.setWorld() */
|
||||
private var world: GameWorld = GameWorld.makeNullWorld()
|
||||
|
||||
//private lateinit var lightCalcShader: ShaderProgram
|
||||
//private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc")
|
||||
|
||||
/** do not call this yourself! Let your game renderer handle this! */
|
||||
internal fun internalSetWorld(world: GameWorld) {
|
||||
try {
|
||||
if (this.world != world) {
|
||||
printdbg(this, "World change detected -- old world: ${this.world.hashCode()}, new world: ${world.hashCode()}")
|
||||
|
||||
lightmap.zerofill()
|
||||
_mapLightLevelThis.zerofill()
|
||||
_mapThisTileOpacity.zerofill()
|
||||
_mapThisTileOpacity2.zerofill()
|
||||
}
|
||||
}
|
||||
catch (e: UninitializedPropertyAccessException) {
|
||||
// new init, do nothing
|
||||
}
|
||||
finally {
|
||||
this.world = world
|
||||
|
||||
// fireRecalculateEvent()
|
||||
}
|
||||
}
|
||||
|
||||
const val overscan_open: Int = 40
|
||||
const val overscan_opaque: Int = 10
|
||||
|
||||
private var LIGHTMAP_WIDTH: Int = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenW).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
private var LIGHTMAP_HEIGHT: Int = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenH).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
|
||||
//private val noopMask = HashSet<Point2i>((LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT) * 2)
|
||||
|
||||
private val lanternMap = HashMap<BlockAddress, Cvec>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
|
||||
/**
|
||||
* Float value, 1.0 for 1023
|
||||
*
|
||||
* Note: using UnsafeCvecArray does not actually show great performance improvement
|
||||
*/
|
||||
// it utilises alpha channel to determine brightness of "glow" sprites (so that alpha channel works like UV light)
|
||||
private var lightmap = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
private var _mapLightLevelThis = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
private var _mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
private var _mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
|
||||
init {
|
||||
LightmapHDRMap.invoke()
|
||||
printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
|
||||
}
|
||||
|
||||
private const val AIR = Block.AIR
|
||||
|
||||
const val DRAW_TILE_SIZE: Float = TILE_SIZE / IngameRenderer.lightmapDownsample
|
||||
|
||||
internal var for_x_start = 0
|
||||
internal var for_y_start = 0
|
||||
internal var for_x_end = 0
|
||||
internal var for_y_end = 0
|
||||
internal var for_draw_x_start = 0
|
||||
internal var for_draw_y_start = 0
|
||||
internal var for_draw_x_end = 0
|
||||
internal var for_draw_y_end = 0
|
||||
|
||||
/**
|
||||
* @param x world coord
|
||||
* @param y world coord
|
||||
*/
|
||||
private fun inBounds(x: Int, y: Int) =
|
||||
(y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
|
||||
x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH)
|
||||
/** World coord to array coord */
|
||||
private inline fun Int.convX() = this - for_x_start + overscan_open
|
||||
/** World coord to array coord */
|
||||
private inline fun Int.convY() = this - for_y_start + overscan_open
|
||||
|
||||
/**
|
||||
* Conventional level (multiplied by four)
|
||||
*
|
||||
* @param x world tile coord
|
||||
* @param y world tile coord
|
||||
*/
|
||||
internal fun getLight(x: Int, y: Int): Cvec? {
|
||||
return if (!inBounds(x, y)) {
|
||||
null
|
||||
}
|
||||
else {
|
||||
val x = x.convX()
|
||||
val y = y.convY()
|
||||
|
||||
Cvec(
|
||||
lightmap.getR(x, y),
|
||||
lightmap.getG(x, y),
|
||||
lightmap.getB(x, y),
|
||||
lightmap.getA(x, y)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
internal fun fireRecalculateEvent(vararg actorContainers: List<ActorWithBody>?) {
|
||||
try {
|
||||
world.getTileFromTerrain(0, 0) // test inquiry
|
||||
}
|
||||
catch (e: UninitializedPropertyAccessException) {
|
||||
return // quit prematurely
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
System.err.println("[LightmapRendererNew.fireRecalculateEvent] Attempted to refer destroyed unsafe array " +
|
||||
"(${world.layerTerrain.ptr})")
|
||||
e.printStackTrace()
|
||||
return // something's wrong but we'll ignore it like a trustful AK
|
||||
}
|
||||
|
||||
if (world.worldIndex == -1) return
|
||||
|
||||
|
||||
for_x_start = WorldCamera.zoomedX / TILE_SIZE // fix for premature lightmap rendering
|
||||
for_y_start = WorldCamera.zoomedY / TILE_SIZE // on topmost/leftmost side
|
||||
for_draw_x_start = WorldCamera.x / TILE_SIZE
|
||||
for_draw_y_start = WorldCamera.y / TILE_SIZE
|
||||
|
||||
if (WorldCamera.x < 0) for_draw_x_start -= 1 // edge case fix that light shift 1 tile to the left when WorldCamera.x < 0
|
||||
//if (WorldCamera.x in -(TILE_SIZE - 1)..-1) for_draw_x_start -= 1 // another edge-case fix; we don't need this anymore?
|
||||
|
||||
for_x_end = for_x_start + WorldCamera.zoomedWidth / TILE_SIZE + 3
|
||||
for_y_end = for_y_start + WorldCamera.zoomedHeight / TILE_SIZE + 3 // same fix as above
|
||||
for_draw_x_end = for_draw_x_start + WorldCamera.width / TILE_SIZE + 3
|
||||
for_draw_y_end = for_draw_y_start + WorldCamera.height / TILE_SIZE + 3
|
||||
|
||||
//println("$for_x_start..$for_x_end, $for_x\t$for_y_start..$for_y_end, $for_y")
|
||||
|
||||
AppLoader.measureDebugTime("Renderer.Lanterns") {
|
||||
buildLanternmap(actorContainers)
|
||||
} // usually takes 3000 ns
|
||||
|
||||
/*
|
||||
* Updating order:
|
||||
* ,--------. ,--+-----. ,-----+--. ,--------. -
|
||||
* |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque
|
||||
* | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask
|
||||
* | |1 | | |1 | | 1| | | 1| |
|
||||
* | | 2 | | `-----+ +-----' | | 2 | |
|
||||
* | | 3| |↗ | | ↖| |3 | |
|
||||
* `--+-----' `--------' `--------' `-----+--'
|
||||
* round: 1 2 3 4
|
||||
* for all lightmap[y][x], run in this order: 2-3-4-1
|
||||
* If you run only 4 sets, orthogonal/diagonal artefacts are bound to occur,
|
||||
*/
|
||||
|
||||
// set sunlight
|
||||
sunLight.set(world.globalLight)
|
||||
|
||||
// set no-op mask from solidity of the block
|
||||
/*AppLoader.measureDebugTime("Renderer.LightNoOpMask") {
|
||||
noopMask.clear()
|
||||
buildNoopMask()
|
||||
}*/
|
||||
|
||||
// wipe out lightmap
|
||||
AppLoader.measureDebugTime("Renderer.LightPrecalc") {
|
||||
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
|
||||
// but the performance boost is measly 0.1 ms on 6700K
|
||||
lightmap.zerofill()
|
||||
_mapLightLevelThis.zerofill()
|
||||
//lightsourceMap.clear()
|
||||
|
||||
for (y in for_y_start - overscan_open..for_y_end + overscan_open) {
|
||||
for (x in for_x_start - overscan_open..for_x_end + overscan_open) {
|
||||
precalculate(x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// YE OLDE LIGHT UPDATER
|
||||
// O((5*9)n where n is a size of the map.
|
||||
// Because of inevitable overlaps on the area, it only works with MAX blend
|
||||
/*fun or1() {
|
||||
// Round 1
|
||||
for (y in for_y_start - overscan_open..for_y_end) {
|
||||
for (x in for_x_start - overscan_open..for_x_end) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
fun or2() {
|
||||
// Round 2
|
||||
for (y in for_y_end + overscan_open downTo for_y_start) {
|
||||
for (x in for_x_start - overscan_open..for_x_end) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
fun or3() {
|
||||
// Round 3
|
||||
for (y in for_y_end + overscan_open downTo for_y_start) {
|
||||
for (x in for_x_end + overscan_open downTo for_x_start) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}
|
||||
fun or4() {
|
||||
// Round 4
|
||||
for (y in for_y_start - overscan_open..for_y_end) {
|
||||
for (x in for_x_end + overscan_open downTo for_x_start) {
|
||||
calculateAndAssign(lightmap, x, y)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// 'NEWLIGHT2' LIGHT SWIPER
|
||||
// O((8*2)n) where n is a size of the map.
|
||||
fun r1() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = false
|
||||
for (line in 1 until LIGHTMAP_HEIGHT - 1) {
|
||||
swipeLight(
|
||||
1, line,
|
||||
LIGHTMAP_WIDTH - 2, line,
|
||||
1, 0
|
||||
)
|
||||
}
|
||||
}
|
||||
fun r2() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = false
|
||||
for (line in 1 until LIGHTMAP_WIDTH - 1) {
|
||||
swipeLight(
|
||||
line, 1,
|
||||
line, LIGHTMAP_HEIGHT - 2,
|
||||
0, 1
|
||||
)
|
||||
}
|
||||
}
|
||||
fun r3() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = true
|
||||
/* construct indices such that:
|
||||
56789ABC
|
||||
4 1 w-2
|
||||
3 \---\---+
|
||||
2 \\···\··|
|
||||
1 \\\···\·|
|
||||
0 \\\\···\|
|
||||
h-2 \\\\\---\
|
||||
|
||||
0 (1, h-2) -> (1, h-2)
|
||||
1 (1, h-2-1) -> (2, h-2)
|
||||
2 (1, h-2-2) -> (3, h-2)
|
||||
3 (1, h-2-3) -> (4, h-2)
|
||||
4 (1, 1) -> (5, h-2)
|
||||
|
||||
5 (2, 1) -> (6, h-2)
|
||||
6 (3, 1) -> (7, h-2)
|
||||
7 (4, 1) -> (8, h-2)
|
||||
8 (5, 1) -> (w-2, h-2)
|
||||
|
||||
9 (6, 1) -> (w-2, h-2-1)
|
||||
10 (7, 1) -> (w-2, h-2-2)
|
||||
11 (8, 1) -> (w-2, h-2-3)
|
||||
12 (w-2, 1) -> (w-2, 1)
|
||||
|
||||
number of indices: internal_width + internal_height - 1
|
||||
*/
|
||||
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
|
||||
swipeLight(
|
||||
maxOf(1, i - LIGHTMAP_HEIGHT + 4), maxOf(1, LIGHTMAP_HEIGHT - 2 - i),
|
||||
minOf(LIGHTMAP_WIDTH - 2, i + 1), minOf(LIGHTMAP_HEIGHT - 2, (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) - i),
|
||||
1, 1
|
||||
)
|
||||
}
|
||||
}
|
||||
fun r4() {
|
||||
// TODO test non-parallel
|
||||
swipeDiag = true
|
||||
/*
|
||||
1 w-2
|
||||
/////---/
|
||||
////···/|
|
||||
///···/·|
|
||||
//···/··|
|
||||
h-2 /---/---+
|
||||
d:(1,-1)
|
||||
|
||||
0 (1, 1) -> (1, 1)
|
||||
1 (1, 2) -> (2, 1)
|
||||
2 (1, 3) -> (3, 1)
|
||||
3 (1, 4) -> (4, 1)
|
||||
4 (1, h-2) -> (5, 1)
|
||||
5 (2, h-2) -> (6, 1)
|
||||
6 (3, h-2) -> (7, 1)
|
||||
7 (4, h-2) -> (8, 1)
|
||||
8 (5, h-2) -> (w-2, 1)
|
||||
9 (6, h-2) -> (w-2, 2)
|
||||
10 (7, h-2) -> (w-2, 3)
|
||||
11 (8, h-2) -> (w-2, 4)
|
||||
12 (w-2, h-2) -> (w-2, h-2)
|
||||
*/
|
||||
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
|
||||
swipeLight(
|
||||
maxOf(1, i - LIGHTMAP_HEIGHT + 4), minOf(LIGHTMAP_HEIGHT - 2, i + 1),
|
||||
minOf(LIGHTMAP_WIDTH - 2, i + 1), maxOf(1, (LIGHTMAP_HEIGHT - 2) - (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 6) + i),
|
||||
1, -1
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// each usually takes 8..12 ms total when not threaded
|
||||
// - with direct memory access of world array and pre-calculating things in the start of the frame,
|
||||
// I was able to pull out 3.5..5.5 ms! With abhorrently many occurrences of segfaults I had to track down...
|
||||
// - with 'NEWLIGHT2', I was able to pull ~2 ms!
|
||||
//
|
||||
// multithreading - forget about it; overhead is way too big and for some reason i was not able to
|
||||
// resolve the 'noisy shit' artefact
|
||||
AppLoader.measureDebugTime("Renderer.LightRuns") {
|
||||
|
||||
// To save you from pains:
|
||||
// - Per-channel light updating is actually slower
|
||||
// BELOW NOTES DOES NOT APPLY TO 'NEWLIGHT2' LIGHT SWIPER
|
||||
// - It seems 5-pass lighting is needed to resonably eliminate the dark spot (of which I have zero idea
|
||||
// why dark spots appear in the first place)
|
||||
// - Multithreading? I have absolutely no idea.
|
||||
// - If you naively slice the screen (job area) to multithread, the seam will appear.
|
||||
|
||||
r1();r2();r3();r4()
|
||||
r1();r2();r3();r4() // two looks better than one
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private fun buildLanternmap(actorContainers: Array<out List<ActorWithBody>?>) {
|
||||
lanternMap.clear()
|
||||
actorContainers.forEach { actorContainer ->
|
||||
actorContainer?.forEach {
|
||||
if (it is Luminous) {
|
||||
// put lanterns to the area the luminantBox is occupying
|
||||
for (lightBox in it.lightBoxList) {
|
||||
val lightBoxX = it.hitbox.startX + lightBox.startX
|
||||
val lightBoxY = it.hitbox.startY + lightBox.startY
|
||||
val lightBoxW = lightBox.width
|
||||
val lightBoxH = lightBox.height
|
||||
for (y in lightBoxY.div(TILE_SIZE).floorInt()
|
||||
..lightBoxY.plus(lightBoxH).div(TILE_SIZE).floorInt()) {
|
||||
for (x in lightBoxX.div(TILE_SIZE).floorInt()
|
||||
..lightBoxX.plus(lightBoxW).div(TILE_SIZE).floorInt()) {
|
||||
|
||||
val normalisedCvec = it.color//.cpy().mul(DIV_FLOAT)
|
||||
|
||||
lanternMap[LandUtil.getBlockAddr(world, x, y)] = normalisedCvec
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*private fun buildNoopMask() {
|
||||
fun isShaded(x: Int, y: Int) = try {
|
||||
BlockCodex[world.getTileFromTerrain(x, y)].isSolid
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
System.err.println("[LightmapRendererNew.buildNoopMask] Invalid block id ${world.getTileFromTerrain(x, y)} from coord ($x, $y)")
|
||||
e.printStackTrace()
|
||||
|
||||
false
|
||||
}
|
||||
|
||||
/*
|
||||
update ordering: clockwise snake
|
||||
|
||||
for_x_start
|
||||
|
|
||||
02468>..............|--for_y_start
|
||||
: :
|
||||
: :
|
||||
: :
|
||||
V V
|
||||
13579>............../--for_y_end
|
||||
|
|
||||
for_x_end
|
||||
|
||||
*/
|
||||
|
||||
for (x in for_x_start..for_x_end) {
|
||||
if (isShaded(x, for_y_start)) noopMask.add(Point2i(x, for_y_start))
|
||||
if (isShaded(x, for_y_end)) noopMask.add(Point2i(x, for_y_end))
|
||||
}
|
||||
for (y in for_y_start + 1..for_y_end - 1) {
|
||||
if (isShaded(for_x_start, y)) noopMask.add(Point2i(for_x_start, y))
|
||||
if (isShaded(for_x_end, y)) noopMask.add(Point2i(for_x_end, y))
|
||||
}
|
||||
}*/
|
||||
|
||||
// local variables that are made static
|
||||
private val sunLight = Cvec(0)
|
||||
private var _thisTerrain = 0
|
||||
private var _thisFluid = GameWorld.FluidInfo(Fluid.NULL, 0f)
|
||||
private var _thisWall = 0
|
||||
private val _ambientAccumulator = Cvec(0)
|
||||
private val _thisTileOpacity = Cvec(0)
|
||||
private val _thisTileOpacity2 = Cvec(0) // thisTileOpacity * sqrt(2)
|
||||
private val _fluidAmountToCol = Cvec(0)
|
||||
private val _thisTileLuminosity = Cvec(0)
|
||||
|
||||
fun precalculate(rawx: Int, rawy: Int) {
|
||||
val lx = rawx.convX(); val ly = rawy.convY()
|
||||
val (worldX, worldY) = world.coerceXY(rawx, rawy)
|
||||
|
||||
//printdbg(this, "precalculate ($rawx, $rawy) -> ($lx, $ly) | ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
|
||||
|
||||
if (lx !in 0..LIGHTMAP_WIDTH || ly !in 0..LIGHTMAP_HEIGHT) {
|
||||
println("[LightmapRendererNew.precalculate] Out of range: ($lx, $ly) for size ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
|
||||
exitProcess(1)
|
||||
}
|
||||
|
||||
|
||||
_thisTerrain = world.getTileFromTerrainRaw(worldX, worldY)
|
||||
_thisFluid = world.getFluid(worldX, worldY)
|
||||
_thisWall = world.getTileFromWallRaw(worldX, worldY)
|
||||
|
||||
|
||||
// regarding the issue #26
|
||||
// uncomment this and/or run JVM with -ea if you're facing diabolically indescribable bugs
|
||||
/*try {
|
||||
val fuck = BlockCodex[_thisTerrain].getLumCol(worldX, worldY)
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
System.err.println("## NPE -- x: $worldX, y: $worldY, value: $_thisTerrain")
|
||||
e.printStackTrace()
|
||||
// create shitty minidump
|
||||
System.err.println("MINIMINIDUMP START")
|
||||
for (xx in worldX - 16 until worldX + 16) {
|
||||
val raw = world.getTileFromTerrain(xx, worldY)
|
||||
val lsb = raw.and(0xff).toString(16).padStart(2, '0')
|
||||
val msb = raw.ushr(8).and(0xff).toString(16).padStart(2, '0')
|
||||
System.err.print(lsb)
|
||||
System.err.print(msb)
|
||||
System.err.print(" ")
|
||||
}
|
||||
System.err.println("\nMINIMINIDUMP END")
|
||||
|
||||
exitProcess(1)
|
||||
}*/
|
||||
|
||||
|
||||
if (_thisFluid.type != Fluid.NULL) {
|
||||
_fluidAmountToCol.set(_thisFluid.amount, _thisFluid.amount, _thisFluid.amount, _thisFluid.amount)
|
||||
|
||||
_thisTileLuminosity.set(BlockCodex[world.tileNumberToNameMap[_thisTerrain]].getLumCol(worldX, worldY))
|
||||
_thisTileLuminosity.maxAndAssign(BlockCodex[_thisFluid.type].getLumCol(worldX, worldY).mul(_fluidAmountToCol)) // already been div by four
|
||||
_mapThisTileOpacity.setVec(lx, ly, BlockCodex[world.tileNumberToNameMap[_thisTerrain]].opacity)
|
||||
_mapThisTileOpacity.max(lx, ly, BlockCodex[_thisFluid.type].opacity.mul(_fluidAmountToCol))// already been div by four
|
||||
}
|
||||
else {
|
||||
_thisTileLuminosity.set(BlockCodex[world.tileNumberToNameMap[_thisTerrain]].getLumCol(worldX, worldY))
|
||||
_mapThisTileOpacity.setVec(lx, ly, BlockCodex[world.tileNumberToNameMap[_thisTerrain]].opacity)
|
||||
}
|
||||
|
||||
_mapThisTileOpacity2.setR(lx, ly, _mapThisTileOpacity.getR(lx, ly) * 1.41421356f)
|
||||
_mapThisTileOpacity2.setG(lx, ly, _mapThisTileOpacity.getG(lx, ly) * 1.41421356f)
|
||||
_mapThisTileOpacity2.setB(lx, ly, _mapThisTileOpacity.getB(lx, ly) * 1.41421356f)
|
||||
_mapThisTileOpacity2.setA(lx, ly, _mapThisTileOpacity.getA(lx, ly) * 1.41421356f)
|
||||
|
||||
|
||||
// open air || luminous tile backed by sunlight
|
||||
if ((world.tileNumberToNameMap[_thisTerrain] == AIR && world.tileNumberToNameMap[_thisWall] == AIR) ||
|
||||
(_thisTileLuminosity.nonZero() && world.tileNumberToNameMap[_thisWall] == AIR)) {
|
||||
_mapLightLevelThis.setVec(lx, ly, sunLight)
|
||||
}
|
||||
|
||||
// blend lantern
|
||||
_mapLightLevelThis.max(lx, ly, _thisTileLuminosity.maxAndAssign(
|
||||
lanternMap[LandUtil.getBlockAddr(world, worldX, worldY)] ?: colourNull
|
||||
))
|
||||
}
|
||||
|
||||
/*private val inNoopMaskp = Point2i(0,0)
|
||||
|
||||
private fun inNoopMask(x: Int, y: Int): Boolean {
|
||||
if (x in for_x_start..for_x_end) {
|
||||
// if it's in the top flange
|
||||
inNoopMaskp.set(x, for_y_start)
|
||||
if (y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp)) return true
|
||||
// if it's in the bottom flange
|
||||
inNoopMaskp.y = for_y_end
|
||||
return (y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
else if (y in for_y_start..for_y_end) {
|
||||
// if it's in the left flange
|
||||
inNoopMaskp.set(for_x_start, y)
|
||||
if (x < for_x_start - overscan_opaque && noopMask.contains(inNoopMaskp)) return true
|
||||
// if it's in the right flange
|
||||
inNoopMaskp.set(for_x_end, y)
|
||||
return (x > for_x_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// top-left corner
|
||||
else if (x < for_x_start && y < for_y_start) {
|
||||
inNoopMaskp.set(for_x_start, for_y_start)
|
||||
return (x < for_x_start - overscan_opaque && y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// top-right corner
|
||||
else if (x > for_x_end && y < for_y_start) {
|
||||
inNoopMaskp.set(for_x_end, for_y_start)
|
||||
return (x > for_x_end + overscan_opaque && y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// bottom-left corner
|
||||
else if (x < for_x_start && y > for_y_end) {
|
||||
inNoopMaskp.set(for_x_start, for_y_end)
|
||||
return (x < for_x_start - overscan_opaque && y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
// bottom-right corner
|
||||
else if (x > for_x_end && y > for_y_end) {
|
||||
inNoopMaskp.set(for_x_end, for_y_end)
|
||||
return (x > for_x_end + overscan_opaque && y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
|
||||
}
|
||||
else
|
||||
return false
|
||||
|
||||
// if your IDE error out that you need return statement, AND it's "fixed" by removing 'else' before 'return false',
|
||||
// you're doing it wrong, the IF and return statements must be inclusive.
|
||||
}*/
|
||||
|
||||
private var swipeX = -1
|
||||
private var swipeY = -1
|
||||
private var swipeDiag = false
|
||||
private fun _swipeTask(x: Int, y: Int, x2: Int, y2: Int) {
|
||||
if (x2 < 0 || y2 < 0 || x2 >= LIGHTMAP_WIDTH || y2 >= LIGHTMAP_HEIGHT) return
|
||||
|
||||
_ambientAccumulator.r = _mapLightLevelThis.getR(x, y)
|
||||
_ambientAccumulator.g = _mapLightLevelThis.getG(x, y)
|
||||
_ambientAccumulator.b = _mapLightLevelThis.getB(x, y)
|
||||
_ambientAccumulator.a = _mapLightLevelThis.getA(x, y)
|
||||
|
||||
if (!swipeDiag) {
|
||||
_thisTileOpacity.r = _mapThisTileOpacity.getR(x, y)
|
||||
_thisTileOpacity.g = _mapThisTileOpacity.getG(x, y)
|
||||
_thisTileOpacity.b = _mapThisTileOpacity.getB(x, y)
|
||||
_thisTileOpacity.a = _mapThisTileOpacity.getA(x, y)
|
||||
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity))
|
||||
}
|
||||
else {
|
||||
_thisTileOpacity2.r = _mapThisTileOpacity2.getR(x, y)
|
||||
_thisTileOpacity2.g = _mapThisTileOpacity2.getG(x, y)
|
||||
_thisTileOpacity2.b = _mapThisTileOpacity2.getB(x, y)
|
||||
_thisTileOpacity2.a = _mapThisTileOpacity2.getA(x, y)
|
||||
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity2))
|
||||
}
|
||||
|
||||
_mapLightLevelThis.setVec(x, y, _ambientAccumulator)
|
||||
lightmap.setVec(x, y, _ambientAccumulator)
|
||||
}
|
||||
private fun swipeLight(sx: Int, sy: Int, ex: Int, ey: Int, dx: Int, dy: Int) {
|
||||
swipeX = sx; swipeY = sy
|
||||
while (swipeX*dx <= ex*dx && swipeY*dy <= ey*dy) {
|
||||
// conduct the task #1
|
||||
// spread towards the end
|
||||
_swipeTask(swipeX, swipeY, swipeX-dx, swipeY-dy)
|
||||
|
||||
swipeX += dx
|
||||
swipeY += dy
|
||||
}
|
||||
|
||||
swipeX = ex; swipeY = ey
|
||||
while (swipeX*dx >= sx*dx && swipeY*dy >= sy*dy) {
|
||||
// conduct the task #2
|
||||
// spread towards the start
|
||||
_swipeTask(swipeX, swipeY, swipeX+dx, swipeY+dy)
|
||||
|
||||
swipeX -= dx
|
||||
swipeY -= dy
|
||||
}
|
||||
}
|
||||
|
||||
/** Another YE OLDE light simulator
|
||||
* Calculates the light simulation, using main lightmap as one of the input.
|
||||
*/
|
||||
/*private fun calculateAndAssign(lightmap: UnsafeCvecArray, worldX: Int, worldY: Int) {
|
||||
|
||||
//if (inNoopMask(worldX, worldY)) return
|
||||
|
||||
// O(9n) == O(n) where n is a size of the map
|
||||
|
||||
//getLightsAndShades(worldX, worldY)
|
||||
|
||||
val x = worldX.convX()
|
||||
val y = worldY.convY()
|
||||
|
||||
// calculate ambient
|
||||
/* + * + 0 4 1
|
||||
* * @ * 6 @ 7
|
||||
* + * + 2 5 3
|
||||
* sample ambient for eight points and apply attenuation for those
|
||||
* maxblend eight values and use it
|
||||
*/
|
||||
|
||||
|
||||
// TODO getLightsAndShades is replaced with precalculate; change following codes accordingly!
|
||||
_ambientAccumulator.r = _mapLightLevelThis.getR(x, y)
|
||||
_ambientAccumulator.g = _mapLightLevelThis.getG(x, y)
|
||||
_ambientAccumulator.b = _mapLightLevelThis.getB(x, y)
|
||||
_ambientAccumulator.a = _mapLightLevelThis.getA(x, y)
|
||||
|
||||
_thisTileOpacity.r = _mapThisTileOpacity.getR(x, y)
|
||||
_thisTileOpacity.g = _mapThisTileOpacity.getG(x, y)
|
||||
_thisTileOpacity.b = _mapThisTileOpacity.getB(x, y)
|
||||
_thisTileOpacity.a = _mapThisTileOpacity.getA(x, y)
|
||||
|
||||
_thisTileOpacity2.r = _mapThisTileOpacity2.getR(x, y)
|
||||
_thisTileOpacity2.g = _mapThisTileOpacity2.getG(x, y)
|
||||
_thisTileOpacity2.b = _mapThisTileOpacity2.getB(x, y)
|
||||
_thisTileOpacity2.a = _mapThisTileOpacity2.getA(x, y)
|
||||
|
||||
// will "overwrite" what's there in the lightmap if it's the first pass
|
||||
// takes about 2 ms on 6700K
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x - 1, y - 1, _thisTileOpacity2))
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x + 1, y - 1, _thisTileOpacity2))
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x - 1, y + 1, _thisTileOpacity2))
|
||||
/* + */_ambientAccumulator.maxAndAssign(darkenColoured(x + 1, y + 1, _thisTileOpacity2))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x, y - 1, _thisTileOpacity))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x, y + 1, _thisTileOpacity))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x - 1, y, _thisTileOpacity))
|
||||
/* * */_ambientAccumulator.maxAndAssign(darkenColoured(x + 1, y, _thisTileOpacity))
|
||||
|
||||
lightmap.setVec(x, y, _ambientAccumulator)
|
||||
}*/
|
||||
|
||||
private fun isSolid(x: Int, y: Int): Float? { // ...so that they wouldn't appear too dark
|
||||
if (!inBounds(x, y)) return null
|
||||
|
||||
// brighten if solid
|
||||
return if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) 1.2f else 1f
|
||||
}
|
||||
|
||||
var lightBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888)
|
||||
|
||||
private val colourNull = Cvec(0)
|
||||
private val gdxColorNull = Color(0)
|
||||
const val epsilon = 1f/1024f
|
||||
|
||||
private var _lightBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
|
||||
|
||||
internal fun draw(): Texture {
|
||||
|
||||
// when shader is not used: 0.5 ms on 6700K
|
||||
AppLoader.measureDebugTime("Renderer.LightToScreen") {
|
||||
|
||||
val this_x_start = for_draw_x_start
|
||||
val this_y_start = for_draw_y_start
|
||||
val this_x_end = for_draw_x_end
|
||||
val this_y_end = for_draw_y_end
|
||||
|
||||
// wipe out beforehand. You DO need this
|
||||
lightBuffer.blending = Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker)
|
||||
lightBuffer.setColor(0)
|
||||
lightBuffer.fill()
|
||||
|
||||
|
||||
// write to colour buffer
|
||||
for (y in this_y_start..this_y_end) {
|
||||
//println("y: $y, this_y_start: $this_y_start")
|
||||
//if (y == this_y_start && this_y_start == 0) {
|
||||
// throw Error("Fuck hits again...")
|
||||
//}
|
||||
|
||||
for (x in this_x_start..this_x_end) {
|
||||
|
||||
val solidMultMagic = isSolid(x, y)
|
||||
|
||||
val arrayX = x.convX()
|
||||
val arrayY = y.convY()
|
||||
|
||||
val red = lightmap.getR(arrayX, arrayY)
|
||||
val grn = lightmap.getG(arrayX, arrayY)
|
||||
val blu = lightmap.getB(arrayX, arrayY)
|
||||
val uvl = lightmap.getA(arrayX, arrayY)
|
||||
val redw = (red.sqrt() - 1f) * (7f / 24f)
|
||||
val grnw = (grn.sqrt() - 1f)
|
||||
val bluw = (blu.sqrt() - 1f) * (7f / 72f)
|
||||
val bluwv = (blu.sqrt() - 1f) * (1f / 50f)
|
||||
val uvlwr = (uvl.sqrt() - 1f) * (1f / 13f)
|
||||
val uvlwg = (uvl.sqrt() - 1f) * (1f / 10f)
|
||||
val uvlwb = (uvl.sqrt() - 1f) * (1f / 8f)
|
||||
|
||||
val color = if (solidMultMagic == null)
|
||||
lightBuffer.drawPixel(
|
||||
x - this_x_start,
|
||||
lightBuffer.height - 1 - y + this_y_start, // flip Y
|
||||
0
|
||||
)
|
||||
else
|
||||
lightBuffer.drawPixel(
|
||||
x - this_x_start,
|
||||
lightBuffer.height - 1 - y + this_y_start, // flip Y
|
||||
(maxOf(red,grnw,bluw,uvlwr) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(24) or
|
||||
(maxOf(redw,grn,bluw,uvlwg) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(16) or
|
||||
(maxOf(redw,grnw,blu,uvlwb) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(8) or
|
||||
(maxOf(bluwv,uvl) * solidMultMagic).hdnorm().times(255f).roundToInt()
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// draw to the batch
|
||||
_lightBufferAsTex.dispose()
|
||||
_lightBufferAsTex = Texture(lightBuffer)
|
||||
_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
|
||||
|
||||
/*Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
|
||||
// we might not need shader here...
|
||||
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
|
||||
batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
|
||||
*/
|
||||
}
|
||||
|
||||
return _lightBufferAsTex
|
||||
}
|
||||
|
||||
fun dispose() {
|
||||
LightmapHDRMap.dispose()
|
||||
_lightBufferAsTex.dispose()
|
||||
lightBuffer.dispose()
|
||||
|
||||
lightmap.destroy()
|
||||
_mapLightLevelThis.destroy()
|
||||
_mapThisTileOpacity.destroy()
|
||||
_mapThisTileOpacity2.destroy()
|
||||
}
|
||||
|
||||
private const val lightScalingMagic = 2f
|
||||
|
||||
/**
|
||||
* Subtract each channel's RGB value.
|
||||
*
|
||||
* @param x array coord
|
||||
* @param y array coord
|
||||
* @param darken (0-255) per channel
|
||||
* @return darkened data (0-255) per channel
|
||||
*/
|
||||
fun darkenColoured(x: Int, y: Int, darken: Cvec): Cvec {
|
||||
// use equation with magic number 8.0
|
||||
// this function, when done recursively (A_x = darken(A_x-1, C)), draws exponential curve. (R^2 = 1)
|
||||
|
||||
if (x !in 0 until LIGHTMAP_WIDTH || y !in 0 until LIGHTMAP_HEIGHT) return colourNull
|
||||
|
||||
return Cvec(
|
||||
lightmap.getR(x, y) * (1f - darken.r * lightScalingMagic),
|
||||
lightmap.getG(x, y) * (1f - darken.g * lightScalingMagic),
|
||||
lightmap.getB(x, y) * (1f - darken.b * lightScalingMagic),
|
||||
lightmap.getA(x, y) * (1f - darken.a * lightScalingMagic)
|
||||
)
|
||||
|
||||
}
|
||||
|
||||
/** infix is removed to clarify the association direction */
|
||||
private fun Cvec.maxAndAssign(other: Cvec): Cvec {
|
||||
// TODO investigate: if I use assignment instead of set(), it blackens like the vector branch. --Torvald, 2019-06-07
|
||||
// that was because you forgot 'this.r/g/b/a = ' part, bitch. --Torvald, 2019-06-07
|
||||
this.r = if (this.r > other.r) this.r else other.r
|
||||
this.g = if (this.g > other.g) this.g else other.g
|
||||
this.b = if (this.b > other.b) this.b else other.b
|
||||
this.a = if (this.a > other.a) this.a else other.a
|
||||
|
||||
return this
|
||||
}
|
||||
|
||||
private fun Float.inv() = 1f / this
|
||||
fun Int.even(): Boolean = this and 1 == 0
|
||||
fun Int.odd(): Boolean = this and 1 == 1
|
||||
|
||||
// TODO: float LUT lookup using linear interpolation
|
||||
|
||||
// input: 0..1 for int 0..1023
|
||||
fun hdr(intensity: Float): Float {
|
||||
val intervalStart = (intensity / 4f * LightmapHDRMap.size).floorInt()
|
||||
val intervalEnd = (intensity / 4f * LightmapHDRMap.size).floorInt() + 1
|
||||
|
||||
if (intervalStart == intervalEnd) return LightmapHDRMap[intervalStart]
|
||||
|
||||
val intervalPos = (intensity / 4f * LightmapHDRMap.size) - (intensity / 4f * LightmapHDRMap.size).toInt()
|
||||
|
||||
val ret = interpolateLinear(
|
||||
intervalPos,
|
||||
LightmapHDRMap[intervalStart],
|
||||
LightmapHDRMap[intervalEnd]
|
||||
)
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
private var _init = false
|
||||
|
||||
fun resize(screenW: Int, screenH: Int) {
|
||||
// make sure the BlocksDrawer is resized first!
|
||||
|
||||
// copied from BlocksDrawer, duh!
|
||||
// FIXME 'lightBuffer' is not zoomable in this way
|
||||
val tilesInHorizontal = (AppLoader.screenSize.screenWf / TILE_SIZE).ceilInt() + 1
|
||||
val tilesInVertical = (AppLoader.screenSize.screenHf / TILE_SIZE).ceilInt() + 1
|
||||
|
||||
LIGHTMAP_WIDTH = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenW).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
LIGHTMAP_HEIGHT = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(AppLoader.screenSize.screenH).div(TILE_SIZE).ceilInt() + overscan_open * 2 + 3
|
||||
|
||||
if (_init) {
|
||||
lightBuffer.dispose()
|
||||
}
|
||||
else {
|
||||
_init = true
|
||||
}
|
||||
lightBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888)
|
||||
|
||||
lightmap.destroy()
|
||||
_mapLightLevelThis.destroy()
|
||||
_mapThisTileOpacity.destroy()
|
||||
_mapThisTileOpacity2.destroy()
|
||||
lightmap = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
_mapLightLevelThis = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
_mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
_mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
|
||||
|
||||
printdbg(this, "Resize event")
|
||||
}
|
||||
|
||||
|
||||
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
|
||||
fun Color.normaliseToHDR() = Color(
|
||||
hdr(this.r.coerceIn(0f, 1f)),
|
||||
hdr(this.g.coerceIn(0f, 1f)),
|
||||
hdr(this.b.coerceIn(0f, 1f)),
|
||||
hdr(this.a.coerceIn(0f, 1f))
|
||||
)
|
||||
|
||||
inline fun Float.hdnorm() = hdr(this.coerceIn(0f, 1f))
|
||||
|
||||
private fun Cvec.nonZero() = this.r.abs() > epsilon ||
|
||||
this.g.abs() > epsilon ||
|
||||
this.b.abs() > epsilon ||
|
||||
this.a.abs() > epsilon
|
||||
|
||||
val histogram: Histogram
|
||||
get() {
|
||||
val reds = IntArray(256) // reds[intensity] ← counts
|
||||
val greens = IntArray(256) // do.
|
||||
val blues = IntArray(256) // do.
|
||||
val uvs = IntArray(256)
|
||||
val render_width = for_x_end - for_x_start
|
||||
val render_height = for_y_end - for_y_start
|
||||
// excluiding overscans; only reckon echo lights
|
||||
for (y in overscan_open..render_height + overscan_open + 1) {
|
||||
for (x in overscan_open..render_width + overscan_open + 1) {
|
||||
try {
|
||||
// TODO
|
||||
}
|
||||
catch (e: ArrayIndexOutOfBoundsException) { }
|
||||
}
|
||||
}
|
||||
return Histogram(reds, greens, blues, uvs)
|
||||
}
|
||||
|
||||
class Histogram(val reds: IntArray, val greens: IntArray, val blues: IntArray, val uvs: IntArray) {
|
||||
|
||||
val RED = 0
|
||||
val GREEN = 1
|
||||
val BLUE = 2
|
||||
val UV = 3
|
||||
|
||||
val screen_tiles: Int = (for_x_end - for_x_start + 2) * (for_y_end - for_y_start + 2)
|
||||
|
||||
val brightest: Int
|
||||
get() {
|
||||
for (i in 255 downTo 1) {
|
||||
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
|
||||
return i
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
val brightest8Bit: Int
|
||||
get() { val b = brightest
|
||||
return if (brightest > 255) 255 else b
|
||||
}
|
||||
|
||||
val dimmest: Int
|
||||
get() {
|
||||
for (i in 0..255) {
|
||||
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
|
||||
return i
|
||||
}
|
||||
return 255
|
||||
}
|
||||
|
||||
val range: Int = 255
|
||||
|
||||
fun get(index: Int): IntArray {
|
||||
return when (index) {
|
||||
RED -> reds
|
||||
GREEN -> greens
|
||||
BLUE -> blues
|
||||
UV -> uvs
|
||||
else -> throw IllegalArgumentException()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fun interpolateLinear(scale: Float, startValue: Float, endValue: Float): Float {
|
||||
if (startValue == endValue) {
|
||||
return startValue
|
||||
}
|
||||
if (scale <= 0f) {
|
||||
return startValue
|
||||
}
|
||||
if (scale >= 1f) {
|
||||
return endValue
|
||||
}
|
||||
return (1f - scale) * startValue + scale * endValue
|
||||
}
|
||||
}
|
||||
|
||||
fun Cvec.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()
|
||||
fun Color.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()
|
||||
|
||||
Reference in New Issue
Block a user