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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
using gl32 shaders for other runnables
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@@ -9,7 +9,6 @@ import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
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import com.badlogic.gdx.controllers.Controllers;
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import com.badlogic.gdx.graphics.*;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.glutils.*;
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import com.badlogic.gdx.utils.Disposable;
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@@ -51,7 +50,6 @@ import java.lang.reflect.Field;
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import java.util.*;
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import static net.torvald.terrarum.TerrarumKt.*;
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import static org.lwjgl.glfw.GLFW.*;
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/**
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* The framework's Application Loader
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@@ -314,7 +312,7 @@ public class App implements ApplicationListener {
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}
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public static ShapeRenderer makeShapeRenderer() {
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return new ShapeRenderer(5000, MacosGL32Shaders.INSTANCE.createShapeRendererShader());
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return new ShapeRenderer(5000, DefaultGL32Shaders.INSTANCE.createShapeRendererShader());
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}
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public static void main(String[] args) {
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@@ -6,7 +6,7 @@ import com.badlogic.gdx.graphics.glutils.ShaderProgram
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/**
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* Created by minjaesong on 2023-02-28
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*/
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object MacosGL32Shaders {
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object DefaultGL32Shaders {
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fun createSpriteBatchShader(): ShaderProgram {
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return App.loadShaderFromClasspath("shaders/gl32spritebatch.vert", "shaders/gl32spritebatch.frag")
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}
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@@ -29,7 +29,7 @@ object ErrorDisp : Screen {
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override fun show() {
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
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@@ -9,7 +9,7 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion
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*
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* Created by minjaesong on 2021-12-13.
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*/
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class FlippingSpriteBatch(size: Int = 1000) : SpriteBatch(size, MacosGL32Shaders.createSpriteBatchShader()) {
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class FlippingSpriteBatch(size: Int = 1000) : SpriteBatch(size, DefaultGL32Shaders.createSpriteBatchShader()) {
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/**
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* This function draws the flipped version of the image by giving flipped uv-coord to the SpriteBatch
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@@ -33,7 +33,7 @@ class NoModuleDefaultTitlescreen(batch: FlippingSpriteBatch) : IngameInstance(ba
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private var gamemode = 0
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private val fbatch = SpriteBatch()
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private val fbatch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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private val genericBackdrop = Toolkit.Theme.COL_CELL_FILL.cpy().add(0f,0f,0f,1f)
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private val winTenBackdrop = Color(0x1070AAFF)
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@@ -10,6 +10,7 @@ import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.unicode.EMDASH
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import net.torvald.gdx.graphics.PixmapIO2
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import net.torvald.terrarum.DefaultGL32Shaders
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import net.torvald.terrarum.gdxClearAndEnableBlend
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import net.torvald.terrarum.inUse
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import java.awt.BorderLayout
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@@ -263,7 +264,7 @@ class SpriteAssemblerPreview: Game() {
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override fun create() {
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Gdx.graphics.setTitle("Sprite Assembler Preview")
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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renderTexture = Texture(1, 1, Pixmap.Format.RGBA8888)
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}
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@@ -18,6 +18,7 @@ import com.sudoplay.joise.module.ModuleFractal
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import com.sudoplay.joise.module.ModuleScaleOffset
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.App
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import net.torvald.terrarum.DefaultGL32Shaders
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import net.torvald.terrarum.concurrent.ThreadExecutor
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import net.torvald.terrarum.concurrent.sliceEvenly
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import net.torvald.terrarum.inUse
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@@ -45,7 +46,7 @@ class NoiseGenerator : ScreenAdapter() {
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override fun show() {
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Gdx.input.inputProcessor = NoiseGeneratorController(this)
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera(App.scr.wf, App.scr.hf)
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camera.setToOrtho(true, App.scr.wf, App.scr.hf)
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@@ -35,7 +35,7 @@ class UIElemTest : ApplicationAdapter() {
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256, false, 0.5f, false
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)
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera()
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camera.setToOrtho(true, 800f, 600f)
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camera.update()
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@@ -14,8 +14,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.sudoplay.joise.Joise
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import com.sudoplay.joise.module.*
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import net.torvald.unsafe.UnsafeHelper
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.DefaultGL32Shaders
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import net.torvald.terrarum.concurrent.*
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.inUse
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@@ -27,7 +27,6 @@ import java.util.concurrent.Future
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import kotlin.math.cos
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import kotlin.math.sin
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import kotlin.random.Random
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import kotlin.coroutines.*
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const val NOISEBOX_WIDTH = 768
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const val NOISEBOX_HEIGHT = 512
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@@ -61,7 +60,7 @@ class WorldgenNoiseSandbox : ApplicationAdapter() {
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override fun create() {
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font = BitmapFont() // use default because fuck it
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera(NOISEBOX_WIDTH.toFloat(), NOISEBOX_HEIGHT.toFloat())
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camera.setToOrtho(false) // some elements are pre-flipped, while some are not. The statement itself is absolutely necessary to make edge of the screen as the origin
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camera.update()
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