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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-09 13:21:51 +09:00
fix: new world from world portal not updating world ref of IngameRenderer
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@@ -175,26 +175,29 @@ object IngameRenderer : Disposable {
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* - When the game make transition to the new world (advancing to the next level/entering or exiting the room)
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*/
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fun setRenderedWorld(world: GameWorld) {
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try {
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if (this.world != world) {
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printdbg(this, "Set new RenderedWorld (UUID=${world.worldIndex}) at time ${System.currentTimeMillis()}, called by:")
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printStackTrace(this)
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try {
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if (this.world != world) {
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// printdbg(this, "World change detected -- " +
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// "old world: ${this.world.hashCode()}, " +
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// "new world: ${world.hashCode()}")
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// change worlds from internal methods
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this.world = world
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LightmapRenderer.internalSetWorld(world)
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BlocksDrawer.world = world
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FeaturesDrawer.world = world
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newWorldLoadedLatch = true
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}
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}
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catch (e: UninitializedPropertyAccessException) {
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// new init, do nothing
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// change worlds from internal methods
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this.world = world
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LightmapRenderer.internalSetWorld(world)
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BlocksDrawer.world = world
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FeaturesDrawer.world = world
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newWorldLoadedLatch = true
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}
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}
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catch (e: UninitializedPropertyAccessException) {
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// new init, do nothing
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this.world = world
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}
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}
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private var oldCamX = 0
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@@ -52,6 +52,8 @@ class WorldgenLoadScreen(screenToBeLoaded: IngameInstance, private val worldwidt
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previewPixmap.setColor(Color.BLACK)
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previewPixmap.fill()
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IngameRenderer.setRenderedWorld(world)
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}
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override fun render(delta: Float) {
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@@ -201,12 +201,14 @@ internal object BlocksDrawer {
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}
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catch (e: ClassCastException) { }
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measureDebugTime("Renderer.Tiling") {
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drawTiles(WALL)
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drawTiles(TERRAIN) // regular tiles
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drawTiles(FLUID)
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drawTiles(OCCLUSION)
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//drawTiles(WIRE)
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if (!world.layerTerrain.ptrDestroyed) {
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measureDebugTime("Renderer.Tiling") {
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drawTiles(WALL)
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drawTiles(TERRAIN) // regular tiles
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drawTiles(FLUID)
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drawTiles(OCCLUSION)
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//drawTiles(WIRE)
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}
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}
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}
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@@ -139,7 +139,9 @@ object LightmapRenderer {
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printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
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}
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fun recalculate(actorContainer: List<ActorWithBody>) = _recalculate(actorContainer, lightmap)
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fun recalculate(actorContainer: List<ActorWithBody>) {
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if (!world.layerTerrain.ptrDestroyed) _recalculate(actorContainer, lightmap)
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}
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private fun _recalculate(actorContainer: List<ActorWithBody>, lightmap: UnsafeCvecArray) {
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try {
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@@ -661,35 +663,37 @@ object LightmapRenderer {
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internal fun draw(): Texture {
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// when shader is not used: 0.5 ms on 6700K
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App.measureDebugTime("Renderer.LightToScreen") {
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if (!world.layerTerrain.ptrDestroyed) {
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// when shader is not used: 0.5 ms on 6700K
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App.measureDebugTime("Renderer.LightToScreen") {
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val this_x_start = for_draw_x_start
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val this_y_start = for_draw_y_start
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val this_x_end = for_draw_x_end
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val this_y_end = for_draw_y_end
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val this_x_start = for_draw_x_start
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val this_y_start = for_draw_y_start
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val this_x_end = for_draw_x_end
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val this_y_end = for_draw_y_end
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// wipe out beforehand. You DO need this
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lightBuffer.blending = Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker)
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lightBuffer.setColor(0)
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lightBuffer.fill()
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// wipe out beforehand. You DO need this
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lightBuffer.blending =
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Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker)
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lightBuffer.setColor(0)
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lightBuffer.fill()
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// write to colour buffer
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for (y in this_y_start..this_y_end) {
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//println("y: $y, this_y_start: $this_y_start")
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//if (y == this_y_start && this_y_start == 0) {
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// throw Error("Fuck hits again...")
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//}
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// write to colour buffer
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for (y in this_y_start..this_y_end) {
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//println("y: $y, this_y_start: $this_y_start")
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//if (y == this_y_start && this_y_start == 0) {
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// throw Error("Fuck hits again...")
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//}
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for (x in this_x_start..this_x_end) {
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for (x in this_x_start..this_x_end) {
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val solidMultMagic = isSolid(x, y) // one of {1.2f, 1f, null}
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val solidMultMagic = isSolid(x, y) // one of {1.2f, 1f, null}
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val arrayX = x.convX()
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val arrayY = y.convY()
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val arrayX = x.convX()
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val arrayY = y.convY()
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val (red, grn, blu, uvl) = lightmap.getVec(arrayX, arrayY)
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val (red, grn, blu, uvl) = lightmap.getVec(arrayX, arrayY)
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// val redw = (red.sqrt() - 1f) * (7f / 24f)
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// val grnw = (grn.sqrt() - 1f)
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// val bluw = (blu.sqrt() - 1f) * (7f / 72f)
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@@ -698,13 +702,13 @@ object LightmapRenderer {
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// val uvlwg = (uvl.sqrt() - 1f) * (1f / 10f)
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// val uvlwb = (uvl.sqrt() - 1f) * (1f / 8f)
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if (solidMultMagic == null)
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lightBuffer.drawPixel(
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x - this_x_start,
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lightBuffer.height - 1 - y + this_y_start, // flip Y
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0
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)
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else
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if (solidMultMagic == null)
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lightBuffer.drawPixel(
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x - this_x_start,
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lightBuffer.height - 1 - y + this_y_start, // flip Y
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0
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)
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else
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/*lightBuffer.drawPixel(
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x - this_x_start,
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lightBuffer.height - 1 - y + this_y_start, // flip Y
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@@ -713,28 +717,29 @@ object LightmapRenderer {
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(max(redw,grnw,blu,uvlwb) * solidMultMagic).hdnorm().times(255f).roundToInt().shl(8) or
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(max(bluwv,uvl) * solidMultMagic).hdnorm().times(255f).roundToInt()
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)*/
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lightBuffer.drawPixel(
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lightBuffer.drawPixel(
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x - this_x_start,
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lightBuffer.height - 1 - y + this_y_start, // flip Y
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(red * solidMultMagic).hdnorm().times(255f).roundToInt().shl(24) or
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(grn * solidMultMagic).hdnorm().times(255f).roundToInt().shl(16) or
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(blu * solidMultMagic).hdnorm().times(255f).roundToInt().shl(8) or
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(uvl * solidMultMagic).hdnorm().times(255f).roundToInt()
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)
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)
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}
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}
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}
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// draw to the batch
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_lightBufferAsTex.dispose()
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_lightBufferAsTex = Texture(lightBuffer)
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_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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// draw to the batch
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_lightBufferAsTex.dispose()
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_lightBufferAsTex = Texture(lightBuffer)
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_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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/*Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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/*Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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// we might not need shader here...
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//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
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batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
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*/
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}
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}
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return _lightBufferAsTex
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